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OpenMW/apps/openmw/mwlua/luamanagerimp.cpp
psi29a fc2f30dc4a Merge branch 'anim-api-cleanup' into 'master'
Anim api cleanup (close #8081)

Closes #8081

See merge request OpenMW/openmw!4274
2024-07-28 09:17:05 +00:00

867 lines
33 KiB
C++

#include "luamanagerimp.hpp"
#include <filesystem>
#include <MyGUI_InputManager.h>
#include <osg/Stats>
#include "sol/state_view.hpp"
#include <components/debug/debuglog.hpp>
#include <components/esm/luascripts.hpp>
#include <components/esm3/esmreader.hpp>
#include <components/esm3/esmwriter.hpp>
#include <components/settings/values.hpp>
#include <components/l10n/manager.hpp>
#include <components/lua_ui/content.hpp>
#include <components/lua_ui/registerscriptsettings.hpp>
#include <components/lua_ui/util.hpp>
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwrender/bonegroup.hpp"
#include "../mwrender/postprocessor.hpp"
#include "../mwworld/datetimemanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/scene.hpp"
#include "../mwworld/worldmodel.hpp"
#include "luabindings.hpp"
#include "playerscripts.hpp"
#include "types/types.hpp"
#include "userdataserializer.hpp"
namespace MWLua
{
static LuaUtil::LuaStateSettings createLuaStateSettings()
{
if (!Settings::lua().mLuaProfiler)
LuaUtil::LuaState::disableProfiler();
return { .mInstructionLimit = Settings::lua().mInstructionLimitPerCall,
.mMemoryLimit = Settings::lua().mMemoryLimit,
.mSmallAllocMaxSize = Settings::lua().mSmallAllocMaxSize,
.mLogMemoryUsage = Settings::lua().mLogMemoryUsage };
}
LuaManager::LuaManager(const VFS::Manager* vfs, const std::filesystem::path& libsDir)
: mLua(vfs, &mConfiguration, createLuaStateSettings())
{
Log(Debug::Info) << "Lua version: " << LuaUtil::getLuaVersion();
mLua.addInternalLibSearchPath(libsDir);
mGlobalSerializer = createUserdataSerializer(false);
mLocalSerializer = createUserdataSerializer(true);
mGlobalLoader = createUserdataSerializer(false, &mContentFileMapping);
mLocalLoader = createUserdataSerializer(true, &mContentFileMapping);
mGlobalScripts.setSerializer(mGlobalSerializer.get());
}
LuaManager::~LuaManager()
{
LuaUi::clearSettings();
}
void LuaManager::initConfiguration()
{
mConfiguration.init(MWBase::Environment::get().getESMStore()->getLuaScriptsCfg());
Log(Debug::Verbose) << "Lua scripts configuration (" << mConfiguration.size() << " scripts):";
for (size_t i = 0; i < mConfiguration.size(); ++i)
Log(Debug::Verbose) << "#" << i << " " << LuaUtil::scriptCfgToString(mConfiguration[i]);
mMenuScripts.setAutoStartConf(mConfiguration.getMenuConf());
mGlobalScripts.setAutoStartConf(mConfiguration.getGlobalConf());
}
void LuaManager::init()
{
Context globalContext;
globalContext.mType = Context::Global;
globalContext.mLuaManager = this;
globalContext.mLua = &mLua;
globalContext.mObjectLists = &mObjectLists;
globalContext.mLuaEvents = &mLuaEvents;
globalContext.mSerializer = mGlobalSerializer.get();
Context localContext = globalContext;
localContext.mType = Context::Local;
localContext.mSerializer = mLocalSerializer.get();
Context menuContext = globalContext;
menuContext.mType = Context::Menu;
for (const auto& [name, package] : initCommonPackages(globalContext))
mLua.addCommonPackage(name, package);
for (const auto& [name, package] : initGlobalPackages(globalContext))
mGlobalScripts.addPackage(name, package);
for (const auto& [name, package] : initMenuPackages(menuContext))
