#include "world.hpp" #include "idalloc.hpp" #include "animqueue.hpp" #include "gui.hpp" #include "traceback.hpp" #include LuaDefineType(World); Tangible::Tangible() : world_(nullptr) { } World::~World() { } World::World() { // Initialize the userdata metatables. LuaStack::register_all_userdata(state()); // Initialize the ID allocator in master mode. id_global_pool_.init_master(10); // Prepare to manipulate the lua state. LuaVar world; LuaStack LS(state(), world); // Put the world pointer into the lua registry. LS.newpointer(world, this, false); LS.rawset(LuaRegistry, "world", world); // Create the tangibles table in the registry. LS.rawset(LuaRegistry, "tangibles", LuaNewTable); // Initialize the SourceDB source_db_.initialize(state()); source_db_.rebuild(); LS.result(); assert (lua_gettop(state()) == 0); } void Tangible::be_a_player() { if (id_player_pool_ == nullptr) { id_player_pool_.reset(new IdPlayerPool(&world_->id_global_pool_)); anim_queue_.add(world_->id_global_pool_.get_one(), ""); anim_queue_.set_graphic("player"); LuaVar classtab, mt, place, tangibles; LuaStack LS(world_->state(), classtab, mt, place, tangibles); LS.makeclass(classtab, "player"); LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(place, tangibles, anim_queue_.get_id()); LS.getmetatable(mt, place); LS.rawset(mt, "__index", classtab); LS.result(); } } void World::init_standalone() { // Load the lua source from disk then rebuild the environment. source_db_.update(); source_db_.rebuild(); // Run unit tests. source_db_.run_unittests(); // Create the player tangible. Tangible *player = tangible_make(state(), 1, false); player->be_a_player(); } Tangible *World::tangible_get(int64_t id) { auto iter = tangibles_.find(id); if (iter == tangibles_.end()) { return nullptr; } else { return &iter->second; } } std::vector World::get_near(int64_t player_id, float radius) { Tangible *player = tangible_get(player_id); // Find out where's the center of the world. std::string plane = player->anim_queue_.get_plane(); util::XYZ xyz = player->anim_queue_.get_xyz(); return plane_map_.scan_radius(plane, xyz.x, xyz.y, radius, player_id); } Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) { LuaVar tangibles, metatab; LuaRet database; LuaStack LS(L, tangibles, database, metatab); // Allocate an ID if we don't already have one. if (id == 0) id = id_global_pool_.alloc_id_for_thread(L); // Create the C++ part of the structure. Tangible *t = &tangibles_[id]; assert(t->world_ == nullptr); t->world_ = this; t->plane_item_.set_id(id); t->anim_queue_.set_id(id); plane_map_.track(&t->plane_item_); // Create the tangible's database and metatable. LS.set(database, LuaNewTable); LS.set(metatab, LuaNewTable); LS.setmetatable(database, metatab); // Store the database into the tangibles table. LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawset(tangibles, id, database); // Populate the database and metatable with initial stuff. LS.rawset(database, "inventory", LuaNewTable); LS.rawset(database, "id", id); LS.rawset(metatab, "id", id); LS.rawset(metatab, "threads", LuaNewTable); // LS.rawset(metatab, "__metatable", LuaNil); LS.result(); if (!pushdb) lua_pop(L, 1); return t; } World *World::fetch(lua_State *L) { LuaVar world; LuaStack LS(L, world); LS.rawget(world, LuaRegistry, "world"); World *w = LS.ckuserdata(world); LS.result(); return w; } void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) { gui->clear(); lua_State *L = state(); LuaVar actor, place, ugui, func, tangibles, mt, index; LuaStack LS(L, actor, place, ugui, func, tangibles, mt, index); // Get the actor and place. LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(actor, tangibles, actor_id); LS.rawget(place, tangibles, place_id); if (!LS.istable(actor) || !LS.istable(place)) { LS.result(); return; } // Get the interface closure. LS.getmetatable(mt, place); if (!LS.istable(mt)) { LS.result(); return; } LS.rawget(index, mt, "__index"); if (!LS.istable(index)) { LS.result(); return; } LS.rawget(func, index, "interface"); if (!LS.isfunction(func)) { LS.result(); return; } // Construct the userdata with the GUI pointer. LS.newpointer(ugui, gui, false); // Call the interface function. lua_pushvalue(L, func.index()); lua_pushvalue(L, actor.index()); lua_pushvalue(L, place.index()); lua_pushvalue(L, ugui.index()); int