|
|
|
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
|
|
|
|
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
|
|
|
|
|
|
|
|
using UnityEngine;
|
|
|
|
using System.Collections;
|
|
|
|
using System;
|
|
|
|
using System.Linq;
|
|
|
|
using MoonSharp.Interpreter;
|
|
|
|
using MoonSharp.VsCodeDebugger;
|
|
|
|
|
|
|
|
namespace Fungus
|
|
|
|
{
|
|
|
|
/// <summary>
|
|
|
|
/// Wrapper for a MoonSharp Lua Script instance.
|
|
|
|
/// A debug server is started automatically when running in the Unity Editor. Use VS Code to debug Lua scripts.
|
|
|
|
/// </summary>
|
|
|
|
public class LuaEnvironment : MonoBehaviour
|
|
|
|
{
|
|
|
|
/// <summary>
|
|
|
|
/// The MoonSharp interpreter instance.
|
|
|
|
/// </summary>
|
|
|
|
protected Script interpreter;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Flag used to avoid startup dependency issues.
|
|
|
|
/// </summary>
|
|
|
|
protected bool initialised = false;
|
|
|
|
|
|
|
|
protected virtual void Start()
|
|
|
|
{
|
|
|
|
InitEnvironment();
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Detach the MoonSharp script from the debugger.
|
|
|
|
/// </summary>
|
|
|
|
protected virtual void OnDestroy()
|
|
|
|
{
|
|
|
|
if (DebugServer != null)
|
|
|
|
{
|
|
|
|
DebugServer.Detach(interpreter);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Register all Lua files in the project so they can be accessed at runtime.
|
|
|
|
/// </summary>
|
|
|
|
protected virtual void InitLuaScriptFiles()
|
|
|
|
{
|
|
|
|
object[] result = Resources.LoadAll("Lua", typeof(TextAsset));
|
|
|
|
interpreter.Options.ScriptLoader = new LuaScriptLoader(result.OfType<TextAsset>());
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// A Unity coroutine method which updates a Lua coroutine each frame.
|
|
|
|
/// <param name="closure">A MoonSharp closure object representing a function.</param>
|
|
|
|
/// <param name="onComplete">A delegate method that is called when the coroutine completes. Includes return parameter.</param>
|
|
|
|
/// </summary>
|
|
|
|
protected virtual IEnumerator RunLuaCoroutine(Closure closure, Action<DynValue> onComplete = null)
|
|
|
|
{
|
|
|
|
DynValue co = interpreter.CreateCoroutine(closure);
|
|
|
|
|
|
|
|
DynValue returnValue = null;
|
|
|
|
while (co.Coroutine.State != CoroutineState.Dead)
|
|
|
|
{
|
|
|
|
try
|
|
|
|
{
|
|
|
|
returnValue = co.Coroutine.Resume();
|
|
|
|
}
|
|
|
|
catch (InterpreterException ex)
|
|
|
|
{
|
|
|
|
LogException(ex.DecoratedMessage, GetSourceCode());
|
|
|
|
}
|
|
|
|
|
|
|
|
yield return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (onComplete != null)
|
|
|
|
{
|
|
|
|
onComplete(returnValue);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
protected virtual string GetSourceCode()
|
|
|
|
{
|
|
|
|
// Get most recently executed source code
|
|
|
|
string sourceCode = "";
|
|
|
|
if (interpreter.SourceCodeCount > 0)
|
|
|
|
{
|
|
|
|
MoonSharp.Interpreter.Debugging.SourceCode sc = interpreter.GetSourceCode(interpreter.SourceCodeCount - 1);
|
|
|
|
if (sc != null)
|
|
|
|
{
|
|
|
|
sourceCode = sc.Code;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return sourceCode;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Starts a standard Unity coroutine.
|
|
|
|
/// The coroutine is managed by the LuaEnvironment monobehavior, so you can call StopAllCoroutines to
|
|
|
|
/// stop all active coroutines later.
