Implemented "wait" functionality to the lua engine. Lost commits due to screw up.

This commit is contained in:
Filip Maj 2017-03-13 14:06:57 -04:00
parent bc30958d37
commit 718bc28c57
12 changed files with 302 additions and 611 deletions

View file

@ -14,6 +14,8 @@ using System.IO;
using System.Diagnostics;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.actors.area;
using System.Threading;
namespace FFXIVClassic_Map_Server.lua
{
@ -23,216 +25,285 @@ namespace FFXIVClassic_Map_Server.lua
const string FILEPATH_ZONE = "./scripts/unique/{0}/zone.lua";
const string FILEPATH_COMMANDS = "./scripts/commands/{0}.lua";
const string FILEPATH_DIRECTORS = "./scripts/directors/{0}.lua";
const string FILEPATH_NPCS = "./scripts/zones/{0}/npcs/{1}.lua";
const string FILEPATH_NPCS = "./scripts/unique/{0}/{1}/{2}.lua";
public LuaEngine()
private static LuaEngine mThisEngine;
private Dictionary<Coroutine, ulong> mSleepingOnTime = new Dictionary<Coroutine, ulong>();
private Dictionary<string, List<Coroutine>> mSleepingOnSignal = new Dictionary<string, List<Coroutine>>();
private Dictionary<uint, Coroutine> mSleepingOnPlayerEvent = new Dictionary<uint, Coroutine>();
private Timer luaTimer;
private LuaEngine()
{
UserData.RegistrationPolicy = InteropRegistrationPolicy.Automatic;
luaTimer = new Timer(new TimerCallback(PulseSleepingOnTime),
null, TimeSpan.Zero, TimeSpan.FromMilliseconds(50));
}
public static List<LuaParam> DoActorInstantiate(Player player, Actor target)
public static LuaEngine GetInstance()
{
string luaPath;
if (mThisEngine == null)
mThisEngine = new LuaEngine();
if (target is Npc)
return mThisEngine;
}
public void AddWaitCoroutine(Coroutine coroutine, float seconds)
{
ulong time = Utils.MilisUnixTimeStampUTC() + (ulong)(seconds * 1000);
mSleepingOnTime.Add(coroutine, time);
}
public void AddWaitSignalCoroutine(Coroutine coroutine, string signal)
{
if (!mSleepingOnSignal.ContainsKey(signal))
mSleepingOnSignal.Add(signal, new List<Coroutine>());
mSleepingOnSignal[signal].Add(coroutine);
}
public void AddWaitEventCoroutine(Player player, Coroutine coroutine)
{
if (!mSleepingOnPlayerEvent.ContainsKey(player.actorId))
mSleepingOnPlayerEvent.Add(player.actorId, coroutine);
}
public void PulseSleepingOnTime(object state)
{
ulong currentTime = Utils.MilisUnixTimeStampUTC();
List<Coroutine> mToAwake = new List<Coroutine>();
foreach (KeyValuePair<Coroutine, ulong> entry in mSleepingOnTime)
{
luaPath = String.Format(FILEPATH_NPCS, target.zoneId, target.GetName());
if (File.Exists(luaPath))
{
LuaScript script = LoadScript(luaPath);
if (entry.Value <= currentTime)
mToAwake.Add(entry.Key);
}
if (script == null)
return null;
foreach (Coroutine key in mToAwake)
{
mSleepingOnTime.Remove(key);
DynValue value = key.Resume();
ResolveResume(key, value);
}
}
DynValue result = script.Call(script.Globals["init"], target);
public void OnSignal(string signal)
{
List<Coroutine> mToAwake = new List<Coroutine>();
if (mSleepingOnSignal.ContainsKey(signal))
{
mToAwake.AddRange(mSleepingOnSignal[signal]);
mSleepingOnSignal.Remove(signal);
}
foreach (Coroutine key in mToAwake)
{
DynValue value = key.Resume();
ResolveResume(key, value);
}
}
public void OnEventUpdate(Player player)
{
if (mSleepingOnPlayerEvent.ContainsKey(player.actorId))
{
mSleepingOnPlayerEvent[player.actorId].Resume();
mSleepingOnPlayerEvent.Remove(player.actorId);
}
else
player.EndEvent();
}