status = traceback_pcall(L, 3, 0); if (status != 0) { gui->clear(); std::cerr << lua_tostring(L, -1); LS.result(); return; } // Nuke the userdata, in case somebody saved a pointer to it. LS.clearuserdata(ugui); // And we're done. LS.result(); } void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action) { // Validate that the action is legal. Gui validation_gui; update_gui(actor_id, place_id, &validation_gui); if (!validation_gui.has_action(action)) { return; } // Get an ID batch for the thread, and take one for the thread itself. Tangible *tactor = tangible_get(actor_id); int64_t id_batch = tactor->id_player_pool_->get_batch(); int64_t tid = id_batch++; // Set up for Lua manipulation. lua_State *L = state(); LuaVar actor, place, func, tangibles, mt, index, actions, threadtab, thread, threadinfo, message; LuaStack LS(L, actor, place, func, tangibles, mt, index, actions, threadtab, thread, threadinfo, message); // Get the actor and place. LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(actor, tangibles, actor_id); LS.rawget(place, tangibles, place_id); if (!LS.istable(actor) || !LS.istable(place)) { LS.result(); return; } // Get the action closure. LS.getmetatable(mt, place); if (!LS.istable(mt)) { LS.result(); return; } LS.rawget(index, mt, "__index"); if (!LS.istable(index)) { LS.result(); return; } LS.rawget(actions, index, "action"); if (!LS.istable(actions)) { LS.result(); return; } LS.rawget(func, actions, action); if (!LS.isfunction(func)) { LS.result(); return; } // Create a new thread, set up function and parameters. lua_State *CO = LS.newthread(thread); lua_pushvalue(L, func.index()); lua_pushvalue(L, actor.index()); lua_pushvalue(L, place.index()); lua_pushnil(L); // Gui state not implemented yet. lua_xmove(L, CO, 4); // Store the thread into place's thread table. LS.rawget(threadtab, mt, "threads"); if (!LS.istable(threadtab)) { LS.result(); return; } LS.set(threadinfo, LuaNewTable); LS.rawset(threadinfo, "thread", thread); LS.rawset(threadtab, tid, threadinfo); LS.result(); // Push the thread's ID into the runnable thread queue, // then run the thread queue. enqueue_thread(tid, place_id); run_thread_queue(); } void World::enqueue_thread(int64_t tid, int64_t place_id) { thread_queue_.insert(std::make_pair(tid, place_id)); } void World::run_thread(int64_t tid, int64_t place_id) { lua_State *L = state(); LuaVar tangibles, place, mt, threads, threadtab, thread; LuaStack LS(L, tangibles, place, mt, threads, threadtab, thread); LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(place, tangibles, place_id); if (!LS.istable(place)) { LS.result(); return; } LS.getmetatable(mt, place); if (!LS.istable(mt)) { LS.result(); return; } LS.rawget(threads, mt, "threads"); if (!LS.istable(threads)) { LS.result(); return; } LS.rawget(threadtab, threads, tid); if (!LS.istable(threadtab)) { LS.result(); return; } LS.rawget(thread, threadtab, "thread"); if (!LS.isthread(thread)) { LS.result(); return; } LS.rawset(threadtab, "wake", LuaNil); // Resume the coroutine. lua_State *CO = LS.ckthread(thread); int status = lua_resume(CO, 3); // Three possible outcomes: finished, yielded, or errored. if (status == LUA_YIELD) { // When the wait statement yields, it yields the desired timestamp. std::cerr << "Thread yield top = " << lua_gettop(CO) << std::endl; LS.rawset(threads, tid, LuaNil); } else if (status == 0) { // Successfully ran to completion. Remove from thread table. std::cerr << "Thread ran to completion." << std::endl; LS.rawset(threads, tid, LuaNil); } else { // Transfer the error message from CO to L, and add a traceback. LS.rawset(threads, tid, LuaNil); traceback_coroutine(L, CO); std::cerr << lua_tostring(L, -1); } LS.result(); } void World::run_thread_queue() { while (!thread_queue_.empty()) { auto iter = thread_queue_.begin(); int64_t tid = iter->first; int64_t place_id = iter->second; run_thread(tid, place_id); thread_queue_.erase(iter); } } LuaDefine(tangible_get, "c") { LuaArg id; LuaRet database; LuaVar tangibles; LuaStack LS(L, id, database, tangibles); LS.rawget(tangibles, LuaRegistry, "tangibles"); LS.rawget(database, tangibles, id); return LS.result(); } LuaDefine(tangible_make, "c") { World::fetch(L)->tangible_make(L, 0, true); return 1; }