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#include "lua/lua.hpp"
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#include <optional>
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#include <string_view>
#include <unordered_map>
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#include <sol/sol.hpp>
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#include <config.h>
#include "appfat.h"
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#include "engine/assets.hpp"
#include "lua/modules/audio.hpp"
#include "lua/modules/log.hpp"
#include "lua/modules/render.hpp"
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#include "plrmsg.h"
#include "utils/console.h"
#include "utils/log.hpp"
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namespace devilution {
namespace {
struct LuaState {
sol::state sol;
std::unordered_map<std::string, sol::bytecode> compiledScripts;
};
std::optional<LuaState> CurrentLuaState;
// A Lua function that we use to generate a `require` implementation.
constexpr std::string_view RequireGenSrc = R"(
function requireGen(loaded, loadFn)
return function(packageName)
local p = loaded[packageName]
if p == nil then
local loader = loadFn(packageName)
if type(loader) == "string" then
error(loader)
end
p = loader(packageName)
loaded[packageName] = p
end
return p
end
end
)";
sol::object LuaLoadScriptFromAssets(std::string_view packageName)
{
LuaState &luaState = *CurrentLuaState;
std::string path { packageName };
std::replace(path.begin(), path.end(), '.', '\\');
path.append(".lua");
auto iter = luaState.compiledScripts.find(path);
if (iter != luaState.compiledScripts.end()) {
return luaState.sol.load(iter->second.as_string_view(), path, sol::load_mode::binary);
}
tl::expected<AssetData, std::string> assetData = LoadAsset(path);
if (!assetData.has_value()) {
sol::stack::push(luaState.sol.lua_state(), assetData.error());
return sol::stack_object(luaState.sol.lua_state(), -1);
}
sol::load_result result = luaState.sol.load(std::string_view(*assetData), path, sol::load_mode::text);
if (!result.valid()) {
sol::stack::push(luaState.sol.lua_state(),
StrCat("Lua error when loading ", path, ": ", result.get<std::string>()));
return sol::stack_object(luaState.sol.lua_state(), -1);
}
const sol::function fn = result;
luaState.compiledScripts[path] = fn.dump();
return result;
}
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int LuaPrint(lua_State *state)
{
const int n = lua_gettop(state);
for (int i = 1; i <= n; i++) {
size_t l;
const char *s = luaL_tolstring(state, i, &l);
if (i > 1)
printInConsole("\t");
printInConsole(std::string_view(s, l));
lua_pop(state, 1);
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}
printNewlineInConsole();
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return 0;
}
void LuaWarn(void *userData, const char *message, int continued)
{
static std::string warnBuffer;
warnBuffer.append(message);
if (continued != 0)
return;
LogWarn("{}", warnBuffer);
warnBuffer.clear();
}
bool CheckResult(sol::protected_function_result result, bool optional)
{
const bool valid = result.valid();
if (!valid) {
const std::string error = result.get_type() == sol::type::string
? StrCat("Lua error: ", result.get<std::string>())
: "Unknown Lua error";
if (!optional)
app_fatal(error);
LogError(error);
}
return valid;
}
void RunScript(std::string_view path, bool optional)
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{
tl::expected<AssetData, std::string> assetData = LoadAsset(path);
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if (!assetData.has_value()) {
if (!optional)
app_fatal(assetData.error());
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return;
}
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CheckResult(CurrentLuaState->sol.safe_script(std::string_view(*assetData)), optional);
}
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void LuaPanic(sol::optional<std::string> message)
{
LogError("Lua is in a panic state and will now abort() the application:\n",
message.value_or("unknown error"));
}
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} // namespace
void Sol2DebugPrintStack(lua_State *state)
{
LogDebug("{}", sol::detail::debug::dump_types(state));
}
void Sol2DebugPrintSection(const std::string &message, lua_State *state)
{
LogDebug("-- {} -- [ {} ]", message, sol::detail::debug::dump_types(state));
}
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void LuaInitialize()
{
CurrentLuaState.emplace(LuaState {
.sol = { sol::c_call<decltype(&LuaPanic), &LuaPanic> },
.compiledScripts = {},
});
sol::state &lua = CurrentLuaState->sol;
lua_setwarnf(lua.lua_state(), LuaWarn, /*ud=*/nullptr);
lua.open_libraries(
sol::lib::base,
sol::lib::package,
sol::lib::coroutine,
sol::lib::table,
sol::lib::string,
sol::lib::math,
sol::lib::utf8);
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#ifdef _DEBUG
lua.open_libraries(sol::lib::debug);
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#endif
// Registering globals
lua.set(
"print", LuaPrint,
"_VERSION", LUA_VERSION);
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// Registering devilutionx object table
CheckResult(lua.safe_script(RequireGenSrc), /*optional=*/false);
const sol::table loaded = lua.create_table_with(
"devilutionx.version", PROJECT_VERSION,
"devilutionx.log", LuaLogModule(lua),
"devilutionx.audio", LuaAudioModule(lua),
"devilutionx.render", LuaRenderModule(lua),
"devilutionx.message", [](std::string_view text) { EventPlrMsg(text, UiFlags::ColorRed); });
lua["require"] = lua["requireGen"](loaded, LuaLoadScriptFromAssets);
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RunScript("lua\\init.lua", /*optional=*/false);
RunScript("lua\\user.lua", /*optional=*/true);
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LuaEvent("OnGameBoot");
}
void LuaShutdown()
{
CurrentLuaState = std::nullopt;
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}
void LuaEvent(std::string_view name)
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{
const sol::state &lua = CurrentLuaState->sol;
const auto trigger = lua.traverse_get<std::optional<sol::object>>("Events", name, "Trigger");
if (!trigger.has_value() || !trigger->is<sol::protected_function>()) {
LogError("Events.{}.Trigger is not a function", name);
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return;
}
const sol::protected_function fn = trigger->as<sol::protected_function>();
CheckResult(fn(), /*optional=*/true);
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}
sol::state &GetLuaState()
{
return CurrentLuaState->sol;
}
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} // namespace devilution