-
Notifications
You must be signed in to change notification settings - Fork 450
Expand file tree
/
Copy pathLuaLibraries.cs
More file actions
410 lines (349 loc) · 13 KB
/
LuaLibraries.cs
File metadata and controls
410 lines (349 loc) · 13 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using NLua;
using NLua.Native;
using BizHawk.Client.Common;
using BizHawk.Common;
using BizHawk.Common.StringExtensions;
using BizHawk.Emulation.Common;
namespace BizHawk.Client.EmuHawk
{
public class LuaLibraries : ILuaLibraries
{
public static readonly bool IsAvailable = LuaNativeMethodLoader.EnsureNativeMethodsLoaded();
public LuaLibraries(
LuaFileList scriptList,
LuaFunctionList registeredFuncList,
IEmulatorServiceProvider serviceProvider,
IMainFormForApi mainForm,
Config config,
ToolManager toolManager,
IDialogParent dialogParent,
ApiContainer apiContainer)
{
if (!IsAvailable)
{
throw new InvalidOperationException("The Lua dynamic library was not able to be loaded");
}
void EnumerateLuaFunctions(string name, Type type, LuaLibraryBase instance)
{
var libraryDesc = type.GetCustomAttributes(typeof(DescriptionAttribute), false).Cast<DescriptionAttribute>()
.Select(static descAttr => descAttr.Description)
.FirstOrDefault() ?? string.Empty;
if (instance != null) _lua.NewTable(name);
foreach (var method in type.GetMethods())
{
var foundAttrs = method.GetCustomAttributes(typeof(LuaMethodAttribute), false);
if (foundAttrs.Length == 0) continue;
if (instance != null) _lua.RegisterFunction($"{name}.{((LuaMethodAttribute)foundAttrs[0]).Name}", instance, method);
LibraryFunction libFunc = new(
library: name,
libraryDescription: libraryDesc,
method,
suggestInREPL: instance != null
);
Docs.Add(libFunc);
}
}
_th = new NLuaTableHelper(_lua, LogToLuaConsole);
_mainForm = mainForm;
LuaWait = new AutoResetEvent(false);
PathEntries = config.PathEntries;
RegisteredFunctions = registeredFuncList;
ScriptList = scriptList;
Docs.Clear();
_apiContainer = apiContainer;
// Register lua libraries
foreach (var lib in ReflectionCache_Biz_Cli_Com.Types.Concat(ReflectionCache.Types)
.Where(static t => typeof(LuaLibraryBase).IsAssignableFrom(t) && t.IsSealed))
{
if (VersionInfo.DeveloperBuild
|| lib.GetCustomAttribute<LuaLibraryAttribute>(inherit: false)?.Released is not false)
{
if (!ServiceInjector.IsAvailable(serviceProvider, lib))
{
Util.DebugWriteLine($"couldn't instantiate {lib.Name}, adding to docs only");
EnumerateLuaFunctions(
lib.Name.RemoveSuffix("LuaLibrary").ToLowerInvariant(), // why tf aren't we doing this for all of them? or grabbing it from an attribute?
lib,
instance: null);
continue;
}
var instance = (LuaLibraryBase)Activator.CreateInstance(lib, this, _apiContainer, (Action<string>)LogToLuaConsole);
if (!ServiceInjector.UpdateServices(serviceProvider, instance, mayCache: true)) throw new Exception("Lua lib has required service(s) that can't be fulfilled");
if (instance is ClientLuaLibrary clientLib)
{
clientLib.MainForm = _mainForm;
}
else if (instance is ConsoleLuaLibrary consoleLib)
{
consoleLib.AllAPINames = new(() => string.Join("\n", Docs.Select(static lf => lf.Name)) + "\n"); // Docs may not be fully populated now, depending on order of ReflectionCache.Types, but definitely will be when this is read
consoleLib.Tools = toolManager;
_logToLuaConsoleCallback = consoleLib.Log;
}
else if (instance is DoomLuaLibrary doomLib)
{
doomLib.CreateAndRegisterNamedFunction = CreateAndRegisterNamedFunction;
}
else if (instance is EventsLuaLibrary eventsLib)
{
eventsLib.CreateAndRegisterNamedFunction = CreateAndRegisterNamedFunction;
eventsLib.RemoveNamedFunctionMatching = RemoveNamedFunctionMatching;
}
else if (instance is FormsLuaLibrary formsLib)
{
formsLib.OwnerForm = dialogParent;
}
else if (instance is GuiLuaLibrary guiLib)
{
// emu lib may be null now, depending on order of ReflectionCache.Types, but definitely won't be null when this is called
guiLib.CreateLuaCanvasCallback = (width, height, x, y) =>
{
var canvas = new LuaCanvas(EmulationLuaLibrary, width, height, x, y, _th, LogToLuaConsole);
canvas.Show();
return _th.ObjectToTable(canvas);
};
}
else if (instance is TAStudioLuaLibrary tastudioLib)
{
tastudioLib.Tools = toolManager;
}
EnumerateLuaFunctions(instance.Name, lib, instance);
Libraries.Add(lib, instance);
}
}
_lua.RegisterFunction("print", this, typeof(LuaLibraries).GetMethod(nameof(Print)));
var packageTable = (LuaTable) _lua["package"];
var luaPath = PathEntries.LuaAbsolutePath();
if (OSTailoredCode.IsUnixHost)
{
// add %exe%/Lua to library resolution pathset (LUA_PATH)
// this is done already on windows, but not on linux it seems?