mMenuScripts.addPackage(name, package);
mLocalPackages = initLocalPackages(localContext);
mPlayerPackages = initPlayerPackages(localContext);
mPlayerPackages.insert(mLocalPackages.begin(), mLocalPackages.end());
LuaUtil::LuaStorage::initLuaBindings(mLua.sol());
mGlobalScripts.addPackage("openmw.storage", LuaUtil::LuaStorage::initGlobalPackage(mLua, &mGlobalStorage));
mMenuScripts.addPackage(
"openmw.storage", LuaUtil::LuaStorage::initMenuPackage(mLua, &mGlobalStorage, &mPlayerStorage));
mLocalPackages["openmw.storage"] = LuaUtil::LuaStorage::initLocalPackage(mLua, &mGlobalStorage);
mPlayerPackages["openmw.storage"]
= LuaUtil::LuaStorage::initPlayerPackage(mLua, &mGlobalStorage, &mPlayerStorage);
mPlayerStorage.setActive(true);
mGlobalStorage.setActive(false);
initConfiguration();
mInitialized = true;
mMenuScripts.addAutoStartedScripts();
}
void LuaManager::loadPermanentStorage(const std::filesystem::path& userConfigPath)
{
mPlayerStorage.setActive(true);
mGlobalStorage.setActive(true);
const auto globalPath = userConfigPath / "global_storage.bin";
const auto playerPath = userConfigPath / "player_storage.bin";
if (std::filesystem::exists(globalPath))
mGlobalStorage.load(globalPath);
if (std::filesystem::exists(playerPath))
mPlayerStorage.load(playerPath);
}
void LuaManager::savePermanentStorage(const std::filesystem::path& userConfigPath)
{
if (mGlobalScriptsStarted)
mGlobalStorage.save(userConfigPath / "global_storage.bin");
mPlayerStorage.save(userConfigPath / "player_storage.bin");
}
void LuaManager::update()
{
if (const int steps = Settings::lua().mGcStepsPerFrame; steps > 0)
lua_gc(mLua.sol(), LUA_GCSTEP, steps);
if (mPlayer.isEmpty())
return; // The game is not started yet.
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
MWBase::Environment::get().getWorldModel()->registerPtr(mPlayer);
}
mObjectLists.update();
for (auto scripts : mQueuedAutoStartedScripts)
scripts->addAutoStartedScripts();
mQueuedAutoStartedScripts.clear();
std::erase_if(mActiveLocalScripts,
[](const LocalScripts* l) { return l->getPtrOrEmpty().isEmpty() || l->getPtrOrEmpty().mRef->isDeleted(); });
mGlobalScripts.statsNextFrame();
for (LocalScripts* scripts : mActiveLocalScripts)
scripts->statsNextFrame();
mLuaEvents.finalizeEventBatch();
MWWorld::DateTimeManager& timeManager = *MWBase::Environment::get().getWorld()->getTimeManager();
if (!timeManager.isPaused())
{
mMenuScripts.processTimers(timeManager.getSimulationTime(), timeManager.getGameTime());
mGlobalScripts.processTimers(timeManager.getSimulationTime(), timeManager.getGameTime());
for (LocalScripts* scripts : mActiveLocalScripts)
scripts->processTimers(timeManager.getSimulationTime(), timeManager.getGameTime());
}
// Run event handlers for events that were sent before `finalizeEventBatch`.
mLuaEvents.callEventHandlers();
// Run queued callbacks
for (CallbackWithData& c : mQueuedCallbacks)
c.mCallback.tryCall(c.mArg);
mQueuedCallbacks.clear();
// Run engine handlers
mEngineEvents.callEngineHandlers();
if (!timeManager.isPaused())
{
float frameDuration = MWBase::Environment::get().getFrameDuration();
for (LocalScripts* scripts : mActiveLocalScripts)
scripts->update(frameDuration);
mGlobalScripts.update(frameDuration);
}
}
void LuaManager::objectTeleported(const MWWorld::Ptr& ptr)
{
if (ptr == mPlayer)
{
// For player run the onTeleported handler immediately,
// so it can adjust camera position after teleporting.
PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
if (playerScripts)
playerScripts->onTeleported();
}
else
mEngineEvents.addToQueue(EngineEvents::OnTeleported{ getId(ptr) });
}
void LuaManager::questUpdated(const ESM::RefId& questId, int stage)
{
if (mPlayer.isEmpty())
return; // The game is not started yet.
PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
if (playerScripts)
{
playerScripts->onQuestUpdate(questId.serializeText(), stage);
}
}
void LuaManager::synchronizedUpdate()
{
if (mNewGameStarted)
{
mNewGameStarted = false;
// Run onNewGame handler in synchronizedUpdate (at the beginning of the frame), so it
// can teleport the player to the starting location before the first frame is rendered.
mGlobalScripts.newGameStarted();
}
// We apply input events in `synchronizedUpdate` rather than in `update` in order to reduce input latency.
mProcessingInputEvents = true;
PlayerScripts* playerScripts
= mPlayer.isEmpty() ? nullptr : dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
for (const auto& event : mMenuInputEvents)
mMenuScripts.processInputEvent(event);
mMenuInputEvents.clear();
if (playerScripts && !windowManager->containsMode(MWGui::GM_MainMenu))
{
for (const auto& event : mInputEvents)
playerScripts->processInputEvent(event);
}
mInputEvents.clear();
mLuaEvents.callMenuEventHandlers();
double frameDuration = MWBase::Environment::get().getWorld()->getTimeManager()->isPaused()
? 0.0
: MWBase::Environment::get().getFrameDuration();
mInputActions.update(frameDuration);
mMenuScripts.onFrame(frameDuration);
if (playerScripts)
playerScripts->onFrame(frameDuration);
mProcessingInputEvents = false;
for (const auto& [message, mode] : mUIMessages)
windowManager->messageBox(message, mode);
mUIMessages.clear();
for (auto& [msg, color] : mInGameConsoleMessages)
windowManager->printToConsole(msg, "#" + color.toHex());
mInGameConsoleMessages.clear();
applyDelayedActions();
if (mReloadAllScriptsRequested)
{
// Reloading right after `applyDelayedActions` to guarantee that no delayed actions are currently queued.
reloadAllScriptsImpl();
mReloadAllScriptsRequested = false;
}
if (mDelayedUiModeChangedArg)
{
if (playerScripts)
playerScripts->uiModeChanged(*mDelayedUiModeChangedArg, true);
mDelayedUiModeChangedArg = std::nullopt;
}
}
void LuaManager::applyDelayedActions()
{
mApplyingDelayedActions = true;
for (DelayedAction& action : mActionQueue)
action.apply();
mActionQueue.clear();
if (mTeleportPlayerAction)
mTeleportPlayerAction->apply();
mTeleportPlayerAction.reset();
mApplyingDelayedActions = false;
}
void LuaManager::clear()
{
LuaUi::clearGameInterface();
mUiResourceManager.clear();
MWBase::Environment::get().getWorld()->getPostProcessor()->disableDynamicShaders();
mActiveLocalScripts.clear();
mLuaEvents.clear();
mEngineEvents.clear();
mInputEvents.clear();
mMenuInputEvents.clear();
mObjectLists.clear();
mGlobalScripts.removeAllScripts();
mGlobalScriptsStarted = false;
mNewGameStarted = false;
mDelayedUiModeChangedArg = std::nullopt;
if (!mPlayer.isEmpty())
{
mPlayer.getCellRef().unsetRefNum();
mPlayer.getRefData().setLuaScripts(nullptr);
mPlayer = MWWorld::Ptr();
}
mGlobalStorage.setActive(true);
mGlobalStorage.clearTemporaryAndRemoveCallbacks();
mGlobalStorage.setActive(false);
mPlayerStorage.clearTemporaryAndRemoveCallbacks();
mInputActions.clear();
mInputTriggers.clear();
for (int i = 0; i < 5; ++i)
lua_gc(mLua.sol(), LUA_GCCOLLECT, 0);
}
