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openmw/apps/openmw/mwlua/luamanagerimp.hpp

221 lines
9.5 KiB
C++

#ifndef MWLUA_LUAMANAGERIMP_H
#define MWLUA_LUAMANAGERIMP_H
#include <filesystem>
#include <map>
#include <osg/Stats>
#include <set>
#include <components/lua/inputactions.hpp>
#include <components/lua/luastate.hpp>
#include <components/lua/storage.hpp>
#include <components/lua_ui/resources.hpp>
#include <components/misc/color.hpp>
#include "../mwbase/luamanager.hpp"
#include "engineevents.hpp"
#include "globalscripts.hpp"
#include "localscripts.hpp"
#include "luaevents.hpp"
#include "object.hpp"
#include "objectlists.hpp"
namespace MWLua
{
// \brief LuaManager is the central interface through which the engine invokes lua scripts.
//
// This class implements the interface defined in MWBase::LuaManager.
// In addition to the interface, this class exposes lower level interaction between the engine
// and the lua world.
class LuaManager : public MWBase::LuaManager
{
public:
LuaManager(const VFS::Manager* vfs, const std::filesystem::path& libsDir);
LuaManager(const LuaManager&) = delete;
LuaManager(LuaManager&&) = delete;
// Called by engine.cpp when the environment is fully initialized.
void init();
void loadPermanentStorage(const std::filesystem::path& userConfigPath);
void savePermanentStorage(const std::filesystem::path& userConfigPath);
// \brief Executes lua handlers. Defaults to running in parallel with OSG Cull.
//
// The OSG Cull is expensive enough that we have "free" time to
// execute Lua by running it in parallel. The Cull also does
// not modify the game state, meaning we can safely read state from Lua
// despite the concurrency. Only modifying the parts of the game state
// that affect the scene graph is forbidden. Such modifications must
// be queued for execution in synchronizedUpdate().
// The parallelism can be turned off in the settings.
void update();
// \brief Executes latency-critical and scene graph related Lua logic.
//
// Called by engine.cpp from the main thread between InputManager and MechanicsManager updates.
// Can use the scene graph and applies the actions queued during update()
void synchronizedUpdate();
// Normally it is called by `synchronizedUpdate` every frame.
// Additionally must be called before making a save to ensure that there are no pending delayed
// actions and the world is in a consistent state.
void applyDelayedActions() override;
// Available everywhere through the MWBase::LuaManager interface.
// LuaManager queues these events and propagates to scripts on the next `update` call.
void newGameStarted() override;
void gameLoaded() override;
void objectAddedToScene(const MWWorld::Ptr& ptr) override;
void objectRemovedFromScene(const MWWorld::Ptr& ptr) override;
void inputEvent(const InputEvent& event) override;
void itemConsumed(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) override
{
mEngineEvents.addToQueue(EngineEvents::OnConsume{ getId(actor), getId(consumable) });
}
void objectActivated(const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override
{
mEngineEvents.addToQueue(EngineEvents::OnActivate{ getId(actor), getId(object) });
}
void useItem(const MWWorld::Ptr& object, const MWWorld::Ptr& actor, bool force) override;
void exteriorCreated(MWWorld::CellStore& cell) override
{
mEngineEvents.addToQueue(EngineEvents::OnNewExterior{ cell });
}
void objectTeleported(const MWWorld::Ptr& ptr) override;
void questUpdated(const ESM::RefId& questId, int stage) override;
void uiModeChanged(const MWWorld::Ptr& arg) override;
void actorDied(const MWWorld::Ptr& actor) override;
MWBase::LuaManager::ActorControls* getActorControls(const MWWorld::Ptr&) const override;
void clear() override; // should be called before loading game or starting a new game to reset internal state.
void setupPlayer(const MWWorld::Ptr& ptr) override; // Should be called once after each "clear".
// Used only in Lua bindings
void addCustomLocalScript(const MWWorld::Ptr&, int scriptId, std::string_view initData);
void addUIMessage(std::string_view message) { mUIMessages.emplace_back(message); }
void addInGameConsoleMessage(const std::string& msg, const Misc::Color& color)
{
mInGameConsoleMessages.push_back({ msg, color });
}
// Some changes to the game world can not be done from the scripting thread (because it runs in parallel with
// OSG Cull), so we need to queue it and apply from the main thread.
void addAction(std::function<void()> action, std::string_view name = "");
void addTeleportPlayerAction(std::function<void()> action);
// Saving
void write(ESM::ESMWriter& writer, Loading::Listener& progress) override;
void saveLocalScripts(const MWWorld::Ptr& ptr, ESM::LuaScripts& data) override;
// Loading from a save
void readRecord(ESM::ESMReader& reader, uint32_t type) override;
void loadLocalScripts(const MWWorld::Ptr& ptr, const ESM::LuaScripts& data) override;
void setContentFileMapping(const std::map<int, int>& mapping) override { mContentFileMapping = mapping; }
// At the end of the next `synchronizedUpdate` drops script cache and reloads all scripts.