packageTable["path"] = $"{luaPath}/?.lua;{luaPath}?/init.lua;{packageTable["path"]}";
// we need to modifiy the cpath so it looks at our lua dir too, and remove the relative pathing
// we do this on Windows too, but keep in mind Linux uses .so and Windows use .dll
// TODO: Does the relative pathing issue Windows has also affect Linux? I'd assume so...
packageTable["cpath"] = $"{luaPath}/?.so;{luaPath}/loadall.so;{packageTable["cpath"]}";
packageTable["cpath"] = ((string)packageTable["cpath"]).Replace(";./?.so", "");
}
else
{
packageTable["cpath"] = $"{luaPath}\\?.dll;{luaPath}\\loadall.dll;{packageTable["cpath"]}";
packageTable["cpath"] = ((string)packageTable["cpath"]).Replace(";.\\?.dll", "");
}
EmulationLuaLibrary.FrameAdvanceCallback = FrameAdvance;
EmulationLuaLibrary.YieldCallback = EmuYield;
EnumerateLuaFunctions(nameof(LuaCanvas), typeof(LuaCanvas), null); // add LuaCanvas to Lua function reference table
}
private ApiContainer _apiContainer;
private GuiApi GuiAPI => (GuiApi)_apiContainer.Gui;
private readonly IMainFormForApi _mainForm;
private Lua _lua = new();
private LuaThread _currThread;
private readonly NLuaTableHelper _th;
private static Action<object[]> _logToLuaConsoleCallback = a => Console.WriteLine("a Lua lib is logging during init and the console lib hasn't been initialised yet");
private FormsLuaLibrary FormsLibrary => (FormsLuaLibrary)Libraries[typeof(FormsLuaLibrary)];
public LuaDocumentation Docs { get; } = new LuaDocumentation();
private EmulationLuaLibrary EmulationLuaLibrary => (EmulationLuaLibrary)Libraries[typeof(EmulationLuaLibrary)];
public bool IsRebootingCore { get; set; }
public bool IsUpdateSupressed { get; set; }
public bool IsInInputOrMemoryCallback { get; set; }
private readonly IDictionary<Type, LuaLibraryBase> Libraries = new Dictionary<Type, LuaLibraryBase>();
private EventWaitHandle LuaWait;
public PathEntryCollection PathEntries { get; private set; }
public LuaFileList ScriptList { get; }
private static void LogToLuaConsole(object outputs) => _logToLuaConsoleCallback(new[] { outputs });
public NLuaTableHelper GetTableHelper() => _th;
public void Restart(
IEmulatorServiceProvider newServiceProvider,
Config config,
ApiContainer apiContainer)
{
_apiContainer = apiContainer;
PathEntries = config.PathEntries;
foreach (var lib in Libraries.Values)
{
lib.APIs = _apiContainer;
if (!ServiceInjector.UpdateServices(newServiceProvider, lib, mayCache: true))
{
throw new Exception("Lua lib has required service(s) that can't be fulfilled");
}
lib.Restarted();
}
}
public bool FrameAdvanceRequested { get; private set; }
public LuaFunctionList RegisteredFunctions { get; }
public void CallSaveStateEvent(string name)
{
try
{
foreach (var lf in RegisteredFunctions.Where(static l => l.Event == NamedLuaFunction.EVENT_TYPE_SAVESTATE).ToList())
{
lf.Call(name);
}
}
catch (Exception e)
{
LogToLuaConsole($"error running function attached by lua function event.onsavestate\nError message: {e.Message}");
}
}
public void CallLoadStateEvent(string name)
{
try
{
foreach (var lf in RegisteredFunctions.Where(static l => l.Event == NamedLuaFunction.EVENT_TYPE_LOADSTATE).ToList())
{
lf.Call(name);
}
}
catch (Exception e)
{
LogToLuaConsole($"error running function attached by lua function event.onloadstate\nError message: {e.Message}");
}
}
public void CallFrameBeforeEvent()
{
if (IsUpdateSupressed) return;
try
{
foreach (var lf in RegisteredFunctions.Where(static l => l.Event == NamedLuaFunction.EVENT_TYPE_PREFRAME).ToList())
{
lf.Call();
}
}
catch (Exception e)
{
