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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-09 21:30:42 +0100 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-03-10 18:07:29 +0100 |
commit | 78c912fb4007c3e5f0b43de02646772acb21ecf2 (patch) | |
tree | e45409ff061de75b0e4273763a87f5a25de6a65b /src/scripting/luascript.cpp | |
parent | 2fa7d1f39b24714ee6dc72b6b9e61ec5a1997724 (diff) | |
download | manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.tar.gz manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.tar.bz2 manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.tar.xz manaserv-78c912fb4007c3e5f0b43de02646772acb21ecf2.zip |
Moved the managing of NPC script coroutines into C++
Rather than wrapping NPC functions up in coroutines in the Lua side, they
are now managed on the C++ side as "script threads", which are essentially
the same thing.
The main purpose is that the server can now know whether any of these long
running script interactions are still active, which will probably be useful
when adding the ability to reload scripts.
Reviewed-by: Erik Schilling
Diffstat (limited to 'src/scripting/luascript.cpp')
-rw-r--r-- | src/scripting/luascript.cpp | 183 |
1 files changed, 135 insertions, 48 deletions
diff --git a/src/scripting/luascript.cpp b/src/scripting/luascript.cpp index c9337d59..dfa64d0f 100644 --- a/src/scripting/luascript.cpp +++ b/src/scripting/luascript.cpp @@ -21,8 +21,8 @@ #include "luascript.h" - #include "scripting/luautil.h" +#include "scripting/scriptmanager.h" #include "game-server/character.h" #include "utils/logger.h" @@ -30,8 +30,6 @@ #include <cassert> #include <cstring> -Script::Ref LuaScript::mQuestReplyCallback; -Script::Ref LuaScript::mPostReplyCallback; Script::Ref LuaScript::mDeathNotificationCallback; Script::Ref LuaScript::mRemoveNotificationCallback; @@ -39,36 +37,59 @@ const char LuaScript::registryKey = 0; LuaScript::~LuaScript() { - lua_close(mState); + lua_close(mRootState); } void LuaScript::prepare(Ref function) { assert(nbArgs == -1); + assert(function.isValid()); - lua_rawgeti(mState, LUA_REGISTRYINDEX, function.value); - assert(lua_isfunction(mState, -1)); + lua_rawgeti(mCurrentState, LUA_REGISTRYINDEX, function.value); + assert(lua_isfunction(mCurrentState, -1)); + nbArgs = 0; +} + +Script::Thread *LuaScript::newThread() +{ + assert(nbArgs == -1); + assert(!mCurrentThread); + + LuaThread *thread = new LuaThread(this); + + mCurrentThread = thread; + mCurrentState = thread->mState; + return thread; +} + +void LuaScript::prepareResume(Thread *thread) +{ + assert(nbArgs == -1); + assert(!mCurrentThread); + + mCurrentThread = thread; + mCurrentState = static_cast<LuaThread*>(thread)->mState; nbArgs = 0; } void LuaScript::push(int v) { assert(nbArgs >= 0); - lua_pushinteger(mState, v); + lua_pushinteger(mCurrentState, v); ++nbArgs; } void LuaScript::push(const std::string &v) { assert(nbArgs >= 0); - lua_pushstring(mState, v.c_str()); + lua_pushstring(mCurrentState, v.c_str()); ++nbArgs; } void LuaScript::push(Thing *v) { assert(nbArgs >= 0); - lua_pushlightuserdata(mState, v); + lua_pushlightuserdata(mCurrentState, v); ++nbArgs; } @@ -77,8 +98,8 @@ void LuaScript::push(const std::list<InventoryItem> &itemList) assert(nbArgs >= 0); int position = 0; - lua_createtable(mState, itemList.size(), 0); - int itemTable = lua_gettop(mState); + lua_createtable(mCurrentState, itemList.size(), 0); + int itemTable = lua_gettop(mCurrentState); for (std::list<InventoryItem>::const_iterator i = itemList.begin(); i != itemList.end(); @@ -88,8 +109,8 @@ void LuaScript::push(const std::list<InventoryItem> &itemList) std::map<std::string, int> item; item["id"] = i->itemId; item["amount"] = i->amount; - pushSTLContainer<std::string, int>(mState, item); - lua_rawseti(mState, itemTable, ++position); + pushSTLContainer<std::string, int>(mCurrentState, item); + lua_rawseti(mCurrentState, itemTable, ++position); } ++nbArgs; } @@ -97,56 +118,106 @@ void LuaScript::push(const std::list<InventoryItem> &itemList) int LuaScript::execute() { assert(nbArgs >= 0); - int res = lua_pcall(mState, nbArgs, 1, 1); + assert(!mCurrentThread); + + int res = lua_pcall(mCurrentState, nbArgs, 1, 1); nbArgs = -1; - if (res || !(lua_isnil(mState, -1) || lua_isnumber(mState, -1))) + + if (res || !