The following code is taken from a game engine and manipulates "keys" of the form (\w+\.)+\w+. Each word represents a hash level.
our %GameState; # The entire game context
# looks up a key (passed as the first param) and adds the value
# (if provided as second param). Returns a reference to the value
# list.
sub Entity {
my ($key, $value) = @_;
return undef if ! defined $key;
my $hash = \%GameGlobals::GameState;
my @keys = split /\./, $key;
map {$_ = lc $_} @keys;
while (@keys && defined $hash) {
my $key = shift @keys;
if (@keys) {
$hash->{$key} = {} if ! exists $hash->{$key};
$hash = $hash->{$key};
} else {
$hash->{$key} = [] if ! exists $hash->{$key};
push @{$hash->{$key}}, $_[1] if defined $value;
return \$hash->{$key};
}
}
}
DWIM is Perl's answer to Gödel
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