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OpenMW/apps/openmw/mwlua/luamanagerimp.cpp
2021-09-28 09:36:23 +02:00

406 lines
15 KiB
C++

#include "luamanagerimp.hpp"
#include <components/debug/debuglog.hpp>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/luascripts.hpp>
#include <components/lua/utilpackage.hpp>
#include <components/lua/omwscriptsparser.hpp>
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/ptr.hpp"
#include "luabindings.hpp"
#include "userdataserializer.hpp"
namespace MWLua
{
LuaManager::LuaManager(const VFS::Manager* vfs, const std::vector<std::string>& scriptLists) : mLua(vfs)
{
Log(Debug::Info) << "Lua version: " << LuaUtil::getLuaVersion();
mGlobalScriptList = LuaUtil::parseOMWScriptsFiles(vfs, scriptLists);
mGlobalSerializer = createUserdataSerializer(false, mWorldView.getObjectRegistry());
mLocalSerializer = createUserdataSerializer(true, mWorldView.getObjectRegistry());
mGlobalLoader = createUserdataSerializer(false, mWorldView.getObjectRegistry(), &mContentFileMapping);
mLocalLoader = createUserdataSerializer(true, mWorldView.getObjectRegistry(), &mContentFileMapping);
mGlobalScripts.setSerializer(mGlobalSerializer.get());
}
void LuaManager::init()
{
Context context;
context.mIsGlobal = true;
context.mLuaManager = this;
context.mLua = &mLua;
context.mWorldView = &mWorldView;
context.mLocalEventQueue = &mLocalEvents;
context.mGlobalEventQueue = &mGlobalEvents;
context.mSerializer = mGlobalSerializer.get();
Context localContext = context;
localContext.mIsGlobal = false;
localContext.mSerializer = mLocalSerializer.get();
initObjectBindingsForGlobalScripts(context);
initCellBindingsForGlobalScripts(context);
initObjectBindingsForLocalScripts(localContext);
initCellBindingsForLocalScripts(localContext);
LocalScripts::initializeSelfPackage(localContext);
mLua.addCommonPackage("openmw.async", getAsyncPackageInitializer(context));
mLua.addCommonPackage("openmw.util", LuaUtil::initUtilPackage(mLua.sol()));
mLua.addCommonPackage("openmw.core", initCorePackage(context));
mLua.addCommonPackage("openmw.query", initQueryPackage(context));
mGlobalScripts.addPackage("openmw.world", initWorldPackage(context));
mGlobalScripts.addPackage("openmw.settings", initGlobalSettingsPackage(context));
mCameraPackage = initCameraPackage(localContext);
mUserInterfacePackage = initUserInterfacePackage(localContext);
mInputPackage = initInputPackage(localContext);
mNearbyPackage = initNearbyPackage(localContext);
mLocalSettingsPackage = initLocalSettingsPackage(localContext);
mPlayerSettingsPackage = initPlayerSettingsPackage(localContext);
mInputEvents.clear();
for (const std::string& path : mGlobalScriptList)
if (mGlobalScripts.addNewScript(path))
Log(Debug::Info) << "Global script started: " << path;
mInitialized = true;
}
void Callback::operator()(sol::object arg) const
{
if (mHiddenData[LuaUtil::ScriptsContainer::ScriptId::KEY] != sol::nil)
LuaUtil::call(mFunc, std::move(arg));
else
{
Log(Debug::Debug) << "Ignored callback to removed script " << mHiddenData.get<std::string>(SCRIPT_NAME_KEY);
}
}
void LuaManager::update(bool paused, float dt)
{
ObjectRegistry* objectRegistry = mWorldView.getObjectRegistry();
if (!mPlayer.isEmpty())
{
MWWorld::Ptr newPlayerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
if (!(getId(mPlayer) == getId(newPlayerPtr)))
throw std::logic_error("Player Refnum was changed unexpectedly");
if (!mPlayer.isInCell() || !newPlayerPtr.isInCell() || mPlayer.getCell() != newPlayerPtr.getCell())
{
mPlayer = newPlayerPtr; // player was moved to another cell, update ptr in registry
objectRegistry->registerPtr(mPlayer);
}
}
mWorldView.update();
if (paused)
{
mInputEvents.clear();
return;
}
std::vector<GlobalEvent> globalEvents = std::move(mGlobalEvents);
std::vector<LocalEvent> localEvents = std::move(mLocalEvents);
mGlobalEvents = std::vector<GlobalEvent>();
mLocalEvents = std::vector<LocalEvent>();
{ // Update time and process timers
double seconds = mWorldView.getGameTimeInSeconds() + dt;
mWorldView.setGameTimeInSeconds(seconds);
double hours = mWorldView.getGameTimeInHours();
mGlobalScripts.processTimers(seconds, hours);
for (LocalScripts* scripts : mActiveLocalScripts)
scripts->processTimers(seconds, hours);
}
// Receive events
for (GlobalEvent& e : globalEvents)
mGlobalScripts.receiveEvent(e.mEventName, e.mEventData);
for (LocalEvent& e : localEvents)
{
LObject obj(e.mDest, objectRegistry);
LocalScripts* scripts = obj.isValid() ? obj.ptr().getRefData().getLuaScripts() : nullptr;
if (scripts)