private static string GetScriptPath(Actor target)
{
if (target is Player)
{
return String.Format(FILEPATH_PLAYER);
}
else if (target is Npc)
{
return null;
}
else if (target is Command)
{
return String.Format(FILEPATH_COMMANDS, target.GetName());
}
else if (target is Director)
{
return String.Format(FILEPATH_DIRECTORS, ((Director)target).GetScriptPath());
}
else if (target is Area)
{
return String.Format(FILEPATH_ZONE, ((Zone)target).zoneName);
}
else
return "";
}
private List<LuaParam> CallLuaFunctionNpcForReturn(Player player, Npc target, string funcName, params object[] args)
{
LuaScript parent = null, child = null;
if (File.Exists("./scripts/base/" + target.classPath + ".lua"))
parent = LuaEngine.LoadScript("./scripts/base/" + target.classPath + ".lua");
Area area = target.zone;
if (area is PrivateArea)
{
if (File.Exists(String.Format("./scripts/unique/{0}/privatearea/{1}/{2}/{3}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), target.className, target.GetUniqueId())))
child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/privatearea/{1}/{2}/{3}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), target.className, target.GetUniqueId()));
}
else
{
if (File.Exists(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId())))
child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId()));
}
if (parent == null && child == null)
{
LuaEngine.SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
}
//Run Script
DynValue result;
if (child != null && child.Globals[funcName] != null)
result = child.Call(child.Globals[funcName], this);
else if (parent != null && parent.Globals[funcName] != null)
result = parent.Call(parent.Globals[funcName], this);
else
return null;
List<LuaParam> lparams = LuaUtils.CreateLuaParamList(result);
return lparams;
}
private void CallLuaFunctionNpc(Player player, Npc target, string funcName, params object[] args)
{
LuaScript parent = null, child = null;
if (File.Exists("./scripts/base/" + target.classPath + ".lua"))
parent = LuaEngine.LoadScript("./scripts/base/" + target.classPath + ".lua");
Area area = target.zone;
if (area is PrivateArea)
{
if (File.Exists(String.Format("./scripts/unique/{0}/privatearea/{1}/{2}/{3}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), target.className, target.GetUniqueId())))
child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/privatearea/{1}/{2}/{3}.lua", area.zoneName, ((PrivateArea)area).GetPrivateAreaName(), target.className, target.GetUniqueId()));
}
else
{
if (File.Exists(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId())))
child = LuaEngine.LoadScript(String.Format("./scripts/unique/{0}/{1}/{2}.lua", area.zoneName, target.className, target.GetUniqueId()));
}
if (parent == null && child == null)
{
LuaEngine.SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
}
//Run Script
Coroutine coroutine = null;
if (child != null && !child.Globals.Get(funcName).IsNil())
coroutine = child.CreateCoroutine(child.Globals[funcName]).Coroutine;
else if (parent.Globals.Get(funcName) != null && !parent.Globals.Get(funcName).IsNil())
coroutine = parent.CreateCoroutine(parent.Globals[funcName]).Coroutine;
if (coroutine != null)
{
DynValue value = coroutine.Resume();
ResolveResume(coroutine, value);
}
}
public List<LuaParam> CallLuaFunctionForReturn(Player player, Actor target, string funcName, params object[] args)
{
//Need a seperate case for NPCs cause that child/parent thing.
