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use crate::prelude::*;
use bevy_tasks::{ComputeTaskPool, TaskPool, ThreadExecutor};
use bones_asset::dashmap::mapref::one::{MappedRef, MappedRefMut};
use bones_lib::ecs::utils::*;
use parking_lot::Mutex;
pub use piccolo;
use piccolo::{
compiler::{LineNumber, ParseError},
registry::{Fetchable, Stashable},
Closure, Context, Executor, FromValue, Lua, PrototypeError, StashedClosure, Table, UserData,
Value,
};
use send_wrapper::SendWrapper;
use std::{any::Any, rc::Rc, sync::Arc};
#[macro_use]
mod freeze;
use freeze::*;
mod asset;
pub use asset::*;
mod ext;
pub use ext::*;
pub mod bindings;
/// Install the lua scripting plugin.
pub fn lua_game_plugin(game: &mut Game) {
// Register asset type.
LuaScript::register_schema();
// Add `SchemaLuaMetatable` type data for common types.
bindings::register_lua_typedata();
// Initialize the lua engine resource.
game.init_shared_resource::<LuaEngine>();
}
/// A [`SessionPlugin] that will run the provided lua plugins
pub struct LuaPluginLoaderSessionPlugin(pub Arc<Vec<Handle<LuaPlugin>>>);
/// Resource containing the lua plugins that have been installed in this session.
#[derive(HasSchema, Deref, DerefMut, Default, Clone)]
pub struct LuaPlugins(pub Arc<Vec<Handle<LuaPlugin>>>);
impl SessionPlugin for LuaPluginLoaderSessionPlugin {
fn install(self, session: &mut Session) {
session.world.insert_resource(LuaPlugins(self.0));
for lua_stage in [
CoreStage::First,
CoreStage::PreUpdate,
CoreStage::Update,
CoreStage::PostUpdate,
CoreStage::Last,
] {
session.stages.add_system_to_stage(
lua_stage,
move |engine: Res<LuaEngine>,
asset_server: Res<AssetServer>,
lua_plugins: Res<LuaPlugins>,
world: &World| {
engine.exec(|lua| {
Frozen::<Freeze![&'freeze World]>::in_scope(world, |world| {
lua.enter(|ctx| {
let env = ctx.singletons().get(ctx, bindings::env);
let worldref = WorldRef(world);
worldref.add_to_env(ctx, env);
});
for plugin_handle in lua_plugins.iter() {
let Some(plugin) = asset_server.try_get(*plugin_handle) else {
return;
};
let plugin = plugin.unwrap();
// Load the plugin if necessary
if !plugin.has_loaded() {
if let Err(e) = plugin.load(engine.executor.clone(), lua) {
tracing::error!("Error loading lua plugin: {e}");
}
}
let mut systems = plugin.systems.borrow_mut();
let systems = systems.as_loaded_mut();
for (has_run, closure) in &mut systems.startup {
if !*has_run {
let executor = lua.enter(|ctx| {
let closure = ctx.registry().fetch(closure);
let ex = Executor::start(ctx, closure.into(), ());
ctx.registry().stash(&ctx, ex)
});
if let Err(e) = lua.execute::<()>(&executor) {
tracing::error!("Error running lua plugin system: {e}");
}
*has_run = true;
}
}
for (stage, closure) in &systems.core_stages {
if stage == &lua_stage {
let executor = lua.enter(|ctx| {
let closure = ctx.registry().fetch(closure);
let ex = Executor::start(ctx, closure.into(), ());
ctx.registry().stash(&ctx, ex)
});
if let Err(e) = lua.execute::<()>(&executor) {
tracing::error!("Error running lua plugin system: {e}");
}
}
}
}
})
});
},
);
}
}
}
/// A frozen reference to the ECS [`World`].
///
// This type can be converted into lua userdata for accessing the world from lua.
#[derive(Deref, DerefMut, Clone)]
pub struct WorldRef(Frozen<Freeze![&'freeze World]>);
impl Default for WorldRef {
fn default() -> Self {
Self(Frozen::new())
}
}
impl<'gc> FromValue<'gc> for &'gc WorldRef {
fn from_value(_ctx: Context<'gc>, value: Value<'gc>) -> Result<Self, piccolo::TypeError> {
value.as_static_user_data::<WorldRef>()
}
}
impl WorldRef {
/// Convert this [`WorldRef`] into a Lua userdata.
pub fn into_userdata(self, ctx: Context<'_>) -> UserData<'_> {
let data = UserData::new_static(&ctx, self);
data.set_metatable(
&ctx,
Some(ctx.singletons().get(ctx, bindings::world::metatable)),
);
data
}
/// Add this world
fn add_to_env<'gc>(&self, ctx: Context<'gc>, env: Table<'gc>) {
ctx.globals()
.set(ctx, "world", self.clone().into_userdata(ctx))
.unwrap();
for (name, metatable) in [
("world", bindings::world::metatable as fn(Context) -> Table),
("components", bindings::components::metatable),
("resources", bindings::resources::metatable),
("assets", bindings::assets::metatable),
] {
let data = UserData::new_static(&ctx, self.clone());
data.set_metatable(&ctx, Some(ctx.singletons().get(ctx, metatable)));
env.set(ctx, name, data).unwrap();
}
}
}
/// Resource used to access the lua scripting engine.
#[derive(HasSchema, Clone)]
#[schema(no_default)]
pub struct LuaEngine {
/// The thread-local task executor that is used to spawn any tasks that need access to the
/// lua engine which can only be accessed on it's own thread.
executor: Arc<ThreadExecutor<'static>>,
/// The lua engine state container.
state: Arc<SendWrapper<EngineState>>,
}
/// Internal state for [`LuaEngine`].
struct EngineState {
/// The Lua engine.
lua: Mutex<Lua>,
/// Persisted lua data we need stored in Rust, such as the environment table, world
/// metatable, etc.
data: LuaSingletons,
/// Cache of the content IDs of loaded scripts, and their compiled lua closures.
compiled_scripts: Mutex<HashMap<Cid, StashedClosure>>,
}
// TODO: Don't Use Function Pointers to Index Lua Singletons.
