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#ifndef COMPONENTS_LUA_SCRIPTSCONTAINER_H
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#define COMPONENTS_LUA_SCRIPTSCONTAINER_H
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#include <map>
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#include <set>
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#include <string>
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#include <components/debug/debuglog.hpp>
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#include <components/esm/luascripts.hpp>
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#include "luastate.hpp"
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#include "serialization.hpp"
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namespace LuaUtil
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{
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// ScriptsContainer is a base class for all scripts containers (LocalScripts,
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// GlobalScripts, PlayerScripts, etc). Each script runs in a separate sandbox.
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// Scripts from different containers can interact to each other only via events.
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// Scripts within one container can interact via interfaces (not implemented yet).
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// All scripts from one container have the same set of API packages available.
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//
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// Each script should return a table in a specific format that describes its
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// handlers and interfaces. Every section of the table is optional. Basic structure:
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//
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// local function update(dt)
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// print("Update")
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// end
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//
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// local function someEventHandler(eventData)
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// print("'SomeEvent' received")
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// end
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//
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// return {
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// -- Provides interface for other scripts in the same container
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// interfaceName = "InterfaceName",
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// interface = {
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// someFunction = function() print("someFunction was called from another script") end,
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// },
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//
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// -- Script interface for the engine. Not available for other script.
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// -- An error is printed if unknown handler is specified.
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// engineHandlers = {
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// onUpdate = update,
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// onSave = function() return ... end,
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// onLoad = function(state) ... end, -- "state" is the data that was earlier returned by onSave
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//
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// -- Works only if ScriptsContainer::registerEngineHandler is overloaded in a child class
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// -- and explicitly supports 'onSomethingElse'
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// onSomethingElse = function() print("something else") end
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// },
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//
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// -- Handlers for events, sent from other scripts. Engine itself never sent events. Any name can be used for an event.
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// eventHandlers = {
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// SomeEvent = someEventHandler
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// }
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// }
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class ScriptsContainer
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{
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public:
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struct ScriptId
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{
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// ScriptId is stored in hidden data (see getHiddenData) with this key.
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constexpr static std::string_view KEY = "_id";
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ScriptsContainer* mContainer;
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std::string mPath;
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std::string toString() const;
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};
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using TimeUnit = ESM::LuaTimer::TimeUnit;
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// `namePrefix` is a common prefix for all scripts in the container. Used in logs for error messages and `print` output.
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ScriptsContainer(LuaUtil::LuaState* lua, std::string_view namePrefix);
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ScriptsContainer(const ScriptsContainer&) = delete;
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ScriptsContainer(ScriptsContainer&&) = delete;
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virtual ~ScriptsContainer();
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// Adds package that will be available (via `require`) for all scripts in the container.
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// Automatically applies LuaUtil::makeReadOnly to the package.
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void addPackage(const std::string& packageName, sol::object package);
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// Finds a file with given path in the virtual file system, starts as a new script, and adds it to the container.
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// Returns `true` if the script was successfully added. Otherwise prints an error message and returns `false`.
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// `false` can be returned if either file not found or has syntax errors or such script already exists in the container.
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bool addNewScript(const std::string& path);
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// Removes script. Returns `true` if it was successfully removed.
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bool removeScript(const std::string& path);
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void removeAllScripts();
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// Processes timers. gameSeconds and gameHours are time (in seconds and in game hours) passed from the game start.
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void processTimers(double gameSeconds, double gameHours);
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// Calls `onUpdate` (if present) for every script in the container.
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// Handlers are called in the same order as scripts were added.
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void update(float dt) { callEngineHandlers(mUpdateHandlers, dt); }
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// Calls event handlers `eventName` (if present) for every script.
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// If several scripts register handlers for `eventName`, they are called in reverse order.
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// If some handler returns `false`, all remaining handlers are ignored. Any other return value
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// (including `nil`) has no effect.
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void receiveEvent(std::string_view eventName, std::string_view eventData);
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// Serializer defines how to serialize/deserialize userdata. If serializer is not provided,
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// only built-in types and types from util package can be serialized.
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void setSerializer(const UserdataSerializer* serializer) { mSerializer = serializer; }
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// Calls engineHandler "onSave" for every script and saves the list of the scripts with serialized data to ESM::LuaScripts.
