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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_HANDLE_SYNCED
#define LUA_HANDLE_SYNCED
#include <map>
#include <string>
using std::map;
using std::string;
#include "LuaHandle.h"
#include "LuaRulesParams.h"
struct lua_State;
class LuaSyncedCtrl;
class CLuaHandleSynced : public CLuaHandle
{
public:
static const LuaRulesParams::Params& GetGameParams() {return gameParams;};
static const LuaRulesParams::HashMap& GetGameParamsMap() {return gameParamsMap;};
public:
bool Initialize(const string& syncData);
string GetSyncData();
void UpdateThreading();
inline bool GetAllowChanges() const { return IsDrawCallIn() ? allowChangesDraw : allowChanges; }
inline void SetAllowChanges(bool ac, bool all = false) { if (all) allowChangesDraw = allowChanges = ac; else if (IsDrawCallIn()) allowChangesDraw = ac; else allowChanges = ac; }
public: // call-ins
bool HasCallIn(lua_State *L, const string& name);
virtual bool SyncedUpdateCallIn(lua_State *L, const string& name);
virtual bool UnsyncedUpdateCallIn(lua_State *L, const string& name);
bool GotChatMsg(const string& msg, int playerID);
bool RecvLuaMsg(const string& msg, int playerID);
virtual void RecvFromSynced(lua_State *srcState, int args); // not an engine call-in
bool SyncedActionFallback(const string& line, int playerID);
public: // custom call-in
bool HasSyncedXCall(const string& funcName);
bool HasUnsyncedXCall(lua_State* srcState, const string& funcName);
int XCall(lua_State* L, lua_State* srcState, const string& funcName);
int SyncedXCall(lua_State* srcState, const string& funcName);
int UnsyncedXCall(lua_State* srcState, const string& funcName);
protected:
CLuaHandleSynced(const string& name, int order);
virtual ~CLuaHandleSynced();
void Init(const string& syncedFile,
const string& unsyncedFile,
const string& modes);
bool SetupSynced(lua_State *L, const string& code, const string& filename);
bool SetupUnsynced(lua_State *L, const string& code, const string& filename);
// hooks to add code during initialization
virtual bool AddSyncedCode(lua_State *L) = 0;
virtual bool AddUnsyncedCode(lua_State *L) = 0;
string LoadFile(const string& filename, const string& modes) const;
bool CopyGlobalToUnsynced(lua_State *L, const char* name);
bool SetupUnsyncedFunction(lua_State *L, const char* funcName);
bool LoadUnsyncedCode(lua_State *L, const string& code, const string& debug);
bool SyncifyRandomFuncs(lua_State *L);
bool CopyRealRandomFuncs(lua_State *L);
bool LightCopyTable(lua_State *L, int dstIndex, int srcIndex);
protected:
static CLuaHandleSynced* GetActiveHandle() {
assert(dynamic_cast<CLuaHandleSynced*>(CLuaHandle::GetActiveHandle()));
return static_cast<CLuaHandleSynced*>(CLuaHandle::GetActiveHandle());
}
static CLuaHandleSynced* GetActiveHandle(lua_State *L) {
assert(dynamic_cast<CLuaHandleSynced*>(CLuaHandle::GetActiveHandle(L)));
return static_cast<CLuaHandleSynced*>(CLuaHandle::GetActiveHandle(L));
}
private:
bool allowChanges; // sim thread
bool allowChangesDraw; // other threads (a non sim thread may load gadgets)
protected:
bool teamsLocked; // disables CallAsTeam()
map<string, string> textCommands; // name, help
private: // call-outs
static int SyncedRandom(lua_State* L);
static int LoadStringData(lua_State* L);
static int CallAsTeam(lua_State* L);
static int AllowUnsafeChanges(lua_State* L);
static int AddSyncedActionFallback(lua_State* L);
static int RemoveSyncedActionFallback(lua_State* L);
static int GetWatchUnitDef(lua_State* L);
static int SetWatchUnitDef(lua_State* L);
static int GetWatchFeatureDef(lua_State* L);
static int SetWatchFeatureDef(lua_State* L);
static int GetWatchWeaponDef(lua_State* L);
static int SetWatchWeaponDef(lua_State* L);
private:
//FIXME: add to CREG?
static LuaRulesParams::Params gameParams;
static LuaRulesParams::HashMap gameParamsMap;
friend class LuaSyncedCtrl;
};
#endif /* LUA_HANDLE_SYNCED */
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