mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 05:57:20 +00:00
5f689104af
This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries. The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon. This is local work which has been sitting for awhile; thought someone might like to take a look at it.
135 lines
3.2 KiB
C++
135 lines
3.2 KiB
C++
#include "LuaScript.h"
|
|
|
|
#include "Entity.h"
|
|
#include "lCommonTypes.h"
|
|
#include "lEntity.h"
|
|
#include "ChatPackets.h"
|
|
#include "CppScripts.h"
|
|
#include "ScriptComponent.h"
|
|
#include "Game.h"
|
|
#include "dLogger.h"
|
|
|
|
LuaScript::LuaScript(LuaTerminateBehavior terminateBehavior)
|
|
{
|
|
m_TerminateBehavior = terminateBehavior;
|
|
m_Hooks = 0;
|
|
m_Terminating = false;
|
|
|
|
m_State = sol::state();
|
|
|
|
m_State.open_libraries(sol::lib::base, sol::lib::package);
|
|
|
|
lCommonTypes::RegisterClass(this);
|
|
lEntity::RegisterClass(this);
|
|
|
|
// Register a function to print to log
|
|
m_State.set_function("print", [](const std::string& message) {
|
|
Game::logger->Log("dLua", "%s\n", message.c_str());
|
|
});
|
|
|
|
// Register a function to terminate the script
|
|
m_State.set_function("terminate", [this]() {
|
|
m_Terminating = true;
|
|
|
|
auto* scriptComponent = GetEntity()->GetComponent<ScriptComponent>();
|
|
|
|
if (scriptComponent == nullptr || scriptComponent->GetScript() != this)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (m_TerminateBehavior)
|
|
{
|
|
case LuaTerminateBehavior::None:
|
|
break;
|
|
case LuaTerminateBehavior::ResetScript:
|
|
case LuaTerminateBehavior::ResetScriptAndDelete:
|
|
scriptComponent->SetScript(CppScripts::GetInvalidScript());
|
|
break;
|
|
}
|
|
});
|
|
|
|
// Register a function to add a callback timer
|
|
m_State.set_function("addCallbackTimer", [this](float seconds, sol::function callback) {
|
|
AddCallbackTimer(seconds, callback);
|
|
});
|
|
}
|
|
|
|
sol::state& LuaScript::GetState()
|
|
{
|
|
return m_State;
|
|
}
|
|
|
|
void LuaScript::Script(const std::string& script)
|
|
{
|
|
m_State.script(script);
|
|
}
|
|
|
|
void LuaScript::SetEntity(Entity* entity)
|
|
{
|
|
m_State["self"] = lEntity(entity->GetObjectID());
|
|
}
|
|
|
|
Entity* LuaScript::GetEntity()
|
|
{
|
|
lEntity entity = m_State["self"];
|
|
|
|
return dLua::GetEntityOrThrow(entity.id);
|
|
}
|
|
|
|
void LuaScript::AddCallbackTimer(float seconds, sol::function callback) {
|
|
if (m_Terminating) {
|
|
Game::logger->Log("LuaScript", "Script is terminating, ignoring addCallbackTimer\n");
|
|
return;
|
|
}
|
|
|
|
m_Hooks++;
|
|
|
|
GetEntity()->AddCallbackTimer(seconds, [this, callback]() {
|
|
m_Hooks--;
|
|
|
|
CheckHooks();
|
|
|
|
if (m_Terminating) {
|
|
Game::logger->Log("LuaScript", "Script is terminating, ignoring callback\n");
|
|
return;
|
|
}
|
|
|
|
try {
|
|
callback();
|
|
}
|
|
catch (sol::error& e) {
|
|
Game::logger->Log("LuaScript", "Error in callback: %s\n", e.what());
|
|
}
|
|
});
|
|
}
|
|
|
|
void LuaScript::CheckHooks()
|
|
{
|
|
if (m_Hooks != 0 || m_AttemptingToFinalize || !m_Terminating) {
|
|
return;
|
|
}
|
|
|
|
m_AttemptingToFinalize = true;
|
|
|
|
// Attempt to finalize the script in 1 second
|
|
GetEntity()->AddCallbackTimer(1.0f, [this]() {
|
|
AttemptToFinalize();
|
|
});
|
|
}
|
|
|
|
void LuaScript::AttemptToFinalize()
|
|
{
|
|
if (m_Hooks != 0) {
|
|
m_AttemptingToFinalize = false;
|
|
return;
|
|
}
|
|
|
|
switch (m_TerminateBehavior)
|
|
{
|
|
case LuaTerminateBehavior::ResetScriptAndDelete:
|
|
Game::logger->Log("LuaScript", "Deleting script\n");
|
|
delete this;
|
|
break;
|
|
}
|
|
} |