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void save(ESM::LuaScripts&);
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// Calls engineHandler "onLoad" for every script with given data.
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// If resetScriptList=true, then removes all currently active scripts and runs the scripts that were saved in ESM::LuaScripts.
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// If resetScriptList=false, then list of running scripts is not changed, only engineHandlers "onLoad" are called.
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void load(const ESM::LuaScripts&, bool resetScriptList);
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// Returns the hidden data of a script.
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// Each script has a corresponding "hidden data" - a lua table that is not accessible from the script itself,
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// but can be used by built-in packages. It contains ScriptId and can contain any arbitrary data.
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sol::table getHiddenData(const std::string& scriptPath);
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// Callbacks for serializable timers should be registered in advance.
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// The script with the given path should already present in the container.
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void registerTimerCallback(const std::string& scriptPath, std::string_view callbackName, sol::function callback);
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// Sets up a timer, that can be automatically saved and loaded.
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// timeUnit - game seconds (TimeUnit::Seconds) or game hours (TimeUnit::Hours).
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// time - the absolute game time (in seconds or in hours) when the timer should be executed.
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// scriptPath - script path in VFS is used as script id. The script with the given path should already present in the container.
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// callbackName - callback (should be registered in advance) for this timer.
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// callbackArg - parameter for the callback (should be serializable).
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void setupSerializableTimer(TimeUnit timeUnit, double time, const std::string& scriptPath,
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std::string_view callbackName, sol::object callbackArg);
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// Creates a timer. `callback` is an arbitrary Lua function. This type of timers is called "unsavable"
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// because it can not be stored in saves. I.e. loading a saved game will not fully restore the state.
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void setupUnsavableTimer(TimeUnit timeUnit, double time, const std::string& scriptPath, sol::function callback);
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protected:
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struct EngineHandlerList
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{
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std::string_view mName;
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std::vector<sol::protected_function> mList;
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// "name" must be string literal
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explicit EngineHandlerList(std::string_view name) : mName(name) {}
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};
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// Calls given handlers in direct order.
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template <typename... Args>
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void callEngineHandlers(EngineHandlerList& handlers, const Args&... args)
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{
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for (sol::protected_function& handler : handlers.mList)
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{
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try { LuaUtil::call(handler, args...); }
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catch (std::exception& e)
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{
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Log(Debug::Error) << mNamePrefix << " " << handlers.mName << " failed. " << e.what();
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}
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}
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}
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// To add a new engine handler a derived class should register the corresponding EngineHandlerList and define
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// a public function (see how ScriptsContainer::update is implemented) that calls `callEngineHandlers`.
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void registerEngineHandlers(std::initializer_list<EngineHandlerList*> handlers);
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const std::string mNamePrefix;
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LuaUtil::LuaState& mLua;
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private:
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struct Script
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{
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sol::object mInterface; // returned value of the script (sol::table or nil)
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sol::table mHiddenData;
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};
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struct Timer
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{
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double mTime;
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bool mSerializable;
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std::string mScript;
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std::variant<std::string, int64_t> mCallback; // string if serializable, integer otherwise
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sol::object mArg;
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std::string mSerializedArg;
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bool operator<(const Timer& t) const { return mTime > t.mTime; }
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};
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using EventHandlerList = std::vector<sol::protected_function>;
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void parseEngineHandlers(sol::table handlers, std::string_view scriptPath);
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void parseEventHandlers(sol::table handlers, std::string_view scriptPath);
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void callTimer(const Timer& t);
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void updateTimerQueue(std::vector<Timer>& timerQueue, double time);
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static void insertTimer(std::vector<Timer>& timerQueue, Timer&& t);
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const UserdataSerializer* mSerializer = nullptr;
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std::map<std::string, sol::object> API;
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std::vector<std::string> mScriptOrder;
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std::map<std::string, Script> mScripts;
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sol::table mPublicInterfaces;
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EngineHandlerList mUpdateHandlers{"onUpdate"};
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std::map<std::string_view, EngineHandlerList*> mEngineHandlers;
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std::map<std::string, EventHandlerList, std::less<>> mEventHandlers;
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std::vector<Timer> mSecondsTimersQueue;
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std::vector<Timer> mHoursTimersQueue;
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int64_t mTemporaryCallbackCounter = 0;
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};
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}
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#endif // COMPONENTS_LUA_SCRIPTSCONTAINER_H
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