using UnityEngine; using System.Collections; using System.Collections.Generic; using System; using System.Linq; using System.Diagnostics; using System.Text.RegularExpressions; using MoonSharp.Interpreter; using MoonSharp.Interpreter.Interop; using MoonSharp.Interpreter.Loaders; using MoonSharp.RemoteDebugger; namespace Fungus { public class LuaEnvironment : MonoBehaviour { /// /// Helper class used to extend the initialization behavior of LuaEnvironment. /// public abstract class Initializer : MonoBehaviour { /// /// Called when the LuaEnvironment is initializing. /// public abstract void Initialize(); } /// /// Custom file loader for MoonSharp that loads in all Lua scripts in the project. /// Scripts must be placed in a Resources/Lua directory. /// protected class LuaScriptLoader : ScriptLoaderBase { // Give the script loader access to the list of accessible Lua Modules. private IEnumerable luaScripts; public LuaScriptLoader(IEnumerable luaScripts) { this.luaScripts = luaScripts; } /// // Bypasses the standard path resolution logic for require. /// protected override string ResolveModuleName(string modname, string[] paths) { return modname; } public override object LoadFile(string file, Table globalContext) { foreach (TextAsset luaScript in luaScripts) { // Case insensitive string compare to allow standard Lua naming conventions in code if (String.Compare(luaScript.name, file, true) == 0) { return luaScript.text; } } return ""; } public override bool ScriptFileExists(string name) { foreach (TextAsset luaScript in luaScripts) { // Case insensitive string compare to allow standard Lua naming conventions in code if (String.Compare(luaScript.name, name, true) == 0) { return true; } } return false; } } /// /// 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. /// public static LuaEnvironment GetLua() { LuaEnvironment luaEnvironment = GameObject.FindObjectOfType(); if (luaEnvironment == null) { GameObject prefab = Resources.Load("Prefabs/LuaEnvironment"); if (prefab != null) { GameObject go = Instantiate(prefab) as GameObject; go.name = "LuaEnvironment"; luaEnvironment = go.GetComponent(); } } return luaEnvironment; } protected Script interpreter; /// /// Returns the MoonSharp interpreter instance used to run Lua code. /// public Script Interpreter { get { return interpreter; } } /// /// Launches the remote Lua debugger in your browser and breaks execution at the first executed Lua command. /// [Tooltip("Launches the remote Lua debugger in your browser and breaks execution at the first executed Lua command. Standalone platform only.")] public bool remoteDebugger = false; /// /// Instance of remote debugging service when debugging option is enabled. /// protected RemoteDebuggerService remoteDebuggerService; /// /// Flag used to avoid startup dependency issues. /// protected bool initialised = false; protected virtual void Start() { InitEnvironment(); } /// /// Initialise the Lua interpreter so we can start running Lua code. /// 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) Initializer[] initializers = GetComponentsInChildren(); foreach (Initializer initializer in initializers) { initializer.Initialize(); } if (remoteDebugger) { ActivateRemoteDebugger(interpreter); } initialised = true; } /// /// Register all Lua files in the project so they can be accessed at runtime. /// protected virtual void InitLuaScriptFiles() { object[] result = Resources.LoadAll("Lua", typeof(TextAsset)); interpreter.Options.ScriptLoader = new LuaScriptLoader(result.OfType()); } /// /// Register a type given it's assembly qualified name. /// public static void RegisterType(string typeName, bool extensionType = false) { System.Type t = System.Type.GetType(typeName); 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); } } } /// /// Loads and compiles a string containing Lua script, returning a closure (Lua function) which can be executed later. /// The Lua code to be run. /// A descriptive name to be used in error reports. /// public virtual Closure LoadLuaString(string luaString, string friendlyName) { InitEnvironment(); // Load the Lua script DynValue res = null; try { res = interpreter.LoadString(luaString, 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; } /// /// Load and run a previously compiled Lua script. May be run as a coroutine. /// A previously compiled Lua function. /// The Lua code to display in case of an error. /// Run the Lua code as a coroutine to support asynchronous operations. /// Method to callback when the Lua code finishes exection. Supports return parameters. /// public virtual void RunLuaFunction(Closure fn, string luaString, bool runAsCoroutine, Action onComplete = null) { if (fn == null) { if (onComplete != null) { onComplete(null); } return; } // Execute the Lua script if (runAsCoroutine) { StartCoroutine(RunLuaCoroutine(fn, luaString, onComplete)); } else { DynValue returnValue = null; try { returnValue = fn.Call(); } catch (InterpreterException ex) { LogException(ex.DecoratedMessage, luaString); } if (onComplete != null) { onComplete(returnValue); } } } /// /// Load and run a string containing Lua script. May be run as a coroutine. /// The Lua code to be run. /// A descriptive name to be used in error reports. /// Run the Lua code as a coroutine to support asynchronous operations. /// Method to callback when the Lua code finishes exection. Supports return parameters. /// public virtual void DoLuaString(string luaString, string friendlyName, bool runAsCoroutine, Action onComplete = null) { Closure fn = LoadLuaString(luaString, friendlyName); RunLuaFunction(fn, luaString, runAsCoroutine, onComplete); } /// /// A Unity coroutine method which updates a Lua coroutine each frame. /// A MoonSharp closure object representing a function. /// Debug text to display if an exception occurs (usually the Lua code that is being executed). /// A delegate method that is called when the coroutine completes. Includes return parameter. /// protected virtual IEnumerator RunLuaCoroutine(Closure closure, string debugInfo, Action 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, debugInfo); } yield return null; } if (onComplete != null) { onComplete(returnValue); } } /// /// Start a Unity coroutine from a Lua call. /// 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)); } /// /// Starts a standard Unity coroutine. /// The coroutine is managed by the LuaEnvironment monobehavior, so you can call StopAllCoroutines to /// stop all active coroutines later. /// 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 ActivateRemoteDebugger(Script script) { #if UNITY_STANDALONE if (remoteDebuggerService == null) { remoteDebuggerService = new RemoteDebuggerService(); // the last boolean is to specify if the script is free to run // after attachment, defaults to false remoteDebuggerService.Attach(script, gameObject.name, false); } // start the web-browser at the correct url. Replace this or just // pass the url to the user in some way. Process.Start(remoteDebuggerService.HttpUrlStringLocalHost); #endif } /// /// Writes a MoonSharp exception to the debug log in a helpful format. /// /// Decorated message from a MoonSharp exception /// Debug info, usually the Lua script that was running. public 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); } } }