// Unfortunately, function pointers with different signatures may be unified by
// LLVM when activating, for intance, LTO, and that can cause unexpected behavior
// when using them as indexes into a HashMap for singletons.
/// Struct for accessing and initializing lua singletons.
///
/// This is stored in a lua global and accessed conveniently through our [`CtxExt`] trait
/// so that we can easily initialize lua tables and callbacks throughout our lua bindings.
pub struct LuaSingletons {
singletons: Rc<AtomicCell<HashMap<usize, Box<dyn Any>>>>,
}
impl Default for LuaSingletons {
fn default() -> Self {
Self {
singletons: Rc::new(AtomicCell::new(HashMap::default())),
}
}
}
impl LuaSingletons {
/// Fetch a lua singleton, initializing it if it has not yet been created.
///
/// The singleton is defined by a function pointer that returns a stashable value.
fn get<
'gc,
S: Fetchable<'gc, Fetched = T> + 'static,
T: Stashable<'gc, Stashed = S> + Clone + Copy + 'gc,
>(
&self,
ctx: Context<'gc>,
singleton: fn(Context<'gc>) -> T,
) -> T {
let map = self.singletons.borrow_mut();
let id = singleton as usize;
if let Some(entry) = map.get(&id) {
let stashed = entry.downcast_ref::<S>().expect(
"Encountered two functions with different return types and \
the same function pointer.",
);
ctx.registry().fetch(stashed)
} else {
drop(map); // Make sure we don't deadlock
let v = singleton(ctx);
let stashed = ctx.registry().stash(&ctx, v);
self.singletons.borrow_mut().insert(id, Box::new(stashed));
v
}
}
}
impl Default for EngineState {
fn default() -> Self {
// Initialize an empty lua engine and our lua data.
let mut lua = Lua::core();
lua.try_enter(|ctx| {
// Insert our lua singletons.
ctx.globals().set(
ctx,
"luasingletons",
UserData::new_static(&ctx, LuaSingletons::default()),
)?;
Ok(())
})
.unwrap();
Self {
lua: Mutex::new(lua),
data: default(),
compiled_scripts: default(),
}
}
}
impl Default for LuaEngine {
/// Initialize the Lua engine.
fn default() -> Self {
// Make sure the compute task pool is initialized
ComputeTaskPool::init(TaskPool::new);
#[cfg(not(target_arch = "wasm32"))]
let executor = {
let (send, recv) = async_channel::bounded(1);
// Spawn the executor task that will be used for the lua engine.
let pool = ComputeTaskPool::get();
pool.spawn_local(async move {
let executor = Arc::new(ThreadExecutor::new());
send.try_send(executor.clone()).unwrap();
let ticker = (*executor).ticker().unwrap();
loop {
ticker.tick().await;
}
})
.detach();
pool.with_local_executor(|local| while local.try_tick() {});
recv.try_recv().unwrap()
};
#[cfg(target_arch = "wasm32")]
let executor = Arc::new(ThreadExecutor::new());
LuaEngine {
executor,
state: Arc::new(SendWrapper::new(default())),
}
}
}
impl LuaEngine {
/// Access the lua engine to run code on it.
pub fn exec<'a, F: FnOnce(&mut Lua) + Send + 'a>(&self, f: F) {
let pool = ComputeTaskPool::get();
// Create a new scope spawned on the lua engine thread.
pool.scope_with_executor(false, Some(&self.executor), |scope| {
scope.spawn_on_external(async {
f(&mut self.state.lua.lock());
});
});
}
/// Run a lua script as a system on the given world.
pub fn run_script_system(&self, world: &World, script: Handle<LuaScript>) {
self.exec(|lua| {
Frozen::<Freeze![&'freeze World]>::in_scope(world, |world| {
// Wrap world reference so that it can be converted to lua userdata.
let worldref = WorldRef(world);
let executor = lua.try_enter(|ctx| {
// Fetch the env table
let env = self.state.data.get(ctx, bindings::env);
// Compile the script
let closure = worldref.with(|world| {
let asset_server = world.resource::<AssetServer>();
let cid = *asset_server
.store
.asset_ids
.get(&script.untyped())
.ok_or_else(|| {
tracing::warn!("Script asset not loaded.");
PrototypeError::Parser(ParseError {
kind: piccolo::compiler::ParseErrorKind::EndOfStream {
expected: None,
},
line_number: LineNumber(0),
})
})?;
let mut compiled_scripts = self.state.compiled_scripts.lock();
let closure = compiled_scripts.get(&cid);
Ok::<_, PrototypeError>(match closure {
Some(closure) => ctx.registry().fetch(closure),
None => {
let asset = asset_server.store.assets.get(&cid).unwrap();
let source = &asset.data.cast_ref::<LuaScript>().source;
// TODO: Provide a meaningfull name to loaded scripts.
let closure =
Closure::load_with_env(ctx, None, source.as_bytes(), env)?;
compiled_scripts.insert(cid, ctx.registry().stash(&ctx, closure));
closure
}
})
})?;
// Insert the world ref into the global scope
worldref.add_to_env(ctx, env);
let ex = Executor::start(ctx, closure.into(), ());
let ex = ctx.registry().stash(&ctx, ex);
Ok(ex)
});
if let Err(e) = executor.and_then(|ex| lua.execute::<()>(&ex)) {
tracing::error!("{e}");
}
});
});
}
}