void CLuaMain::InitVM() { assert(!m_luaVM); // Create a new VM m_luaVM = lua_open(); lua_pushlightuserdata(m_luaVM, m_luaVM); lua_setfield(m_luaVM, LUA_REGISTRYINDEX, "lua.mainstate"); m_pLuaManager->OnLuaMainOpenVM(this, m_luaVM); // Set the instruction count hook lua_sethook(m_luaVM, InstructionCountHook, LUA_MASKCOUNT, HOOK_INSTRUCTION_COUNT); // Load LUA libraries luaL_openlibs(m_luaVM); /* luaopen_base(m_luaVM); luaopen_math(m_luaVM); luaopen_string(m_luaVM); luaopen_table(m_luaVM); luaopen_debug(m_luaVM); luaopen_utf8(m_luaVM); luaopen_os(m_luaVM); */ // Initialize security restrictions. Very important to prevent lua trojans and viruses! //InitSecurity(); // Registering C functions CLuaCFunctions::RegisterFunctionsWithVM(m_luaVM); // Create class metatables InitClasses(m_luaVM); // Oli: Don't forget to add new ones to CLuaManager::LoadCFunctions. Thanks! // create global vars lua_pushelement(m_luaVM, g_pGame->GetMapManager()->GetRootElement()); lua_setglobal(m_luaVM, "root"); lua_pushresource(m_luaVM, m_pResource); lua_setglobal(m_luaVM, "resource"); lua_pushelement(m_luaVM, m_pResource->GetResourceRootElement()); lua_setglobal(m_luaVM, "resourceRoot"); // Load pre-loaded lua scripts LoadScript(EmbeddedLuaCode::exports); LoadScript(EmbeddedLuaCode::coroutine_debug); LoadScript(EmbeddedLuaCode::inspect); }
void CLuaMain::InitVM ( void ) { assert( !m_luaVM ); // Create a new VM m_luaVM = lua_open (); m_pLuaManager->OnLuaMainOpenVM( this, m_luaVM ); // Set the instruction count hook lua_sethook ( m_luaVM, InstructionCountHook, LUA_MASKCOUNT, HOOK_INSTRUCTION_COUNT ); // Load LUA libraries luaopen_base ( m_luaVM ); luaopen_math ( m_luaVM ); luaopen_string ( m_luaVM ); luaopen_table ( m_luaVM ); luaopen_debug ( m_luaVM ); luaopen_utf8 ( m_luaVM ); // Initialize security restrictions. Very important to prevent lua trojans and viruses! InitSecurity (); // Registering C functions CLuaCFunctions::RegisterFunctionsWithVM ( m_luaVM ); // Create class metatables InitClasses ( m_luaVM ); // Oli: Don't forget to add new ones to CLuaManager::LoadCFunctions. Thanks! // create global vars lua_pushelement ( m_luaVM, g_pGame->GetMapManager()->GetRootElement() ); lua_setglobal ( m_luaVM, "root" ); lua_pushresource ( m_luaVM, m_pResource ); lua_setglobal ( m_luaVM, "resource" ); lua_pushelement ( m_luaVM, m_pResource->GetResourceRootElement () ); lua_setglobal ( m_luaVM, "resourceRoot" ); // Load pre-loaded lua code LoadScript ( szPreloadedScript ); }
void CRegisteredCommands::GetCommands(lua_State* luaVM) { unsigned int uiIndex = 0; lua_newtable(luaVM); for (SCommand* pCommand : m_Commands) { // Create an entry table: {'command', resource} lua_pushinteger(luaVM, ++uiIndex); lua_createtable(luaVM, 0, 2); { lua_pushstring(luaVM, pCommand->strKey.c_str()); lua_rawseti(luaVM, -2, 1); lua_pushresource(luaVM, pCommand->pLuaMain->GetResource()); lua_rawseti(luaVM, -2, 2); } lua_settable(luaVM, -3); } }
void lua_pushuserdata ( lua_State* luaVM, void* pData ) { if ( CClientEntity* pEntity = UserDataCast < CClientEntity > ( ( CClientEntity* ) NULL, pData, luaVM ) ) return lua_pushelement ( luaVM, pEntity ); else if ( CResource* pResource = UserDataCast < CResource > ( ( CResource* ) NULL, pData, luaVM ) ) return lua_pushresource ( luaVM, pResource ); else if ( CXMLNode* pNode = UserDataCast < CXMLNode > ( ( CXMLNode* ) NULL, pData, luaVM ) ) return lua_pushxmlnode ( luaVM, pNode ); else if ( CLuaTimer* pTimer = UserDataCast < CLuaTimer > ( ( CLuaTimer* ) NULL, pData, luaVM ) ) return lua_pushtimer ( luaVM, pTimer ); else if ( CLuaVector2D* pVector = UserDataCast < CLuaVector2D > ( (CLuaVector2D*) NULL, pData, luaVM ) ) return lua_pushvector ( luaVM,* pVector ); else if ( CLuaVector3D* pVector = UserDataCast < CLuaVector3D > ( (CLuaVector3D*) NULL, pData, luaVM ) ) return lua_pushvector ( luaVM, *pVector ); else if ( CLuaVector4D* pVector = UserDataCast < CLuaVector4D > ( (CLuaVector4D*) NULL, pData, luaVM ) ) return lua_pushvector ( luaVM, *pVector ); else if ( CLuaMatrix* pMatrix = UserDataCast < CLuaMatrix > ( (CLuaMatrix*) NULL, pData, luaVM ) ) return lua_pushmatrix ( luaVM, *pMatrix ); lua_pushobject ( luaVM, NULL, pData ); }
