LuaScript.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "CoreEvents.h"
  24. #include "EngineEvents.h"
  25. #include "File.h"
  26. #include "Log.h"
  27. #include "LuaFile.h"
  28. #include "LuaFunction.h"
  29. #include "LuaScript.h"
  30. #include "LuaScriptInstance.h"
  31. #include "ProcessUtils.h"
  32. #include "Profiler.h"
  33. #include "ResourceCache.h"
  34. #include "Scene.h"
  35. extern "C"
  36. {
  37. #include <lua.h>
  38. #include <lualib.h>
  39. #include <lauxlib.h>
  40. }
  41. #include "tolua++.h"
  42. #include "ToluaUtils.h"
  43. #include "DebugNew.h"
  44. extern int tolua_AudioLuaAPI_open(lua_State*);
  45. extern int tolua_ContainerLuaAPI_open(lua_State*);
  46. extern int tolua_CoreLuaAPI_open(lua_State*);
  47. extern int tolua_EngineLuaAPI_open(lua_State*);
  48. extern int tolua_GraphicsLuaAPI_open(lua_State*);
  49. extern int tolua_InputLuaAPI_open(lua_State*);
  50. extern int tolua_IOLuaAPI_open(lua_State*);
  51. extern int tolua_MathLuaAPI_open(lua_State*);
  52. extern int tolua_NavigationLuaAPI_open(lua_State*);
  53. extern int tolua_NetworkLuaAPI_open(lua_State*);
  54. extern int tolua_PhysicsLuaAPI_open(lua_State*);
  55. extern int tolua_ResourceLuaAPI_open(lua_State*);
  56. extern int tolua_SceneLuaAPI_open(lua_State*);
  57. extern int tolua_UILuaAPI_open(lua_State*);
  58. extern int tolua_Urho2DLuaAPI_open(lua_State*);
  59. extern int tolua_LuaScriptLuaAPI_open(lua_State*);
  60. namespace Urho3D
  61. {
  62. LuaScript::LuaScript(Context* context) :
  63. Object(context),
  64. luaState_(0)
  65. {
  66. RegisterLuaScriptLibrary(context_);
  67. luaState_ = luaL_newstate();
  68. if (!luaState_)
  69. {
  70. LOGERROR("Could not create Lua state");
  71. return;
  72. }
  73. SetContext(luaState_, context_);
  74. lua_gc(luaState_, LUA_GCSETPAUSE, 125);
  75. lua_atpanic(luaState_, &LuaScript::AtPanic);
  76. luaL_openlibs(luaState_);
  77. RegisterLoader();
  78. ReplacePrint();
  79. tolua_ContainerLuaAPI_open(luaState_);
  80. tolua_MathLuaAPI_open(luaState_);
  81. tolua_CoreLuaAPI_open(luaState_);
  82. tolua_IOLuaAPI_open(luaState_);
  83. tolua_ResourceLuaAPI_open(luaState_);
  84. tolua_SceneLuaAPI_open(luaState_);
  85. tolua_AudioLuaAPI_open(luaState_);
  86. tolua_EngineLuaAPI_open(luaState_);
  87. tolua_GraphicsLuaAPI_open(luaState_);
  88. tolua_InputLuaAPI_open(luaState_);
  89. tolua_NavigationLuaAPI_open(luaState_);
  90. tolua_NetworkLuaAPI_open(luaState_);
  91. tolua_PhysicsLuaAPI_open(luaState_);
  92. tolua_UILuaAPI_open(luaState_);
  93. tolua_LuaScriptLuaAPI_open(luaState_);
  94. coroutineUpdate_ = GetFunction("coroutine.update");
  95. // Subscribe to post update
  96. SubscribeToEvent(E_POSTUPDATE, HANDLER(LuaScript, HandlePostUpdate));
  97. // Subscribe to console commands
  98. SubscribeToEvent(E_CONSOLECOMMAND, HANDLER(LuaScript, HandleConsoleCommand));
  99. }
  100. LuaScript::~LuaScript()
  101. {
  102. functionNameToFunctionMap_.Clear();
  103. lua_State* luaState = luaState_;
  104. luaState_ = 0;
  105. SetContext(luaState_, 0);
  106. if (luaState)
  107. lua_close(luaState);
  108. }
  109. bool LuaScript::ExecuteFile(const String& fileName)
  110. {
  111. PROFILE(ExecuteFile);
  112. ResourceCache* cache = GetSubsystem<ResourceCache>();
  113. LuaFile* luaFile = cache->GetResource<LuaFile>(fileName);
  114. return luaFile && luaFile->LoadAndExecute(luaState_);
  115. }
  116. bool LuaScript::ExecuteString(const String& string)
  117. {
  118. PROFILE(ExecuteString);
  119. int top = lua_gettop(luaState_);
  120. if (luaL_dostring(luaState_, string.CString()) != 0)
  121. {
  122. const char* message = lua_tostring(luaState_, -1);
  123. LOGERROR("Execute Lua string failed: " + String(message));