scripts->receiveEvent(e.mEventName, e.mEventData);
else
Log(Debug::Debug) << "Ignored event " << e.mEventName << " to L" << idToString(e.mDest)
<< ". Object not found or has no attached scripts";
}
// Run queued callbacks
for (CallbackWithData& c : mQueuedCallbacks)
c.mCallback(c.mArg);
mQueuedCallbacks.clear();
// Engine handlers in local scripts
PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
if (playerScripts)
{
for (const auto& event : mInputEvents)
playerScripts->processInputEvent(event);
}
mInputEvents.clear();
for (const LocalEngineEvent& e : mLocalEngineEvents)
{
LObject obj(e.mDest, objectRegistry);
if (!obj.isValid())
{
Log(Debug::Verbose) << "Can not call engine handlers: object" << idToString(e.mDest) << " is not found";
continue;
}
LocalScripts* scripts = obj.ptr().getRefData().getLuaScripts();
if (scripts)
scripts->receiveEngineEvent(e.mEvent, objectRegistry);
}
mLocalEngineEvents.clear();
for (LocalScripts* scripts : mActiveLocalScripts)
scripts->update(dt);
// Engine handlers in global scripts
if (mPlayerChanged)
{
mPlayerChanged = false;
mGlobalScripts.playerAdded(GObject(getId(mPlayer), objectRegistry));
}
for (ObjectId id : mActorAddedEvents)
mGlobalScripts.actorActive(GObject(id, objectRegistry));
mActorAddedEvents.clear();
mGlobalScripts.update(dt);
}
void LuaManager::applyQueuedChanges()
{
MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
for (const std::string& message : mUIMessages)
windowManager->messageBox(message);
mUIMessages.clear();
for (std::unique_ptr<Action>& action : mActionQueue)
action->apply(mWorldView);
mActionQueue.clear();
if (mTeleportPlayerAction)
mTeleportPlayerAction->apply(mWorldView);
mTeleportPlayerAction.reset();
}
void LuaManager::clear()
{
mActiveLocalScripts.clear();
mLocalEvents.clear();
mGlobalEvents.clear();
mInputEvents.clear();
mActorAddedEvents.clear();
mLocalEngineEvents.clear();
mPlayerChanged = false;
mWorldView.clear();
if (!mPlayer.isEmpty())
{
mPlayer.getCellRef().unsetRefNum();
mPlayer.getRefData().setLuaScripts(nullptr);
mPlayer = MWWorld::Ptr();
}
}
void LuaManager::setupPlayer(const MWWorld::Ptr& ptr)
{
if (!mInitialized)
return;
if (!mPlayer.isEmpty())
throw std::logic_error("Player is initialized twice");
mWorldView.objectAddedToScene(ptr);
mPlayer = ptr;
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)
localScripts = createLocalScripts(ptr);
mActiveLocalScripts.insert(localScripts);
mLocalEngineEvents.push_back({getId(ptr), LocalScripts::OnActive{}});
mPlayerChanged = true;
}
void LuaManager::objectAddedToScene(const MWWorld::Ptr& ptr)
{
mWorldView.objectAddedToScene(ptr); // assigns generated RefNum if it is not set yet.
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (localScripts)
{
mActiveLocalScripts.insert(localScripts);
mLocalEngineEvents.push_back({getId(ptr), LocalScripts::OnActive{}});
}
if (ptr.getClass().isActor() && ptr != mPlayer)
mActorAddedEvents.push_back(getId(ptr));
}
void LuaManager::objectRemovedFromScene(const MWWorld::Ptr& ptr)
{
mWorldView.objectRemovedFromScene(ptr);
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (localScripts)
{
mActiveLocalScripts.erase(localScripts);
if (!mWorldView.getObjectRegistry()->getPtr(getId(ptr), true).isEmpty())
mLocalEngineEvents.push_back({getId(ptr), LocalScripts::OnInactive{}});
}
}
void LuaManager::registerObject(const MWWorld::Ptr& ptr)
{
mWorldView.getObjectRegistry()->registerPtr(ptr);
}
void LuaManager::deregisterObject(const MWWorld::Ptr& ptr)
{
mWorldView.getObjectRegistry()->deregisterPtr(ptr);
}
void LuaManager::appliedToObject(const MWWorld::Ptr& toPtr, std::string_view recordId, const MWWorld::Ptr& fromPtr)
{
mLocalEngineEvents.push_back({getId(toPtr), LocalScripts::OnConsume{std::string(recordId)}});
}
MWBase::LuaManager::ActorControls* LuaManager::getActorControls(const MWWorld::Ptr& ptr) const
{
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)
return nullptr;
return localScripts->getActorControls();
}
void LuaManager::addLocalScript(const MWWorld::Ptr& ptr, const std::string& scriptPath)
{
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)
{
localScripts = createLocalScripts(ptr);
if (ptr.isInCell() && MWBase::Environment::get().getWorld()->isCellActive(ptr.getCell()))
mActiveLocalScripts.insert(localScripts);
}
localScripts->addNewScript(scriptPath);
}
LocalScripts* LuaManager::createLocalScripts(const MWWorld::Ptr& ptr)
{
assert(mInitialized);
std::shared_ptr<LocalScripts> scripts;
// When loading a game, it can be called before LuaManager::setPlayer,
// so we can't just check ptr == mPlayer here.