void lua_pushuserdata ( lua_State* luaVM, void* pData ) { if ( CElement* pEntity = UserDataCast < CElement > ( ( CElement* ) NULL, pData, NULL ) ) return lua_pushelement ( luaVM, pEntity ); if ( CPlayer* pEntity = UserDataCast < CPlayer > ( ( CPlayer* ) NULL, pData, NULL ) ) return lua_pushelement ( luaVM, pEntity ); else if ( CResource* pResource = UserDataCast < CResource > ( ( CResource* ) NULL, pData, NULL ) ) return lua_pushresource ( luaVM, pResource ); else if ( CXMLNode* pNode = UserDataCast < CXMLNode > ( ( CXMLNode* ) NULL, pData, NULL ) ) return lua_pushxmlnode ( luaVM, pNode ); else if ( CLuaTimer* pTimer = UserDataCast < CLuaTimer > ( ( CLuaTimer* ) NULL, pData, luaVM ) ) return lua_pushtimer ( luaVM, pTimer ); else if ( CLuaVector2D* pVector = UserDataCast < CLuaVector2D > ( (CLuaVector2D*) NULL, pData, luaVM ) ) return lua_pushvector ( luaVM, *pVector ); else if ( CLuaVector3D* pVector = UserDataCast < CLuaVector3D > ( (CLuaVector3D*) NULL, pData, luaVM ) ) return lua_pushvector ( luaVM, *pVector ); else if ( CLuaVector4D* pVector = UserDataCast < CLuaVector4D > ( (CLuaVector4D*) NULL, pData, luaVM ) ) return lua_pushvector ( luaVM, *pVector ); else if ( CLuaMatrix* pMatrix = UserDataCast < CLuaMatrix > ( (CLuaMatrix*) NULL, pData, luaVM ) ) return lua_pushmatrix ( luaVM, *pMatrix ); else if ( CAccount* pAccount = UserDataCast < CAccount > ( (CAccount*) NULL, pData, luaVM ) ) return lua_pushaccount ( luaVM, pAccount ); else if ( CAccessControlList* pACL = UserDataCast < CAccessControlList > ( (CAccessControlList*) NULL, pData, luaVM ) ) return lua_pushacl ( luaVM, pACL ); else if ( CAccessControlListGroup* pACLGroup = UserDataCast < CAccessControlListGroup > ( (CAccessControlListGroup*) NULL, pData, luaVM ) ) return lua_pushaclgroup ( luaVM, pACLGroup ); else if ( CBan* pBan = UserDataCast < CBan > ( (CBan*) NULL, pData, luaVM ) ) return lua_pushban ( luaVM, pBan ); else if ( CTextDisplay* pTextDisplay = UserDataCast < CTextDisplay > ( (CTextDisplay*) NULL, pData, luaVM ) ) return lua_pushtextdisplay ( luaVM, pTextDisplay ); else if ( CTextItem* pTextItem = UserDataCast < CTextItem > ( (CTextItem*) NULL, pData, luaVM ) ) return lua_pushtextitem ( luaVM, pTextItem ); else if ( CDbJobData* pQuery = UserDataCast < CDbJobData > ( (CDbJobData*) NULL, pData, luaVM ) ) return lua_pushquery ( luaVM, pQuery ); lua_pushobject ( luaVM, NULL, pData ); }
bool CMapEventManager::Call ( const char* szName, const CLuaArguments& Arguments, class CClientEntity* pSource, class CClientEntity* pThis ) { // Check if no events if ( !m_bHasEvents ) return false; // Check if no events with a name match EventsIterPair itPair = m_EventsMap.equal_range ( szName ); if ( itPair.first == itPair.second ) return false; TIMEUS startTimeCall = GetTimeUs (); SString strStatus; // Check for multi-threading slipups assert ( IsMainThread () ); // Call all the events with matching names bool bCalled = false; bool bIsAlreadyIterating = m_bIteratingList; m_bIteratingList = true; // Copy the results into a array in case m_EventsMap is modified during the call std::vector< CMapEvent* > matchingEvents; for ( EventsIter iter = itPair.first ; iter != itPair.second ; ++iter ) matchingEvents.push_back(iter->second); for ( std::vector< CMapEvent* >::iterator iter = matchingEvents.begin() ; iter != matchingEvents.end() ; ++iter ) { CMapEvent* pMapEvent = *iter; // If it's not being destroyed if ( !pMapEvent->IsBeingDestroyed () ) { // Compare the names dassert ( strcmp ( pMapEvent->GetName (), szName ) == 0 ); { // Call if propagated? if ( pSource == pThis || pMapEvent->IsPropagated () ) { // Grab the current VM lua_State* pState = pMapEvent->GetVM ()->GetVM (); LUA_CHECKSTACK ( pState, 1 ); // Ensure some room #if MTA_DEBUG int luaStackPointer = lua_gettop ( pState ); #endif TIMEUS startTime = GetTimeUs(); // Aspect ratio adjustment bodges if ( pMapEvent->ShouldAllowAspectRatioAdjustment() ) { g_bAllowAspectRatioAdjustment = true; if ( pMapEvent->ShouldForceAspectRatioAdjustment() ) g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled( true ); } // Record event for the crash dump writer static bool bEnabled = ( g_pCore->GetDiagnosticDebug () == EDiagnosticDebug::LUA_TRACE_0000 ); if ( bEnabled ) g_pCore->LogEvent ( 0, "Lua Event", pMapEvent->GetVM ()->GetScriptName (), szName ); // Store the current values of the globals lua_getglobal ( pState, "source" ); CLuaArgument OldSource ( pState, -1 ); lua_pop( pState, 1 ); lua_getglobal ( pState, "this" ); CLuaArgument OldThis ( pState, -1 ); lua_pop( pState, 1 ); lua_getglobal ( pState, "sourceResource" ); CLuaArgument OldResource ( pState, -1 ); lua_pop( pState, 1 ); lua_getglobal ( pState, "sourceResourceRoot" ); CLuaArgument OldResourceRoot ( pState, -1 ); lua_pop( pState, 1 ); lua_getglobal ( pState, "eventName" ); CLuaArgument OldEventName ( pState, -1 ); lua_pop( pState, 1 ); // Set the "source", "this", "sourceResource" and the "sourceResourceRoot" globals on that VM lua_pushelement ( pState, pSource ); lua_setglobal ( pState, "source" ); lua_pushelement ( pState, pThis ); lua_setglobal ( pState, "this" ); CLuaMain* pLuaMain = g_pClientGame->GetScriptDebugging()->GetTopLuaMain(); CResource* pSourceResource = pLuaMain ? pLuaMain->GetResource() : NULL; if ( pSourceResource ) { lua_pushresource ( pState, pSourceResource ); lua_setglobal ( pState, "sourceResource" ); lua_pushelement ( pState, pSourceResource->GetResourceDynamicEntity() ); lua_setglobal ( pState, "sourceResourceRoot" ); } else { lua_pushnil ( pState ); lua_setglobal ( pState, "sourceResource" ); lua_pushnil ( pState ); lua_setglobal ( pState, "sourceResourceRoot" ); } lua_pushstring ( pState, szName ); lua_setglobal ( pState, "eventName" ); // Call it pMapEvent->Call ( Arguments ); bCalled = true; // Reset the globals on that VM OldSource.Push ( pState ); lua_setglobal ( pState, "source" ); OldThis.Push ( pState ); lua_setglobal ( pState, "this" ); OldResource.Push ( pState ); lua_setglobal ( pState, "sourceResource" ); OldResourceRoot.Push ( pState ); lua_setglobal ( pState, "sourceResourceRoot" ); OldEventName.Push ( pState ); lua_setglobal ( pState, "eventName" ); #if MTA_DEBUG assert ( lua_gettop ( pState ) == luaStackPointer ); #endif // Aspect ratio adjustment bodges if ( pMapEvent->ShouldAllowAspectRatioAdjustment() ) { g_pCore->GetGraphics()->SetAspectRatioAdjustmentEnabled( false ); g_bAllowAspectRatioAdjustment = false; } TIMEUS deltaTimeUs = GetTimeUs() - startTime; if ( deltaTimeUs > 3000 ) if ( IS_TIMING_CHECKPOINTS() ) strStatus += SString ( " (%s %d ms)", pMapEvent->GetVM ()->GetScriptName (), deltaTimeUs / 1000 ); CClientPerfStatLuaTiming::GetSingleton ()->UpdateLuaTiming ( pMapEvent->GetVM (), szName, deltaTimeUs ); } } } } // Clean out the trash if we're no longer calling events. if ( !bIsAlreadyIterating ) { TakeOutTheTrash (); // We're no longer iterating the list m_bIteratingList = false; } if ( IS_TIMING_CHECKPOINTS() ) { TIMEUS deltaTimeUs = GetTimeUs() - startTimeCall; if ( deltaTimeUs > 5000 ) TIMING_DETAIL( SString ( "CMapEventManager::Call ( %s, ... ) took %d ms ( %s )", szName, deltaTimeUs / 1000, *strStatus ) ); } // Return whether we called atleast one func or not return bCalled; }