More ScriptManager stuff

* Split the UIScriptManager and GameScriptManager into their own classes that inherit from ScriptManager so that they can have different implementations of Init, LevelInit, and stuff like that
 * Not many functionality changes, mostly cleanup
This commit is contained in:
squeek 2013-11-04 05:18:03 +00:00
parent 35bd31cb39
commit 5e5f2a4914
12 changed files with 515 additions and 315 deletions

View file

@ -35,6 +35,11 @@ $Project "Client (FF)"
$File "ff\ff_cl_dll_interface.cpp"
$File "ff\ff_cl_dll_interface.h"
}
$Folder "Lua"
{
$File "ff\ff_cl_scriptman_ui.cpp"
$File "ff\ff_cl_scriptman_ui.h"
}
$Folder "Player"
{
$File "ff\ff_cl_player.cpp"

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@ -2,7 +2,8 @@
#include "ff_cl_dll_interface.h"
#include "steam/steam_api.h"
#include "ff_sh_scriptman.h"
#include "ff_cl_scriptman_ui.h"
#include "ff_sh_scriptman_game.h"
#define CLIENT_DLL_INTERFACE_VERSION "VClient017"
@ -13,8 +14,6 @@ int CFF_CL_DLL_Interface::Init( CreateInterfaceFn appSystemFactory, CreateInterf
// start the Lua VM
g_UIScriptManager.Init();
g_GameScriptManager.Init();
g_UIScriptManager.LoadFile( "ui/init.lua" );
// Test steam API
uint32 appId = steamapicontext->SteamUtils()->GetAppID();

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@ -0,0 +1,95 @@
/////////////////////////////////////////////////////////////////////////////
// includes
#include "cbase.h"
#include "ff_cl_scriptman_ui.h"
// engine
//#include "filesystem.h"
// dexter note 10/29/2013 these are definitely still needed for lua/luabind
#undef MINMAX_H
#undef min
#undef max
//
// luabind
#include "lua.hpp"
#include "luabind/luabind.hpp"
//#include "luabind/object.hpp"
//#include "luabind/iterator_policy.hpp"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace luabind;
CFF_CL_ScriptManager_UI g_UIScriptManager;
/////////////////////////////////////////////////////////////////////////////
CFF_CL_ScriptManager_UI::CFF_CL_ScriptManager_UI()
{
}
/////////////////////////////////////////////////////////////////////////////
CFF_CL_ScriptManager_UI::~CFF_CL_ScriptManager_UI()
{
}
/////////////////////////////////////////////////////////////////////////////
void CFF_CL_ScriptManager_UI::Shutdown()
{
BaseClass::Shutdown();
}
/////////////////////////////////////////////////////////////////////////////
bool CFF_CL_ScriptManager_UI::Init()
{
bool bInitSuccessful = BaseClass::Init();
if (bInitSuccessful)
{
LoadFile( "ui/init.lua" );
}
return bInitSuccessful;
}
void CFF_CL_ScriptManager_UI::LevelInit(const char* szMapName)
{
}
/////////////////////////////////////////////////////////////////////////////
void CFF_CL_ScriptManager_UI::LevelShutdown()
{
}
CON_COMMAND( lua_dostring_ui, "Run a client-side Lua string in the UI environment" )
{
if ( args.ArgC() == 1 )
{
Msg( "Usage: lua_dostring <string>\n" );
return;
}
lua_State *L = g_UIScriptManager.GetLuaState();
int status = luaL_dostring(L, args.ArgS());
if (status != 0) {
Warning( "%s\n", lua_tostring(L, -1) );
lua_pop(L, 1);
return;
}
if (status == 0 && lua_gettop(L) > 0) { /* any result to print? */
lua_getglobal(L, "print");
lua_insert(L, 1);
if (lua_pcall(L, lua_gettop(L)-1, 0, 0) != 0)
Warning("%s", lua_pushfstring(L,
"error calling " LUA_QL("print") " (%s)",
lua_tostring(L, -1)));
}
lua_settop(L, 0); /* clear stack */
}

