LuaScript.cpp 14 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_atpanic(luaState_, &LuaScript::AtPanic);
  75. luaL_openlibs(luaState_);
  76. RegisterLoader();
  77. ReplacePrint();
  78. tolua_ContainerLuaAPI_open(luaState_);
  79. tolua_MathLuaAPI_open(luaState_);
  80. tolua_CoreLuaAPI_open(luaState_);
  81. tolua_IOLuaAPI_open(luaState_);
  82. tolua_ResourceLuaAPI_open(luaState_);
  83. tolua_SceneLuaAPI_open(luaState_);
  84. tolua_AudioLuaAPI_open(luaState_);
  85. tolua_EngineLuaAPI_open(luaState_);
  86. tolua_GraphicsLuaAPI_open(luaState_);
  87. tolua_InputLuaAPI_open(luaState_);
  88. tolua_NavigationLuaAPI_open(luaState_);
  89. tolua_NetworkLuaAPI_open(luaState_);
  90. tolua_PhysicsLuaAPI_open(luaState_);
  91. tolua_UILuaAPI_open(luaState_);
  92. tolua_Urho2DLuaAPI_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. LuaFunctionVector& functions = eventHandleFunctions_[eventType];
  145. if (functions.Empty())
  146. SubscribeToEvent(eventType, HANDLER(LuaScript, HandleEvent));
  147. functions.Push(function);
  148. }
  149. }
  150. void LuaScript::ScriptUnsubscribeFromEvent(const String& eventName, const String& functionName)
  151. {
  152. StringHash eventType(eventName);
  153. HashMap<StringHash, LuaFunctionVector>::Iterator i = eventHandleFunctions_.Find(eventType);
  154. if (i != eventHandleFunctions_.End())
  155. {
  156. LuaFunctionVector& functions = i->second_;
  157. if (!functionName.Empty())
  158. {
  159. WeakPtr<LuaFunction> function = GetFunction(functionName);
  160. functions.Remove(function);
  161. }
  162. if (functionName.Empty() || functions.Empty())
  163. {
  164. UnsubscribeFromEvent(eventType);
  165. eventHandleFunctions_.Erase(i);
  166. }
  167. }
  168. }
  169. void LuaScript::ScriptUnsubscribeFromAllEvents()
  170. {
  171. if (eventHandleFunctions_.Empty())
  172. return;
  173. UnsubscribeFromAllEvents();
  174. eventHandleFunctions_.Clear();
  175. }
  176. void LuaScript::ScriptSubscribeToEvent(void* sender, const String& eventName, const String& functionName)
  177. {
  178. StringHash eventType(eventName);
  179. Object* object = (Object*)sender;
  180. WeakPtr<LuaFunction> function = GetFunction(functionName);
  181. if (function)
  182. {
  183. LuaFunctionVector& functions = objectHandleFunctions_[object][eventType];
  184. if (functions.Empty())
  185. SubscribeToEvent(object, eventType, HANDLER(LuaScript, HandleObjectEvent));
  186. functions.Push(function);
  187. }
  188. }
  189. void LuaScript::ScriptUnsubscribeFromEvent(void* sender, const String& eventName, const String& functionName)
  190. {
  191. StringHash eventType(eventName);
  192. Object* object = (Object*)sender;
  193. HashMap<StringHash, LuaFunctionVector>::Iterator i = objectHandleFunctions_[object].Find(eventType);
  194. if (i != objectHandleFunctions_[object].End())
  195. {
  196. LuaFunctionVector& functions = i->second_;
  197. if (!functionName.Empty())
  198. {
  199. WeakPtr<LuaFunction> function = GetFunction(functionName);
  200. functions.Remove(function);
  201. }
  202. if (functionName.Empty() || functions.Empty())
  203. {
  204. UnsubscribeFromEvent(object, eventType);
  205. objectHandleFunctions_[object].Erase(i);
  206. }
  207. }
  208. }
