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Godot Text Database

TextDatabse is a class that can load custom data files (supported formats are .json and .cfg) created manually and validate them for you. If comparing to SQL database, imagine you create a schema and then load data and the data tries to fit into the schema. Why?

Why TextDatabase

When creating a game, you often want to have some data. It can be list of levels, item database, enemy codex, just anything that has some properties and comes in a more or less big number. There are multiple approaches for that. The easiest one is creating a constant Dictionary or Array somewhere in a singleton or any script file, which will hold all your data and then load and access it directly. Another way is to create a custom Resource type and then create all your data as resource instances.

The first approach, while it is simple, is actually evil. Scripts aren't meant to hold data. You can store some stuff, but it doesn't scale good. Although GDScript is actually friendly for such usage. The second approach, while I've seen recommended by some people, is actually inconvenient, as you need to edit the resources in the inspector or using text editors. Also with this approach you usually put the resources as separate files (I bet it's recommended), which just creates incredible clutter.

Then comes the mother of all data storage, that is, storing data in a format intended for storage (usually JSON, there are better, see below). Depending on your structure, you can conveniently store data in one or multiple files and format it in readable and easy to edit way. You can of course create a custom editor for your data, but it's usually not worth it. If you want to do changes to your data structure, you also need to update the editor; also making editor as convenient as a regular text editor takes a bit of work. The only problem with using text is that you can easily mistype something, which makes your data loading fail or result in some weird unexpected bugs. This is where TextDatabase comes in, to make text storage safe to use. But before that...

Why ConfigFile is better than JSON

Most people, when thinking about data storage, they use JSON. Of course there are other formats, but this is the only one that Godot supports. But there's another - ConfigFile. It's a Godot's custom text format inspired by INI files. Your export.cfg is stored in this format, also .tscn and .tres files have very similar structure. Why is better than JSON?

  • It has proper integer support, so e.g. you don't get unexpected results when using loaded data in a match statement.
  • Actually, it supports any Godot's native Variant type. You can store e.g. Vector2s in your ConfigFiles.
  • It supports comments. You can conveniently comment-out parts of data or annotate it.
  • It also supports trailing commas.
  • The syntax is way better. Just compare this JSON:
[
	{
		"name": "Bag of Spikes",
		"description": "A bag full of rusty spikes.",
		"price": 80,
		"type": "misc"
	},

	{
		"name": "Hammer",
		"description": "A hammer. For hitting screws and things.",
		"price": 75,
		"type": "misc"
	}
]

With this super-slick CFG:

[Bag of Spikes]
description = "A bag full of rusty spikes."
price = 80
type = "misc"

[Hammer]
description = "A hammer. For hitting screws and things."
price = 75
type = "misc"

It's much shorter, comes without useless indendations and curly braces. It's way better format to edit by hand.

With this long introduction, let's explain the actual class.

Basic usage

TextDatabase class inherits RefCounted. The simplest usage goes like this:

var database = TextDatabase.new()
database.load_from_path("res://MyData.cfg")

You create a database instance and then load files. You can then access your data using database.get_array() or database.get_dictionary(). Note that TextDatabase imposes some structure. Your data should be an array of dictionaries. Each entry is one dictionary and it can store different properties. Also if you have a "name key" in each of your entries, you can convert the database into a dictionary and access the entries by name.

Example usage with the data above:

var database = TextDatabase.new()
database.load_from_path("res://Items.cfg")
var data = database.get_dictionary()

for item in data:
	print(item.description) # Prints "A bag full of rusty spikes." and "A hammer. For hitting screws and things.".

You can also load multiple files into a database:

var database = TextDatabase.new()
database.load_from_path("res://Items1.cfg")
database.load_from_path("res://Items2.cfg")

They will all be stored in one array/dictionary, so you can divide your data into multiple files if you don't like 5000-liners. If the path you provide is a directory instead of a file, all files in that directory will be loaded (non-recursively).