  124. lua_settop(luaState_, top);
  125. return false;
  126. }
  127. return true;
  128. }
  129. bool LuaScript::ExecuteFunction(const String& functionName)
  130. {
  131. WeakPtr<LuaFunction> function = GetFunction(functionName);
  132. return function && function->BeginCall() && function->EndCall();
  133. }
  134. void LuaScript::ScriptSendEvent(const String& eventName, VariantMap& eventData)
  135. {
  136. SendEvent(StringHash(eventName), eventData);
  137. }
  138. void LuaScript::ScriptSubscribeToEvent(const String& eventName, const String& functionName)
  139. {
  140. StringHash eventType(eventName);
  141. WeakPtr<LuaFunction> function = GetFunction(functionName);
  142. if (function)
  143. {
  144. SubscribeToEvent(eventType, HANDLER(LuaScript, HandleEvent));
  145. eventTypeToFunctionMap_[eventType] = function;
  146. }
  147. }
  148. void LuaScript::ScriptUnsubscribeFromEvent(const String& eventName)
  149. {
  150. StringHash eventType(eventName);
  151. HashMap<StringHash, WeakPtr<LuaFunction> >::Iterator i = eventTypeToFunctionMap_.Find(eventType);
  152. if (i != eventTypeToFunctionMap_.End())
  153. {
  154. UnsubscribeFromEvent(eventType);
  155. eventTypeToFunctionMap_.Erase(i);
  156. }
  157. }
  158. void LuaScript::ScriptUnsubscribeFromAllEvents()
  159. {
  160. if (eventTypeToFunctionMap_.Empty())
  161. return;
  162. UnsubscribeFromAllEvents();
  163. eventTypeToFunctionMap_.Clear();
  164. }
  165. void LuaScript::ScriptSubscribeToEvent(void* sender, const String& eventName, const String& functionName)
  166. {
  167. StringHash eventType(eventName);
  168. Object* object = (Object*)sender;
  169. WeakPtr<LuaFunction> function = GetFunction(functionName);
  170. if (function)
  171. {
  172. SubscribeToEvent(object, eventType, HANDLER(LuaScript, HandleObjectEvent));
  173. objectToEventTypeToFunctionMap_[object][eventType] = function;
  174. }
  175. }
  176. void LuaScript::ScriptUnsubscribeFromEvent(void* sender, const String& eventName)
  177. {
  178. StringHash eventType(eventName);
  179. Object* object = (Object*)sender;
  180. HashMap<StringHash, WeakPtr<LuaFunction> >::Iterator i = objectToEventTypeToFunctionMap_[object].Find(eventType);
  181. if (i != objectToEventTypeToFunctionMap_[object].End())
  182. {
  183. UnsubscribeFromEvent(object, eventType);
  184. objectToEventTypeToFunctionMap_[object].Erase(i);
  185. }
  186. }
  187. void LuaScript::ScriptUnsubscribeFromEvents(void* sender)
  188. {
  189. Object* object = (Object*)sender;
  190. HashMap<Object*, HashMap<StringHash, WeakPtr<LuaFunction> > >::Iterator it = objectToEventTypeToFunctionMap_.Find(object);
  191. if (it == objectToEventTypeToFunctionMap_.End())
  192. return;
  193. UnsubscribeFromEvents(object);
  194. objectToEventTypeToFunctionMap_.Erase(it);
  195. }
  196. void LuaScript::RegisterLoader()
  197. {
  198. // Get package.loaders table
  199. lua_getglobal(luaState_, "package");
  200. lua_getfield(luaState_, -1, "loaders");
  201. // Add LuaScript::Loader to the end of the table
  202. lua_pushinteger(luaState_, lua_objlen(luaState_, -1) + 1);
  203. lua_pushcfunction(luaState_, &LuaScript::Loader);
  204. lua_settable(luaState_, -3);
  205. lua_pop(luaState_, 2);
  206. }
  207. int LuaScript::AtPanic(lua_State* L)
  208. {
  209. String errorMessage = luaL_checkstring(L, -1);
  210. LOGERROR("Lua error: Error message = '" + errorMessage + "'");
  211. lua_pop(L, 1);
  212. return 0;
  213. }
  214. int LuaScript::Loader(lua_State* L)
  215. {
  216. ResourceCache* cache = ::GetContext(L)->GetSubsystem<ResourceCache>();
  217. // Get module name
  218. const char* name = luaL_checkstring(L, 1);
  219. // Attempt to get .luc file first.
