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-- Author: Tobi Vollebregt
--[[
Please, think twice before editing this file. Compared to most gadgets, there
are some complex things going on. A good understanding of Lua's coroutines is
required to make nontrivial modifications to this file.
In other words, HERE BE DRAGONS =)
Known issues:
- {Query,AimFrom,Aim,Fire}{Primary,Secondary,Tertiary} are not handled.
(use {Query,AimFrom,Aim,Fire}{Weapon1,Weapon2,Weapon3} instead!)
- Errors in callins which aren't wrapped in a thread do not show a traceback.
- Which callins are wrapped in a thread and which aren't is a bit arbitrary.
- MoveFinished, TurnFinished and Destroy are overwritten by the framework.
- There is no way to reload the script of a single unit. (use /luarules reload)
- Error checking is lacking. (In particular for incorrect unitIDs.)
To do:
- Test real world performance (compared to COB)
]]--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function gadget:GetInfo()
return {
name = "Lua unit script framework",
desc = "Manages Lua unit scripts",
author = "Tobi Vollebregt",
date = "2 September 2009",
license = "GPL v2",
layer = 0,
enabled = true -- loaded by default?
}
end
if (not gadgetHandler:IsSyncedCode()) then
return false
end
-- This lists all callins which may be wrapped in a coroutine (thread).
-- The ones which should not be thread-wrapped are commented out.
-- Create, Killed, AimWeapon and AimShield callins are always wrapped.
local thread_wrap = {
--"StartMoving",
--"StopMoving",
--"Activate",
--"Deactivate",
--"WindChanged",
--"ExtractionRateChanged",
"RockUnit",
--"HitByWeapon",
--"MoveRate",
--"setSFXoccupy",
--"QueryLandingPad",
"Falling",
"Landed",
"BeginTransport",
--"QueryTransport",
"TransportPickup",
"StartUnload",
"EndTransport",
"TransportDrop",
"StartBuilding",
"StopBuilding",
--"QueryNanoPiece",
--"QueryBuildInfo",
--"QueryWeapon",
--"AimFromWeapon",
"FireWeapon",
--"EndBurst",
--"Shot",
--"BlockShot",
--"TargetWeight",
}
local weapon_funcs = {
"QueryWeapon",
"AimFromWeapon",
"AimWeapon",
"AimShield",
"FireWeapon",
"Shot",
"EndBurst",
"BlockShot",
"TargetWeight",
}
local default_return_values = {
QueryWeapon = -1,
AimFromWeapon = -1,
AimWeapon = false,
AimShield = false,
BlockShot = false,
TargetWeight = 1,
}
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Localize often used methods.
local pairs = pairs
local co_create = coroutine.create
local co_resume = coroutine.resume
local co_yield = coroutine.yield
local co_running = coroutine.running
local bit_and = math.bit_and
local floor = math.floor
local sp_GetGameFrame = Spring.GetGameFrame
local sp_GetUnitWeaponState = Spring.GetUnitWeaponState
local sp_SetUnitWeaponState = Spring.SetUnitWeaponState
local sp_SetUnitShieldState = Spring.SetUnitShieldState
-- Keep local reference to engine's CallAsUnit/WaitForMove/WaitForTurn,
-- as we overwrite them with (safer) framework version later on.
local sp_CallAsUnit = Spring.UnitScript.CallAsUnit
local sp_WaitForMove = Spring.UnitScript.WaitForMove
local sp_WaitForTurn = Spring.UnitScript.WaitForTurn
local sp_SetPieceVisibility = Spring.UnitScript.SetPieceVisibility
local sp_SetDeathScriptFinished = Spring.UnitScript.SetDeathScriptFinished
local UNITSCRIPT_DIR = (UNITSCRIPT_DIR or "scripts/"):lower()
local VFSMODE = VFS.ZIP_ONLY
if (Spring.IsDevLuaEnabled()) then
VFSMODE = VFS.RAW_ONLY
end
-- needed here too, and gadget handler doesn't expose it
VFS.Include('LuaGadgets/system.lua', nil, VFSMODE)
VFS.Include('gamedata/VFSUtils.lua', nil, VFSMODE)
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--[[
Data structure to administrate the threads of each managed unit.
We store a set of all threads for each unit, and in two separate tables
the threads which are waiting for a turn or move animation to finish.
