530 lines
15 KiB
C++
530 lines
15 KiB
C++
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#include "world.hpp"
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#include "idalloc.hpp"
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#include "animqueue.hpp"
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#include "gui.hpp"
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#include "traceback.hpp"
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#include <iostream>
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void World::store_global_pointer(lua_State *L, World *v) {
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lua_pushstring(L, "world");
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lua_pushlightuserdata(L, v);
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lua_rawset(L, LUA_REGISTRYINDEX);
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}
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World *World::fetch_global_pointer(lua_State *L) {
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lua_pushstring(L, "world");
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lua_rawget(L, LUA_REGISTRYINDEX);
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World *result = (World *)lua_touserdata(L, -1);
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if (result == nullptr) {
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luaL_error(L, "No world pointer stored.");
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}
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lua_pop(L, 1);
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return result;
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}
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World::~World() {
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}
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World::World() {
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// Initialize the ID allocator in master mode.
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id_global_pool_.init_master(10);
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// Prepare to manipulate the lua state.
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LuaVar world;
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LuaStack LS(state(), world);
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// Put the world pointer into the lua registry.
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World::store_global_pointer(state(), this);
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// Clear the global GUI pointer.
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Gui::store_global_pointer(state(), nullptr);
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// Create the tangibles table in the registry.
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LS.rawset(LuaRegistry, "tangibles", LuaNewTable);
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// Initialize the SourceDB
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source_db_.init(state());
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source_db_.rebuild();
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LS.result();
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assert (lua_gettop(state()) == 0);
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}
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Tangible::Tangible(World *w, int64_t id) : world_(w), id_player_pool_(&w->id_global_pool_) {
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plane_item_.set_id(id);
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plane_item_.track(&w->plane_map_);
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}
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void Tangible::update_plane_item() {
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util::XYZ xyz = anim_queue_.get_xyz();
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std::string plane = anim_queue_.get_plane();
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plane_item_.set_pos(plane, xyz.x, xyz.y, xyz.z);
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}
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void Tangible::serialize(StreamBuffer *sb) {
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anim_queue_.serialize(sb);
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id_player_pool_.serialize(sb);
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}
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void Tangible::deserialize(StreamBuffer *sb) {
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anim_queue_.deserialize(sb);
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id_player_pool_.deserialize(sb);
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update_plane_item();
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}
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void Tangible::be_a_player() {
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if (!id_player_pool_.fifo_enabled()) {
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id_player_pool_.enable_fifo();
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anim_queue_.add(world_->id_global_pool_.get_one(), "");
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anim_queue_.set_graphic("player");
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LuaVar classtab, mt, place, tangibles;
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LuaStack LS(world_->state(), classtab, mt, place, tangibles);
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LS.makeclass(classtab, "player");
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(place, tangibles, id());
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LS.getmetatable(mt, place);
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LS.rawset(mt, "__index", classtab);
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LS.result();
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}
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}
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void World::init_standalone() {
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// Load the lua source from disk then rebuild the environment.
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source_db_.update();
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source_db_.rebuild();
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// Run unit tests.
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source_db_.run_unittests();
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// Create the player tangible.
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Tangible *player = tangible_make(state(), 1, false);
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player->be_a_player();
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}
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Tangible *World::tangible_get(int64_t id) {
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auto iter = tangibles_.find(id);
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if (iter == tangibles_.end()) {
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return nullptr;
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} else {
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return iter->second.get();
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}
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}
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Tangible *World::tangible_get(lua_State *L, int idx) {
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Tangible *result = nullptr;
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int top = lua_gettop(L);
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if (lua_istable(L, idx)) {
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lua_getmetatable(L, idx);
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if (lua_istable(L, -1)) {
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lua_pushstring(L, "id");
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lua_rawget(L, -2);
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lua_Number id = lua_tonumber(L, -1);
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result = tangible_get(int64_t(id));
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}
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}
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lua_settop(L, top);
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if (result == nullptr) {
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luaL_error(L, "parameter is not a tangible");
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}
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return result;
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}
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void World::tangible_delete(lua_State *L, int64_t id) {
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LuaVar tangibles, database;
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LuaStack LS(L, tangibles, database);
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// Fetch the C++ side of the tangible.