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@ -0,0 +1,30 @@
#pragma once
#ifndef FF_CL_SCRIPTMAN_UI_H
#define FF_CL_SCRIPTMAN_UI_H
#include "ff_sh_scriptman.h"
class CFF_CL_ScriptManager_UI : public CFF_SH_ScriptManager
{
public:
DECLARE_CLASS( CFF_CL_ScriptManager_UI, CFF_SH_ScriptManager );
// 'structors
CFF_CL_ScriptManager_UI();
~CFF_CL_ScriptManager_UI();
protected:
virtual const char* GetMsgIdentifier() { return "UI"; };
virtual const char* GetPackagePathRoot() { return "/ui/"; };
public:
virtual bool Init();
virtual void Shutdown();
virtual void LevelInit(const char* szMapName);
virtual void LevelShutdown();
};
extern CFF_CL_ScriptManager_UI g_UIScriptManager;
#endif

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@ -1,7 +1,7 @@
#include "cbase.h"
#include "ff_sv_dll_interface.h"
#include "ff_sh_scriptman.h"
#include "ff_sh_scriptman_game.h"
bool CFF_SV_DLL_Interface::DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals)
{

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@ -0,0 +1,19 @@
#include "cbase.h"
#include "ff_sh_luautil.h"
#include "lua.hpp"
void LUAUTIL_RemoveKeysFromTable( lua_State *L, const char *pszTableName, const char** ppszKeys )
{
lua_getglobal(L, pszTableName);
if (lua_type(L, -1) == LUA_TTABLE)
{
for( int i=0; ppszKeys[i] != NULL; ++i )
{
lua_pushstring(L, ppszKeys[i]);
lua_pushnil(L);
lua_settable(L, -3);
}
}
lua_pop(L, 1);
}

View file

@ -0,0 +1,9 @@
#ifndef FF_SH_LUAUTIL_H
#define FF_SH_LUAUTIL_H
#pragma once
struct lua_State;
void LUAUTIL_RemoveKeysFromTable( lua_State *L, const char *pszTableName, const char** ppszKeys );
#endif