The 'thread' stored in waitingForMove/waitingForTurn/sleepers is the table
wrapping the actual coroutine object. This way the signal_mask etc. is
available too.
The threads table is a weak table. This saves us from having to manually clean
up dead threads: any thread which is not sleeping or waiting is in none of
(sleepers,waitingForMove,waitingForTurn) => it is only in the threads table
=> garbage collector will harvest it because the table is weak.
Beware the threads are indexed by thread (coroutine), so careless
iteration of threads WILL cause desync!
Format: {
[unitID] = {
env = {}, -- the unit's environment table
waitingForMove = { [piece*3+axis] = thread, ... },
waitingForTurn = { [piece*3+axis] = thread, ... },
threads = {
[thread] = {
thread = thread, -- the coroutine object
signal_mask = number, -- see Signal/SetSignalMask
unitID = number, -- 'owner' of the thread
onerror = function, -- called after thread died due to an error
},
...
},
},
}
--]]
local units = {}
-- Keeps a reference to the currently active unit.
-- (ie. which is running a script.)
local activeUnit
--[[
This is the bed, it stores all the sleeping threads,
indexed by the frame in which they need to be woken up.
Format: {
[framenum] = { thread1, thread2, ... },
}
--]]
local sleepers = {}
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- Helper for Destroy and Signal.
local function Remove(tab, item)
local n = #tab
for i = 1,n do
if (tab[i] == item) then
tab[i] = tab[n]
tab[n] = nil
return
end
end
end
-- This is put in every script to clean up if the script gets destroyed.
local function Destroy()
if activeUnit then
for _,thread in pairs(activeUnit.threads) do
if thread.container then
Remove(thread.container, thread)
end
end
units[activeUnit.unitID] = nil
activeUnit = nil
end
end
-- Pcalls thread.onerror, if present.
local function RunOnError(thread)
local fun = thread.onerror
if fun then
local good, err = pcall(fun, err)
if (not good) then
Spring.Echo("error in error handler: " .. err)
end
end
end
-- Helper for AnimFinished, StartThread and gadget:GameFrame.
-- Resumes a sleeping or waiting thread; displays any errors.
local function WakeUp(thread, ...)
thread.container = nil
local co = thread.thread
local good, err = co_resume(co, ...)
if (not good) then
Spring.Echo(err)
Spring.Echo(debug.traceback(co))
RunOnError(thread)
end
end
-- Helper for MoveFinished and TurnFinished
local function AnimFinished(threads, waitingForAnim, piece, axis)
local index = piece * 3 + axis
local threads = waitingForAnim[index]
if threads then
waitingForAnim[index] = {}
for i=1,#threads do
WakeUp(threads[i])
end
end
end
-- MoveFinished and TurnFinished are put in every script by the framework.
-- They resume the threads which were waiting for the move/turn.
local function MoveFinished(piece, axis)
return AnimFinished(activeUnit.threads, activeUnit.waitingForMove, piece, axis)
end
local function TurnFinished(piece, axis)
return AnimFinished(activeUnit.threads, activeUnit.waitingForTurn, piece, axis)
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- overwrites engine's CallAsUnit
function Spring.UnitScript.CallAsUnit(unitID, fun, ...)
local oldActiveUnit = activeUnit
activeUnit = units[unitID]
local ret = {sp_CallAsUnit(unitID, fun, ...)}
activeUnit = oldActiveUnit
return unpack(ret)
end
local function CallAsUnitNoReturn(unitID, fun, ...)
local oldActiveUnit = activeUnit
activeUnit = units[unitID]
sp_CallAsUnit(unitID, fun, ...)
activeUnit = oldActiveUnit
end
-- Helper for WaitForMove and WaitForTurn
-- Unsafe, because it does not check whether the animation to wait for actually exists.
local function WaitForAnim(threads, waitingForAnim, piece, axis)
local index = piece * 3 + axis
local wthreads = waitingForAnim[index]
if (not wthreads) then
wthreads = {}
waitingForAnim[index] = wthreads
end
local thread = threads[co_running() or error("not in a thread", 2)]
wthreads[#wthreads+1] = thread
thread.container = wthreads
-- yield the running thread:
-- it will be resumed once the wait finished (in AnimFinished).