if (target is Npc)
return CallLuaFunctionNpcForReturn(player, (Npc)target, funcName, args);
string luaPath = GetScriptPath(target);
LuaScript script = LoadScript(luaPath);
if (script != null)
{
if (!script.Globals.Get(funcName).IsNil())
{
//Run Script
DynValue result = script.Call(script.Globals[funcName], this);
List<LuaParam> lparams = LuaUtils.CreateLuaParamList(result);
return lparams;
}
else
{
SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
return null;
SendError(player, String.Format("ERROR: Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
}
}
else
{
SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
}
return null;
}
public static Coroutine DoActorOnEventStarted(Player player, Actor target, EventStartPacket eventStart)
{
string luaPath;
if (target is Command)
{
luaPath = String.Format(FILEPATH_COMMANDS, target.GetName());
}
else if (target is Director)
{
luaPath = String.Format(FILEPATH_DIRECTORS, target.GetName());
}
else
luaPath = String.Format(FILEPATH_NPCS, target.zoneId, target.GetName());
if (File.Exists(luaPath))
{
LuaScript script = LoadScript(luaPath);
if (script == null)
return null;
if (!script.Globals.Get("onEventStarted").IsNil())
return script.CreateCoroutine(script.Globals["onEventStarted"]).Coroutine;
else
return null;
}
else
{
SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
return null;
}
}
public static void DoActorOnSpawn(Player player, Npc target)
{
string luaPath = String.Format(FILEPATH_NPCS, target.zoneId, target.GetName());
if (File.Exists(luaPath))
{
LuaScript script = LoadScript(luaPath);
if (script == null)
return;
//Run Script
if (!script.Globals.Get("onSpawn").IsNil())
script.Call(script.Globals["onSpawn"], player, target);
}
else
{
SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
}
}
public static void DoActorOnEventUpdated(Player player, Actor target, EventUpdatePacket eventUpdate)
public void CallLuaFunction(Player player, Actor target, string funcName, params object[] args)
{
//Need a seperate case for NPCs cause that child/parent thing.
if (target is Npc)
CallLuaFunctionNpc(player, (Npc)target, funcName, args);
string luaPath = GetScriptPath(target);
LuaScript script = LoadScript(luaPath);
if (script != null)
{
((Npc)target).DoEventUpdate(player, eventUpdate);
return;
}
string luaPath;
if (target is Command)
luaPath = String.Format(FILEPATH_COMMANDS, target.GetName());
else if (target is Director)
luaPath = String.Format(FILEPATH_DIRECTORS, target.GetName());
else
luaPath = String.Format(FILEPATH_NPCS, target.zoneId, target.GetName());
if (File.Exists(luaPath))
{
LuaScript script = LoadScript(luaPath);
if (script == null)
return;
//Have to Do this to combine LuaParams
List<Object> objects = new List<Object>();
objects.Add(player);
objects.Add(target);
objects.Add(eventUpdate.val2);
objects.AddRange(LuaUtils.CreateLuaParamObjectList(eventUpdate.luaParams));
//Run Script
if (!script.Globals.Get("onEventUpdate").IsNil())
script.Call(script.Globals["onEventUpdate"], objects.ToArray());
if (!script.Globals.Get(funcName).IsNil())
{
Coroutine coroutine = script.CreateCoroutine(script.Globals[funcName]).Coroutine;
coroutine.Resume(player, target, args);
}
else
{
SendError(player, String.Format("ERROR: Could not find function '{0}' for actor {1}.", funcName, target.GetName()));
}
}
else
{
SendError(player, String.Format("ERROR: Could not find script for actor {0}.", target.GetName()));
}
}
}
public static void OnZoneIn(Player player)
public void EventStarted(Player player, Actor target, EventStartPacket eventStart)
{
string luaPath = String.Format(FILEPATH_ZONE, player.GetZone().zoneName);
if (File.Exists(luaPath))
{
LuaScript script = LoadScript(luaPath);
