local L={AutoSaveProfiles=30;RobloxWriteCooldown=7;ForceLoadMaxSteps=8,AssumeDeadSessionLock=1800,IssueCountForCriticalState=5,IssueLast=120,CriticalStateLast=120,MetaTagsUpdatedValues={ProfileCreateTime=true;SessionLoadCount=true,ActiveSession=true;ForceLoadSession=true;LastUpdate=true}}local a do local L={}local h=nil local function u(L,...)local a=h h=nil L(...)h=a end local function B(...)u(...)while true do u(coroutine.yield())end end local E={}E.__index=E function E.Disconnect(L)if L._is_connected==false then return end L._is_connected=false L._script_signal._listener_count-=1 if L._script_signal._head==L then L._script_signal._head=L._next else local a=L._script_signal._head while a~=nil and a._next~=L do a=a._next end if a~=nil then a._next=L._next end end if L._disconnect_listener~=nil then if not h then h=coroutine.create(B)end task.spawn(h,L._disconnect_listener,L._disconnect_param)L._disconnect_listener=nil end end local O={}O.__index=O function O.Connect(u,L,a,h)local B={_listener=L,_script_signal=u;_disconnect_listener=a,_disconnect_param=h,_next=u._head;_is_connected=true}setmetatable(B,E)u._head=B u._listener_count+=1 return B end function O.GetListenerCount(L)return L._listener_count end function O.Fire(L,...)local a=L._head while a~=nil do if a._is_connected==true then if not h then h=coroutine.create(B)end task.spawn(h,a._listener,...)end a=a._next end end function O.FireUntil(a,L,...)local h=a._head while h~=nil do if h._is_connected==true then h._listener(...)if L()~=true then return end end h=h._next end end function L.NewScriptSignal()return{_head=nil,_listener_count=0,Connect=O.Connect,GetListenerCount=O.GetListenerCount,Fire=O.Fire,FireUntil=O.FireUntil}end a={NewScriptSignal=L.NewScriptSignal;ConnectToOnClose=function(L,a)if(game:GetService("\082\117\110\083\101\114\118\105\099\101")):IsStudio()==false or a==true then game:BindToClose(L)end end}end
-- local Madwork = _G.Madwork
--[[
{Madwork}

-[ProfileService]---------------------------------------
	(STANDALONE VERSION)
	DataStore profiles - universal session-locked savable table API
	
	Official documentation:
		https://madstudioroblox.github.io/ProfileService/

	DevForum discussion:
		https://devforum.roblox.com/t/ProfileService/667805
	
	WARNINGS FOR "Profile.Data" VALUES:
	 	! Do not create numeric tables with gaps - attempting to replicate such tables will result in an error;
		! Do not create mixed tables (some values indexed by number and others by string key), as only
		     the data indexed by number will be replicated.
		! Do not index tables by anything other than numbers and strings.
		! Do not reference Roblox Instances
		! Do not reference userdata (Vector3, Color3, CFrame...) - Serialize userdata before referencing
		! Do not reference functions
		
	WARNING: Calling ProfileStore:LoadProfileAsync() with a "profile_key" which wasn't released in the SAME SESSION will result
		in an error! If you want to "ProfileStore:LoadProfileAsync()" instead of using the already loaded profile, :Release()
		the old Profile object.
		
	Members:
	
		ProfileService.ServiceLocked         [bool]
		
		ProfileService.IssueSignal           [ScriptSignal] (error_message, profile_store_name, profile_key)
		ProfileService.CorruptionSignal      [ScriptSignal] (profile_store_name, profile_key)
		ProfileService.CriticalStateSignal   [ScriptSignal] (is_critical_state)
	
	Functions:
	
		ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]
			profile_store_index   [string] -- DataStore name
			OR
			profile_store_index   [table]: -- Allows the developer to define more GlobalDataStore variables
				{
					Name = "StoreName", -- [string] -- DataStore name
					-- Optional arguments:
					Scope = "StoreScope", -- [string] -- DataStore scope
				}
			profile_template      [table] -- Profiles will default to given table (hard-copy) when no data was saved previously

		ProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)
			-- Returns true if ProfileService is connected to live Roblox DataStores
				
	Members [ProfileStore]:
	
		ProfileStore.Mock   [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore
		
	Methods [ProfileStore]:
	
		ProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile] or nil -- not_released_handler(place_id, game_job_id)
			profile_key            [string] -- DataStore key
			not_released_handler   nil or []: -- Defaults to "ForceLoad"
				[string] "ForceLoad" -- Force loads profile on first call
				OR
				[string] "Steal" -- Steals the profile ignoring it's session lock
				OR
				[function] (place_id, game_job_id) --> [string] "Repeat", "Cancel", "ForceLoad" or "Steal"
					place_id      [number] or nil
					game_job_id   [string] or nil

				-- not_released_handler [function] will be triggered in cases where the profile is not released by a session. This
				--	function may yield for as long as desirable and must return one of three string values:

						["Repeat"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again
						["Cancel"] - ProfileStore:LoadProfileAsync() will immediately return nil
						["ForceLoad"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards
							and release the profile for another session that has loaded the profile
						["Steal"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying
							a session lock for this session.

		ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates] or nil
			-- Returns GlobalUpdates object if update was successful, otherwise returns nil
			profile_key      [string] -- DataStore key
			update_handler   [function] (global_updates [GlobalUpdates])
			
		ProfileStore:ViewProfileAsync(profile_key, version) --> [Profile] or nil
			-- Reads profile without requesting a session lock; Data will not be saved and profile doesn't need to be released
			profile_key   [string] -- DataStore key
			version       nil or [string] -- DataStore key version

		ProfileStore:ProfileVersionQuery(profile_key, sort_direction, min_date, max_date) --> [ProfileVersionQuery]
			profile_key      [string]
			sort_direction   nil or [Enum.SortDirection]
			min_date         nil or [DateTime]
			max_date         nil or [DateTime]
			
		ProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool]
			-- Completely wipes out profile data from the DataStore / mock DataStore with no way to recover it.
						
		* Parameter description for "ProfileStore:GlobalUpdateProfileAsync()":
		
			profile_key      [string] -- DataStore key
			update_handler   [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods
				(update_handler can't yield)

	Methods [ProfileVersionQuery]:

		ProfileVersionQuery:NextAsync() --> [Profile] or nil -- (Yields)
			-- Returned profile has the same rules as profile returned by :ViewProfileAsync()
		
	Members [Profile]:
	
		Profile.Data              [table] -- Writable table that gets saved automatically and once the profile is released
		Profile.MetaData          [table] (Read-only) -- Information about this profile
		
			Profile.MetaData.ProfileCreateTime   [number] (Read-only) -- os.time() timestamp of profile creation
			Profile.MetaData.SessionLoadCount    [number] (Read-only) -- Amount of times the profile was loaded
			Profile.MetaData.ActiveSession       [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a
				game session is currently having this profile loaded; nil if released
			Profile.MetaData.MetaTags            [table] {["tag_name"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data
			Profile.MetaData.MetaTagsLatest      [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore
				(You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after
				they pile up)

		Profile.MetaTagsUpdated   [ScriptSignal] (meta_tags_latest) -- Fires after every auto-save, after
			--	Profile.MetaData.MetaTagsLatest has been updated with the version that's guaranteed to be saved;
			--  .MetaTagsUpdated will fire regardless of whether .MetaTagsLatest changed after update;
			--	.MetaTagsUpdated may fire after the Profile is released - changes to Profile.Data are not saved
			--	after release.

		Profile.RobloxMetaData    [table] -- Writable table that gets saved automatically and once the profile is released
		Profile.UserIds           [table] -- (Read-only) -- {user_id [number], ...} -- User ids associated with this profile

		Profile.KeyInfo           [DataStoreKeyInfo]
		Profile.KeyInfoUpdated    [ScriptSignal] (key_info [DataStoreKeyInfo])
		
		Profile.GlobalUpdates     [GlobalUpdates]
		
	Methods [Profile]:
	
		-- SAFE METHODS - Will not error after profile expires:
		Profile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to
			
		Profile:GetMetaTag(tag_name) --> value [any]
			tag_name   [string]
		
		Profile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure
		
		Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil)
			-- WARNING: Profiles can be released externally if another session force-loads
			--	this profile - use :ListenToRelease() to handle player leaving cleanup.
			
		Profile:Release() -- Call after the session has finished working with this profile
			e.g., after the player leaves (Profile object will become expired) (Does not yield)

		Profile:ListenToHopReady(listener) --> [ScriptConnection] () -- Passed listener will be executed after the releasing UpdateAsync call finishes;
			--	Wrap universe teleport requests with this method AFTER releasing the profile to improve session lock sharing between universe places;
			--  :ListenToHopReady() will usually call the listener in around a second, but may ocassionally take up to 7 seconds when a release happens
			--	next to an auto-update in regular usage scenarios.

		Profile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance)
			user_id   [number]

		Profile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function)
			user_id   [number]

		Profile:Identify() --> [string] -- Returns a string containing DataStore name, scope and key; Used for debug;
			-- Example return: "[Store:"GameData";Scope:"Live";Key:"Player_2312310"]"
		
		Profile:SetMetaTag(tag_name, value) -- Equivalent of Profile.MetaData.MetaTags[tag_name] = value
			tag_name   [string]
			value      [any]
		
		Profile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield)

		-- VIEW-MODE ONLY:

		Profile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload

		Profile:OverwriteAsync() -- (Yields) Saves the profile payload to the DataStore and removes the session lock
		
	Methods [GlobalUpdates]:
	
	-- ALWAYS PUBLIC:
		GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data [table]}, ...}
		GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data [table]}, ...}
		