if (ptr.getCellRef().getRefIdRef() == "player")
{
scripts = std::make_shared<PlayerScripts>(&mLua, LObject(getId(ptr), mWorldView.getObjectRegistry()));
scripts->addPackage("openmw.ui", mUserInterfacePackage);
scripts->addPackage("openmw.camera", mCameraPackage);
scripts->addPackage("openmw.input", mInputPackage);
scripts->addPackage("openmw.settings", mPlayerSettingsPackage);
}
else
{
scripts = std::make_shared<LocalScripts>(&mLua, LObject(getId(ptr), mWorldView.getObjectRegistry()));
scripts->addPackage("openmw.settings", mLocalSettingsPackage);
}
scripts->addPackage("openmw.nearby", mNearbyPackage);
scripts->setSerializer(mLocalSerializer.get());
MWWorld::RefData& refData = ptr.getRefData();
refData.setLuaScripts(std::move(scripts));
return refData.getLuaScripts();
}
void LuaManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
{
writer.startRecord(ESM::REC_LUAM);
mWorldView.save(writer);
ESM::LuaScripts globalScripts;
mGlobalScripts.save(globalScripts);
globalScripts.save(writer);
saveEvents(writer, mGlobalEvents, mLocalEvents);
writer.endRecord(ESM::REC_LUAM);
}
void LuaManager::readRecord(ESM::ESMReader& reader, uint32_t type)
{
if (type != ESM::REC_LUAM)
throw std::runtime_error("ESM::REC_LUAM is expected");
mWorldView.load(reader);
ESM::LuaScripts globalScripts;
globalScripts.load(reader);
loadEvents(mLua.sol(), reader, mGlobalEvents, mLocalEvents, mContentFileMapping, mGlobalLoader.get());
mGlobalScripts.setSerializer(mGlobalLoader.get());
mGlobalScripts.load(globalScripts, false);
mGlobalScripts.setSerializer(mGlobalSerializer.get());
}
void LuaManager::saveLocalScripts(const MWWorld::Ptr& ptr, ESM::LuaScripts& data)
{
if (ptr.getRefData().getLuaScripts())
ptr.getRefData().getLuaScripts()->save(data);
else
data.mScripts.clear();
}
void LuaManager::loadLocalScripts(const MWWorld::Ptr& ptr, const ESM::LuaScripts& data)
{
if (data.mScripts.empty())
{
if (ptr.getRefData().getLuaScripts())
ptr.getRefData().setLuaScripts(nullptr);
return;
}
mWorldView.getObjectRegistry()->registerPtr(ptr);
LocalScripts* scripts = createLocalScripts(ptr);
scripts->setSerializer(mLocalLoader.get());
scripts->load(data, true);
scripts->setSerializer(mLocalSerializer.get());
// LiveCellRef is usually copied after loading, so this Ptr will become invalid and should be deregistered.
mWorldView.getObjectRegistry()->deregisterPtr(ptr);
}
void LuaManager::reloadAllScripts()
{
Log(Debug::Info) << "Reload Lua";
mLua.dropScriptCache();
{ // Reload global scripts
ESM::LuaScripts data;
mGlobalScripts.save(data);
mGlobalScripts.removeAllScripts();
for (const std::string& path : mGlobalScriptList)
if (mGlobalScripts.addNewScript(path))
Log(Debug::Info) << "Global script restarted: " << path;
mGlobalScripts.load(data, false);
}
for (const auto& [id, ptr] : mWorldView.getObjectRegistry()->mObjectMapping)
{ // Reload local scripts
LocalScripts* scripts = ptr.getRefData().getLuaScripts();
if (scripts == nullptr)
continue;
ESM::LuaScripts data;
scripts->save(data);
scripts->load(data, true);
}
}
}