#ifndef MWLUA_LUAMANAGERIMP_H #define MWLUA_LUAMANAGERIMP_H #include #include #include #include #include #include #include #include #include "../mwbase/luamanager.hpp" #include "object.hpp" #include "eventqueue.hpp" #include "globalscripts.hpp" #include "worldview.hpp" #include "localscripts.hpp" namespace MWLua { class LuaManager : public MWBase::LuaManager { public: LuaManager(const VFS::Manager* vfs, const std::filesystem::path &libsDir); // Called by engine.cpp before UI setup. void initL10n(); // 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); // Called by engine.cpp every frame. For performance reasons it works in a separate // thread (in parallel with osg Cull). Can not use scene graph. void update(); std::string translate(const std::string& contextName, const std::string& key) override; // Called by engine.cpp from the main thread. Can use scene graph. void synchronizedUpdate(); // 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 registerObject(const MWWorld::Ptr& ptr) override; void deregisterObject(const MWWorld::Ptr& ptr) override; void inputEvent(const InputEvent& event) override { mInputEvents.push_back(event); } void itemConsumed(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) override; void objectActivated(const MWWorld::Ptr& object, 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); 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. All such changes should be implemented as classes inherited // from MWLua::Action. class Action { public: Action(LuaUtil::LuaState* state); virtual ~Action() {} void safeApply(WorldView&) const; virtual void apply(WorldView&) const = 0; virtual std::string toString() const = 0; private: std::string mCallerTraceback; }; void addAction(std::function action, std::string_view name = ""); void addAction(std::unique_ptr&& action) { mActionQueue.push_back(std::move(action)); } void addTeleportPlayerAction(std::unique_ptr&& action) { mTeleportPlayerAction = std::move(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& mapping) override { mContentFileMapping = mapping; } // Drops script cache and reloads all scripts. Calls `onSave` and `onLoad` for every script. void reloadAllScripts() override; 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::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 std::function wrapLuaCallback(const LuaUtil::Callback& c) { return [this, c](Arg arg) { this->queueCallback(c, sol::make_object(c.mFunc.lua_state(), arg)); }; } LuaUi::ResourceManager* uiResourceManager() { return &mUiResourceManager; } bool isProcessingInputEvents() const { return mProcessingInputEvents; } private: void initConfiguration(); LocalScripts* createLocalScripts(const MWWorld::Ptr& ptr, std::optional autoStartConf = std::nullopt); bool mInitialized = false; bool mGlobalScriptsStarted = false; bool mProcessingInputEvents = false; LuaUtil::ScriptsConfiguration mConfiguration; LuaUtil::LuaState mLua; LuaUi::ResourceManager mUiResourceManager; LuaUtil::L10nManager mL10n; sol::table mNearbyPackage; sol::table mUserInterfacePackage; sol::table mCameraPackage; sol::table mInputPackage; sol::table mLocalStoragePackage; sol::table mPlayerStoragePackage; sol::table mPostprocessingPackage; sol::table mDebugPackage; GlobalScripts mGlobalScripts{&mLua}; std::set mActiveLocalScripts; WorldView mWorldView; bool mPlayerChanged = false; bool mNewGameStarted = false; MWWorld::Ptr mPlayer; GlobalEventQueue mGlobalEvents; LocalEventQueue mLocalEvents; std::unique_ptr mGlobalSerializer; std::unique_ptr mLocalSerializer; std::map mContentFileMapping; std::unique_ptr mGlobalLoader; std::unique_ptr mLocalLoader; std::vector mInputEvents; std::vector mObjectAddedEvents; struct CallbackWithData { LuaUtil::Callback mCallback; sol::object mArg; }; std::vector mQueuedCallbacks; struct LocalEngineEvent { ObjectId mDest; LocalScripts::EngineEvent mEvent; }; std::vector mLocalEngineEvents; // Queued actions that should be done in main thread. Processed by applyQueuedChanges(). std::vector> mActionQueue; std::unique_ptr mTeleportPlayerAction; std::vector mUIMessages; std::vector> mInGameConsoleMessages; LuaUtil::LuaStorage mGlobalStorage{mLua.sol()}; LuaUtil::LuaStorage mPlayerStorage{mLua.sol()}; }; } #endif // MWLUA_LUAMANAGERIMP_H