You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

382 lines
13 KiB

1 year ago
// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// 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
{
[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;
/// <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);
}
/// <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
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;
}
/// <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
}
}