444 lines
9.6 KiB
C#
444 lines
9.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using Barotrauma.Networking;
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using MoonSharp.Interpreter;
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using Microsoft.Xna.Framework;
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using System.Threading.Tasks;
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using Barotrauma.Items.Components;
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using System.Diagnostics;
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using System.Linq;
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using MoonSharp.Interpreter.Interop;
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using System.Reflection;
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using FarseerPhysics.Dynamics;
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using System.IO.Compression;
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using HarmonyLib;
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#if CLIENT
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using Microsoft.Xna.Framework.Graphics;
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using EventInput;
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using Microsoft.Xna.Framework.Input;
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#endif
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namespace Barotrauma
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{
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partial class LuaSetup
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{
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public static LuaSetup luaSetup;
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public Script lua;
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public LuaHook hook;
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public LuaGame game;
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public LuaNetworking networking;
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public Harmony harmony;
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public LuaScriptLoader luaScriptLoader;
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public void Update()
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{
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hook?.Update();
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}
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public void HandleLuaException(Exception ex, string extra = "")
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{
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if (!string.IsNullOrWhiteSpace(extra))
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PrintError(extra);
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if (ex is InterpreterException)
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{
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if (((InterpreterException)ex).DecoratedMessage == null)
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PrintError(((InterpreterException)ex).Message);
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else
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PrintError(((InterpreterException)ex).DecoratedMessage);
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}
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else
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{
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PrintError(ex.ToString());
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}
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}
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public void PrintError(object message)
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{
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if (message == null) { message = "nil"; }
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string str = message.ToString();
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for (int i = 0; i < str.Length; i += 1024)
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{
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string subStr = str.Substring(i, Math.Min(1024, str.Length - i));
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string errorMsg = subStr;
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if (i == 0)
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errorMsg = "[LUA ERROR] " + errorMsg;
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DebugConsole.ThrowError(errorMsg);
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#if SERVER
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if (GameMain.Server != null)
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{
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foreach (var c in GameMain.Server.ConnectedClients)
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{
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GameMain.Server.SendDirectChatMessage(errorMsg, c, ChatMessageType.Console);
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}
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GameServer.Log(errorMsg, ServerLog.MessageType.Error);
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}
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#endif
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}
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}
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public void PrintMessage(object message)
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{
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if (message == null) { message = "nil"; }
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string str = message.ToString();
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Console.WriteLine(str);
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for (int i = 0; i < str.Length; i += 1024)
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{
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string subStr = str.Substring(i, Math.Min(1024, str.Length - i));
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#if SERVER
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if (GameMain.Server != null)
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{
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foreach (var c in GameMain.Server.ConnectedClients)
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{
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GameMain.Server.SendDirectChatMessage(subStr, c, ChatMessageType.Console);
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}
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GameServer.Log("[LUA] " + subStr, ServerLog.MessageType.ServerMessage);
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}
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#else
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DebugConsole.NewMessage("[LUA] " + message.ToString());
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#endif
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}
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}
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public void PrintMessageNoLog(object message)
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{
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if (message == null) { message = "nil"; }
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Console.WriteLine(message.ToString());
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}
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public DynValue DoString(string code, Table globalContext = null, string codeStringFriendly = null)
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{
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try
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{
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return lua.DoString(code, globalContext, codeStringFriendly);
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}
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catch (Exception e)
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{
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HandleLuaException(e);
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}
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return null;
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}
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public DynValue DoFile(string file, Table globalContext = null, string codeStringFriendly = null)
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{
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if(!LuaFile.IsPathAllowedLuaException(file)) return null;
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try
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{
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return lua.DoFile(file, globalContext, codeStringFriendly);
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}
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catch (Exception e)
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{
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HandleLuaException(e);
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}
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return null;
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}
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public DynValue LoadString(string file, Table globalContext = null, string codeStringFriendly = null)
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{
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try
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{
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return lua.LoadString(file, globalContext, codeStringFriendly);
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}
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catch (Exception e)
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{
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HandleLuaException(e);
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}
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return null;
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}
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public DynValue LoadFile(string file, Table globalContext = null, string codeStringFriendly = null)
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{
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if (!LuaFile.IsPathAllowedLuaException(file)) return null;
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try
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{
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return lua.LoadFile(file, globalContext, codeStringFriendly);
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}
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catch (Exception e)
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{
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HandleLuaException(e);
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}
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return null;
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}
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public DynValue Require(string modname, Table globalContext)
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{
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try
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{
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return lua.Call(lua.RequireModule(modname, globalContext));
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}
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catch (Exception e)
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{
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HandleLuaException(e);
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}
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return null;
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}
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public static DynValue CreateUserDataSafe(object o)
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{
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if (o == null)
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return DynValue.Nil;
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return UserData.Create(o);
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}
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public object CallFunction(object function, params object[] arguments)
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{
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try
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{
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return lua.Call(function, arguments);
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}
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catch (Exception e)
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{
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HandleLuaException(e);