  209. void LuaScript::ScriptUnsubscribeFromEvents(void* sender)
  210. {
  211. Object* object = (Object*)sender;
  212. HashMap<Object*, HashMap<StringHash, LuaFunctionVector> >::Iterator it = objectHandleFunctions_.Find(object);
  213. if (it == objectHandleFunctions_.End())
  214. return;
  215. UnsubscribeFromEvents(object);
  216. objectHandleFunctions_.Erase(it);
  217. }
  218. void LuaScript::RegisterLoader()
  219. {
  220. // Get package.loaders table
  221. lua_getglobal(luaState_, "package");
  222. lua_getfield(luaState_, -1, "loaders");
  223. // Add LuaScript::Loader to the end of the table
  224. lua_pushinteger(luaState_, lua_objlen(luaState_, -1) + 1);
  225. lua_pushcfunction(luaState_, &LuaScript::Loader);
  226. lua_settable(luaState_, -3);
  227. lua_pop(luaState_, 2);
  228. }
  229. int LuaScript::AtPanic(lua_State* L)
  230. {
  231. String errorMessage = luaL_checkstring(L, -1);
  232. LOGERROR("Lua error: Error message = '" + errorMessage + "'");
  233. lua_pop(L, 1);
  234. return 0;
  235. }
  236. int LuaScript::Loader(lua_State* L)
  237. {
  238. ResourceCache* cache = ::GetContext(L)->GetSubsystem<ResourceCache>();
  239. // Get module name
  240. const char* name = luaL_checkstring(L, 1);
  241. // Attempt to get .luc file first.
  242. String lucFileName = String(name) + ".luc";
  243. LuaFile* lucFile = cache->GetResource<LuaFile>(lucFileName, false);
  244. if (lucFile)
  245. return lucFile->LoadChunk(L) ? 1 : 0;
  246. // Then try to get .lua file. If this also fails, error is logged and resource not found event is sent
  247. String luaFileName = String(name) + ".lua";
  248. LuaFile* luaFile = cache->GetResource<LuaFile>(luaFileName);
  249. if (luaFile)
  250. return luaFile->LoadChunk(L) ? 1 : 0;
  251. return 0;
  252. }
  253. void LuaScript::ReplacePrint()
  254. {
  255. static const struct luaL_reg reg[] =
  256. {
  257. {"print", &LuaScript::Print},
  258. { NULL, NULL}
  259. };
  260. lua_getglobal(luaState_, "_G");
  261. luaL_register(luaState_, NULL, reg);
  262. lua_pop(luaState_, 1);
  263. }
  264. int LuaScript::Print(lua_State *L)
  265. {
  266. String string;
  267. int n = lua_gettop(L);
  268. lua_getglobal(L, "tostring");
  269. for (int i = 1; i <= n; i++)
  270. {
  271. const char *s;
  272. // Function to be called
  273. lua_pushvalue(L, -1);
  274. // Value to print
  275. lua_pushvalue(L, i);
  276. lua_call(L, 1, 1);
  277. // Get result
  278. s = lua_tostring(L, -1);
  279. if (s == NULL)
  280. return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
  281. if (i > 1)
  282. string.Append(" ");
  283. string.Append(s);
  284. // Pop result
  285. lua_pop(L, 1);
  286. }
  287. LOGRAW("Lua: " + string);
  288. return 0;
  289. }
  290. WeakPtr<LuaFunction> LuaScript::GetFunction(const String& functionName, bool silentIfNotFound)
  291. {
  292. if (!luaState_)
  293. return WeakPtr<LuaFunction>();
  294. HashMap<String, SharedPtr<LuaFunction> >::Iterator i = functionNameToFunctionMap_.Find(functionName);
  295. if (i != functionNameToFunctionMap_.End())
  296. return WeakPtr<LuaFunction>(i->second_);
  297. int top = lua_gettop(luaState_);
  298. SharedPtr<LuaFunction> function;
  299. if (PushScriptFunction(functionName, silentIfNotFound))
  300. {
  301. int ref = luaL_ref(luaState_, LUA_REGISTRYINDEX);