ID and name

Each entry in database has a unique ID. IDs are consecutive numbers in the order the entries are loaded. If you load mutliple files, additional files will follow the ID numbering from the previous files. By default the "ID" is stored in a property called id, but you can change it by modifying id_name property of the database. Then there is name. Each entry can be optionally named with a unique name. Names are required if you want to use the database as dictionary. ConfigFiles enforces naming your entries; the section names are used as item names. Name property can also be custiomized by entry_name in database.

Example: Data file:

[Rusty Sword]
attack = 5

[Rubber Sword]
attack = 1

Loader:

var database = TextDatabase.new()
database.load_from_file("res://Equipment.cfg")

Results in this Array:

[{"id": 0, "name": "Rusty Sword", "attack": 5}, {"id": 1, "name": "Rubber Sword", "attack": 1}]

With customization:

var database = TextDatabase.new()
database.id_name = "item"
database.entry_name = "type"
database.load_from_file("res://Equipment.cfg")
[{"item": 0, "type": "Rusty Sword", "attack": 5}, {"item": 1, "type": "Rubber Sword", "attack": 1}]

Data validation

You can define 2 types of properties in TextDatabase: "mandatory" properties and "valid" properties. Mandatory property is a property that MUST be in an entry. E.g. if you have you have a collection of items, you might want all of them to have description. Valid properties are properties that CAN be in entry. E.g. your items might have a set of stats, like "attack" and "defense". If you make a typo "attac", the property won't be recognized as valid. Valid properties may also have default values. Mandatory properties are automatically assigned as valid properties.

The data is validated during loading. If any entry is missing mandatory property or a property is invalid, it will hit an assertion and pause your game (works only in editor). So if you make a typo or forget to add something or put a wrong type etc., you will be spammed with errors, so you won't miss them unknowingly. This makes it very safe and convenient to use. Do note that property validation isn't done only against "valid" properties, but TextDatabase will also consider "mandatory" properties as well, so you don't need to duplicate them. If you want to validate properties, but don't have any "valid" properties, you can set is_validated to true, to enable validation using only the mandatory set. Also properties can be typed, so that the type loaded from file is checked against the declared one. There is also an option called is_strict (default false), which makes validation fail if property declared as float has int value.

With all this combined, your database definition is really close to a schema of traditional database. Note that all validation happens only in debug builds. Make sure that you have no errors when loading database and avoid any data modifications in validation methods. Also, since defined properties are effectively unused in release builds, it's better to define them only in debug builds.

Validation examples

Loading data with a set of mandatory properties.

var database = TextDatabase.new()
database.add_mandatory_property("description")
database.add_mandatory_property("price")
database.load_from_path("res://Items1.cfg")

With types:

var database = TextDatabase.new()
database.add_mandatory_property("description", TYPE_STRING)
database.add_mandatory_property("price", TYPE_INT)
database.load_from_path("res://Items1.cfg")

Defining valid properties:

var database = TextDatabase.new()
database.add_valid_property("attack") # define a valid property
database.add_valid_property("defense", TYPE_INT) # same, but with type
database.add_default_property("power", 0) # add valid property with default value
database.add_default_property("resistance", 0, false) # same, but the property will be untyped
database.load_from_path("res://Items1.cfg")

Custom database classes

Sometimes you need more data processing in your database. Common example is when you have a property that stores enum. But you can't load enums from text files (even with ConfigFile :< ), so instead you can store enum name as string and then convert it to proper value upon loading. This, or maybe your "schema" is sooooo long that you want to store it somewhere else. Or maybe you just think that declaring stuff ad-hoc is ugly. That's where custom database classes come in.

You can create a custom script that extends TextDatabase. The main advantage is that you get access to multiple callbacks that allow you for some advanced behavior or just more encapsulated initialization.