co_yield()
end
-- overwrites engine's WaitForMove
function Spring.UnitScript.WaitForMove(piece, axis)
if sp_WaitForMove(piece, axis) then
return WaitForAnim(activeUnit.threads, activeUnit.waitingForMove, piece, axis)
end
end
-- overwrites engine's WaitForTurn
function Spring.UnitScript.WaitForTurn(piece, axis)
if sp_WaitForTurn(piece, axis) then
return WaitForAnim(activeUnit.threads, activeUnit.waitingForTurn, piece, axis)
end
end
function Spring.UnitScript.Sleep(milliseconds)
local n = floor(milliseconds / 33)
if (n <= 0) then n = 1 end
n = n + sp_GetGameFrame()
local zzz = sleepers[n]
if (not zzz) then
zzz = {}
sleepers[n] = zzz
end
local thread = activeUnit.threads[co_running() or error("not in a thread", 2)]
zzz[#zzz+1] = thread
thread.container = zzz
-- yield the running thread:
-- it will be resumed in frame #n (in gadget:GameFrame).
co_yield()
end
function Spring.UnitScript.StartThread(fun, ...)
local co = co_create(fun)
local thread = {
thread = co,
-- signal_mask is inherited from current thread, if any
signal_mask = (co_running() and activeUnit.threads[co_running()].signal_mask or 0),
unitID = activeUnit.unitID,
}
activeUnit.threads[co] = thread
-- COB doesn't start thread immediately: it only sets up stack and
-- pushes parameters on it for first time the thread is scheduled.
-- Here it is easier however to start thread immediately, so we don't need
-- to remember the parameters for the first co_resume call somewhere.
-- I think in practice the difference in behavior isn't an issue.
return WakeUp(thread, ...)
end
local function SetOnError(fun)
local thread = activeUnit.threads[co_running()]
if thread then
thread.onerror = fun
end
end
function Spring.UnitScript.SetSignalMask(mask)
local thread = activeUnit.threads[co_running()]
if thread then
thread.signal_mask = mask
end
end
function Spring.UnitScript.Signal(mask)
-- beware, unsynced loop order
-- (doesn't matter here as long as all threads get removed)
for _,thread in pairs(activeUnit.threads) do
if (bit_and(thread.signal_mask, mask) ~= 0) then
if thread.container then
Remove(thread.container, thread)
end
end
end
end
function Spring.UnitScript.Hide(piece)
return sp_SetPieceVisibility(piece, false)
end
function Spring.UnitScript.Show(piece)
return sp_SetPieceVisibility(piece, true)
end
-- may be useful to other gadgets
function Spring.UnitScript.GetScriptEnv(unitID)
return units[unitID].env
end
function Spring.UnitScript.GetLongestReloadTime(unitID)
local longest = 0
for i=0,31 do
local reloadTime = sp_GetUnitWeaponState(unitID, i, "reloadTime")
if (not reloadTime) then break end
if (reloadTime > longest) then longest = reloadTime end
end
return 1000 * longest
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local scriptHeader = VFS.LoadFile("gamedata/unit_script_header.lua", VFSMODE)
-- Newlines (and comments) are stripped to not change line numbers in stacktraces.
scriptHeader = scriptHeader:gsub("%-%-[^\r\n]*", ""):gsub("[\r\n]", " ")
--[[
Dictionary mapping script name (without path or extension) to a Lua chunk which
returns a new closure (read; instance) of this unitscript.
Format: {
[unitID] = chunk,
}
--]]
local scripts = {}
-- Creates a new prototype environment for a unit script.
-- This environment is used as prototype for the unit script instances.
-- (To save on time copying and space for a copy for each and every unit.)
local prototypeEnv
do
local script = {}
for k,v in pairs(System) do
script[k] = v
end
script._G = _G -- the global table
script.GG = GG -- the shared table (shared with gadgets!)