void LuaManager::setupPlayer(const MWWorld::Ptr& ptr)
{
if (!mInitialized)
return;
if (!mPlayer.isEmpty())
throw std::logic_error("Player is initialized twice");
mObjectLists.objectAddedToScene(ptr);
mObjectLists.setPlayer(ptr);
mPlayer = ptr;
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)
{
localScripts = createLocalScripts(ptr);
mQueuedAutoStartedScripts.push_back(localScripts);
}
mActiveLocalScripts.insert(localScripts);
mEngineEvents.addToQueue(EngineEvents::OnActive{ getId(ptr) });
}
void LuaManager::newGameStarted()
{
mGlobalStorage.setActive(true);
mInputEvents.clear();
mGlobalScripts.addAutoStartedScripts();
mGlobalScriptsStarted = true;
mNewGameStarted = true;
mMenuScripts.stateChanged();
}
void LuaManager::gameLoaded()
{
mGlobalStorage.setActive(true);
if (!mGlobalScriptsStarted)
mGlobalScripts.addAutoStartedScripts();
mGlobalScriptsStarted = true;
mMenuScripts.stateChanged();
}
void LuaManager::gameEnded()
{
// TODO: disable scripts and global storage when the game is actually unloaded
// mGlobalStorage.setActive(false);
mMenuScripts.stateChanged();
}
void LuaManager::noGame()
{
clear();
mMenuScripts.stateChanged();
}
void LuaManager::uiModeChanged(const MWWorld::Ptr& arg)
{
if (mPlayer.isEmpty())
return;
ObjectId argId = arg.isEmpty() ? ObjectId() : getId(arg);
if (mApplyingDelayedActions)
{
mDelayedUiModeChangedArg = argId;
return;
}
PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
if (playerScripts)
playerScripts->uiModeChanged(argId, false);
}
void LuaManager::actorDied(const MWWorld::Ptr& actor)
{
if (actor.isEmpty())
return;
mLuaEvents.addLocalEvent({ getId(actor), "Died", {} });
}
void LuaManager::useItem(const MWWorld::Ptr& object, const MWWorld::Ptr& actor, bool force)
{
MWBase::Environment::get().getWorldModel()->registerPtr(object);
mEngineEvents.addToQueue(EngineEvents::OnUseItem{ getId(actor), getId(object), force });
}
void LuaManager::animationTextKey(const MWWorld::Ptr& actor, const std::string& key)
{
auto pos = key.find(": ");
if (pos != std::string::npos)
mEngineEvents.addToQueue(
EngineEvents::OnAnimationTextKey{ getId(actor), key.substr(0, pos), key.substr(pos + 2) });
}
void LuaManager::playAnimation(const MWWorld::Ptr& actor, const std::string& groupname,
const MWRender::AnimPriority& priority, int blendMask, bool autodisable, float speedmult,
std::string_view start, std::string_view stop, float startpoint, uint32_t loops, bool loopfallback)
{
sol::table options = mLua.newTable();
options["blendMask"] = blendMask;
options["autoDisable"] = autodisable;
options["speed"] = speedmult;
options["startKey"] = start;
options["stopKey"] = stop;
options["startPoint"] = startpoint;
options["loops"] = loops;
options["forceLoop"] = loopfallback;
bool priorityAsTable = false;
for (uint32_t i = 1; i < MWRender::sNumBlendMasks; i++)
if (priority[static_cast<MWRender::BoneGroup>(i)] != priority[static_cast<MWRender::BoneGroup>(0)])
priorityAsTable = true;
if (priorityAsTable)
{
sol::table priorityTable = mLua.newTable();
for (uint32_t i = 0; i < MWRender::sNumBlendMasks; i++)
priorityTable[static_cast<MWRender::BoneGroup>(i)] = priority[static_cast<MWRender::BoneGroup>(i)];
options["priority"] = priorityTable;
}
else
options["priority"] = priority[MWRender::BoneGroup_LowerBody];
// mEngineEvents.addToQueue(event);
// Has to be called immediately, otherwise engine details that depend on animations playing immediately
// break.