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auto iter = tangibles_.find(id);
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if (iter == tangibles_.end()) {
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luaL_error(L, "Not a tangible: %lld", id);
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}
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// Fetch the lua side of the tangible.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(database, tangibles, id);
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assert(LS.istable(database));
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// Clear out the database.
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LS.clearmetatable(database);
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LS.cleartable(database);
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// Remove the lua portion from the table.
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LS.rawset(tangibles, id, LuaNil);
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// Remove the C++ portion from the table.
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tangibles_.erase(iter);
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LS.result();
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}
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std::vector<int64_t> World::get_near(int64_t player_id, float radius, bool exclude_nowhere) {
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Tangible *player = tangible_get(player_id);
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// Find out where's the center of the world.
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std::string plane = player->anim_queue_.get_plane();
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if (exclude_nowhere && (plane == "nowhere")) {
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return std::vector<int64_t>();
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}
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util::XYZ xyz = player->anim_queue_.get_xyz();
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return plane_map_.scan_radius(plane, xyz.x, xyz.y, radius, player_id);
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}
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Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
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LuaVar tangibles, metatab;
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LuaRet database;
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LuaStack LS(L, tangibles, database, metatab);
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// Allocate an ID if we don't already have one.
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if (id == 0) id = id_global_pool_.alloc_id_for_thread(L);
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// Create the C++ part of the structure.
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std::unique_ptr<Tangible> &t = tangibles_[id];
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assert (t == nullptr);
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t.reset(new Tangible(this, id));
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// Create the tangible's database and metatable.
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LS.set(database, LuaNewTable);
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LS.set(metatab, LuaNewTable);
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LS.setmetatable(database, metatab);
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// Store the database into the tangibles table.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawset(tangibles, id, database);
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// Populate the database and metatable with initial stuff.
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LS.rawset(database, "inventory", LuaNewTable);
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LS.rawset(metatab, "id", id);
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LS.rawset(metatab, "threads", LuaNewTable);
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// LS.rawset(metatab, "__metatable", LuaNil);
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LS.result();
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if (!pushdb) lua_pop(L, 1);
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return t.get();
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}
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void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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gui->clear();
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lua_State *L = state();
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LuaVar actor, place, ugui, func, tangibles, mt, index;
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LuaStack LS(L, actor, place, ugui, func, tangibles, mt, index);
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// Get the actor and place.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(actor, tangibles, actor_id);
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LS.rawget(place, tangibles, place_id);
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if (!LS.istable(actor) || !LS.istable(place)) {
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LS.result();
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return;
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}
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// Get the interface closure.
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LS.getmetatable(mt, place);
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if (!LS.istable(mt)) {
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LS.result();
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return;
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}
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LS.rawget(index, mt, "__index");
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if (!LS.istable(index)) {
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LS.result();
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return;
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}
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LS.rawget(func, index, "interface");
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if (!LS.isfunction(func)) {
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LS.result();
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return;
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}
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// Call the interface function.
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lua_pushvalue(L, func.index());
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lua_pushvalue(L, actor.index());
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lua_pushvalue(L, place.index());
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Gui::store_global_pointer(L, gui);
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int status = traceback_pcall(L, 2, 0);
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Gui::store_global_pointer(L, nullptr);
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if (status != 0) {
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gui->clear();
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std::cerr << lua_tostring(L, -1);
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LS.result();
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return;
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}
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// And we're done.
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LS.result();
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}
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void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const GuiResult &gres) {
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// Validate that the action is legal.
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Gui validation_gui;
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update_gui(actor_id, place_id, &validation_gui);
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if (!validation_gui.has_action(action)) {
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return;
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}
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// Get an ID batch for the thread, and take one for the thread itself.
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Tangible *tactor = tangible_get(actor_id);
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int64_t id_batch = tactor->id_player_pool_.get_batch();
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int64_t tid = id_batch++;
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// Set up for Lua manipulation.
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lua_State *L = state();
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LuaVar actor, place, func, tangibles, mt, index, actions, thread, threads, message, guires;
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LuaStack LS(L, actor, place, func, tangibles, mt, index, actions, thread, threads, message, guires);
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// Get the actor and place.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(actor, tangibles, actor_id);
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LS.rawget(place, tangibles, place_id);
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if (!LS.istable(actor) || !LS.istable(place)) {
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LS.result();
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return;
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}
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// Get the action closure.
