/
ScriptingSystem.cpp
371 lines (298 loc) · 10.3 KB
/
ScriptingSystem.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
#include "ScriptingSystem.h"
#include <pybind11/pybind11.h>
#include <pybind11/attr.h>
#include <pybind11/eval.h>
#include "i18n.h"
#include "itextstream.h"
#include "iradiant.h"
#include "ui/imainframe.h"
#include "iundo.h"
#include "interfaces/MathInterface.h"
#include "interfaces/RegistryInterface.h"
#include "interfaces/RadiantInterface.h"
#include "interfaces/SceneGraphInterface.h"
#include "interfaces/EClassInterface.h"
#include "interfaces/SelectionInterface.h"
#include "interfaces/BrushInterface.h"
#include "interfaces/PatchInterface.h"
#include "interfaces/EntityInterface.h"
#include "interfaces/MapInterface.h"
#include "interfaces/CommandSystemInterface.h"
#include "interfaces/GameInterface.h"
#include "interfaces/FileSystemInterface.h"
#include "interfaces/GridInterface.h"
#include "interfaces/ShaderSystemInterface.h"
#include "interfaces/ModelInterface.h"
#include "interfaces/SkinInterface.h"
#include "interfaces/SoundInterface.h"
#include "interfaces/DialogInterface.h"
#include "interfaces/SelectionSetInterface.h"
#include "interfaces/SelectionGroupInterface.h"
#include "interfaces/CameraInterface.h"
#include "interfaces/LayerInterface.h"
#include "interfaces/DeclarationManagerInterface.h"
#include "interfaces/FxManagerInterface.h"
#include "PythonModule.h"
#include "SceneNodeBuffer.h"
#include "os/fs.h"
#include "os/file.h"
#include "os/path.h"
#include <functional>
#include "string/case_conv.h"
namespace script
{
ScriptingSystem::ScriptingSystem() :
_initialised(false)
{}
void ScriptingSystem::addInterface(const std::string& name, const IScriptInterfacePtr& iface)
{
_pythonModule->addInterface(NamedInterface(name, iface));
}
void ScriptingSystem::executeScriptFile(const std::string& filename)
{
executeScriptFile(filename, false);
}
void ScriptingSystem::executeScriptFile(const std::string& filename, bool setExecuteCommandAttr)
{
try
{
std::string filePath = _scriptPath + filename;
// Prevent calling exec_file with a non-existent file, we would
// get crashes during Py_Finalize later on.
if (!os::fileOrDirExists(filePath))
{
rError() << "Error: File " << filePath << " doesn't exist." << std::endl;
return;
}
py::dict locals;
if (setExecuteCommandAttr)
{
locals["__executeCommand__"] = true;
}
// Attempt to run the specified script
py::eval_file(filePath, _pythonModule->getGlobals(), locals);
}
catch (std::invalid_argument& e)
{
rError() << "Error trying to execute file " << filename << ": " << e.what() << std::endl;
}
catch (const py::error_already_set& ex)
{
rError() << "Error while executing file: " << filename << ": " << std::endl;
rError() << ex.what() << std::endl;
}
}
ExecutionResultPtr ScriptingSystem::executeString(const std::string& scriptString)
{
return _pythonModule->executeString(scriptString);
}
void ScriptingSystem::foreachScriptCommand(const std::function<void(const IScriptCommand&)>& functor)
{
for (const auto& pair : _commands)
{
if (pair.first == "Example") continue; // skip the example script
functor(*pair.second);
}
}
sigc::signal<void>& ScriptingSystem::signal_onScriptsReloaded()
{
return _sigScriptsReloaded;
}
void ScriptingSystem::initialise()
{
// Fire up the interpreter
_pythonModule->initialise();
_initialised = true;
// Start the init script
executeScriptFile("init.py");
// Search script folder for commands
reloadScripts();
}
void ScriptingSystem::runScriptFile(const cmd::ArgumentList& args)
{
if (args.empty()) return;
executeScriptFile(args[0].getString());
}
void ScriptingSystem::runScriptCommand(const cmd::ArgumentList& args)
{
if (args.empty()) return;
executeCommand(args[0].getString());
}
void ScriptingSystem::reloadScriptsCmd(const cmd::ArgumentList& args)
{
reloadScripts();
}
void ScriptingSystem::executeCommand(const std::string& name)
{
// Sanity check
if (!_initialised)
{
rError() << "Cannot execute script command " << name
<< ", ScriptingSystem not initialised yet." << std::endl;
return;
}
// Lookup the name
ScriptCommandMap::iterator found = _commands.find(name);
if (found == _commands.end())
{
rError() << "Couldn't find command " << name << std::endl;
return;
}
UndoableCommand cmd("runScriptCommand " + name);
// Execute the script file behind this command
executeScriptFile(found->second->getFilename(), true);
}
void ScriptingSystem::loadCommandScript(const std::string& scriptFilename)
{
try
{
// Create a new dictionary for the initialisation routine
py::dict locals;
// Disable the flag for initialisation, just for sure
locals["__executeCommand__"] = false;
// Attempt to run the specified script
py::eval_file(_scriptPath + scriptFilename, _pythonModule->getGlobals(), locals);
std::string cmdName;
std::string cmdDisplayName;
if (locals.contains("__commandName__"))
{
cmdName = locals["__commandName__"].cast<std::string>();
}
if (locals.contains("__commandDisplayName__"))
{
cmdDisplayName = locals["__commandDisplayName__"].cast<std::string>();
}
if (!cmdName.empty())
{