|
|
|
|
/// </summary>
|
|
|
|
protected virtual IEnumerator RunUnityCoroutineImpl(IEnumerator coroutine)
|
|
|
|
{
|
|
|
|
if (coroutine == null)
|
|
|
|
{
|
|
|
|
UnityEngine.Debug.LogWarning("Coroutine must not be null");
|
|
|
|
yield break;
|
|
|
|
}
|
|
|
|
|
|
|
|
yield return StartCoroutine(coroutine);
|
|
|
|
}
|
|
|
|
|
|
|
|
protected virtual void StartVSCodeDebugger()
|
|
|
|
{
|
|
|
|
if (DebugServer == null)
|
|
|
|
{
|
|
|
|
// Create the debugger server
|
|
|
|
DebugServer = new MoonSharpVsCodeDebugServer();
|
|
|
|
|
|
|
|
// Start the debugger server
|
|
|
|
DebugServer.Start();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Writes a MoonSharp exception to the debug log in a helpful format.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="decoratedMessage">Decorated message from a MoonSharp exception</param>
|
|
|
|
/// <param name="debugInfo">Debug info, usually the Lua script that was running.</param>
|
|
|
|
protected static void LogException(string decoratedMessage, string debugInfo)
|
|
|
|
{
|
|
|
|
string output = decoratedMessage + "\n";
|
|
|
|
|
|
|
|
char[] separators = { '\r', '\n' };
|
|
|
|
string[] lines = debugInfo.Split(separators, StringSplitOptions.None);
|
|
|
|
|
|
|
|
// Show line numbers for script listing
|
|
|
|
int count = 1;
|
|
|
|
foreach (string line in lines)
|
|
|
|
{
|
|
|
|
output += count.ToString() + ": " + line + "\n";
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
|
|
|
|
UnityEngine.Debug.LogError(output);
|
|
|
|
}
|
|
|
|
|
|
|
|
#region Public members
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Instance of VS Code debug server when debugging option is enabled.
|
|
|
|
/// </summary>
|
|
|
|
public static MoonSharpVsCodeDebugServer DebugServer { get; private set; }
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Returns the first Lua Environment found in the scene, or creates one if none exists.
|
|
|
|
/// This is a slow operation, call it once at startup and cache the returned value.
|
|
|
|
/// </summary>
|
|
|
|
public static LuaEnvironment GetLua()
|
|
|
|
{
|
|
|
|
var luaEnv = GameObject.FindObjectOfType<LuaEnvironment>();
|
|
|
|
if (luaEnv == null)
|
|
|
|
{
|
|
|
|
GameObject prefab = Resources.Load<GameObject>("Prefabs/LuaEnvironment");
|
|
|
|
if (prefab != null)
|
|
|
|
{
|
|
|
|
GameObject go = Instantiate(prefab) as GameObject;
|
|
|
|
go.name = "LuaEnvironment";
|
|
|
|
luaEnv = go.GetComponent<LuaEnvironment>();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return luaEnv;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Register a type given it's assembly qualified name.
|
|
|
|
/// </summary>
|
|
|
|
public static void RegisterType(string typeName, bool extensionType = false)
|
|
|
|
{
|
|
|
|
System.Type t = null;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
t = System.Type.GetType(typeName);
|
|
|
|
}
|
|
|
|
catch
|
|
|
|
{}
|
|
|
|
|
|
|
|
if (t == null)
|
|
|
|
{
|
|
|
|
UnityEngine.Debug.LogWarning("Type not found: " + typeName);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Registering System.Object breaks MoonSharp's automated conversion of Lists and Dictionaries to Lua tables.
|
|
|
|
if (t == typeof(System.Object))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!UserData.IsTypeRegistered(t))
|
|
|
|
{
|
|
|
|
try
|
|
|
|
{
|
|
|
|
if (extensionType)
|
|
|
|
{
|
|
|
|
UserData.RegisterExtensionType(t);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UserData.RegisterType(t);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
catch (ArgumentException ex)
|
|
|
|
{
|
|
|
|
UnityEngine.Debug.LogWarning(ex.Message);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Start a Unity coroutine from a Lua call.
|
|
|
|
/// </summary>
|
|
|
|
public virtual Task RunUnityCoroutine(IEnumerator coroutine)
|
|
|
|
{
|
|
|
|
if (coroutine == null)
|
|
|
|
{
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We use the Task class so we can poll the coroutine to check if it has finished.
|
|
|
|
// Standard Unity coroutines don't support this check.
|
|
|
|
return new Task(RunUnityCoroutineImpl(coroutine));
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Initialise the Lua interpreter so we can start running Lua code.
|
|
|
|
/// </summary>
|
|
|
|
public virtual void InitEnvironment()
|
|
|
|
{
|
|
|
|
if (initialised)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Script.DefaultOptions.DebugPrint = (s) => { UnityEngine.Debug.Log(s); };
|
|
|
|
|
|
|
|
// In some use cases (e.g. downloadable Lua files) some Lua modules can pose a potential security risk.
|
|
|
|
// You can restrict which core lua modules are available here if needed. See the MoonSharp documentation for details.