View file

@ -9,6 +9,7 @@
//#include "ff_utils.h"
//#include "ff_item_flag.h"
//#include "triggers.h"
#include "ff_sh_luautil.h"
// engine
#include "filesystem.h"
@ -28,16 +29,6 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CLIENT_DLL
#define LUA_CURRENT_CONTEXT "Client"
#else
#define LUA_CURRENT_CONTEXT "Server"
#endif
// custom game modes made so damn easy
ConVar sv_mapluasuffix( "sv_mapluasuffix", "0", FCVAR_NOTIFY, "Have a custom lua file (game mode) loaded when the map loads. If this suffix string is set, maps\\mapname__suffix__.lua (if it exists) is used instead of maps\\mapname.lua. To reset this cvar, make it 0.");
ConVar sv_luaglobalscript( "sv_globalluascript", "0", FCVAR_NOTIFY, "Load a custom lua file globally after map scripts. Will overwrite map script. Will be loaded from maps\\globalscripts. To disable, set to 0.");
// redirect Lua's print function to the console
static int print(lua_State *L)
{
@ -60,38 +51,22 @@ static int print(lua_State *L)
return 0;
}
/////////////////////////////////////////////////////////////////////////////
using namespace luabind;
/////////////////////////////////////////////////////////////////////////////
// globals
CFF_SH_ScriptManager g_GameScriptManager;
#ifdef CLIENT_DLL
CFF_SH_ScriptManager g_UIScriptManager;
#endif
/////////////////////////////////////////////////////////////////////////////
CFF_SH_ScriptManager::CFF_SH_ScriptManager()
: L(NULL)
, m_isLoading(false)
, m_scriptCRC(0)
, m_ScriptExists(false)
{
L = NULL;
}
/////////////////////////////////////////////////////////////////////////////
CFF_SH_ScriptManager::~CFF_SH_ScriptManager()
{
Shutdown();
}
/////////////////////////////////////////////////////////////////////////////
/** Close the Lua VM
*/
void CFF_SH_ScriptManager::Shutdown()
{
m_ScriptExists = false;
// shtutdown VM
if(L)
{
@ -100,46 +75,58 @@ void CFF_SH_ScriptManager::Shutdown()
}
}
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager::Init()
/** Open the Lua VM
@returns True if successful, false if couldn't open Lua VM
*/
bool CFF_SH_ScriptManager::Init()
{
// shutdown VM if already running
if(L)
{
lua_close(L);
L = NULL;
}
Shutdown();
// initialize VM
Msg("[SCRIPT:%s] Attempting to start the Lua VM...\n", LUA_CURRENT_CONTEXT);
LuaMsg("Attempting to start the Lua VM...\n");
L = lua_open();
// no need to continue if VM failed to initialize
if(!L)
{
Msg("[SCRIPT:%s] Unable to initialize Lua VM.\n", LUA_CURRENT_CONTEXT);
return;
LuaMsg("Unable to initialize Lua VM.\n");
return false;
}
// initialize all the FF specific stuff
SetupEnvironmentForFF();
// make the standard libraries safe
MakeEnvironmentSafe();
LuaMsg("Lua VM initialization successful.\n");
return true;
}
/** Loads the Lua libraries and sets all the variables needed for FF
*/
void CFF_SH_ScriptManager::SetupEnvironmentForFF()
{
Assert(L);
if (!L) return;
// load all libraries
luaL_openlibs(L);
// make the standard libraries safe
MakeSafe();
// overwrite Lua's print with our own
lua_register(L,"print",print);
// set package.path to the mod search dirs, so that we can use require
char szModSearchPaths[4096] = {0};
// FF TODO: This is set to ignore pack files; might need to add support for them (for custom mods packaged as .vpks)
// FF TODO: This is set to ignore pack files; might need to add support for them (for custom mods packaged as .vpks?)
filesystem->GetSearchPath( "MOD", false, szModSearchPaths, sizeof(szModSearchPaths) );
char szLuaSearchPaths[4096] = {0};
for ( char *szSearchPath = strtok( szModSearchPaths, ";" ); szSearchPath; szSearchPath = strtok( NULL, ";" ) )
{
char fullpath[MAX_PATH];
Q_snprintf( fullpath, sizeof( fullpath ), "%s%s", szSearchPath, "/?.lua;" );
Q_snprintf( fullpath, sizeof( fullpath ), "%s%s%s", szSearchPath, GetPackagePathRoot(), "?.lua;" );
Q_FixSlashes( fullpath );
V_FixDoubleSlashes( fullpath );
@ -156,32 +143,20 @@ void CFF_SH_ScriptManager::Init()
// initialize luabind
luabind::open(L);
// initialize game-specific library
//FF_TODO: CFFLuaLib::Init(L);
Msg("[SCRIPT:%s] Lua VM initialization successful.\n", LUA_CURRENT_CONTEXT);
}
void LUAUTIL_RemoveKeysFromTable( lua_State *L, const char *pszTableName, const char** ppszKeys )
{
lua_getglobal(L, pszTableName);
if (lua_type(L, -1) == LUA_TTABLE)
{
for( int i=0; ppszKeys[i] != NULL; ++i )
{
lua_pushstring(L, ppszKeys[i]);
lua_pushnil(L);
lua_settable(L, -3);
}
}
lua_pop(L, 1);
}
/** Get rid of or alter any unsafe Lua functions
/** Gets rid of or alter any unsafe Lua functions in the current environment
*/
void CFF_SH_ScriptManager::MakeSafe()
void CFF_SH_ScriptManager::MakeEnvironmentSafe()
{
Assert(L);
if (!L) return;
// See: http://lua-users.org/wiki/SandBoxes for a general overview of the safety of Lua functions