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LS.getmetatable(mt, place);
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if (!LS.istable(mt)) {
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LS.result();
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return;
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}
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LS.rawget(index, mt, "__index");
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if (!LS.istable(index)) {
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LS.result();
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return;
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}
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LS.rawget(actions, index, "action");
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if (!LS.istable(actions)) {
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LS.result();
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return;
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}
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LS.rawget(func, actions, action);
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if (!LS.isfunction(func)) {
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LS.result();
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return;
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}
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// Convert the GuiResult into a lua table.
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LS.newtable(guires);
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for (const auto &p : gres) {
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LS.rawset(guires, p.first, p.second);
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}
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// Create a new thread, set up function and parameters.
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lua_State *CO = LS.newthread(thread);
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lua_pushvalue(L, func.index());
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lua_pushvalue(L, actor.index());
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lua_pushvalue(L, place.index());
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lua_pushvalue(L, guires.index());
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lua_xmove(L, CO, 4);
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// Store the thread into place's thread table.
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LS.rawget(threads, mt, "threads");
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if (!LS.istable(threads)) {
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LS.result();
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return;
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}
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LS.rawset(threads, tid, thread);
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LS.result();
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// Push the thread's ID into the runnable thread queue,
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// then run the thread queue.
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thread_sched_.add(0, tid, place_id);
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run_scheduled_threads(0);
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}
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void World::run_scheduled_threads(int64_t clk) {
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lua_State *L = state();
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LuaVar tangibles, place, mt, threads, thread;
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LuaStack LS(L, tangibles, place, mt, threads, thread);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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while (thread_sched_.ready(clk)) {
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SchedEntry sched = thread_sched_.pop();
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LS.rawget(place, tangibles, sched.place_id());
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if (!LS.istable(place)) {
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continue;
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}
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LS.getmetatable(mt, place);
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if (!LS.istable(mt)) {
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continue;
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}
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LS.rawget(threads, mt, "threads");
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if (!LS.istable(threads)) {
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continue;
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}
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LS.rawget(thread, threads, sched.thread_id());
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if (!LS.isthread(thread)) {
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continue;
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}
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// Resume the coroutine.
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lua_State *CO = LS.ckthread(thread);
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int top = lua_gettop(CO);
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int status = lua_resume(CO, nullptr, (top > 0) ? (top - 1) : 0);
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// Three possible outcomes: finished, yielded, or errored.
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if (status == LUA_YIELD) {
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// When the wait statement yields, it yields the desired timestamp.
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if ((lua_gettop(CO) != 1) || (!lua_isnumber(CO, 1))) {
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std::cerr << "Thread yielded incorrectly. Killing it." << std::endl;
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LS.rawset(threads, sched.thread_id(), LuaNil);
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} else {
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lua_Number delay = lua_tonumber(CO, 1);
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lua_settop(CO, 0);
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std::cerr << "Thread wait = " << delay << std::endl;
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thread_sched_.add(sched.clock() + int64_t(delay), sched.thread_id(), sched.place_id());
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std::cerr << "Added to schedule." << std::endl;
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}
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} else if (status == 0) {
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// Successfully ran to completion. Remove from thread table.
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std::cerr << "Thread ran to completion." << std::endl;
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LS.rawset(threads, sched.thread_id(), LuaNil);
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} else {
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// Generated an error. Add a traceback, print, and kill the coroutine.
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traceback_coroutine(CO);
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std::cerr << lua_tostring(CO, -1);
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LS.rawset(threads, sched.thread_id(), LuaNil);
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}
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}
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LS.result();
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}
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void World::serialize(StreamBuffer *sb) {
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int64_t wc0 = sb->write_count();
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lua_snap_.serialize(sb);
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id_global_pool_.serialize(sb);
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thread_sched_.serialize(sb);
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sb->write_size(tangibles_.size());
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for (const auto &p : tangibles_) {
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sb->write_int64(p.first);
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p.second->serialize(sb);
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}
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int64_t wc1 = sb->write_count();
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std::cerr << "World serialized to " << wc1-wc0 << " bytes." << std::endl;
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}
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void World::deserialize(StreamBuffer *sb) {
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lua_snap_.deserialize(sb);
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id_global_pool_.deserialize(sb);
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thread_sched_.deserialize(sb);
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// Mark all tangibles for deletion by setting ID to zero.