|
|
|
|
interpreter = new Script(CoreModules.Preset_Complete);
|
|
|
|
|
|
|
|
// Load all Lua scripts in the project
|
|
|
|
InitLuaScriptFiles();
|
|
|
|
|
|
|
|
// Initialize any attached initializer components (e.g. LuaUtils)
|
|
|
|
LuaEnvironmentInitializer[] initializers = GetComponents<LuaEnvironmentInitializer>();
|
|
|
|
foreach (LuaEnvironmentInitializer initializer in initializers)
|
|
|
|
{
|
|
|
|
initializer.Initialize();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Change this to #if UNITY_STANDALONE if you want to debug a standalone build.
|
|
|
|
//
|
|
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
StartVSCodeDebugger();
|
|
|
|
|
|
|
|
// Attach the MoonSharp script to the debugger
|
|
|
|
DebugServer.AttachToScript(interpreter, gameObject.name);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
initialised = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The MoonSharp interpreter instance used to run Lua code.
|
|
|
|
/// </summary>
|
|
|
|
public virtual Script Interpreter { get { return interpreter; } }
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Loads and compiles a string containing Lua script, returning a closure (Lua function) which can be executed later.
|
|
|
|
/// <param name="luaString">The Lua code to be run.</param>
|
|
|
|
/// <param name="friendlyName">A descriptive name to be used in error reports.</param>
|
|
|
|
/// </summary>
|
|
|
|
public virtual Closure LoadLuaFunction(string luaString, string friendlyName)
|
|
|
|
{
|
|
|
|
InitEnvironment();
|
|
|
|
|
|
|
|
string processedString;
|
|
|
|
var initializer = GetComponent<LuaEnvironmentInitializer>();
|
|
|
|
if (initializer != null)
|
|
|
|
{
|
|
|
|
processedString = initializer.PreprocessScript(luaString);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
processedString = luaString;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load the Lua script
|
|
|
|
DynValue res = null;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
res = interpreter.LoadString(processedString, null, friendlyName);
|
|
|
|
}
|
|
|
|
catch (InterpreterException ex)
|
|
|
|
{
|
|
|
|
LogException(ex.DecoratedMessage, luaString);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (res == null ||
|
|
|
|
res.Type != DataType.Function)
|
|
|
|
{
|
|
|
|
UnityEngine.Debug.LogError("Failed to create Lua function from Lua string");
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
return res.Function;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Load and run a previously compiled Lua script. May be run as a coroutine.
|
|
|
|
/// <param name="fn">A previously compiled Lua function.</param>
|
|
|
|
/// <param name="runAsCoroutine">Run the Lua code as a coroutine to support asynchronous operations.</param>
|
|
|
|
/// <param name="onComplete">Method to callback when the Lua code finishes exection. Supports return parameters.</param>
|
|
|
|
/// </summary>
|
|
|
|
public virtual void RunLuaFunction(Closure fn, bool runAsCoroutine, Action<DynValue> onComplete = null)
|
|
|
|
{
|
|
|
|
if (fn == null)
|
|
|
|
{
|
|
|
|
if (onComplete != null)
|
|
|
|
{
|
|
|
|
onComplete(null);
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Execute the Lua script
|
|
|
|
if (runAsCoroutine)
|
|
|
|
{
|
|
|
|
StartCoroutine(RunLuaCoroutine(fn, onComplete));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DynValue returnValue = null;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
returnValue = fn.Call();
|
|
|
|
}
|
|
|
|
catch (InterpreterException ex)
|
|
|
|
{
|
|
|
|
LogException(ex.DecoratedMessage, GetSourceCode());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (onComplete != null)
|
|
|
|
{
|
|
|
|
onComplete(returnValue);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Load and run a string containing Lua script. May be run as a coroutine.
|
|
|
|
/// <param name="luaString">The Lua code to be run.</param>
|
|
|
|
/// <param name="friendlyName">A descriptive name to be used in error reports.</param>
|
|
|
|
/// <param name="runAsCoroutine">Run the Lua code as a coroutine to support asynchronous operations.</param>
|
|
|
|
/// <param name="onComplete">Method to callback when the Lua code finishes exection. Supports return parameters.</param>
|
|
|
|
/// </summary>
|
|
|
|
public virtual void DoLuaString(string luaString, string friendlyName, bool runAsCoroutine, Action<DynValue> onComplete = null)
|
|
|
|
{
|
|
|
|
Closure fn = LoadLuaFunction(luaString, friendlyName);
|
|
|
|
RunLuaFunction(fn, runAsCoroutine, onComplete);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|