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preliminary lua scripting framework for objects
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parent
c57637b4c3
commit
69dbc046eb
81 changed files with 18685 additions and 193 deletions
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@ -38,10 +38,12 @@ Some planning
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*/
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class ServerEnvironment;
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class ServerActiveObject : public ActiveObject
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{
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public:
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ServerActiveObject(u16 id, v3f pos=v3f(0,0,0));
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ServerActiveObject(ServerEnvironment *env, u16 id, v3f pos=v3f(0,0,0));
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virtual ~ServerActiveObject();
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v3f getBasePosition()
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@ -49,13 +51,40 @@ public:
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return m_base_position;
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}
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void setBasePosition(v3f pos)
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{
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m_base_position = pos;
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}
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ServerEnvironment* getEnv()
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{
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return m_env;
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}
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/*
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Step object in time.
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Messages added to messages are sent to client over network.
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*/
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virtual void step(float dtime, Queue<ActiveObjectMessage> &messages){}
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// Number of players which know about this one
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/*
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The return value of this is passed to the client-side object
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when it is created
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*/
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virtual std::string getClientInitializationData(){return "";}
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/*
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The return value of this is passed to the server-side object
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when it is loaded from disk or from a static object
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*/
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virtual std::string getServerInitializationData(){return "";}
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/*
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This takes the return value of getServerInitializationData
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*/
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virtual void initialize(const std::string &data){}
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// Number of players which know about this object
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u16 m_known_by_count;
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/*
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Whether this object is to be removed when nobody knows about
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@ -66,13 +95,14 @@ public:
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bool m_removed;
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protected:
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ServerEnvironment *m_env;
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v3f m_base_position;
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};
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class TestSAO : public ServerActiveObject
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{
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public:
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TestSAO(u16 id, v3f pos);
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TestSAO(ServerEnvironment *env, u16 id, v3f pos);
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_TEST;
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@ -83,5 +113,43 @@ private:
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float m_age;
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};
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extern "C"{
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#include "lua.h"
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#include "lualib.h"
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#include "lauxlib.h"
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}
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class LuaSAO : public ServerActiveObject
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{
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public:
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LuaSAO(ServerEnvironment *env, u16 id, v3f pos);
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virtual ~LuaSAO();
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u8 getType() const
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{
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return ACTIVEOBJECT_TYPE_LUA;
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}
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virtual std::string getClientInitializationData();
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virtual std::string getServerInitializationData();
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void initialize(const std::string &data);
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void loadScripts(const std::string &script_name);
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void step(float dtime, Queue<ActiveObjectMessage> &messages);
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/*
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Stuff available for usage for the lua callbacks
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*/
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// This is moved onwards at the end of step()
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Queue<ActiveObjectMessage> m_message_queue;
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private:
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lua_State* L;
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std::string m_script_name;
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};
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#endif
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