if (cmdDisplayName.empty())
{
cmdDisplayName = cmdName;
}
// Successfully retrieved the command
auto cmd = std::make_shared<ScriptCommand>(cmdName, cmdDisplayName, scriptFilename);
// Try to register this named command
auto result = _commands.insert(std::make_pair(cmdName, cmd));
// Result.second is TRUE if the insert succeeded
if (result.second)
{
rMessage() << "Registered script file " << scriptFilename
<< " as " << cmdName << std::endl;
}
else
{
rError() << "Error in " << scriptFilename << ": Script command "
<< cmdName << " has already been registered in "
<< _commands[cmdName]->getFilename() << std::endl;
}
}
}
catch (const py::error_already_set& ex)
{
rError() << "Script file " << scriptFilename << " is not a valid command:" << std::endl;
rError() << ex.what() << std::endl;
}
}
void ScriptingSystem::reloadScripts()
{
// Release all previously allocated commands
_commands.clear();
// Initialise the search's starting point
fs::path start = fs::path(_scriptPath) / "commands/";
if (!fs::exists(start))
{
rWarning() << "Couldn't find scripts folder: " << start.string() << std::endl;
return;
}
for (fs::recursive_directory_iterator it(start);
it != fs::recursive_directory_iterator(); ++it)
{
// Get the candidate
const fs::path& candidate = *it;
if (fs::is_directory(candidate)) continue;
std::string extension = os::getExtension(candidate.string());
string::to_lower(extension);
if (extension != "py") continue;
// Script file found, construct a new command
loadCommandScript(os::getRelativePath(candidate.generic_string(), _scriptPath));
}
rMessage() << "ScriptModule: Found " << _commands.size() << " commands." << std::endl;
_sigScriptsReloaded.emit();
}
// RegisterableModule implementation
const std::string& ScriptingSystem::getName() const
{
static std::string _name(MODULE_SCRIPTING_SYSTEM);
return _name;
}
const StringSet& ScriptingSystem::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_COMMANDSYSTEM);
}
return _dependencies;
}
void ScriptingSystem::initialiseModule(const IApplicationContext& ctx)
{
// Subscribe to get notified as soon as Radiant is fully initialised
module::GlobalModuleRegistry().signal_allModulesInitialised()
.connect(sigc::mem_fun(this, &ScriptingSystem::initialise));
// Construct the script path
_scriptPath = ctx.getRuntimeDataPath() + "scripts/";
// Set up the python interpreter
_pythonModule.reset(new PythonModule);
// Add the built-in interfaces (the order is important, as we don't have dependency-resolution yet)
addInterface("Math", std::make_shared<MathInterface>());
addInterface("GameManager", std::make_shared<GameInterface>());
addInterface("CommandSystem", std::make_shared<CommandSystemInterface>());
addInterface("SceneGraph", std::make_shared<SceneGraphInterface>());
addInterface("GlobalRegistry", std::make_shared<RegistryInterface>());
addInterface("GlobalEntityClassManager", std::make_shared<EClassManagerInterface>());
addInterface("GlobalSelectionSystem", std::make_shared<SelectionInterface>());
addInterface("Brush", std::make_shared<BrushInterface>());
addInterface("Patch", std::make_shared<PatchInterface>());
addInterface("Entity", std::make_shared<EntityInterface>());
addInterface("Radiant", std::make_shared<RadiantInterface>());
addInterface("Map", std::make_shared<MapInterface>());
addInterface("FileSystem", std::make_shared<FileSystemInterface>());
addInterface("Grid", std::make_shared<GridInterface>());
addInterface("ShaderSystem", std::make_shared<ShaderSystemInterface>());
addInterface("Model", std::make_shared<ModelInterface>());
addInterface("ModelSkinCacheInterface", std::make_shared<ModelSkinCacheInterface>());
addInterface("SoundManager", std::make_shared<SoundManagerInterface>());
addInterface("DialogInterface", std::make_shared<DialogManagerInterface>());
addInterface("SelectionSetInterface", std::make_shared<SelectionSetInterface>());
addInterface("SelectionGroupInterface", std::make_shared<SelectionGroupInterface>());
addInterface("CameraInterface", std::make_shared<CameraInterface>());
addInterface("LayerInterface", std::make_shared<LayerInterface>());
addInterface("DeclarationManager", std::make_shared<DeclarationManagerInterface>());
addInterface("FxManager", std::make_shared<FxManagerInterface>());
GlobalCommandSystem().addCommand(
"RunScript",
std::bind(&ScriptingSystem::runScriptFile, this, std::placeholders::_1),
{ cmd::ARGTYPE_STRING }
);
GlobalCommandSystem().addCommand(
"ReloadScripts",
std::bind(&ScriptingSystem::reloadScriptsCmd, this, std::placeholders::_1)
);
GlobalCommandSystem().addCommand(
"RunScriptCommand",
std::bind(&ScriptingSystem::runScriptCommand, this, std::placeholders::_1),
{ cmd::ARGTYPE_STRING }
);
SceneNodeBuffer::Instance().clear();
}
void ScriptingSystem::shutdownModule()
{
rMessage() << getName() << "::shutdownModule called." << std::endl;
_sigScriptsReloaded.clear();
_initialised = false;
// Clear the buffer so that nodes finally get destructed
SceneNodeBuffer::Instance().clear();
_commands.clear();
_scriptPath.clear();
_pythonModule.reset();
}
} // namespace script