LogToLuaConsole($"error running function attached by lua function event.onframestart\nError message: {e.Message}");
}
}
public void CallFrameAfterEvent()
{
if (IsUpdateSupressed) return;
try
{
foreach (var lf in RegisteredFunctions.Where(static l => l.Event == NamedLuaFunction.EVENT_TYPE_POSTFRAME).ToList())
{
lf.Call();
}
}
catch (Exception e)
{
LogToLuaConsole($"error running function attached by lua function event.onframeend\nError message: {e.Message}");
}
}
/// <param name="alsoUnregister">
/// <c>LuaConsole.CallScriptExitCallbacks</c> passes <see langword="true" /> for this so that the subsequent call to <c>LuaConsole.Restart</c>
/// doesn't cause those callbacks to run at a point where the core has already been disposed
/// </param>
public void CallExitEvent(LuaFile lf, bool alsoUnregister = false)
{
foreach (var exitCallback in RegisteredFunctions
.Where(l => l.Event == NamedLuaFunction.EVENT_TYPE_ENGINESTOP
&& (l.LuaFile.Path == lf.Path || ReferenceEquals(l.LuaFile.Thread, lf.Thread)))
.ToList())
{
exitCallback.Call();
if (alsoUnregister) RegisteredFunctions.Remove(exitCallback);
}
}
public void Close()
{
foreach (var closeCallback in RegisteredFunctions
.Where(static l => l.Event == NamedLuaFunction.EVENT_TYPE_CONSOLECLOSE)
.ToList())
{
closeCallback.Call();
}
RegisteredFunctions.Clear();
ScriptList.Clear();
FormsLibrary.DestroyAll();
_lua.Dispose();
_lua = null;
}
private INamedLuaFunction CreateAndRegisterNamedFunction(
LuaFunction function,
string theEvent,
Action<string> logCallback,
LuaFile luaFile,
string name = null)
{
var nlf = new NamedLuaFunction(function, theEvent, logCallback, luaFile, () => _lua.NewThread(), this, name);
RegisteredFunctions.Add(nlf);
return nlf;
}
private bool RemoveNamedFunctionMatching(Func<INamedLuaFunction, bool> predicate)
{
if (RegisteredFunctions.FirstOrDefault(predicate) is not NamedLuaFunction nlf) return false;
RegisteredFunctions.Remove(nlf);
return true;
}
public LuaThread SpawnCoroutine(string file)
{
var content = File.ReadAllText(file);
var main = _lua.LoadString(content, "main");
return _lua.NewThread(main);
}
public void SpawnAndSetFileThread(string pathToLoad, LuaFile lf)
=> lf.Thread = SpawnCoroutine(pathToLoad);
public object[] ExecuteString(string command)
{
const string ChunkName = "input"; // shows up in error messages
// Use LoadString to separate parsing and execution, to tell syntax errors and runtime errors apart
LuaFunction func;
try
{
// Adding a return is necessary to get out return values of functions and turn expressions ("1+1" etc.) into valid statements
func = _lua.LoadString($"return {command}", ChunkName);
}
catch (Exception)
{
// command may be a valid statement without the added "return"
// if previous attempt couldn't be parsed, run the raw command
return _lua.DoString(command, ChunkName);
}
using (func)
{
return func.Call();
}
}
public (bool WaitForFrame, bool Terminated) ResumeScript(LuaFile lf)
{
_currThread = lf.Thread;
try
{
LuaLibraryBase.SetCurrentThread(lf);
var execResult = _currThread.Resume();
_currThread = null;
var result = execResult switch
{
LuaStatus.OK => (WaitForFrame: false, Terminated: true),
LuaStatus.Yield => (WaitForFrame: FrameAdvanceRequested, Terminated: false),
_ => throw new InvalidOperationException($"{nameof(_currThread.Resume)}() returned {execResult}?"),
};
FrameAdvanceRequested = false;
return result;
}
finally
{
LuaLibraryBase.ClearCurrentThread();
}
}
public static void Print(params object[] outputs)
{
_logToLuaConsoleCallback(outputs);
}
private void FrameAdvance()
{
FrameAdvanceRequested = true;
_currThread.Yield();
}
private void EmuYield()
{
_currThread.Yield();
}
}
}