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OpenSpace/include/openspace/scripting/scriptengine.h
2015-12-16 17:23:17 -08:00

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6.1 KiB
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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2015 *
* *
* 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 <ghoul/lua/ghoul_lua.h>
#include <map>
#include <memory>
#include <set>
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
* <code>openspace</code> 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 <code>true</code>, 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<Function> 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<std::string> cachedScripts();
std::vector<std::string> 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<LuaLibrary> _registeredLibraries;
//sync variables
std::mutex _mutex;
std::vector<std::string> _queuedScripts;
std::vector<std::string> _receivedScripts;
std::string _currentSyncedScript;
//parallel variables
std::map<std::string, std::map<std::string, std::string>> _cachedScripts;
std::mutex _cachedScriptsMutex;
};
} // namespace scripting
} // namespace openspace
#endif // __SCRIPTENGINE_H__