// os.*
const char* ppszUnsafeOSFunctions[] = { "execute", "exit", "getenv", "remove", "rename", "setlocale", NULL };
LUAUTIL_RemoveKeysFromTable( L, LUA_OSLIBNAME, ppszUnsafeOSFunctions );
@ -195,7 +170,7 @@ void CFF_SH_ScriptManager::MakeSafe()
// the fourth index is an all-in-one loader that can load .so/.dll files
lua_getglobal(L, LUA_LOADLIBNAME);
lua_pushstring(L, "loaders");
lua_gettable(L, -2);
lua_gettable(L, -2); // get _G.package.loaders
lua_pushnil(L);
lua_rawseti(L, -2, 4); // _G.package.loaders[4] = nil
lua_pushnil(L);
@ -203,191 +178,23 @@ void CFF_SH_ScriptManager::MakeSafe()
lua_pop(L, 2); // pop _G.package.loaders and _G.package
// FF TODO: restrict io library, maybe disable it completely
// FF TODO: somehow protect package.path? not sure if it's necessary, the "risk" would be allowing execution of .lua files in arbitrary locations
}
void CFF_SH_ScriptManager::LevelInit(const char* szMapName)
{
const char* default_luafile = "maps/default.lua";
//FF_TODO: VPROF_BUDGET("CFF_SH_ScriptManager::LevelInit", VPROF_BUDGETGROUP_FF_LUA);
if(!szMapName)
return;
//FF_TODO: g_Disable_Timelimit = false;
// setup VM
Init();
// load lua files
BeginScriptLoad();
LoadFile("maps/includes/base.lua");
char filename[256] = {0};
char globalscript_filename[256] = {0};
// Even though LoadFile already checks to see if the file exists, we'll check now so at least the default map lua file is loaded.
// That way servers can keep their suffix set without worrying about every map having whatever game mode they always want to use.
if ( sv_mapluasuffix.GetString()[0] != '0' )
{
Msg( "[SCRIPT] sv_mapluasuffix set to %s | finding maps\\%s__%s__.lua\n", sv_mapluasuffix.GetString(), szMapName, sv_mapluasuffix.GetString() );
#ifdef CLIENT_DLL
if ( filesystem->FileExists( VarArgs( "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() ) ) )
#else
if ( filesystem->FileExists( UTIL_VarArgs( "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() ) ) )
#endif
{
Q_snprintf( filename, sizeof(filename), "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() );
Msg( "[SCRIPT] maps\\%s__%s__.lua found\n", szMapName, sv_mapluasuffix.GetString() );
}
else
{
Msg( "[SCRIPT] maps\\%s__%s__.lua not found | reverting to maps\\%s.lua\n", szMapName, sv_mapluasuffix.GetString(), szMapName);
}
}
// Load global include script, overwriting previously loaded stuff per map
if( sv_luaglobalscript.GetString()[0] != '0' )
{
const char* scriptname = sv_luaglobalscript.GetString();
Msg("[SCRIPT] sv_luaglobalscript set to %s | loading global script maps maps\\globalscripts\\%s.lua\n", scriptname, scriptname );
#ifdef CLIENT_DLL
if( filesystem->FileExists( VarArgs( "maps/globalscripts/%s.lua", scriptname ) ) )
#else
if( filesystem->FileExists( UTIL_VarArgs( "maps/globalscripts/%s.lua", scriptname ) ) )
#endif
{
Q_snprintf( globalscript_filename, sizeof(globalscript_filename), "maps/globalscripts/%s.lua", scriptname );
Msg("[SCRIPT] maps\\globalscripts\\%s.lua found\n", scriptname );\
}
else
{
Msg("[SCRIPT] global script maps\\globalscripts\\%s.lua not found - nothing loaded post map lua.\n", scriptname );
}
}
if ( !filename[0] )
Q_snprintf( filename, sizeof(filename), "maps/%s.lua", szMapName );
//////////////////////////////////////////////////////////////////////////
// Try a precache, rumor has it this will cause the engine to send the lua files to clients
// FF_TODO: dexter - disabled for now, doesnt work anyway right?
//if(PRECACHE_LUA_FILES)
//{
// V_FixSlashes(filename);
// if(filesystem->FileExists(filename))
// {
// Util_AddDownload(filename);
// if(!engine->IsGenericPrecached(filename))
// engine->PrecacheGeneric(filename, true);
// }
// else // - if no map lua is found, send default (for testing mainly)
// {
// // no check - this file should *always* be there
// Util_AddDownload(default_luafile);
// if(!engine->IsGenericPrecached(default_luafile))
// engine->PrecacheGeneric(default_luafile, true);
// }
//
// // if we have a globalscript, precache it as well
// if( sv_luaglobalscript.GetString()[0] != '0' && globalscript_filename[0] )
// {
// V_FixSlashes(globalscript_filename);
// if(filesystem->FileExists(globalscript_filename))
// {
// Util_AddDownload(globalscript_filename);
// if(!engine->IsGenericPrecached(globalscript_filename))
// engine->PrecacheGeneric(globalscript_filename, true);
// }
// }
// //////////////////////////////////////////////////////////////////////////
// /*char testfile[] = {"maps/ff_dm.txt"};
// V_FixSlashes(testfile);
// if(filesystem->FileExists(testfile))
// {
// Util_AddDownload(testfile);
// if(!engine->IsGenericPrecached(testfile))
// engine->PrecacheGeneric(testfile, true);
// }*/
// //////////////////////////////////////////////////////////////////////////