prototypeEnv = script
end
local function Basename(filename)
return filename:match("[^\\/:]*$") or filename
end
local function LoadChunk(filename)
local text = VFS.LoadFile(filename, VFSMODE)
if (text == nil) then
Spring.Echo("Failed to load: " .. filename)
return nil
end
local chunk, err = loadstring(scriptHeader .. text, filename)
if (chunk == nil) then
Spring.Echo("Failed to load: " .. Basename(filename) .. " (" .. err .. ")")
return nil
end
return chunk
end
local function LoadScript(scriptName, filename)
local chunk = LoadChunk(filename)
scripts[scriptName] = chunk
return chunk
end
function gadget:Initialize()
Spring.Echo(string.format("Loading gadget: %-18s <%s>", ghInfo.name, ghInfo.basename))
-- This initialization code has following properties:
-- * all used scripts are loaded => early syntax error detection
-- * unused scripts aren't loaded
-- * files can be arbitrarily ordered in subdirs (like defs)
-- * exact path doesn't need to be specified
-- * exact path can be specified to resolve ambiguous basenames
-- * engine default scriptName (with .cob extension) works
-- Recursively collect files below UNITSCRIPT_DIR.
local scriptFiles = {}
for _,filename in ipairs(RecursiveFileSearch(UNITSCRIPT_DIR, "*.lua", VFSMODE)) do
local basename = Basename(filename)
scriptFiles[filename] = filename -- for exact match
scriptFiles[basename] = filename -- for basename match
end
-- Go through all UnitDefs and load scripts.
-- Names are tested in following order:
-- * exact match
-- * basename match
-- * exact match where .cob->.lua
-- * basename match where .cob->.lua
for i=1,#UnitDefs do
local unitDef = UnitDefs[i]
if (unitDef and not scripts[unitDef.scriptName]) then
local fn = UNITSCRIPT_DIR .. unitDef.scriptName:lower()
local bn = Basename(fn)
local cfn = fn:gsub("%.cob$", "%.lua")
local cbn = bn:gsub("%.cob$", "%.lua")
local filename = scriptFiles[fn] or scriptFiles[bn] or
scriptFiles[cfn] or scriptFiles[cbn]
if filename then
Spring.Echo(" Loading unit script: " .. filename)
LoadScript(unitDef.scriptName, filename)
end
end
end
-- Fake UnitCreated events for existing units. (for '/luarules reload')
local allUnits = Spring.GetAllUnits()
for i=1,#allUnits do
local unitID = allUnits[i]
gadget:UnitCreated(unitID, Spring.GetUnitDefID(unitID))
end
end
--------------------------------------------------------------------------------
local StartThread = Spring.UnitScript.StartThread
local function Wrap_AimWeapon(unitID, callins)
local AimWeapon = callins["AimWeapon"]
if (not AimWeapon) then return end
-- SetUnitShieldState wants true or false, while
-- SetUnitWeaponState wants 1 or 0, niiice =)
local function AimWeaponThread(weaponNum, heading, pitch)
if AimWeapon(weaponNum, heading, pitch) then
-- SetUnitWeaponState counts weapons from 0
return sp_SetUnitWeaponState(unitID, weaponNum - 1, "aimReady", 1)
end
end
callins["AimWeapon"] = function(weaponNum, heading, pitch)
return StartThread(AimWeaponThread, weaponNum, heading, pitch)
end
end
local function Wrap_AimShield(unitID, callins)
local AimShield = callins["AimShield"]
if (not AimShield) then return end
-- SetUnitShieldState wants true or false, while
-- SetUnitWeaponState wants 1 or 0, niiice =)
local function AimShieldThread(weaponNum)
local enabled = AimShield(weaponNum) and true or false
-- SetUnitShieldState counts weapons from 0
return sp_SetUnitShieldState(unitID, weaponNum - 1, enabled)
end
callins["AimShield"] = function(weaponNum)
return StartThread(AimShieldThread, weaponNum)
end
end
local function Wrap_Killed(unitID, callins)
local Killed = callins["Killed"]
if (not Killed) then return end
local function KilledThread(recentDamage, maxHealth)
-- It is *very* important the sp_SetDeathScriptFinished is executed, even on error.
SetOnError(sp_SetDeathScriptFinished)
local wreckLevel = Killed(recentDamage, maxHealth)
sp_SetDeathScriptFinished(wreckLevel)
end
callins["Killed"] = function(recentDamage, maxHealth)
StartThread(KilledThread, recentDamage, maxHealth)
return -- no return value signals Spring to wait for SetDeathScriptFinished call.
end
end
local function Wrap(callins, name)
local fun = callins[name]
if (not fun) then return end
callins[name] = function(...)
return StartThread(fun, ...)
end
end
--------------------------------------------------------------------------------
--[[
Storage for MemoizedInclude.
