Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/LuaCs/Services/LuaScriptManagementService.cs
MapleWheels 055a508901 - Deleted unused service IPackageListRetrievalService.cs
- Added caching function to LuaScriptLoader.cs
- Added sample async code to LuaScriptManagementService.cs
- Removed most of the State functions in LuaCsSetup.cs (requires rewrite).
- Fixed CsEnabled check.
- Moved IsRunningWorkshop check to client-only project.
2026-02-07 20:10:54 -05:00

245 lines
8.0 KiB
C#

#nullable enable
using Barotrauma.LuaCs.Data;
using Barotrauma.LuaCs.Services.Compatibility;
using Barotrauma.LuaCs.Services.Safe;
using Barotrauma.Networking;
using FluentResults;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using MonoMod.RuntimeDetour;
using MoonSharp.Interpreter;
using MoonSharp.Interpreter.Interop;
using MoonSharp.Interpreter.Loaders;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.ComponentModel.DataAnnotations;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Toolkit.Diagnostics;
using static Barotrauma.GameSettings;
namespace Barotrauma.LuaCs.Services;
class LuaScriptManagementService : ILuaScriptManagementService, ILuaDataService
{
private Script? _script;
private bool _isRunning;
[MemberNotNullWhen(true, nameof(_script))]
public bool IsRunning => _isRunning;
private List<ILuaScriptResourceInfo> _resourcesInfo = new List<ILuaScriptResourceInfo>();
private readonly AsyncReaderWriterLock _operationsLock = new ();
private readonly ILuaScriptLoader _luaScriptLoader;
private readonly ILuaScriptServicesConfig _luaScriptServicesConfig;
private readonly ILoggerService _loggerService;
private readonly LuaGame _luaGame;
private readonly ILuaCsHook _luaCsHook;
private readonly ILuaCsNetworking _luaCsNetworking;
private readonly ILuaCsUtility _luaCsUtility;
private readonly ILuaCsTimer _luaCsTimer;
public LuaScriptManagementService(
ILoggerService loggerService,
ILuaScriptLoader loader,
ILuaScriptServicesConfig luaScriptServicesConfig,
LuaGame luaGame,
ILuaCsHook luaCsHook,
ILuaCsNetworking luaCsNetworking,
ILuaCsUtility luaCsUtility,
ILuaCsTimer luaCsTimer)
{
_luaScriptLoader = loader;
_luaScriptServicesConfig = luaScriptServicesConfig;
_loggerService = loggerService;
_luaGame = luaGame;
_luaCsHook = luaCsHook;
_luaCsNetworking = luaCsNetworking;
_luaCsUtility = luaCsUtility;
_luaCsTimer = luaCsTimer;
}
public bool IsDisposed { get; private set; }
public async Task<FluentResults.Result> LoadScriptResourcesAsync(ImmutableArray<ILuaScriptResourceInfo> resourcesInfo)
{
// Do any exception checks you can before acquiring a lock to avoid needlessly holding up resources.
if (resourcesInfo.IsDefaultOrEmpty)
ThrowHelper.ThrowArgumentNullException($"{nameof(LoadScriptResourcesAsync)}: The parameter is empty!");
// Acquire a lock:
// Reader = Allow parallel operations (try to avoid nesting acquiring the lock when possible)
// Writer = Exclusive use (ie. executing scripts or Dispose())
using var lck = await _operationsLock.AcquireWriterLock(); // IDisposable using with generate a try-finally and release for you.
IService.CheckDisposed(this); // Check disposed after you have the lock
// If you use a ConcurrentDictionary instead of a List, it will handle threading issues for you.
_resourcesInfo.AddRange(resourcesInfo.OrderBy(static r => r.LoadPriority));
// Use the StorageService's caching function by just loading the file with caching turned on.
// Right now the LuaScriptLoader has this on by default.
var cacheRes = await _luaScriptLoader.CacheResourcesAsync(resourcesInfo);
// Aggregate and return results to the caller to deal with. Optionally, log here if you want.