if (auto* scripts = actor.getRefData().getLuaScripts())
scripts->onPlayAnimation(groupname, options);
}
void LuaManager::skillUse(const MWWorld::Ptr& actor, ESM::RefId skillId, int useType, float scale)
{
mEngineEvents.addToQueue(EngineEvents::OnSkillUse{ getId(actor), skillId.serializeText(), useType, scale });
}
void LuaManager::skillLevelUp(const MWWorld::Ptr& actor, ESM::RefId skillId, std::string_view source)
{
mEngineEvents.addToQueue(
EngineEvents::OnSkillLevelUp{ getId(actor), skillId.serializeText(), std::string(source) });
}
void LuaManager::objectAddedToScene(const MWWorld::Ptr& ptr)
{
mObjectLists.objectAddedToScene(ptr); // assigns generated RefNum if it is not set yet.
mEngineEvents.addToQueue(EngineEvents::OnActive{ getId(ptr) });
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)
{
LuaUtil::ScriptIdsWithInitializationData autoStartConf
= mConfiguration.getLocalConf(getLiveCellRefType(ptr.mRef), ptr.getCellRef().getRefId(), getId(ptr));
if (!autoStartConf.empty())
{
localScripts = createLocalScripts(ptr, std::move(autoStartConf));
mQueuedAutoStartedScripts.push_back(localScripts);
}
}
if (localScripts)
mActiveLocalScripts.insert(localScripts);
}
void LuaManager::objectRemovedFromScene(const MWWorld::Ptr& ptr)
{
mObjectLists.objectRemovedFromScene(ptr);
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (localScripts)
{
mActiveLocalScripts.erase(localScripts);
if (!MWBase::Environment::get().getWorldModel()->getPtr(getId(ptr)).isEmpty())
mEngineEvents.addToQueue(EngineEvents::OnInactive{ getId(ptr) });
}
}
void LuaManager::inputEvent(const InputEvent& event)
{
if (!MyGUI::InputManager::getInstance().isModalAny()
&& !MWBase::Environment::get().getWindowManager()->isConsoleMode())
{
mInputEvents.push_back(event);
}
mMenuInputEvents.push_back(event);
}
MWBase::LuaManager::ActorControls* LuaManager::getActorControls(const MWWorld::Ptr& ptr) const
{
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)
return nullptr;
return localScripts->getActorControls();
}
void LuaManager::addCustomLocalScript(const MWWorld::Ptr& ptr, int scriptId, std::string_view initData)
{
LocalScripts* localScripts = ptr.getRefData().getLuaScripts();
if (!localScripts)
{
localScripts = createLocalScripts(ptr);
localScripts->addAutoStartedScripts();
if (ptr.isInCell() && MWBase::Environment::get().getWorldScene()->isCellActive(*ptr.getCell()))
mActiveLocalScripts.insert(localScripts);
}
localScripts->addCustomScript(scriptId, initData);
}
LocalScripts* LuaManager::createLocalScripts(
const MWWorld::Ptr& ptr, std::optional<LuaUtil::ScriptIdsWithInitializationData> autoStartConf)
{
assert(mInitialized);
std::shared_ptr<LocalScripts> scripts;
const uint32_t type = getLiveCellRefType(ptr.mRef);
if (type == ESM::REC_STAT)
throw std::runtime_error("Lua scripts on static objects are not allowed");
else if (type == ESM::REC_INTERNAL_PLAYER)
{
scripts = std::make_shared<PlayerScripts>(&mLua, LObject(getId(ptr)));
scripts->setAutoStartConf(mConfiguration.getPlayerConf());
for (const auto& [name, package] : mPlayerPackages)
scripts->addPackage(name, package);
}
else
{
scripts = std::make_shared<LocalScripts>(&mLua, LObject(getId(ptr)));
if (!autoStartConf.has_value())