Format: { [filename] = chunk }
--]]
local include_cache = {}
-- core of include() function for unit scripts
local function ScriptInclude(filename)
--Spring.Echo(" Loading include: " .. UNITSCRIPT_DIR .. filename)
local chunk = LoadChunk(UNITSCRIPT_DIR .. filename)
if chunk then
include_cache[filename] = chunk
return chunk
end
end
-- memoize it so we don't need to decompress and parse the .lua file everytime..
local function MemoizedInclude(filename, env)
local chunk = include_cache[filename] or ScriptInclude(filename)
if chunk then
--overwrite environment so it access environment of current unit
setfenv(chunk, env)
return chunk()
end
end
--------------------------------------------------------------------------------
function gadget:UnitCreated(unitID, unitDefID)
local ud = UnitDefs[unitDefID]
local chunk = scripts[ud.scriptName]
if (not chunk) then return end
-- Global variables in the script are still per unit.
-- Set up a new environment that is an instance of the prototype
-- environment, so we don't need to copy all globals for every unit.
-- This means of course, that global variable accesses are a bit more
-- expensive inside unit scripts, but this can be worked around easily
-- by localizing the necessary globals.
local pieces = Spring.GetUnitPieceMap(unitID)
local env = {
unitID = unitID,
unitDefID = unitDefID,
script = {}, -- will store the callins
}
env.include = function(f)
return MemoizedInclude(f, env)
end
env.piece = function(...)
local p = {}
for _,name in ipairs{...} do
p[#p+1] = pieces[name] or error("piece not found: " .. tostring(name), 2)
end
return unpack(p)
end
setmetatable(env, { __index = prototypeEnv })
setfenv(chunk, env)
-- Execute the chunk. This puts the callins in env.script
CallAsUnitNoReturn(unitID, chunk)
local callins = env.script
-- Add framework callins.
callins.MoveFinished = MoveFinished
callins.TurnFinished = TurnFinished
callins.Destroy = Destroy
-- AimWeapon/AimShield is required for a functional weapon/shield,
-- so it doesn't hurt to not check other weapons.
if ((not callins.AimWeapon and callins.AimWeapon1) or
(not callins.AimShield and callins.AimShield1)) then
for j=1,#weapon_funcs do
local name = weapon_funcs[j]
local dispatch = {}
local n = 0
for i=1,ud.weapons.n do
local fun = callins[name .. i]
if fun then
dispatch[i] = fun
n = n + 1
end
end
if (n == ud.weapons.n) then
-- optimized case
callins[name] = function(w, ...)
return dispatch[w](...)
end
elseif (n > 0) then
-- needed for QueryWeapon / AimFromWeapon to return -1
-- while AimWeapon / AimShield should return false, etc.
local ret = default_return_values[name]
callins[name] = function(w, ...)
local fun = dispatch[w]
if fun then return fun(...) end
return ret
end
end
end
end
-- Wrap certain callins in a thread and/or safety net.
for i=1,#thread_wrap do
Wrap(callins, thread_wrap[i])
end
Wrap_AimWeapon(unitID, callins)
Wrap_AimShield(unitID, callins)
Wrap_Killed(unitID, callins)
-- Wrap everything so activeUnit get's set properly.
for k,v in pairs(callins) do
local fun = callins[k]
callins[k] = function(...)
activeUnit = units[unitID]
return fun(...)
end
end
-- Register the callins with Spring.
Spring.UnitScript.CreateScript(unitID, callins)
-- Register (must be last: it shouldn't be done in case of error.)
units[unitID] = {
env = env,
unitID = unitID,
waitingForMove = {},
waitingForTurn = {},
threads = setmetatable({}, {__mode = "kv"}), -- weak table
}
-- Now it's safe to start a thread which will run Create().
-- (Spring doesn't run it, and if it did, it would do so too early to be useful.)
if callins.Create then
CallAsUnitNoReturn(unitID, StartThread, callins.Create)
end
end
function gadget:GameFrame(n)
local zzz = sleepers[n]
if zzz then
sleepers[n] = nil
-- Wake up the lazy bastards.
for i=1,#zzz do
local unitID = zzz[i].unitID
activeUnit = units[unitID]
sp_CallAsUnit(unitID, WakeUp, zzz[i])
end
end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
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