//}
//////////////////////////////////////////////////////////////////////////
if(filesystem->FileExists(filename))
m_ScriptExists = LoadFile(filename);
else
{
Msg("[SCRIPT] File %s not found! Loaded fallback lua %s\n", filename, default_luafile);
m_ScriptExists = LoadFile(default_luafile);
}
// force loading global script in another call :/
if( sv_luaglobalscript.GetString()[0] != '0' && globalscript_filename[0] )
{
//BeginScriptLoad();
LoadFile(globalscript_filename);
//EndScriptLoad();
}
EndScriptLoad();
// spawn the helper entity
//FF_TODO: CFFEntitySystemHelper::Create();
}
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager::LevelShutdown()
{
// shutdown the VM
if(L)
{
lua_close(L);
L = NULL;
}
}
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager::OnScriptLoad(const char* szFileName,
const char* szFileContents)
{
// ignore the message if we are not still in the "loading" phase
if(!m_isLoading)
return;
// compute checksums of file contents
CRC32_ProcessBuffer(&m_scriptCRC,
szFileContents,
strlen(szFileContents));
}
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager::BeginScriptLoad()
{
CRC32_Init(&m_scriptCRC);
m_isLoading = true;
}
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager::EndScriptLoad()
{
CRC32_Final(&m_scriptCRC);
m_isLoading = false;
}
/////////////////////////////////////////////////////////////////////////////
/** Loads a Lua file into the current environment relative to a "MOD" search path
@returns True if file successfully loaded, false if there were any errors (syntax or execution)
*/
bool CFF_SH_ScriptManager::LoadFile(const char *filename)
{
//FF_TODO: VPROF_BUDGET( "CFF_SH_ScriptManager::LoadFile", VPROF_BUDGETGROUP_FF_LUA );
// open the file
Msg("[SCRIPT:%s] Loading Lua File: %s\n", LUA_CURRENT_CONTEXT, filename);
LuaMsg("Loading Lua File: %s\n", filename);
FileHandle_t hFile = filesystem->Open(filename, "rb", "MOD");
if (!hFile)
{
Warning("[SCRIPT:%s] %s either does not exist or could not be opened.\n", LUA_CURRENT_CONTEXT, filename);
LuaWarning("%s either does not exist or could not be opened.\n", filename);
return false;
}
@ -411,7 +218,7 @@ bool CFF_SH_ScriptManager::LoadFile(const char *filename)
if (errorCode != 0)
{
const char *error = lua_tostring(L, -1);
Warning( "[SCRIPT:%s] Error loading %s: %s\n", LUA_CURRENT_CONTEXT, filename, error );
LuaWarning( "Error loading %s: %s\n", filename, error );
lua_pop( L, 1 );
return false;
}
@ -423,46 +230,49 @@ bool CFF_SH_ScriptManager::LoadFile(const char *filename)
if (errorCode != 0)
{
const char *error = lua_tostring(L, -1);
Warning( "[SCRIPT:%s] Error loading %s: %s\n", LUA_CURRENT_CONTEXT, filename, error );
LuaWarning( "Error loading %s: %s\n", filename, error );
lua_pop( L, 1 );
return false;
}
Msg( "[SCRIPT:%s] Successfully loaded %s\n", LUA_CURRENT_CONTEXT, filename );
LuaMsg( "Successfully loaded %s\n", filename );
// cleanup
MemFreeScratch();
return true;
}
int luasrc_dostring (lua_State *L, const char *string) {
int iError = luaL_dostring(L, string);
if (iError != 0) {
Warning( "%s\n", lua_tostring(L, -1) );
lua_pop(L, 1);
}
return iError;
}
// FF TODO: Better way to get this sort of string?
#ifdef CLIENT_DLL
CON_COMMAND( lua_dostring_ui, "Run a client-side Lua string in the UI environment" )
{
if ( args.ArgC() == 1 )
{
Msg( "Usage: lua_dostring <string>\n" );
return;
}
#define LUA_MSG_DLL_CONTEXT "Client"
#else
#define LUA_MSG_DLL_CONTEXT "Server"
#endif
lua_State *L = g_UIScriptManager.GetLuaState();
int status = luasrc_dostring( L, args.ArgS() );
if (status == 0 && lua_gettop(L) > 0) { /* any result to print? */
lua_getglobal(L, "print");
lua_insert(L, 1);
if (lua_pcall(L, lua_gettop(L)-1, 0, 0) != 0)
Warning("%s", lua_pushfstring(L,
"error calling " LUA_QL("print") " (%s)",
lua_tostring(L, -1)));
}
lua_settop(L, 0); /* clear stack */
/** Wrapper for Msg that prefixes the string with info about where it's coming from in the format: [Lua.<GetMsgIdentifier()>:<Client/Server>]
*/
void CFF_SH_ScriptManager::LuaMsg( const char *pszFormat, ... )
{
va_list argptr;
static char string[4096];
va_start (argptr, pszFormat);
Q_vsnprintf(string, sizeof(string), pszFormat, argptr);
va_end (argptr);
Msg("[Lua.%s:%s] %s", GetMsgIdentifier(), LUA_MSG_DLL_CONTEXT, string );
}
#endif
/** Wrapper for Warning that prefixes the string with info about where it's coming from in the format: [Lua.<GetMsgIdentifier()>:<Client/Server>]
*/
void CFF_SH_ScriptManager::LuaWarning( const char *pszFormat, ... )
{
va_list argptr;
static char string[4096];
va_start (argptr, pszFormat);
Q_vsnprintf(string, sizeof(string), pszFormat, argptr);
va_end (argptr);
Warning("[Lua.%s:%s] %s", GetMsgIdentifier(), LUA_MSG_DLL_CONTEXT, string );
}

