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			274 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			274 lines
		
	
	
	
		
			13 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
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    //             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
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    //         for an event. 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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        using TimerType = ESM::LuaTimer::Type;
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        // `namePrefix` is a common prefix for all scripts in the container. Used in logs for error messages and `print`
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        // output. `autoStartScripts` specifies the list of scripts that should be autostarted in this container;
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        //     the script names themselves are stored in ScriptsConfiguration.
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        ScriptsContainer(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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        void setAutoStartConf(ScriptIdsWithInitializationData conf) { mAutoStartScripts = std::move(conf); }
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        const ScriptIdsWithInitializationData& getAutoStartConf() const { return mAutoStartScripts; }
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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
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        // new script, adds it to the container, and calls onInit for this script. Returns `true` if the script was
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        // successfully added. The script should have CUSTOM flag. If the flag is not set, or file not found, or has
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        // syntax errors, returns false. If such script already exists in the container, then also returns false.
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        bool addCustomScript(int scriptId, std::string_view initData = "");
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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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        void processTimers(double simulationTime, double gameTime);
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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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        // Special deserializer to use when load data from saves. Can be used to remap content files in Refnums.
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        void setSavedDataDeserializer(const UserdataSerializer* serializer) { mSavedDataDeserializer = 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
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        // 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::main_protected_function callback);
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        // Sets up a timer, that can be automatically saved and loaded.
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        //   type - the type of timer, either SIMULATION_TIME or GAME_TIME.
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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
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        //   in the container. callbackName - callback (should be registered in advance) for this timer. callbackArg -
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        //   parameter for the callback (should be serializable).
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        void setupSerializableTimer(
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            TimerType type, double time, int scriptId, std::string_view callbackName, sol::main_object callbackArg);
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        // Creates a timer. `callback` is an arbitrary Lua function. These timers are called "unsavable"
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        // because they can not be stored in saves. I.e. loading a saved game will not fully restore the state.
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        void setupUnsavableTimer(TimerType type, double time, int scriptId, sol::main_protected_function callback);
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        // Informs that new frame is started. Needed to track Lua instruction count per frame.
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        void statsNextFrame();
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        struct ScriptStats
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        {
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            float mAvgInstructionCount = 0; // averaged number of Lua instructions per frame
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            int64_t mMemoryUsage = 0; // bytes
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        };
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        void collectStats(std::vector<ScriptStats>& stats) const;
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        static int64_t getInstanceCount() { return sInstanceCount; }
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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)
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                : mName(name)
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            {
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            }
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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
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                {
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                    LuaUtil::call({ this, handler.mScriptId }, handler.mFn, args...);
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                }
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                catch (std::exception& e)
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                {
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                    Log(Debug::Error) << mNamePrefix << "[" << scriptPath(handler.mScriptId) << "] " << handlers.mName
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                                      << " 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::main_protected_function> mRegisteredCallbacks;
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            std::map<int64_t, sol::main_protected_function> mTemporaryCallbacks;
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            std::string mPath;
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            ScriptStats mStats;
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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::main_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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        friend class LuaState;
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        void addInstructionCount(int scriptId, int64_t instructionCount);
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        void addMemoryUsage(int scriptId, int64_t memoryDelta);
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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, std::string_view data);
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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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        ScriptIdsWithInitializationData mAutoStartScripts;
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        const UserdataSerializer* mSerializer = nullptr;
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        const UserdataSerializer* mSavedDataDeserializer = 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> mSimulationTimersQueue;
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        std::vector<Timer> mGameTimersQueue;
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        int64_t mTemporaryCallbackCounter = 0;
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        std::map<int, int64_t> mRemovedScriptsMemoryUsage;
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        std::shared_ptr<ScriptsContainer*> mThis; // used by LuaState to track ownership of memory allocations
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        static int64_t sInstanceCount; // debug information, shown in Lua profiler
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    };
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}
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#endif // COMPONENTS_LUA_SCRIPTSCONTAINER_H
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