autoStartConf = mConfiguration.getLocalConf(type, ptr.getCellRef().getRefId(), getId(ptr));
scripts->setAutoStartConf(std::move(*autoStartConf));
for (const auto& [name, package] : mLocalPackages)
scripts->addPackage(name, package);
}
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);
writer.writeHNT<double>("LUAW", MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime());
writer.writeFormId(MWBase::Environment::get().getWorldModel()->getLastGeneratedRefNum(), true);
ESM::LuaScripts globalScripts;
mGlobalScripts.save(globalScripts);
globalScripts.save(writer);
mLuaEvents.save(writer);
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");
double simulationTime;
reader.getHNT(simulationTime, "LUAW");
MWBase::Environment::get().getWorld()->getTimeManager()->setSimulationTime(simulationTime);
ESM::FormId lastGenerated = reader.getFormId(true);
if (lastGenerated.hasContentFile())
throw std::runtime_error("Last generated RefNum is invalid");
MWBase::Environment::get().getWorldModel()->setLastGeneratedRefNum(lastGenerated);
// TODO: don't execute scripts right away, it will be necessary in multiplayer where global storage requires
// initialization. For now just set global storage as active slightly before it would be set by gameLoaded()
mGlobalStorage.setActive(true);
ESM::LuaScripts globalScripts;
globalScripts.load(reader);
mLuaEvents.load(mLua.sol(), reader, mContentFileMapping, mGlobalLoader.get());
mGlobalScripts.setSavedDataDeserializer(mGlobalLoader.get());
mGlobalScripts.load(globalScripts);
mGlobalScriptsStarted = true;
}
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;
}
MWBase::Environment::get().getWorldModel()->registerPtr(ptr);
LocalScripts* scripts = createLocalScripts(ptr);
scripts->setSerializer(mLocalSerializer.get());
scripts->setSavedDataDeserializer(mLocalLoader.get());
scripts->load(data);
}
void LuaManager::reloadAllScriptsImpl()
{
Log(Debug::Info) << "Reload Lua";
LuaUi::clearGameInterface();
LuaUi::clearMenuInterface();
LuaUi::clearSettings();
MWBase::Environment::get().getWindowManager()->setConsoleMode("");
MWBase::Environment::get().getL10nManager()->dropCache();
mUiResourceManager.clear();
mLua.dropScriptCache();
mInputActions.clear();
mInputTriggers.clear();
initConfiguration();
ESM::LuaScripts globalData;
if (mGlobalScriptsStarted)
{
mGlobalScripts.setSavedDataDeserializer(mGlobalSerializer.get());
mGlobalScripts.save(globalData);
mGlobalStorage.clearTemporaryAndRemoveCallbacks();
}
std::unordered_map<ESM::RefNum, ESM::LuaScripts> localData;
for (const auto& [id, ptr] : MWBase::Environment::get().getWorldModel()->getPtrRegistryView())
{
LocalScripts* scripts = ptr.getRefData().getLuaScripts();
if (scripts == nullptr)
continue;
scripts->setSavedDataDeserializer(mLocalSerializer.get());
ESM::LuaScripts data;
scripts->save(data);
localData[id] = std::move(data);
}
mMenuScripts.removeAllScripts();
mPlayerStorage.clearTemporaryAndRemoveCallbacks();
mMenuScripts.addAutoStartedScripts();
for (const auto& [id, ptr] : MWBase::Environment::get().getWorldModel()->getPtrRegistryView())
{
LocalScripts* scripts = ptr.getRefData().getLuaScripts();
if (scripts == nullptr)
continue;
scripts->load(localData[id]);