// Calls `onSave` and `onLoad` for every script.
void reloadAllScripts() override { mReloadAllScriptsRequested = true; }
void handleConsoleCommand(
const std::string& consoleMode, const std::string& command, const MWWorld::Ptr& selectedPtr) override;
// Used to call Lua callbacks from C++
void queueCallback(LuaUtil::Callback callback, sol::main_object arg)
{
mQueuedCallbacks.push_back({ std::move(callback), std::move(arg) });
}
// Wraps Lua callback into an std::function.
// NOTE: Resulted function is not thread safe. Can not be used while LuaManager::update() or
// any other Lua-related function is running.
template <class Arg>
std::function<void(Arg)> wrapLuaCallback(const LuaUtil::Callback& c)
{
return
[this, c](Arg arg) { this->queueCallback(c, sol::main_object(this->mLua.sol(), sol::in_place, arg)); };
}
LuaUi::ResourceManager* uiResourceManager() { return &mUiResourceManager; }
bool isProcessingInputEvents() const { return mProcessingInputEvents; }
void reportStats(unsigned int frameNumber, osg::Stats& stats) const;
std::string formatResourceUsageStats() const override;
LuaUtil::InputAction::Registry& inputActions() { return mInputActions; }
LuaUtil::InputTrigger::Registry& inputTriggers() { return mInputTriggers; }
private:
void initConfiguration();
LocalScripts* createLocalScripts(const MWWorld::Ptr& ptr,
std::optional<LuaUtil::ScriptIdsWithInitializationData> autoStartConf = std::nullopt);
void reloadAllScriptsImpl();
bool mInitialized = false;
bool mGlobalScriptsStarted = false;
bool mProcessingInputEvents = false;
bool mApplyingDelayedActions = false;
bool mNewGameStarted = false;
bool mReloadAllScriptsRequested = false;
LuaUtil::ScriptsConfiguration mConfiguration;
LuaUtil::LuaState mLua;
LuaUi::ResourceManager mUiResourceManager;
std::map<std::string, sol::object> mLocalPackages;
std::map<std::string, sol::object> mPlayerPackages;
GlobalScripts mGlobalScripts{ &mLua };
std::set<LocalScripts*> mActiveLocalScripts;
ObjectLists mObjectLists;
MWWorld::Ptr mPlayer;
LuaEvents mLuaEvents{ mGlobalScripts };
EngineEvents mEngineEvents{ mGlobalScripts };
std::vector<MWBase::LuaManager::InputEvent> mInputEvents;
std::unique_ptr<LuaUtil::UserdataSerializer> mGlobalSerializer;
std::unique_ptr<LuaUtil::UserdataSerializer> mLocalSerializer;
std::map<int, int> mContentFileMapping;
std::unique_ptr<LuaUtil::UserdataSerializer> mGlobalLoader;
std::unique_ptr<LuaUtil::UserdataSerializer> mLocalLoader;
struct CallbackWithData
{
LuaUtil::Callback mCallback;
sol::main_object mArg;
};
std::vector<CallbackWithData> mQueuedCallbacks;
// Queued actions that should be done in main thread. Processed by applyQueuedChanges().
class DelayedAction
{
public:
DelayedAction(LuaUtil::LuaState* state, std::function<void()> fn, std::string_view name);
void apply() const;
private:
std::string mCallerTraceback;
std::function<void()> mFn;
std::string mName;
};
std::vector<DelayedAction> mActionQueue;
std::optional<DelayedAction> mTeleportPlayerAction;
std::vector<std::string> mUIMessages;
std::vector<std::pair<std::string, Misc::Color>> mInGameConsoleMessages;
std::optional<ObjectId> mDelayedUiModeChangedArg;
LuaUtil::LuaStorage mGlobalStorage{ mLua.sol() };
LuaUtil::LuaStorage mPlayerStorage{ mLua.sol() };
LuaUtil::InputAction::Registry mInputActions;
LuaUtil::InputTrigger::Registry mInputTriggers;
};
}
#endif // MWLUA_LUAMANAGERIMP_H