/
ScriptingSystem.cpp
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/
ScriptingSystem.cpp
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#include "ScriptingSystem.h"
#include "itextstream.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/path.h"
#include <functional>
#include "string/case_conv.h"
namespace script
{
namespace
{
constexpr const char* const EXAMPLE_SCRIPT_NAME = "Example";
constexpr const char* const INIT_SCRIPT_FILENAME = "init.py";
constexpr const char* const PYTHON_FILE_EXTENSION = "py";
constexpr const char* const SCRIPT_PATH = "scripts/"; // relative to the runtime data folder
constexpr const char* const COMMAND_PATH = "commands/"; // relative to SCRIPT_PATH
}
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)
{
_pythonModule->executeScriptFile(_scriptPath, filename, setExecuteCommandAttr);
}
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_SCRIPT_NAME) 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_SCRIPT_FILENAME);
// 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
auto 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)
{
auto command = _pythonModule->createScriptCommand(_scriptPath, scriptFilename);
if (!command)
{
// The python module already emitted some errors to the log, just exit
return;
}
// Try to register this named command
auto result = _commands.emplace(command->getName(), command);
// Result.second is TRUE if the insert succeeded
if (result.second)
{
rMessage() << "Registered script file " << scriptFilename << " as " << command->getName() << std::endl;
}
else
{
rError() << "Error in " << scriptFilename << ": Script command "
<< command->getName() << " has already been registered in "
<< _commands[command->getName()]->getFilename() << std::endl;
}
}
void ScriptingSystem::reloadScripts()
{
// Release all previously allocated commands
_commands.clear();
// Initialise the search's starting point
fs::path start = fs::path(_scriptPath) / COMMAND_PATH;
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 != PYTHON_FILE_EXTENSION) 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() + SCRIPT_PATH;
// 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