}
for (LocalScripts* scripts : mActiveLocalScripts)
scripts->setActive(true);
if (mGlobalScriptsStarted)
{
mGlobalScripts.load(globalData);
}
}
void LuaManager::handleConsoleCommand(
const std::string& consoleMode, const std::string& command, const MWWorld::Ptr& selectedPtr)
{
PlayerScripts* playerScripts = nullptr;
if (!mPlayer.isEmpty())
playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
bool processed = mMenuScripts.consoleCommand(consoleMode, command);
if (playerScripts)
{
sol::object selected = sol::nil;
if (!selectedPtr.isEmpty())
selected = sol::make_object(mLua.sol(), LObject(getId(selectedPtr)));
if (playerScripts->consoleCommand(consoleMode, command, selected))
processed = true;
}
if (!processed)
MWBase::Environment::get().getWindowManager()->printToConsole(
"No Lua handlers for console\n", MWBase::WindowManager::sConsoleColor_Error);
}
LuaManager::DelayedAction::DelayedAction(LuaUtil::LuaState* state, std::function<void()> fn, std::string_view name)
: mFn(std::move(fn))
, mName(name)
{
if (Settings::lua().mLuaDebug)
mCallerTraceback = state->debugTraceback();
}
void LuaManager::DelayedAction::apply() const
{
try
{
mFn();
}
catch (const std::exception& e)
{
Log(Debug::Error) << "Error in DelayedAction " << mName << ": " << e.what();
if (mCallerTraceback.empty())
Log(Debug::Error) << "Set 'lua debug=true' in settings.cfg to enable action tracebacks";
else
Log(Debug::Error) << "Caller " << mCallerTraceback;
}
}
void LuaManager::addAction(std::function<void()> action, std::string_view name)
{
if (mApplyingDelayedActions)
throw std::runtime_error("DelayedAction is not allowed to create another DelayedAction");
mActionQueue.emplace_back(&mLua, std::move(action), name);
}
void LuaManager::addTeleportPlayerAction(std::function<void()> action)
{
mTeleportPlayerAction = DelayedAction(&mLua, std::move(action), "TeleportPlayer");
}
void LuaManager::reportStats(unsigned int frameNumber, osg::Stats& stats) const
{
stats.setAttribute(frameNumber, "Lua UsedMemory", mLua.getTotalMemoryUsage());
}
std::string LuaManager::formatResourceUsageStats() const
{
if (!LuaUtil::LuaState::isProfilerEnabled())
return "Lua profiler is disabled";
std::stringstream out;
constexpr int nameW = 50;
constexpr int valueW = 12;
auto outMemSize = [&](int64_t bytes) {
constexpr int64_t limit = 10000;
out << std::right << std::setw(valueW - 3);
if (bytes < limit)
out << bytes << " B ";
else if (bytes < limit * 1024)
out << (bytes / 1024) << " KB";
else if (bytes < limit * 1024 * 1024)
out << (bytes / (1024 * 1024)) << " MB";
else
out << (bytes / (1024 * 1024 * 1024)) << " GB";
};
const uint64_t smallAllocSize = Settings::lua().mSmallAllocMaxSize;
out << "Total memory usage:";
outMemSize(mLua.getTotalMemoryUsage());
out << "\n";
out << "LuaUtil::ScriptsContainer count: " << LuaUtil::ScriptsContainer::getInstanceCount() << "\n";
out << "\n";
out << "small alloc max size = " << smallAllocSize << " (section [Lua] in settings.cfg)\n";
out << "Smaller values give more information for the profiler, but increase performance overhead.\n";
out << " Memory allocations <= " << smallAllocSize << " bytes:";
outMemSize(mLua.getSmallAllocMemoryUsage());
out << " (not tracked)\n";
