Get rid of invoke_engio

This commit is contained in:
2024-08-29 17:45:05 -04:00
parent 368581463e
commit d4f46eef45
7 changed files with 7 additions and 103 deletions

View File

@@ -221,7 +221,6 @@ enum DrvAction {
PLAY_NOTIFY_CLOSE,
PLAY_NOTIFY_ACCEPT,
PLAY_CALL_EVENT_UPDATE,
PLAY_INVOKE_ENGIO,
PLAY_INVOKE_LUA_CALL,
PLAY_INVOKE_LUA_SOURCE,
PLAY_RELEASE,
@@ -236,7 +235,6 @@ inline static const char *action_string(DrvAction act) {
case PLAY_NOTIFY_CLOSE: return "PLAY_NOTIFY_CLOSE";
case PLAY_NOTIFY_ACCEPT: return "PLAY_NOTIFY_ACCEPT";
case PLAY_CALL_EVENT_UPDATE: return "PLAY_CALL_EVENT_UPDATE";
case PLAY_INVOKE_ENGIO: return "PLAY_INVOKE_ENGIO";
case PLAY_INVOKE_LUA_CALL: return "PLAY_INVOKE_LUA_CALL";
case PLAY_INVOKE_LUA_SOURCE: return "PLAY_INVOKE_LUA_SOURCE";
case PLAY_RELEASE: return "PLAY_RELEASE";
@@ -485,11 +483,6 @@ void DrivenEngine::drv_call_event_update(double clock) {
event_update();
}
void DrivenEngine::drv_invoke_engio(int64_t place, uint32_t datapklen, const char *datapk) {
Invocation *inv = new Invocation(Invocation::KIND_ENGIO, visible_actor_id_, place, std::string_view(datapk, datapklen));
queued_invocations_.emplace_back(inv);
}
void DrivenEngine::drv_invoke_lua_call(int64_t place, uint32_t datapklen, const char *datapk) {
Invocation *inv = new Invocation(Invocation::KIND_LUA_CALL, visible_actor_id_, place, std::string_view(datapk, datapklen));
queued_invocations_.emplace_back(inv);
@@ -825,32 +818,6 @@ static void replay_invoke_event_update(EngineWrapper *w) {
////////////////////////
void play_invoke_engio(EngineWrapper *w, int64_t place, uint32_t datapklen, const char *datapk) {
assert(w->rlog == nullptr);
if (w->wlog != nullptr) {
w->wlog->write_cmd_hash(PLAY_INVOKE_ENGIO, eng::memhash());
w->wlog->write_int64(place);
w->wlog->write_string(std::string_view(datapk, datapklen));
w->wlog->flush();
}
w->engine->drv_invoke_engio(place, datapklen, datapk);
}
void replay_invoke_engio(EngineWrapper *w) {
int64_t place = w->rlog->read_int64();
std::string srcpack = w->rlog->read_string();
if (!w->rlog->good()) {
return reset_wrapper(w, "replay log corrupt in replay_invoke_engio");
}
w->engine->drv_invoke_engio(place, srcpack.size(), srcpack.c_str());
}
////////////////////////
void play_invoke_lua_call(EngineWrapper *w, int64_t place, uint32_t datapklen, const char *datapk) {
assert(w->rlog == nullptr);
if (w->wlog != nullptr) {
@@ -964,7 +931,6 @@ static void replaycore_step(EngineWrapper *w) {
case PLAY_NOTIFY_CLOSE: replay_notify_close(w); return;
case PLAY_NOTIFY_ACCEPT: replay_notify_accept(w); return;
case PLAY_CALL_EVENT_UPDATE: replay_invoke_event_update(w); return;
case PLAY_INVOKE_ENGIO: replay_invoke_engio(w); return;
case PLAY_INVOKE_LUA_CALL: replay_invoke_lua_call(w); return;
case PLAY_INVOKE_LUA_SOURCE: replay_invoke_lua_source(w); return;
case PLAY_RELEASE: release(w); return;
@@ -1027,7 +993,6 @@ static void init_engine_wrapper_helper(EngineWrapper *w) {
w->play_notify_close = play_notify_close;
w->play_notify_accept = play_notify_accept;
w->play_invoke_event_update = play_invoke_event_update;
w->play_invoke_engio = play_invoke_engio;
w->play_invoke_lua_call = play_invoke_lua_call;
w->play_invoke_lua_source = play_invoke_lua_source;

