/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2016 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #ifndef __SCRIPTENGINE_H__ #define __SCRIPTENGINE_H__ #include #include #include #include namespace openspace { class SyncBuffer; namespace scripting { /** * The ScriptEngine is responsible for handling the execution of custom Lua functions and * executing scripts (#runScript and #runScriptFile). Before usage, it has to be * #initialize%d and #deinitialize%d. New ScriptEngine::Library%s consisting of * ScriptEngine::Library::Function%s have to be added which can then be called using the * openspace namespac prefix in Lua. The same functions can be exposed to * other Lua states by passing them to the #initializeLuaState method. */ class ScriptEngine { public: /** * This structure represents a Lua library, itself consisting of a unique \m name and * an arbitrary number of \m functions */ struct LuaLibrary { /** * This structure represents a Lua function with its \m name, \m function pointer * \m argumentText describing the arguments this function takes, the \m helpText * descripbing the function, and whether it should be shared in a parallel * connection (\m parallelShared) */ struct Function { /// The name of the function std::string name; /// The function pointer that is executed if the function is called lua_CFunction function; /// A text describing the arugments to this function std::string argumentText; /// A help text describing what the function does/ std::string helpText; /// If true, this function will be shared with other parallel /// connections bool parallelShared; }; /// The name of the library std::string name; /// The list of all functions for this library std::vector functions; /// Comparison function that compares two LuaLibrary%s name bool operator<(const LuaLibrary& rhs) const; }; /** * Initializes the internal Lua state and registers a common set of library functions * \throw LuaRuntimeException If the creation of the new Lua state fails */ void initialize(); /** * Cleans the internal Lua state and leaves the ScriptEngine in a state to be newly * initialize%d. */ void deinitialize(); void initializeLuaState(lua_State* state); void addLibrary(LuaLibrary library); bool hasLibrary(const std::string& name); bool runScript(const std::string& script); bool runScriptFile(const std::string& filename); bool writeDocumentation(const std::string& filename, const std::string& type) const; void serialize(SyncBuffer* syncBuffer); void deserialize(SyncBuffer* syncBuffer); void postSynchronizationPreDraw(); void preSynchronization(); void queueScript(const std::string &script); std::vector cachedScripts(); std::vector allLuaFunctions() const; //parallel functions bool parseLibraryAndFunctionNames(std::string &library, std::string &function, const std::string &script); bool shouldScriptBeSent(const std::string &library, const std::string &function); void cacheScript(const std::string &library, const std::string &function, const std::string &script); private: bool registerLuaLibrary(lua_State* state, const LuaLibrary& library); void addLibraryFunctions(lua_State* state, const LuaLibrary& library, bool replace); bool isLibraryNameAllowed(lua_State* state, const std::string& name); void addBaseLibrary(); void remapPrintFunction(); lua_State* _state = nullptr; std::set _registeredLibraries; //sync variables std::mutex _mutex; std::vector _queuedScripts; std::vector _receivedScripts; std::string _currentSyncedScript; //parallel variables std::map> _cachedScripts; std::mutex _cachedScriptsMutex; }; } // namespace scripting } // namespace openspace #endif // __SCRIPTENGINE_H__