out << " Memory allocations > " << smallAllocSize << " bytes:";
outMemSize(mLua.getTotalMemoryUsage() - mLua.getSmallAllocMemoryUsage());
out << " (see the table below)\n\n";
using Stats = LuaUtil::ScriptsContainer::ScriptStats;
std::vector<Stats> activeStats;
mGlobalScripts.collectStats(activeStats);
for (LocalScripts* scripts : mActiveLocalScripts)
scripts->collectStats(activeStats);
std::vector<Stats> selectedStats;
MWWorld::Ptr selectedPtr = MWBase::Environment::get().getWindowManager()->getConsoleSelectedObject();
LocalScripts* selectedScripts = nullptr;
if (!selectedPtr.isEmpty())
{
selectedScripts = selectedPtr.getRefData().getLuaScripts();
if (selectedScripts)
selectedScripts->collectStats(selectedStats);
out << "Profiled object (selected in the in-game console): " << selectedPtr.toString() << "\n";
}
else
out << "No selected object. Use the in-game console to select an object for detailed profile.\n";
out << "\n";
out << "Legend\n";
out << " ops: Averaged number of Lua instruction per frame;\n";
out << " memory: Aggregated size of Lua allocations > " << smallAllocSize << " bytes;\n";
out << " [all]: Sum over all instances of each script;\n";
out << " [active]: Sum over all active (i.e. currently in scene) instances of each script;\n";
out << " [inactive]: Sum over all inactive instances of each script;\n";
out << " [for selected object]: Only for the object that is selected in the console;\n";
out << "\n";
out << std::left;
out << " " << std::setw(nameW + 2) << "*** Resource usage per script";
out << std::right;
out << std::setw(valueW) << "ops";
out << std::setw(valueW) << "memory";
out << std::setw(valueW) << "memory";
out << std::setw(valueW) << "ops";
out << std::setw(valueW) << "memory";
out << "\n";
out << std::left << " " << std::setw(nameW + 2) << "[name]" << std::right;
out << std::setw(valueW) << "[all]";
out << std::setw(valueW) << "[active]";
out << std::setw(valueW) << "[inactive]";
out << std::setw(valueW * 2) << "[for selected object]";
out << "\n";
for (size_t i = 0; i < mConfiguration.size(); ++i)
{
bool isGlobal = mConfiguration[i].mFlags & ESM::LuaScriptCfg::sGlobal;
bool isMenu = mConfiguration[i].mFlags & ESM::LuaScriptCfg::sMenu;
out << std::left;
out << " " << std::setw(nameW) << mConfiguration[i].mScriptPath;
if (mConfiguration[i].mScriptPath.size() > nameW)
out << "\n " << std::setw(nameW) << ""; // if path is too long, break line
out << std::right;
out << std::setw(valueW) << static_cast<int64_t>(activeStats[i].mAvgInstructionCount);
outMemSize(activeStats[i].mMemoryUsage);
outMemSize(mLua.getMemoryUsageByScriptIndex(i) - activeStats[i].mMemoryUsage);
if (isGlobal)
out << std::setw(valueW * 2) << "NA (global script)";
else if (isMenu && (!selectedScripts || !selectedScripts->hasScript(i)))
out << std::setw(valueW * 2) << "NA (menu script)";
else if (selectedPtr.isEmpty())
out << std::setw(valueW * 2) << "NA (not selected) ";
else if (!selectedScripts || !selectedScripts->hasScript(i))
out << std::setw(valueW * 2) << "NA";
else
{
out << std::setw(valueW) << static_cast<int64_t>(selectedStats[i].mAvgInstructionCount);
outMemSize(selectedStats[i].mMemoryUsage);
}
out << "\n";
}
return out.str();
}
}