	-- ONLY WHEN FROM "Profile.GlobalUpdates":
		GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] (update_id, update_data)
			update_data   [table]
		GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] (update_id, update_data)
			update_data   [table]
		GlobalUpdates:LockActiveUpdate(update_id)  -- WARNING: will error after profile expires
		GlobalUpdates:ClearLockedUpdate(update_id) -- WARNING: will error after profile expires
		
	-- EXPOSED TO "update_handler" DURING ProfileStore:GlobalUpdateProfileAsync() CALL
		GlobalUpdates:AddActiveUpdate(update_data)
			update_data   [table]
		GlobalUpdates:ChangeActiveUpdate(update_id, update_data)
			update_data   [table]
		GlobalUpdates:ClearActiveUpdate(update_id)
		
--]]

local SETTINGS = {

	AutoSaveProfiles = 30, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time)
	RobloxWriteCooldown = 7, -- Seconds between successive DataStore calls for the same key
	ForceLoadMaxSteps = 8, -- Steps taken before ForceLoad request steals the active session for a profile
	AssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead
	-- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time.

	IssueCountForCriticalState = 5, -- Issues to collect to announce critical state
	IssueLast = 120, -- Seconds
	CriticalStateLast = 120, -- Seconds

	MetaTagsUpdatedValues = { -- Technical stuff - do not alter
		ProfileCreateTime = true,
		SessionLoadCount = true,
		ActiveSession = true,
		ForceLoadSession = true,
		LastUpdate = true,
	},
}

local Madwork -- Standalone Madwork reference for portable version of ProfileService
do
	local MadworkScriptSignal = {}

	local FreeRunnerThread = nil

	local function AcquireRunnerThreadAndCallEventHandler(fn, ...)
		local acquired_runner_thread = FreeRunnerThread
		FreeRunnerThread = nil
		fn(...)
		FreeRunnerThread = acquired_runner_thread
	end

	local function RunEventHandlerInFreeThread(...)
		AcquireRunnerThreadAndCallEventHandler(...)
		while true do
			AcquireRunnerThreadAndCallEventHandler(coroutine.yield())
		end
	end

	-- ScriptConnection object:

	local ScriptConnection = {
		--[[
			_listener = listener,
			_script_signal = script_signal,
			_disconnect_listener = disconnect_listener,
			_disconnect_param = disconnect_param,
			
			_next = next_script_connection,
			_is_connected = is_connected,
		--]]
	}
	ScriptConnection.__index = ScriptConnection

	function ScriptConnection:Disconnect()
		if self._is_connected == false then
			return
		end

		self._is_connected = false
		self._script_signal._listener_count -= 1

		if self._script_signal._head == self then
			self._script_signal._head = self._next
		else
			local prev = self._script_signal._head
			while prev ~= nil and prev._next ~= self do
				prev = prev._next
			end
			if prev ~= nil then
				prev._next = self._next
			end
		end

		if self._disconnect_listener ~= nil then
			if not FreeRunnerThread then
				FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)
			end
			task.spawn(FreeRunnerThread, self._disconnect_listener, self._disconnect_param)
			self._disconnect_listener = nil
		end
	end

	-- ScriptSignal object:

	local ScriptSignal = {
		--[[
			_head = nil,
			_listener_count = 0,
		--]]
	}
	ScriptSignal.__index = ScriptSignal

	function ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection]
		local script_connection = {
			_listener = listener,
			_script_signal = self,
			_disconnect_listener = disconnect_listener,
			_disconnect_param = disconnect_param,

			_next = self._head,
			_is_connected = true,
		}
		setmetatable(script_connection, ScriptConnection)

		self._head = script_connection
		self._listener_count += 1

		return script_connection
	end

	function ScriptSignal:GetListenerCount() --> [number]
		return self._listener_count
	end

	function ScriptSignal:Fire(...)
		local item = self._head
		while item ~= nil do
			if item._is_connected == true then
				if not FreeRunnerThread then
					FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)
				end
				task.spawn(FreeRunnerThread, item._listener, ...)
			end
			item = item._next
		end
	end

	function ScriptSignal:FireUntil(continue_callback, ...)
		local item = self._head
		while item ~= nil do
			if item._is_connected == true then
				item._listener(...)
				if continue_callback() ~= true then
					return
				end
			end
			item = item._next
		end
	end

	function MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]
		return {
			_head = nil,
			_listener_count = 0,
			Connect = ScriptSignal.Connect,
			GetListenerCount = ScriptSignal.GetListenerCount,
			Fire = ScriptSignal.Fire,
			FireUntil = ScriptSignal.FireUntil,
		}
	end

	-- Madwork framework namespace:

	Madwork = {
		NewScriptSignal = MadworkScriptSignal.NewScriptSignal,
		ConnectToOnClose = function(task, run_in_studio_mode)
			if game:GetService("RunService"):IsStudio() == false or run_in_studio_mode == true then
				game:BindToClose(task)
			end
		end,
	}
end
