You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw/components/lua/scriptscontainer.hpp

216 lines
9.8 KiB
C++

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