  302. function = new LuaFunction(luaState_, ref);
  303. }
  304. lua_settop(luaState_, top);
  305. functionNameToFunctionMap_[functionName] = function;
  306. return WeakPtr<LuaFunction>(function);
  307. }
  308. void LuaScript::HandleEvent(StringHash eventType, VariantMap& eventData)
  309. {
  310. LuaFunctionVector& functions = eventHandleFunctions_[eventType];
  311. for (unsigned i = 0; i < functions.Size(); ++i)
  312. {
  313. WeakPtr<LuaFunction> function = functions[i];
  314. if (function && function->BeginCall())
  315. {
  316. function->PushUserType(eventType, "StringHash");
  317. function->PushUserType(eventData, "VariantMap");
  318. function->EndCall();
  319. }
  320. }
  321. }
  322. void LuaScript::HandleObjectEvent(StringHash eventType, VariantMap& eventData)
  323. {
  324. Object* object = GetEventSender();
  325. LuaFunctionVector& functions = objectHandleFunctions_[object][eventType];
  326. for (unsigned i = 0; i < functions.Size(); ++i)
  327. {
  328. WeakPtr<LuaFunction> function = functions[i];
  329. if (function && function->BeginCall())
  330. {
  331. function->PushUserType(eventType, "StringHash");
  332. function->PushUserType(eventData, "VariantMap");
  333. function->EndCall();
  334. }
  335. }
  336. }
  337. void LuaScript::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  338. {
  339. if (coroutineUpdate_ && coroutineUpdate_->BeginCall())
  340. {
  341. using namespace PostUpdate;
  342. float timeStep = eventData[P_TIMESTEP].GetFloat();
  343. coroutineUpdate_->PushFloat(timeStep);
  344. coroutineUpdate_->EndCall();
  345. }
  346. // Collect garbage
  347. lua_gc(luaState_, LUA_GCCOLLECT, 0);
  348. }
  349. void LuaScript::HandleConsoleCommand(StringHash eventType, VariantMap& eventData)
  350. {
  351. using namespace ConsoleCommand;
  352. ExecuteString(eventData[P_COMMAND].GetString());
  353. }
  354. bool LuaScript::PushScriptFunction(const String& functionName, bool silentIfNotFound)
  355. {
  356. Vector<String> splitedNames = functionName.Split('.');
  357. String currentName = splitedNames.Front();
  358. lua_getglobal(luaState_, currentName.CString());
  359. if (splitedNames.Size() > 1)
  360. {
  361. if (!lua_istable(luaState_, -1))
  362. {
  363. LOGERROR("Could not find Lua table: Table name = '" + currentName + "'");
  364. return false;
  365. }
  366. for (unsigned i = 1; i < splitedNames.Size() - 1; ++i)
  367. {
  368. currentName = currentName + "." + splitedNames[i];
  369. lua_getfield(luaState_, -1, splitedNames[i].CString());
  370. if (!lua_istable(luaState_, -1))
  371. {
  372. LOGERROR("Could not find Lua table: Table name = '" + currentName + "'");
  373. return false;
  374. }
  375. }
  376. currentName = currentName + "." + splitedNames.Back().CString();
  377. lua_getfield(luaState_, -1, splitedNames.Back().CString());
  378. }
  379. if (!lua_isfunction(luaState_, -1))
  380. {
  381. if (!silentIfNotFound)
  382. LOGERROR("Could not find Lua function: Function name = '" + currentName + "'");
  383. return false;
  384. }
  385. return true;
  386. }
  387. void RegisterLuaScriptLibrary(Context* context)
  388. {
  389. LuaFile::RegisterObject(context);
  390. LuaScriptInstance::RegisterObject(context);
  391. }
  392. }