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			266 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			266 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#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.
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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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//             onInit = function(initData) ... end,  -- used when the script is just created (not loaded)
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//             onSave = function() return ... end,
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//             onLoad = function(state, initData) ... end,  -- "state" is the data that was earlier returned by onSave
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//
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//             -- Works only if a child class has passed a EngineHandlerList
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//             -- for 'onSomethingElse' to ScriptsContainer::registerEngineHandlers.
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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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        // ScriptId of each script is stored with this key in Script::mHiddenData.
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        // Removed from mHiddenData when the script if removed.
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        constexpr static std::string_view sScriptIdKey = "_id";
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        // Debug identifier of each script is stored with this key in Script::mHiddenData.
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        // Present in mHiddenData even after removal of the script from ScriptsContainer.
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        constexpr static std::string_view sScriptDebugNameKey = "_name";
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        struct ScriptId
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        {
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            ScriptsContainer* mContainer;
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            int mIndex;  // index in LuaUtil::ScriptsConfiguration
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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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        // `autoStartMode` specifies the list of scripts that should be autostarted in this container; the list itself is
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        //     stored in ScriptsConfiguration: lua->getConfiguration().getListByFlag(autoStartMode).
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        ScriptsContainer(LuaState* lua, std::string_view namePrefix, ESM::LuaScriptCfg::Flags autoStartMode = 0);
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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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        ESM::LuaScriptCfg::Flags getAutoStartMode() const { return mAutoStartMode; }
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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(std::string packageName, sol::object package);
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        // Gets script with given id from ScriptsConfiguration, finds the source in the virtual file system, starts as a new script,
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        // adds it to the container, and calls onInit for this script. Returns `true` if the script was successfully added.
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        // The script should have CUSTOM flag. If the flag is not set, or file not found, or has syntax errors, returns false.
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        // If such script already exists in the container, then also returns false.
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        bool addCustomScript(int scriptId);
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        bool hasScript(int scriptId) const { return mScripts.count(scriptId) != 0; }
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        void removeScript(int scriptId);
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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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        // Starts scripts according to `autoStartMode` and calls `onInit` for them. Not needed if `load` is used.
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        void addAutoStartedScripts();
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        // Removes all scripts including the auto started.
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        void removeAllScripts();
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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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        // Removes all scripts; starts scripts according to `autoStartMode` and
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        // loads the savedScripts. Runs "onLoad" for each script.
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        void load(const ESM::LuaScripts& savedScripts);
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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(int scriptId, 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, int scriptId,
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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, int scriptId, sol::function callback);
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    protected:
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        struct Handler
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        {
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            int mScriptId;
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            sol::function mFn;
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        };
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        struct EngineHandlerList
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        {
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            std::string_view mName;
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            std::vector<Handler> 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 (Handler& handler : handlers.mList)
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            {
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                try { LuaUtil::call(handler.mFn, args...); }
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                catch (std::exception& e)
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                {
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                    Log(Debug::Error) << mNamePrefix << "[" << scriptPath(handler.mScriptId) << "] "
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                                      << 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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            std::optional<sol::function> mOnSave;
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            std::optional<sol::function> mOnOverride;
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            std::optional<sol::table> mInterface;
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            std::string mInterfaceName;
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            sol::table mHiddenData;
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            std::map<std::string, sol::function> mRegisteredCallbacks;
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            std::map<int64_t, sol::function> mTemporaryCallbacks;
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            std::string mPath;
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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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            int mScriptId;
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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<Handler>;
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        // Add to container without calling onInit/onLoad.
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        bool addScript(int scriptId, std::optional<sol::function>& onInit, std::optional<sol::function>& onLoad);
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        // Returns script by id (throws an exception if doesn't exist)
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        Script& getScript(int scriptId);
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        void printError(int scriptId, std::string_view msg, const std::exception& e);
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        const std::string& scriptPath(int scriptId) const { return mLua.getConfiguration()[scriptId].mScriptPath; }
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        void callOnInit(int scriptId, const sol::function& onInit);
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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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        static void insertHandler(std::vector<Handler>& list, int scriptId, sol::function fn);
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        static void removeHandler(std::vector<Handler>& list, int scriptId);
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        void insertInterface(int scriptId, const Script& script);
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        void removeInterface(int scriptId, const Script& script);
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        ESM::LuaScriptCfg::Flags mAutoStartMode;
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        const UserdataSerializer* mSerializer = nullptr;
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        std::map<std::string, sol::object> mAPI;
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        std::map<int, 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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    // Wrapper for a Lua function.
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    // Holds information about the script the function belongs to.
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    // Needed to prevent callback calls if the script was removed.
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    struct Callback
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    {
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        sol::function mFunc;
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        sol::table mHiddenData;  // same object as Script::mHiddenData in ScriptsContainer
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        template <typename... Args>
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        void operator()(Args&&... args) const
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        {
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            if (mHiddenData[ScriptsContainer::sScriptIdKey] != sol::nil)
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                LuaUtil::call(mFunc, std::forward<Args>(args)...);
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            else
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                Log(Debug::Debug) << "Ignored callback to the removed script "
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                                  << mHiddenData.get<std::string>(ScriptsContainer::sScriptDebugNameKey);
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        }
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    };
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}
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#endif // COMPONENTS_LUA_SCRIPTSCONTAINER_H
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