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for (const auto &p : tangibles_) {
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p.second->plane_item_.set_id(0);
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}
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// Deserialize tangibles.
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size_t ntan = sb->read_size();
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for (size_t i = 0; i < ntan; i++) {
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int64_t id = sb->read_int64();
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std::unique_ptr<Tangible> &t = tangibles_[id];
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if (t == nullptr) {
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t.reset(new Tangible(this, id));
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} else {
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t->plane_item_.set_id(id);
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}
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t->deserialize(sb);
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}
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// Delete tangibles that didn't get deserialized.
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for (auto iter = tangibles_.begin(); iter != tangibles_.end(); ) {
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if (iter->second->plane_item_.id() == 0) {
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tangibles_.erase(iter++);
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} else {
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++iter;
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}
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}
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}
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void World::snapshot() {
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snapshot_.clear();
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serialize(&snapshot_);
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}
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void World::rollback() {
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assert(!snapshot_.at_eof());
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deserialize(&snapshot_);
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}
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LuaDefine(tangible_xyz, "c") {
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LuaArg tanobj;
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LuaRet X, Y, Z;
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LuaStack LS(L, tanobj, X, Y, Z);
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World *w = World::fetch_global_pointer(L);
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Tangible *tan = w->tangible_get(L, tanobj.index());
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util::XYZ xyz = tan->anim_queue_.get_xyz();
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LS.set(X, xyz.x);
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LS.set(Y, xyz.y);
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LS.set(Z, xyz.z);
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return LS.result();
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}
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LuaDefine(tangible_plane, "c") {
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LuaArg tanobj;
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LuaRet plane;
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LuaStack LS(L, tanobj, plane);
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World *w = World::fetch_global_pointer(L);
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Tangible *tan = w->tangible_get(L, tanobj.index());
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LS.set(plane, tan->anim_queue_.get_plane());
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return LS.result();
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}
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LuaDefine(tangible_graphic, "c") {
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LuaArg tanobj;
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LuaRet graphic;
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LuaStack LS(L, tanobj, graphic);
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World *w = World::fetch_global_pointer(L);
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Tangible *tan = w->tangible_get(L, tanobj.index());
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LS.set(graphic, tan->anim_queue_.get_graphic());
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return LS.result();
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}
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LuaDefine(tangible_animate, "c") {
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LuaArg tanobj, config;
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LuaStack LS(L, tanobj, config);
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World *w = World::fetch_global_pointer(L);
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Tangible *tan = w->tangible_get(L, tanobj.index());
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int64_t id = w->id_global_pool_.alloc_id_for_thread(L);
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tan->anim_queue_.add(id, L, config.index());
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tan->update_plane_item();
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return LS.result();
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}
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LuaDefine(tangible_setclass, "c") {
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LuaArg tanobj, classname;
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LuaVar classtab, mt;
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LuaStack LS(L, tanobj, classname, classtab, mt);
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World *w = World::fetch_global_pointer(L);
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w->tangible_get(L, tanobj.index());
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LS.getclass(classtab, classname);
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LS.getmetatable(mt, tanobj);
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LS.rawset(mt, "__index", classtab);
|
|
return LS.result();
|
|
}
|
|
|
|
LuaDefine(tangible_delete, "c") {
|
|
LuaArg tanobj;
|
|
LuaStack LS(L, tanobj);
|
|
World *w = World::fetch_global_pointer(L);
|
|
Tangible *tan = w->tangible_get(L, tanobj.index());
|
|
w->tangible_delete(L, tan->id());
|
|
return LS.result();
|
|
}
|
|
|
|
LuaDefine(tangible_make, "c") {
|
|
World::fetch_global_pointer(L)->tangible_make(L, 0, true);
|
|
return 1;
|
|
}
|
|
|
|
LuaDefine(world_wait, "f") {
|
|
if ((lua_gettop(L) != 1) || (lua_type(L, -1) != LUA_TNUMBER)) {
|
|
luaL_error(L, "Argument to wait must be a number.");
|
|
}
|
|
return lua_yield(L, 1);
|
|
}
|
|
|
|
LuaDefine(world_getregistry, "f") {
|
|
lua_pushvalue(L, LUA_REGISTRYINDEX);
|
|
return 1;
|
|
}
|