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ScriptExecutor.cpp
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ScriptExecutor.cpp
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/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include
"ScriptExecutor.h"
#include
"ScriptDelayExecution.h"
#include
"ScriptAPI.h"
#include
"Block.h"
#include
<iostream>
using
namespace
std
;
ScriptExecutor
::
ScriptExecutor
()
:
state
(
NULL
)
,
delayExecutionObjects
(
NULL
),
savedDelayExecutionObjects
(
NULL
)
{
//NOTE: If a state is going to use the scriptExecutor it is his task to reset it.
}
ScriptExecutor
::~
ScriptExecutor
(){
destroy
();
}
void
ScriptExecutor
::
destroy
()
{
//Make sure there is a state to close.
if
(
state
)
{
lua_close
(
state
);
state
=
NULL
;
}
//Delete all delay execution objects.
if
(
delayExecutionObjects
)
{
// Set the state to NULL since the state is already destroyed. This prevents the destructor to call luaL_unref.
delayExecutionObjects
->
state
=
NULL
;
delete
delayExecutionObjects
;
delayExecutionObjects
=
NULL
;
}
if
(
savedDelayExecutionObjects
)
{
// Set the state to NULL since the state is already destroyed. This prevents the destructor to call luaL_unref.
savedDelayExecutionObjects
->
state
=
NULL
;
delete
savedDelayExecutionObjects
;
savedDelayExecutionObjects
=
NULL
;
}
}
void
ScriptExecutor
::
reset
(
bool
save
){
//Check if we only need to restore from saved state.
if
(
!
save
&&
state
)
{
//Delete delay execution objects.
if
(
delayExecutionObjects
)
{
delete
delayExecutionObjects
;
delayExecutionObjects
=
new
ScriptDelayExecutionList
();
delayExecutionObjects
->
state
=
state
;
}
return
;
}
//Close the lua_state, if any.
destroy
();
//Create a new state.
state
=
luaL_newstate
();
//Now load the lua libraries.
//FIXME: Only allow safe libraries/functions.
luaopen_base
(
state
);
luaL_requiref
(
state
,
"table"
,
luaopen_table
,
1
);
luaL_requiref
(
state
,
"coroutine"
,
luaopen_coroutine
,
1
);
luaL_requiref
(
state
,
"string"
,
luaopen_string
,
1
);
luaL_requiref
(
state
,
"utf8"
,
luaopen_utf8
,
1
);
luaL_requiref
(
state
,
"math"
,
luaopen_math
,
1
);
//Load our own libraries.
luaL_requiref
(
state
,
"block"
,
luaopen_block
,
1
);
luaL_requiref
(
state
,
"playershadow"
,
luaopen_player
,
1
);
luaL_requiref
(
state
,
"level"
,
luaopen_level
,
1
);
luaL_requiref
(
state
,
"camera"
,
luaopen_camera
,
1
);
luaL_requiref
(
state
,
"audio"
,
luaopen_audio
,
1
);
luaL_requiref
(
state
,
"delayExecution"
,
luaopen_delayExecution
,
1
);
luaL_requiref
(
state
,
"gettext"
,
luaopen_gettext
,
1
);
luaL_requiref
(
state
,
"prng"
,
luaopen_prng
,
1
);
//Create a new delay execution list.
delayExecutionObjects
=
new
ScriptDelayExecutionList
();
delayExecutionObjects
->
state
=
state
;
}
void
ScriptExecutor
::
registerFunction
(
std
::
string
name
,
lua_CFunction
function
){
lua_register
(
state
,
name
.
c_str
(),
function
);
}
int
ScriptExecutor
::
compileScript
(
std
::
string
script
){
//First make sure the stack is empty.
lua_settop
(
state
,
0
);
//Compile the script.
if
(
luaL_loadstring
(
state
,
script
.
c_str
())
!=
LUA_OK
){
cerr
<<
"LUA ERROR: "
<<
lua_tostring
(
state
,
-1
)
<<
endl
;
lua_pushnil
(
state
);
}
//Save it to LUA_REGISTRYINDEX and return values.
return
luaL_ref
(
state
,
LUA_REGISTRYINDEX
);
}
int
ScriptExecutor
::
executeScript
(
std
::
string
script
,
Block
*
origin
){
//First make sure the stack is empty.
lua_settop
(
state
,
0
);
//Compile the script.
if
(
luaL_loadstring
(
state
,
script
.
c_str
())
!=
LUA_OK
){
cerr
<<
"LUA ERROR: "
<<
lua_tostring
(
state
,
-1
)
<<
endl
;
return
0
;
}
//Now execute the script.
return
executeScriptInternal
(
origin
);
}
int
ScriptExecutor
::
executeScript
(
int
scriptIndex
,
Block
*
origin
){
//Check if reference is empty.
if
(
scriptIndex
==
LUA_REFNIL
)
return
0
;
//Make sure the stack is empty.
lua_settop
(
state
,
0
);
//Get the function
lua_rawgeti
(
state
,
LUA_REGISTRYINDEX
,
scriptIndex
);
//Check if it's function and run.
if
(
lua_isfunction
(
state
,
-1
)){
return
executeScriptInternal
(
origin
);
}
return
0
;
}
int
ScriptExecutor
::
executeScriptInternal
(
Block
*
origin
){
int
oldThisIndex
=
LUA_REFNIL
;
//If the origin isn't null set it in the global scope.
if
(
origin
){
//Backup the old "this"
lua_getglobal
(
state
,
"this"
);
oldThisIndex
=
luaL_ref
(
state
,
LUA_REGISTRYINDEX
);
origin
->
createUserData
(
state
,
"block"
);
lua_setglobal
(
state
,
"this"
);
}
//Now execute the script on the top of Lua stack.
int
ret
=
lua_pcall
(
state
,
0
,
1
,
0
);
//If we set an origin set it back to oringinal value.
if
(
origin
){
lua_rawgeti
(
state
,
LUA_REGISTRYINDEX
,
oldThisIndex
);
luaL_unref
(
state
,
LUA_REGISTRYINDEX
,
oldThisIndex
);
lua_setglobal
(
state
,
"this"
);
}
//Check if there's an error.
if
(
ret
!=
LUA_OK
){
cerr
<<
"LUA ERROR: "
<<
lua_tostring
(
state
,
-1
)
<<
endl
;
return
0
;
}
//Get the return value.
return
lua_tointeger
(
state
,
-1
);
}
ScriptDelayExecutionList
*
ScriptExecutor
::
getDelayExecutionList
()
{
return
delayExecutionObjects
;
}
void
ScriptExecutor
::
processDelayExecution
()
{
if
(
delayExecutionObjects
)
delayExecutionObjects
->
updateTimer
();
}
void
ScriptExecutor
::
saveState
()
{
if
(
savedDelayExecutionObjects
)
{
delete
savedDelayExecutionObjects
;
savedDelayExecutionObjects
=
NULL
;
}
savedDelayExecutionObjects
=
new
ScriptDelayExecutionList
(
*
delayExecutionObjects
);
}
void
ScriptExecutor
::
loadState
()
{
if
(
delayExecutionObjects
)
{
delete
delayExecutionObjects
;
delayExecutionObjects
=
NULL
;
}
if
(
savedDelayExecutionObjects
)
{
delayExecutionObjects
=
new
ScriptDelayExecutionList
(
*
savedDelayExecutionObjects
);
for
(
auto
obj
:
delayExecutionObjects
->
objects
)
{
obj
->
setActive
();
}
}
else
{
delayExecutionObjects
=
new
ScriptDelayExecutionList
();
delayExecutionObjects
->
state
=
state
;
}
}
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