// Automatically converted to a Task<T> when 'async' is in the method declaration.
if (cacheRes.IsFailed)
return cacheRes.ToResult();
return new FluentResults.Result().WithReasons(cacheRes.Value.SelectMany(cr => cr.Item2.Reasons));
}
private void SetupEnvironment()
{
_script = new Script(CoreModules.Preset_SoftSandbox | CoreModules.Debug | CoreModules.IO | CoreModules.OS_System);
_script.Options.DebugPrint = (string msg) =>
{
_loggerService.Log(msg);
};
_script.Options.ScriptLoader = _luaScriptLoader;
_script.Options.CheckThreadAccess = false;
Script.GlobalOptions.ShouldPCallCatchException = (Exception ex) => { return true; };
RegisterType(typeof(LuaGame));
RegisterType(typeof(ILuaCsHook));
RegisterType(typeof(ILuaCsNetworking));
RegisterType(typeof(ILuaCsUtility));
RegisterType(typeof(ILuaCsTimer));
RegisterType(typeof(LuaCsFile));
new LuaConverters(_script).RegisterLuaConverters();
_script.Globals["printerror"] = (DynValue o) => { LuaCsLogger.LogError(o.ToString()); };
_script.Globals["dostring"] = (Func<string, Table, string, DynValue>)_script.DoString;
_script.Globals["load"] = (Func<string, Table, string, DynValue>)_script.LoadString;
_script.Globals["Game"] = _luaGame;
_script.Globals["Hook"] = _luaCsHook;
_script.Globals["Timer"] = _luaCsTimer;
_script.Globals["File"] = UserData.CreateStatic<LuaCsFile>();
_script.Globals["Networking"] = _luaCsNetworking;
//_script.Globals["Steam"] = Steam;
_script.Globals["ExecutionNumber"] = 0;
_script.Globals["CSActive"] = false;
_script.Globals["SERVER"] = LuaCsSetup.IsServer;
_script.Globals["CLIENT"] = LuaCsSetup.IsClient;
}
public FluentResults.Result ExecuteLoadedScripts(ImmutableArray<ILuaScriptResourceInfo> executionOrder)
{
throw new NotImplementedException($"Need to implement {nameof(executionOrder)} logic.");
if (_isRunning)
{
return FluentResults.Result.Fail("Tried to execute Lua scripts without unloading first.");
}
SetupEnvironment();
_isRunning = true;
var result = FluentResults.Result.Ok();
foreach (ILuaScriptResourceInfo resource in _resourcesInfo)
{
foreach (ContentPath filePath in resource.FilePaths)
{
try
{
_script?.Call(_script.LoadFile(filePath.FullPath));
}
catch(Exception e)
{
result = result.WithError(new ExceptionalError(e));
}
}
}
return result;
}
public DynValue? CallFunction(DynValue luaFunction, params object[] args)
{
if (!IsRunning) { return null; }
lock (_script)
{
try
{
return _script.Call(luaFunction, args);
}
catch (Exception e)
{
_loggerService.HandleException(e);
}
return null;
}
}
public FluentResults.Result UnloadActiveScripts()
{
_isRunning = false;
_script = null;
// todo unregister everything
return FluentResults.Result.Ok();
}
public FluentResults.Result DisposePackageResources(ContentPackage package)
{
return FluentResults.Result.Fail("Not supported for Lua");
}
public FluentResults.Result DisposeAllPackageResources()
{
if (IsRunning)
{
UnloadActiveScripts();
}
_resourcesInfo.Clear();
return FluentResults.Result.Ok();
}
public FluentResults.Result Reset()
{
return DisposeAllPackageResources();
}
public void Dispose()
{
_luaScriptLoader.Dispose();
IsDisposed = true;
}
public IUserDataDescriptor RegisterType(Type type)
{
return UserData.RegisterType(type);
}
public void UnregisterType(Type type)
{
UserData.UnregisterType(type, true);
}
public object? GetGlobalTableValue(string tableName)
{
if (!IsRunning) { return null; }
return _script.Globals[tableName];
}
}