(lua_isnil(mCurrentState, -1) || lua_isnumber(mCurrentState, -1))) { - const char *s = lua_tostring(mState, -1); + const char *s = lua_tostring(mCurrentState, -1); LOG_WARN("Lua Script Error" << std::endl << " Script : " << mScriptFile << std::endl << " Error : " << (s ? s : "") << std::endl); - lua_pop(mState, 1); + lua_pop(mCurrentState, 1); return 0; } - res = lua_tointeger(mState, -1); - lua_pop(mState, 1); + res = lua_tointeger(mCurrentState, -1); + lua_pop(mCurrentState, 1); return res; } +bool LuaScript::resume() +{ + assert(nbArgs >= 0); + assert(mCurrentThread); + + setMap(mCurrentThread->mMap); + int result = lua_resume(mCurrentState, nbArgs); + nbArgs = -1; + setMap(0); + + if (result == 0) // Thread is done + { + if (lua_gettop(mCurrentState) > 0) + LOG_WARN("Ignoring values returned by script thread!"); + } + else if (result == LUA_YIELD) // Thread has yielded + { + if (lua_gettop(mCurrentState) > 0) + LOG_WARN("Ignoring values passed to yield!"); + } + else // Thread encountered an error + { + // Make a traceback using the debug.traceback function + lua_getglobal(mCurrentState, "debug"); + lua_getfield(mCurrentState, -1, "traceback"); + lua_pushvalue(mCurrentState, -3); // error string as first parameter + lua_pcall(mCurrentState, 1, 1, 0); + + LOG_WARN("Lua Script Error:" << std::endl + << lua_tostring(mCurrentState, -1)); + } + + lua_settop(mCurrentState, 0); + const bool done = result != LUA_YIELD; + + if (done) + { + // Clean up the current thread (not sure if this is the best place) + delete mCurrentThread; + } + + mCurrentThread = 0; + mCurrentState = mRootState; + + return done; +} + void LuaScript::assignCallback(Script::Ref &function) { - assert(lua_isfunction(mState, -1)); + assert(lua_isfunction(mRootState, -1)); // If there is already a callback set, replace it if (function.isValid()) - luaL_unref(mState, LUA_REGISTRYINDEX, function.value); + luaL_unref(mRootState, LUA_REGISTRYINDEX, function.value); - function.value = luaL_ref(mState, LUA_REGISTRYINDEX); + function.value = luaL_ref(mRootState, LUA_REGISTRYINDEX); } void LuaScript::load(const char *prog, const char *name) { - int res = luaL_loadbuffer(mState, prog, std::strlen(prog), name); + int res = luaL_loadbuffer(mRootState, prog, std::strlen(prog), name); if (res) { switch (res) { case LUA_ERRSYNTAX: LOG_ERROR("Syntax error while loading Lua script: " - << lua_tostring(mState, -1)); + << lua_tostring(mRootState, -1)); break; case LUA_ERRMEM: LOG_ERROR("Memory allocation error while loading Lua script"); break; } - lua_pop(mState, 1); + lua_pop(mRootState, 1); } - else if (lua_pcall(mState, 0, 0, 1)) + else if (lua_pcall(mRootState, 0, 0, 1)) { LOG_ERROR("Failure while initializing Lua script: " - << lua_tostring(mState, -1)); - lua_pop(mState, 1); + << lua_tostring(mRootState, -1)); + lua_pop(mRootState, 1); } } @@ -179,31 +250,47 @@ void LuaScript::processRemoveEvent(Thing *being) /** * Called when the server has recovered the value of a quest variable. */ -void LuaScript::getQuestCallback(Character *q, const std::string &name, - const std::string &value, Script *script) +void LuaScript::getQuestCallback(Character *q, + const std::string &value, + Script *script) { - if (mQuestReplyCallback.isValid()) - { - script->prepare(mQuestReplyCallback); - script->push(q); - script->push(name); - script->push(value); - script->execute(); - } + Script::Thread *thread = q->getNpcThread(); + if (!thread || thread->mState != Script::ThreadExpectingString) + return; + + script->prepareResume(thread); + script->push(value); + script->resume(); } /** * Called when the server has recovered the post for a user. */ -void LuaScript::getPostCallback(Character *q, const std::string &sender, - const std::string &letter, Script *script) +void LuaScript::getPostCallback(Character *q, + const std::string &sender, + const std::string &letter, + Script *script) { - if (mPostReplyCallback.isValid()) - { - script->prepare(mPostReplyCallback); - script->push(q); - script->push(sender); - script->push(letter); - script->execute(); - } + Script::Thread *thread = q->getNpcThread(); + if (!thread || thread->mState != Script::ThreadExpectingTwoStrings) + return; + + script->prepareResume(thread); + script->push(sender); + script->push(letter); + script->resume(); +} + + +LuaScript::LuaThread::LuaThread(LuaScript *script) : + Thread(script) +{ + mState = lua_newthread(script->mRootState); + mRef = luaL_ref(script->mRootState, LUA_REGISTRYINDEX); +} + +LuaScript::LuaThread::~LuaThread() +{ + LuaScript *luaScript = static_cast<LuaScript*>(mScript); + luaL_unref(luaScript->mRootState, LUA_REGISTRYINDEX, mRef); } |