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Some cleanup of ScriptEngine
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@@ -27,48 +27,69 @@
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#include <ghoul/lua/ghoul_lua.h>
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#include <set>
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#include <map>
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/**
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* \defgroup LuaScripts Lua Scripts
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*/
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#include <memory>
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#include <set>
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namespace openspace {
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class SyncBuffer;
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class SyncBuffer;
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namespace scripting {
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/**
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* The ScriptEngine is responsible for handling the execution of custom Lua functions and
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* executing scripts (#runScript and #runScriptFile). Before usage, it has to be
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* #initialize%d and #deinitialize%d. New ScriptEngine::Library%s consisting of
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* ScriptEngine::Library::Function%s have to be added which can then be called using the
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* <code>openspace</code> namespac prefix in Lua. The same functions can be exposed to
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* other Lua states by passing them to the #initializeLuaState method.
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*/
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class ScriptEngine {
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public:
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/**
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* This structure represents a Lua library, itself consisting of a unique \m name and
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* an arbitrary number of \m functions
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*/
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struct LuaLibrary {
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/**
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* This structure represents a Lua function with its \m name, \m function pointer
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* \m argumentText describing the arguments this function takes, the \m helpText
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* descripbing the function, and whether it should be shared in a parallel
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* connection (\m parallelShared)
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*/
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struct Function {
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/// The name of the function
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std::string name;
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/// The function pointer that is executed if the function is called
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lua_CFunction function;
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/// A text describing the arugments to this function
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std::string argumentText;
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/// A help text describing what the function does/
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std::string helpText;
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/// If <code>true</code>, this function will be shared with other parallel
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/// connections
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bool parallelShared;
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Function(std::string n, lua_CFunction f, std::string a, std::string h , bool ps = false):
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name(n),
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function(f),
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argumentText(a),
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helpText(h),
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parallelShared(ps)
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{
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}
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};
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/// The name of the library
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std::string name;
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/// The list of all functions for this library
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std::vector<Function> functions;
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/// Comparison function that compares two LuaLibrary%s name
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bool operator<(const LuaLibrary& rhs) const;
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};
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ScriptEngine();
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~ScriptEngine();
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bool initialize();
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/**
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* Initializes the internal Lua state and registers a common set of library functions
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* \throw LuaRuntimeException If the creation of the new Lua state fails
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*/
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void initialize();
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/**
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* Cleans the internal Lua state and leaves the ScriptEngine in a state to be newly
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* initialize%d.
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*/
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void deinitialize();
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void initializeLuaState(lua_State* state);
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@@ -109,7 +130,7 @@ private:
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void addBaseLibrary();
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void remapPrintFunction();
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lua_State* _state;
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lua_State* _state = nullptr;
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std::set<LuaLibrary> _registeredLibraries;
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//sync variables
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@@ -121,7 +142,6 @@ private:
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//parallel variables
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std::map<std::string, std::map<std::string, std::string>> _cachedScripts;
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std::mutex _cachedScriptsMutex;
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};
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} // namespace scripting
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