Database has 2 initialization callbacks:

  • _initialize(), which can be used to customize database (with id_name etc.).
  • _schema_initialize(), which is called only in debug builds and can be used to define properties etc.
func _initialize():
	entry_name = "item"

func _schema_initialize():
	add_mandatory_property("price", TYPE_INT)
	add_mandatory_property("color", TYPE_COLOR)
	add_valid_property("shape", TYPE_STRING)
	add_valid_property("power", TYPE_INT)

The _preprocess_entry() callback is called for every entry in your database after it is loaded, but before validation.

func _preprocess_entry(entry):
	# If an entry doesn't have this mandatory property, add a dynamic default value.
	if not entry.has("color"):
		entry.color = [Color.red, Color.green, Color.blue][entry.id % 3]

The _additional_validate() callback is called after the regular validation. You can apply some rules that aren't possible automatically. Return a String with error that will be displayed or an empty String if entry is valid. Doesn't get called in release builds.

enum Shapes {RECTANGLE, CIRCLE, OCTACHORON}

func _additional_validate(entry, property):
	# This makes sure that a property value exists in enum.
	if property == "shape":
		if not entry[property] in Shapes.keys():
			return "Invalid shape."
	return ""

The _reserve_validate() callback is called for invalid entries if all other validation fails. You can apply custom validation and return true or false. Doesn't get called in release builds.

func _reserve_validate(entry, property) -> bool:
	# This allows for properties like "power_lv1" to pass validation.
	if property.find("_lv") > -1:
		return is_property_valid(entry, property.get_slice("_", 0), entry[property])
	return false

(note the is_property_valid() method in above example. It's useful for manual validation)

The _postprocess_entry() callback is called for every entry in your database after the validation is finished.

enum Shapes {RECTANGLE, CIRCLE, OCTACHORON}

func _postprocess_entry(entry):
	# Assign actual enum value to a property.
	if "shape" in entry:
		for i in Shapes.keys().size():
			if Shapes.keys()[i] == entry.shape:
				entry.shape = i
				break

To load a data file with custom class, you can do either:

var database = load("res://ItemsDatabase.gd").new()
database.load_from_file("res://ShapeItems.json")
var data = database.get_array()

Or a shorter version:

var data = TextDatabase.load_database("res://ItemsDatabase.gd", "res://ShapeItems.json").get_array()

You can check the example project if you are still unsure. The class also includes built-in documentation.

RefCounted structs

New in 1.3: Normally database entries are Dictionaries with the defined values. As an alternative you can use pseudo-structs extending RefCounted. The loading will be marginally slower, but it allows for overall safer code and better performance when accessing entry properties.

To use structs, call define_from_struct(constructor) method, where constructor is a Callable that creates your struct, e.g. Struct.new. Afterwards you can use get_struct_array() or get_struct_dictionary() which will return your database with the provided struct as values.

define_from_struct() will automatically add valid properties to your database, based on properties from the provided class, and using the struct's defaults as entry defaults. It also makes the database typed and validated. If you want to make some struct properties mandatory or change their validated type, use override_property_mandatory() and override_property_type(). The latter is useful when the property can't be stored in text form, but can be processed afterwards (e.g. texture is loaded from stored path). "id" and "name" properties are optional in struct and won't be assigned when not declared.

When using custom database script, define_from_struct() should be called in _initialize(). It will automatically skip property definition in debug builds and only assign the constructor.

Struct example

A simple Item struct that has value property and an icon. It's defined like this:

class_name Item extends RefCounted
var value: int
var icon: Texture2D

Note the icon, which is Texture2D, so it can't be stored as text. We can use _postprocess_entry() method to assign the texture. The database code will be this:

extends TextDatabase

func _initialize():
	define_from_struct(Item.new)

func _schema_initialize():
	override_property_type("icon", TYPE_STRING) # Stored type is different than in Item.

func _postprocess_entry(entry: Dictionary):
	entry.icon = load("res://Icons/" + entry.icon + ".png") # Assign actual Texture2D.

Note that if you omit postprocess here, you will get a type error when struct is being created.

Afterwards you can safely access your items as Items:

var database := TextDatabase.load_database("res://ItemDatabase.gd", "res://Items.cfg")
items = database.get_struct_dictionary()
var item: Item = items["Rusty Sword"]
sprite.texture = item.icon # Safe line!

Inline methods

If you don't want to use custom class for post-processing and validating entries, you can use Callables (especially lamdas):

database.preprocess_entry = func(entry):
	if not entry.has("color"):
		entry.color = [Color.red, Color.green, Color.blue][entry.id % 3]

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