View file

@ -1,8 +1,6 @@
// ff_sh_scriptman.h
#ifndef FF_SH_SCRIPTMAN_H
#define FF_SH_SCRIPTMAN_H
#pragma once
/////////////////////////////////////////////////////////////////////////////
// includes
@ -30,37 +28,36 @@ class CFFLuaSC;
class CFF_SH_ScriptManager
{
public:
DECLARE_CLASS_NOBASE( CFF_SH_ScriptManager );
// 'structors
CFF_SH_ScriptManager();
~CFF_SH_ScriptManager();
public:
// inserts the lua file into the script environment
bool LoadFile(const char* filePath);
void MakeSafe();
virtual bool LoadFile(const char* filePath);
// removes unsafe functions from the Lua environment or makes them safer
virtual void MakeEnvironmentSafe();
virtual void SetupEnvironmentForFF();
public:
// initializes the script VM
void Init();
virtual bool Init();
// closes the script VM
void Shutdown();
virtual void Shutdown();
virtual void LevelInit(const char* szMapName) {};
virtual void LevelShutdown() {};
// loads the scripts for the level
void LevelInit(const char* szMapName);
// cleans up the scripts for the most recent level
void LevelShutdown();
void LuaMsg( const tchar* pMsg, ... ) FMTFUNCTION( 1, 2 );
void LuaWarning( const tchar* pMsg, ... ) FMTFUNCTION( 1, 2 );
private:
// surround code that loads scripts to capture crc checksum
// of the scripts that are loaded
void BeginScriptLoad();
void EndScriptLoad();
private:
// called when a script is loaded. internally computes the
// crc checksum of the file contents
void OnScriptLoad(const char* szFileName, const char* szFileContents);
protected:
virtual const char* GetMsgIdentifier() { return "Generic"; };
virtual const char* GetPackagePathRoot() { return "/"; };
/// Called from LoadFile
virtual void OnScriptLoad(const char* szFileName, const char* szFileContents) {};
/*
public:
// sets a global variable in the script environment
static void SetVar( lua_State *L, const char *name, const char *value );
@ -89,29 +86,15 @@ public:
public:
int RunPredicates( CBaseEntity *pObject, CBaseEntity *pEntity, const char *szFunctionName = NULL);
bool RunPredicates_LUA( CBaseEntity *pObject, CFFLuaSC *pContext, const char *szFunctionName );
*/
public:
// returns the lua interpreter
lua_State* GetLuaState() const { return L; }
bool ScriptExists( void ) const { return m_ScriptExists; }
// returns the crc checksum of the currently active script
CRC32_t GetScriptCRC() const { return m_scriptCRC; }
private:
// private data
lua_State* L; // lua VM
bool m_ScriptExists;
bool m_isLoading;
CRC32_t m_scriptCRC;
protected:
lua_State* L; ///< Lua VM
};
/////////////////////////////////////////////////////////////////////////////
// global externs
extern CFF_SH_ScriptManager g_GameScriptManager;
#ifdef CLIENT_DLL
extern CFF_SH_ScriptManager g_UIScriptManager;
#endif
/////////////////////////////////////////////////////////////////////////////
#endif