View File

@@ -293,7 +293,6 @@ public:
void drv_notify_close(uint32_t chid, uint32_t len, const char *data);
uint32_t drv_notify_accept(uint32_t port);
void drv_call_event_update(double clock);
void drv_invoke_engio(int64_t place, uint32_t datapklen, const char *datapk);
void drv_invoke_lua_call(int64_t place, uint32_t datapklen, const char *datapk);
void drv_invoke_lua_source(uint32_t srcpklen, const char *srcpk);

View File

@@ -197,16 +197,11 @@ struct EngineWrapper {
//
void (*play_invoke_event_update)(EngineWrapper *w, double clock);
// Send an invoke/KIND_ENGIO
//
// This is the main pathway for the graphics engine to control the player
// character.
//
void (*play_invoke_engio)(EngineWrapper *w, int64_t place, uint32_t datapklen, const char *datapk);
// Send an invoke/KIND_LUA_CALL
//
// This is the main pathway for blueprints to reach into lua.
// This is the main pathway for blueprints, or the unreal C++ code,
// to reach into lua. The datapack mus contain a classname, a function
// name, and then arguments for the function.
//
void (*play_invoke_lua_call)(EngineWrapper *w, int64_t place, uint32_t datapklen, const char *datapk);

View File

@@ -31,7 +31,6 @@ eng::string Invocation::debug_string() const {
oss << "inv[";
switch (kind_) {
case KIND_INVALID: oss << "invalid"; break;
case KIND_ENGIO: oss << "engio"; break;
case KIND_LUA_CALL: oss << "lua_call"; break;
case KIND_LUA: oss << "lua"; break;
case KIND_FLUSH_PRINTS: oss << "flush_prints"; break;

View File

@@ -12,13 +12,11 @@
//
// Nothing.
//
// KIND_ENGIO:
// KIND_LUA_CALL:
//
// A lua function call. The class name, the function name, and then
// the function arguments.
//
// First, a function name is read from the datapack. The function
// name must be a lua function inside class "engio". The function
// is called with arguments: actor, place, and then additional
// arguments of simple dynamic type read from the datapack.
//
// KIND_LUA:
//
// A block of lua source code, in plaintext.
@@ -50,7 +48,6 @@ class Invocation : public eng::opnew {
public:
enum Kind {
KIND_INVALID,
KIND_ENGIO,
KIND_LUA_CALL,
KIND_LUA,
KIND_FLUSH_PRINTS,

View File

@@ -551,9 +551,6 @@ void World::run_unittests() {
void World::invoke(const Invocation &inv) {
switch (inv.kind()) {
case Invocation::KIND_ENGIO:
invoke_engio(inv.actor(), inv.place(), inv.datapack());
break;
case Invocation::KIND_LUA_CALL:
invoke_lua_call(inv.actor(), inv.place(), inv.datapack());
break;
@@ -742,50 +739,6 @@ void push_simple_dynamic(lua_State *L, StreamBuffer *sb) {
}
}
void World::invoke_engio(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());
// Use a streambuffer to parse the datapack.
StreamBuffer datasb(datapack);
// Extract the function name from the datapack.
eng::string funcname;
try {
funcname = datasb.read_string_limit(100);
} catch (const StreamException &ex) {
return;
}
if (!sv::is_lua_id(funcname)) {
return;
}
{
lua_State *L = state();
LuaVar engio, func;
LuaExtStack LS(L, engio, func);
// Get the closure (engio.funcname).
eng::string err = LS.getclass(engio, "engio");
if ((!err.empty()) || (!LS.istable(engio))) {
return;
}
LS.rawget(func, engio, funcname);
// Spawn a thread, pushing extra arguments from the datapack.
int nargs = 0;
try {
while (!datasb.empty()) {
push_simple_dynamic(L, &datasb);
nargs++;
}
} catch (const StreamException &exc) {
return;
}
spawn(LS, actor_id, place_id, func, true, nargs, false);
}
run_scheduled_threads();
assert(stack_is_clear());
}
void World::invoke_lua_call(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());

View File

@@ -390,10 +390,6 @@ private:
//
static void store_global_pointer(lua_State *L, World *w);
// Invoke a player method, used by the graphics engine to control the player.
//
void invoke_engio(int64_t actor_id, int64_t place_id, std::string_view datapack);
// Invoke the lua_call operation.
//
void invoke_lua_call(int64_t actor_id, int64_t place_id, std::string_view datapack);