if (script == null)
return;
//Run Script
if (!script.Globals.Get("onZoneIn").IsNil())
script.Call(script.Globals["onZoneIn"], player.GetZone(), player);
}
CallLuaFunction(player, target, "onEventStarted");
}
public static void OnZoneInDone(Player player)
private DynValue ResolveResume(Coroutine coroutine, DynValue value)
{
string luaPath = String.Format(FILEPATH_ZONE, player.GetZone().zoneName);
if (value == null || value.IsVoid())
return value;
if (File.Exists(luaPath))
if (value.Tuple != null && value.Tuple.Length >= 1 && value.Tuple[0].String != null)
{
LuaScript script = LoadScript(luaPath);
if (script == null)
return;
//Run Script
if (!script.Globals.Get("onZoneInDone").IsNil())
script.Call(script.Globals["onZoneInDone"], player.GetZone(), player);
switch (value.Tuple[0].String)
{
case "_WAIT_TIME":
GetInstance().AddWaitCoroutine(coroutine, (float)value.Tuple[1].Number);
break;
case "_WAIT_SIGNAL":
GetInstance().AddWaitSignalCoroutine(coroutine, (string)value.Tuple[1].String);
break;
case "_WAIT_EVENT":
GetInstance().AddWaitEventCoroutine(new Player(null, 0), coroutine);
break;
default:
return value;
}
}
}
public static void OnBeginLogin(Player player)
{
if (File.Exists(FILEPATH_PLAYER))
{
LuaScript script = LoadScript(FILEPATH_PLAYER);
if (script == null)
return;
//Run Script
if (!script.Globals.Get("onBeginLogin").IsNil())
script.Call(script.Globals["onBeginLogin"], player);
}
}
public static void OnLogin(Player player)
{
if (File.Exists(FILEPATH_PLAYER))
{
LuaScript script = LoadScript(FILEPATH_PLAYER);
if (script == null)
return;
//Run Script
if (!script.Globals.Get("onLogin").IsNil())
script.Call(script.Globals["onLogin"], player);
}
}
public static void OnPlayerUpdate(Player player, double delta)
{
if (File.Exists(FILEPATH_PLAYER))
{
LuaScript script = LoadScript(FILEPATH_PLAYER);
if (script == null)
return;
//Run Script
if (!script.Globals.Get("onUpdate").IsNil())
script.Call(script.Globals["onUpdate"], player);
}
return value;
}
#region RunGMCommand
@ -361,8 +432,12 @@ namespace FFXIVClassic_Map_Server.lua
// push the arg count too
LuaParam.Insert(1, i);
// run the script
script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
// run the script
//script.Call(script.Globals["onTrigger"], LuaParam.ToArray());
Coroutine coroutine = script.CreateCoroutine(script.Globals["onTrigger"]).Coroutine;
DynValue value = coroutine.Resume(player, LuaParam.ToArray());
GetInstance().ResolveResume(coroutine, value);
return;
}
}
@ -371,13 +446,16 @@ namespace FFXIVClassic_Map_Server.lua
}
#endregion
public static LuaScript LoadScript(string filename)
public static LuaScript LoadScript(string path)
{
if (!File.Exists(path))
return null;
LuaScript script = LoadGlobals();
try
{
script.DoFile(filename);
script.DoFile(path);
}
catch (SyntaxErrorException e)
{
@ -398,13 +476,16 @@ namespace FFXIVClassic_Map_Server.lua
script.Globals["GetStaticActorById"] = (Func<uint, Actor>)Server.GetStaticActors;
script.Globals["GetWorldMaster"] = (Func<Actor>)Server.GetWorldManager().GetActor;
script.Globals["GetItemGamedata"] = (Func<uint, Item>)Server.GetItemGamedata;
script.Globals["GetLuaInstance"] = (Func<LuaEngine>)LuaEngine.GetInstance;
script.Options.DebugPrint = s => { Program.Log.Debug(s); };
return script;
}
public static void SendError(Player player, string message)
private static void SendError(Player player, string message)
{
if (player == null)
return;
List<SubPacket> SendError = new List<SubPacket>();
SendError.Add(EndEventPacket.BuildPacket(player.actorId, player.currentEventOwner, player.currentEventName));
player.SendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "", message);