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}
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return null;
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}
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public void SetModulePaths(string[] str)
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{
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luaScriptLoader.ModulePaths = str;
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}
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public float TestFunction(float value)
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{
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return value * 2;
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}
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// messy solution
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public object HandleCall(object arg1, ScriptExecutionContext arg2, CallbackArguments arg3)
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{
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var what = arg3.RawGet(0, true);
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var code = "return " + what.UserData.Descriptor.Type.Name + ".__new(";
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var tbl = new Table(lua);
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tbl[what.UserData.Descriptor.Type.Name] = what;
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for(var i=1; i < arg3.Count; i++)
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{
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if (i == arg3.Count - 1)
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code = code + "arg" + i;
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else
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code = code + "arg" + i + ",";
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tbl["arg" + i] = arg3.RawGet(i, true);
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}
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code = code + ")";
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try
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{
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return lua.DoString(code, tbl);
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}
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catch(Exception e)
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{
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HandleLuaException(e);
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}
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return null;
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}
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#if SERVER
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public static void InstallClientSideLua()
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{
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if (!File.Exists("Mods/LuaForBarotrauma/clientside_files.zip"))
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{
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GameMain.Server.SendChatMessage("clientside_files.zip doesn't exist, Github version?", ChatMessageType.ServerMessageBox);
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return;
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}
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try
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{
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ZipFile.ExtractToDirectory("Mods/LuaForBarotrauma/clientside_files.zip", ".", true);
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File.Move("Barotrauma.dll", "Barotrauma.dll.temp", true);
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File.Move("Barotrauma.deps.json", "Barotrauma.deps.json.temp", true);
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File.Move("RestSharp.dll", "RestSharp.dll.temp", true);
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File.Move("Barotrauma.dll.original", "Barotrauma.dll");
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File.Move("Barotrauma.deps.json.original", "Barotrauma.deps.json");
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File.Move("RestSharp.dll.original", "RestSharp.dll", true);
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File.Move("Barotrauma.dll.temp", "Barotrauma.dll.original", true);
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File.Move("Barotrauma.deps.json.temp", "Barotrauma.deps.json.original", true);
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}
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catch (Exception e)
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{
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LuaSetup.luaSetup.HandleLuaException(e);
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return;
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}
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GameMain.Server.SendChatMessage("Client-Side Lua installed, restart your game to apply changes.", ChatMessageType.ServerMessageBox);
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}
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#endif
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public void Stop()
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{
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game.Stop();
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hook.Call("stop", new object[] { });
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hook = new LuaHook(null);
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game = new LuaGame(null);
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networking = new LuaNetworking(null);
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luaScriptLoader = null;
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luaSetup = null;
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}
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public void Initialize()
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{
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Stop();
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luaSetup = this;
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PrintMessage("Lua! Version " + AssemblyInfo.GitRevision);
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luaScriptLoader = new LuaScriptLoader(this);
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luaScriptLoader.ModulePaths = new string[] { };
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LuaCustomConverters.RegisterAll();
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lua = new Script(CoreModules.Preset_SoftSandbox);
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lua.Options.DebugPrint = PrintMessage;
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lua.Options.ScriptLoader = luaScriptLoader;
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harmony = new Harmony("com.LuaForBarotrauma");
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harmony.UnpatchAll();
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hook = new LuaHook(this);
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game = new LuaGame(this);
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networking = new LuaNetworking(this);
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UserData.RegisterType<LuaHook>();
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UserData.RegisterType<LuaGame>();
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UserData.RegisterType<LuaRandom>();
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UserData.RegisterType<LuaTimer>();
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UserData.RegisterType<LuaFile>();
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UserData.RegisterType<LuaNetworking>();
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UserData.RegisterType<LuaUserData>();
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UserData.RegisterType<IUserDataDescriptor>();
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#if SERVER
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#elif CLIENT
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UserData.RegisterType<LuaGUI>();
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#endif
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lua.Globals["setmodulepaths"] = (Action<string[]>)SetModulePaths;
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lua.Globals["TestFunction"] = (Func<float, float>)TestFunction;
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lua.Globals["printNoLog"] = (Action<object>)PrintMessageNoLog;
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lua.Globals["dofile"] = (Func<string, Table, string, DynValue>)DoFile;
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lua.Globals["loadfile"] = (Func<string, Table, string, DynValue>)LoadFile;
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lua.Globals["require"] = (Func<string, Table, DynValue>)Require;
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lua.Globals["dostring"] = (Func<string, Table, string, DynValue>)DoString;
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lua.Globals["load"] = (Func<string, Table, string, DynValue>)LoadString;
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lua.Globals["LuaUserData"] = UserData.CreateStatic<LuaUserData>();
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lua.Globals["Game"] = game;
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lua.Globals["Hook"] = hook;
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lua.Globals["Random"] = new LuaRandom();
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lua.Globals["Timer"] = new LuaTimer(this);
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lua.Globals["File"] = UserData.CreateStatic<LuaFile>();
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lua.Globals["Networking"] = networking;
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#if SERVER
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#elif CLIENT
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lua.Globals["GUI"] = new LuaGUI(this);
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#endif
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bool isServer = true;
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#if SERVER
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isServer = true;
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#else
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isServer = false;
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#endif
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lua.Globals["SERVER"] = isServer;
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lua.Globals["CLIENT"] = !isServer;
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// LuaDocs.GenerateDocsAll();
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if (File.Exists("Lua/LuaSetup.lua")) // try the default loader
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DoFile("Lua/LuaSetup.lua");
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else if (File.Exists("Mods/LuaForBarotrauma/Lua/LuaSetup.lua")) // in case its the workshop version
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DoFile("Mods/LuaForBarotrauma/Lua/LuaSetup.lua");
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else // fallback to c# script loading
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{
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PrintMessage("Lua/LuaSetup.lua not found, loading Mods directly, things can break!");
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List<string> modulePaths = new List<string>();
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foreach (string d in Directory.GetDirectories("Mods"))
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{
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modulePaths.Add(d + "/Lua/?.lua");
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if (Directory.Exists(d + "/Lua/Autorun"))
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{
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luaScriptLoader.RunFolder(d + "/Lua/Autorun");
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}
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}
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luaScriptLoader.ModulePaths = modulePaths.ToArray();
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}
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}
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public LuaSetup()
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{
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hook = new LuaHook(null);
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game = new LuaGame(null);
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networking = new LuaNetworking(null);
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}
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}
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}
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