View file

@ -0,0 +1,200 @@
/////////////////////////////////////////////////////////////////////////////
// includes
#include "cbase.h"
#include "ff_sh_scriptman_game.h"
// engine
#include "filesystem.h"
// dexter note 10/29/2013 these are definitely still needed for lua/luabind
#undef MINMAX_H
#undef min
#undef max
//
// luabind
#include "lua.hpp"
#include "luabind/luabind.hpp"
//#include "luabind/object.hpp"
//#include "luabind/iterator_policy.hpp"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// custom game modes made so damn easy
ConVar sv_mapluasuffix( "sv_mapluasuffix", "0", FCVAR_NOTIFY, "Have a custom lua file (game mode) loaded when the map loads. If this suffix string is set, maps\\mapname__suffix__.lua (if it exists) is used instead of maps\\mapname.lua. To reset this cvar, make it 0.");
ConVar sv_luaglobalscript( "sv_globalluascript", "0", FCVAR_NOTIFY, "Load a custom lua file globally after map scripts. Will overwrite map script. Will be loaded from maps\\globalscripts. To disable, set to 0.");
using namespace luabind;
CFF_SH_ScriptManager_Game g_GameScriptManager;
/////////////////////////////////////////////////////////////////////////////
CFF_SH_ScriptManager_Game::CFF_SH_ScriptManager_Game()
{
m_bLoading = m_bScriptLoaded = false;
m_ScriptCRC = NULL;
}
/////////////////////////////////////////////////////////////////////////////
CFF_SH_ScriptManager_Game::~CFF_SH_ScriptManager_Game()
{
}
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager_Game::Shutdown()
{
BaseClass::Shutdown();
}
/////////////////////////////////////////////////////////////////////////////
bool CFF_SH_ScriptManager_Game::Init()
{
bool bInitSuccessful = BaseClass::Init();
if (bInitSuccessful)
{
}
return bInitSuccessful;
}
void CFF_SH_ScriptManager_Game::LevelInit(const char* szMapName)
{
const char* default_luafile = "maps/default.lua";
//FF_TODO: VPROF_BUDGET("CFF_SH_ScriptManager::LevelInit", VPROF_BUDGETGROUP_FF_LUA);
if(!szMapName)
return;
//FF_TODO: g_Disable_Timelimit = false;
// setup VM
Init();
// load lua files
BeginScriptLoad();
LoadFile("maps/includes/base.lua");
char filename[256] = {0};
char globalscript_filename[256] = {0};
// Even though LoadFile already checks to see if the file exists, we'll check now so at least the default map lua file is loaded.
// That way servers can keep their suffix set without worrying about every map having whatever game mode they always want to use.
if ( sv_mapluasuffix.GetString()[0] != '0' )
{
Msg( "[SCRIPT] sv_mapluasuffix set to %s | finding maps\\%s__%s__.lua\n", sv_mapluasuffix.GetString(), szMapName, sv_mapluasuffix.GetString() );
if ( filesystem->FileExists( UTIL_VarArgs( "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() ) ) )
{
Q_snprintf( filename, sizeof(filename), "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() );
Msg( "[SCRIPT] maps\\%s__%s__.lua found\n", szMapName, sv_mapluasuffix.GetString() );
}
else
{
Msg( "[SCRIPT] maps\\%s__%s__.lua not found | reverting to maps\\%s.lua\n", szMapName, sv_mapluasuffix.GetString(), szMapName);
}
}
// Load global include script, overwriting previously loaded stuff per map
if( sv_luaglobalscript.GetString()[0] != '0' )
{
const char* scriptname = sv_luaglobalscript.GetString();
Msg("[SCRIPT] sv_luaglobalscript set to %s | loading global script maps maps\\globalscripts\\%s.lua\n", scriptname, scriptname );
if( filesystem->FileExists( UTIL_VarArgs( "maps/globalscripts/%s.lua", scriptname ) ) )
{
Q_snprintf( globalscript_filename, sizeof(globalscript_filename), "maps/globalscripts/%s.lua", scriptname );
Msg("[SCRIPT] maps\\globalscripts\\%s.lua found\n", scriptname );\
}
else
{
Msg("[SCRIPT] global script maps\\globalscripts\\%s.lua not found - nothing loaded post map lua.\n", scriptname );
}
}
if ( !filename[0] )
Q_snprintf( filename, sizeof(filename), "maps/%s.lua", szMapName );
if(filesystem->FileExists(filename))
m_bScriptLoaded = LoadFile(filename);
else
{
Msg("[SCRIPT] File %s not found! Loaded fallback lua %s\n", filename, default_luafile);
m_bScriptLoaded = LoadFile(default_luafile);
}
// force loading global script in another call :/
if( sv_luaglobalscript.GetString()[0] != '0' && globalscript_filename[0] )
{
LoadFile(globalscript_filename);
}
EndScriptLoad();
// spawn the helper entity
//FF_TODO: CFFEntitySystemHelper::Create();
}
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager_Game::LevelShutdown()
{
// shutdown the VM
if(L)
{
lua_close(L);
L = NULL;
}
}
void CFF_SH_ScriptManager_Game::OnScriptLoad(const char* szFileName, const char* szFileContents)
{
// ignore the message if we are not still in the "loading" phase
if(!m_bLoading)
return;
// compute checksums of file contents
CRC32_ProcessBuffer( &m_ScriptCRC, szFileContents, strlen(szFileContents) );
}
void CFF_SH_ScriptManager_Game::BeginScriptLoad()
{
CRC32_Init(&m_ScriptCRC);
m_bLoading = true;
}
void CFF_SH_ScriptManager_Game::EndScriptLoad()
{
CRC32_Final(&m_ScriptCRC);
m_bLoading = false;
}
#ifdef CLIENT_DLL
CON_COMMAND( lua_dostring_game_cl, "Run a client-side Lua string in the Game environment" )
#else
CON_COMMAND( lua_dostring_game_sv, "Run a server-side Lua string in the Game environment" )
#endif
{
if ( args.ArgC() == 1 )
{
Msg( "Usage: lua_dostring <string>\n" );
return;
}
lua_State *L = g_GameScriptManager.GetLuaState();
int status = luaL_dostring(L, args.ArgS());
if (status != 0) {
Warning( "%s\n", lua_tostring(L, -1) );
lua_pop(L, 1);
return;
}
if (status == 0 && lua_gettop(L) > 0) { /* any result to print? */
lua_getglobal(L, "print");
lua_insert(L, 1);
if (lua_pcall(L, lua_gettop(L)-1, 0, 0) != 0)
Warning("%s", lua_pushfstring(L,
"error calling " LUA_QL("print") " (%s)",
lua_tostring(L, -1)));
}
lua_settop(L, 0); /* clear stack */
}

