// 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 { /// /// 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. /// public class LuaEnvironment : MonoBehaviour { [Tooltip("Start a Lua debug server on scene start.")] [SerializeField] protected bool startDebugServer = true; [Tooltip("Port to use for the Lua debug server.")] [SerializeField] protected int debugServerPort = 41912; /// /// The MoonSharp interpreter instance. /// protected Script interpreter; /// /// Flag used to avoid startup dependency issues. /// protected bool initialised = false; protected virtual void Start() { InitEnvironment(); } /// /// Detach the MoonSharp script from the debugger. /// protected virtual void OnDestroy() { if (DebugServer != null) { DebugServer.Detach(interpreter); } } /// /// 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()); } /// /// A Unity coroutine method which updates a Lua coroutine each frame. /// A MoonSharp closure object representing a function. /// A delegate method that is called when the coroutine completes. Includes return parameter. /// protected virtual IEnumerator RunLuaCoroutine(Closure closure, 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, 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; } /// /// 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); } /// /// 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. 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 /// /// Instance of VS Code debug server when debugging option is enabled. /// public static MoonSharpVsCodeDebugServer DebugServer { get; private set; } /// /// 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() { var luaEnv = GameObject.FindObjectOfType(); if (luaEnv == null) { GameObject prefab = Resources.Load("Prefabs/LuaEnvironment"); if (prefab != null) { GameObject go = Instantiate(prefab) as GameObject; go.name = "LuaEnvironment"; luaEnv = go.GetComponent(); } } return luaEnv; } /// /// Register a type given it's assembly qualified name. /// 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); } } } /// /// 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)); } /// /// 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) LuaEnvironmentInitializer[] initializers = GetComponents(); foreach (LuaEnvironmentInitializer initializer in initializers) { initializer.Initialize(); } // // Change this to #if UNITY_STANDALONE if you want to debug a standalone build. // #if UNITY_EDITOR if (startDebugServer && DebugServer == null) { // Create the debugger server DebugServer = new MoonSharpVsCodeDebugServer(debugServerPort); // Start the debugger server DebugServer.Start(); // Attach the MoonSharp script to the debugger DebugServer.AttachToScript(interpreter, gameObject.name); } #endif initialised = true; } /// /// The MoonSharp interpreter instance used to run Lua code. /// public virtual Script Interpreter { get { return interpreter; } } /// /// 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 LoadLuaFunction(string luaString, string friendlyName) { InitEnvironment(); string processedString; var initializer = GetComponent(); 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; } /// /// Load and run a previously compiled Lua script. May be run as a coroutine. /// A previously compiled Lua function. /// 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, bool runAsCoroutine, Action 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); } } } /// /// 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 = LoadLuaFunction(luaString, friendlyName); RunLuaFunction(fn, runAsCoroutine, onComplete); } #endregion } }