  220. String lucFileName = String(name) + ".luc";
  221. LuaFile* lucFile = cache->GetResource<LuaFile>(lucFileName, false);
  222. if (lucFile)
  223. return lucFile->LoadChunk(L) ? 1 : 0;
  224. // Then try to get .lua file. If this also fails, error is logged and resource not found event is sent
  225. String luaFileName = String(name) + ".lua";
  226. LuaFile* luaFile = cache->GetResource<LuaFile>(luaFileName);
  227. if (luaFile)
  228. return luaFile->LoadChunk(L) ? 1 : 0;
  229. return 0;
  230. }
  231. void LuaScript::ReplacePrint()
  232. {
  233. static const struct luaL_reg reg[] =
  234. {
  235. {"print", &LuaScript::Print},
  236. { NULL, NULL}
  237. };
  238. lua_getglobal(luaState_, "_G");
  239. luaL_register(luaState_, NULL, reg);
  240. lua_pop(luaState_, 1);
  241. }
  242. int LuaScript::Print(lua_State *L)
  243. {
  244. String string;
  245. int n = lua_gettop(L);
  246. lua_getglobal(L, "tostring");
  247. for (int i = 1; i <= n; i++)
  248. {
  249. const char *s;
  250. // Function to be called
  251. lua_pushvalue(L, -1);
  252. // Value to print
  253. lua_pushvalue(L, i);
  254. lua_call(L, 1, 1);
  255. // Get result
  256. s = lua_tostring(L, -1);
  257. if (s == NULL)
  258. return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
  259. if (i > 1)
  260. string.Append(" ");
  261. string.Append(s);
  262. // Pop result
  263. lua_pop(L, 1);
  264. }
  265. LOGRAW("Lua: " + string);
  266. return 0;
  267. }
  268. WeakPtr<LuaFunction> LuaScript::GetFunction(const String& functionName, bool silentIfNotFound)
  269. {
  270. if (!luaState_)
  271. return WeakPtr<LuaFunction>();
  272. HashMap<String, SharedPtr<LuaFunction> >::Iterator i = functionNameToFunctionMap_.Find(functionName);
  273. if (i != functionNameToFunctionMap_.End())
  274. return WeakPtr<LuaFunction>(i->second_);
  275. int top = lua_gettop(luaState_);
  276. SharedPtr<LuaFunction> function;
  277. if (PushScriptFunction(functionName, silentIfNotFound))
  278. {
  279. int ref = luaL_ref(luaState_, LUA_REGISTRYINDEX);
  280. function = new LuaFunction(luaState_, ref);
  281. }
  282. lua_settop(luaState_, top);
  283. functionNameToFunctionMap_[functionName] = function;
  284. return WeakPtr<LuaFunction>(function);
  285. }
  286. void LuaScript::HandleEvent(StringHash eventType, VariantMap& eventData)
  287. {
  288. WeakPtr<LuaFunction> function = eventTypeToFunctionMap_[eventType];
  289. if (function && function->BeginCall())
  290. {
  291. function->PushUserType(eventType, "StringHash");
  292. function->PushUserType(eventData, "VariantMap");
  293. function->EndCall();
  294. }
  295. }
  296. void LuaScript::HandleObjectEvent(StringHash eventType, VariantMap& eventData)
  297. {
  298. Object* object = GetEventSender();
  299. WeakPtr<LuaFunction> function = objectToEventTypeToFunctionMap_[object][eventType];
  300. if (function && function->BeginCall())
  301. {
  302. function->PushUserType(eventType, "StringHash");
  303. function->PushUserType(eventData, "VariantMap");
  304. function->EndCall();
  305. }
  306. }
  307. void LuaScript::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  308. {
  309. if (coroutineUpdate_ && coroutineUpdate_->BeginCall())
  310. {
  311. using namespace PostUpdate;
  312. float timeStep = eventData[P_TIMESTEP].GetFloat();
  313. coroutineUpdate_->PushFloat(timeStep);
  314. coroutineUpdate_->EndCall();
  315. }
  316. }
  317. void LuaScript::HandleConsoleCommand(StringHash eventType, VariantMap& eventData)
  318. {
  319. using namespace ConsoleCommand;
  320. ExecuteString(eventData[P_COMMAND].GetString());
  321. }
  322. bool LuaScript::PushScriptFunction(const String& functionName, bool silentIfNotFound)
  323. {
  324. Vector<String> splitedNames = functionName.Split('.');
  325. String currentName = splitedNames.Front();
  326. lua_getglobal(luaState_, currentName.CString());
  327. if (splitedNames.Size() > 1)
  328. {
  329. if (!lua_istable(luaState_, -1))
  330. {
  331. LOGERROR("Could not find Lua table: Table name = '" + currentName + "'");
  332. return false;
  333. }
  334. for (unsigned i = 1; i < splitedNames.Size() - 1; ++i)
  335. {
  336. currentName = currentName + "." + splitedNames[i];
  337. lua_getfield(luaState_, -1, splitedNames[i].CString());
  338. if (!lua_istable(luaState_, -1))
  339. {
  340. LOGERROR("Could not find Lua table: Table name = '" + currentName + "'");
  341. return false;
  342. }
  343. }
  344. currentName = currentName + "." + splitedNames.Back().CString();
  345. lua_getfield(luaState_, -1, splitedNames.Back().CString());
  346. }
  347. if (!lua_isfunction(luaState_, -1))
  348. {
  349. if (!silentIfNotFound)
  350. LOGERROR("Could not find Lua function: Function name = '" + currentName + "'");
  351. return false;
  352. }
  353. return true;
  354. }
  355. void RegisterLuaScriptLibrary(Context* context)
  356. {
  357. LuaFile::RegisterObject(context);
  358. LuaScriptInstance::RegisterObject(context);
  359. }
  360. }