View file

@ -0,0 +1,46 @@
#pragma once
#ifndef FF_CL_SCRIPTMAN_GAME_H
#define FF_CL_SCRIPTMAN_GAME_H
#include "ff_sh_scriptman.h"
class CFF_SH_ScriptManager_Game : public CFF_SH_ScriptManager
{
public:
DECLARE_CLASS( CFF_SH_ScriptManager_Game, CFF_SH_ScriptManager );
// 'structors
CFF_SH_ScriptManager_Game();
~CFF_SH_ScriptManager_Game();
protected:
virtual const char* GetMsgIdentifier() { return "Game"; };
virtual const char* GetPackagePathRoot() { return "/lua/"; };
virtual void OnScriptLoad(const char* szFileName, const char* szFileContents);
public:
virtual bool Init();
virtual void Shutdown();
virtual void LevelInit(const char* szMapName);
virtual void LevelShutdown();
bool ScriptLoaded( void ) const { return m_bScriptLoaded; }
CRC32_t GetScriptCRC() const { return m_ScriptCRC; }
private:
// surround code that loads scripts to capture crc checksum
// of the scripts that are loaded
void BeginScriptLoad();
void EndScriptLoad();
private:
bool m_bScriptLoaded; ///< Whether or not a script file has been loaded in the current Lua environment
bool m_bLoading; ///< True at the start of LevelInit, false at the end
CRC32_t m_ScriptCRC; ///< CRC of all scripts loaded while m_isLoading was true
};
extern CFF_SH_ScriptManager_Game g_GameScriptManager;
#endif

View file

@ -11,6 +11,10 @@ $Project
{
$File "$SRCDIR\game\shared\ff\ff_sh_scriptman.cpp"
$File "$SRCDIR\game\shared\ff\ff_sh_scriptman.h"
$File "$SRCDIR\game\shared\ff\ff_sh_scriptman_game.cpp"
$File "$SRCDIR\game\shared\ff\ff_sh_scriptman_game.h"
$File "$SRCDIR\game\shared\ff\ff_sh_luautil.cpp"
$File "$SRCDIR\game\shared\ff\ff_sh_luautil.h"
}
$Folder "Movement"
{