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further cleanup of repo
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140 changed files with 1 additions and 2430 deletions
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI.CCK.Components;
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using ABI.Scripting.CVRSTL.Common;
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using UnityEngine;
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namespace NAK.CVRLuaToolsExtension;
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public static class CVRBaseLuaBehaviourExtensions
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{
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// check if the script is eligible for hot reload
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public static bool IsScriptEligibleForHotReload(this CVRBaseLuaBehaviour script)
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{
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return script.Context.IsWornByMe // avatar if worn
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|| script.Context.IsSpawnedByMe // prop if spawned
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|| script.Context.objContext == CVRLuaObjectContext.WORLD; // always world scripts
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}
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// gets the asset id from the script
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public static string GetAssetIdFromScript(this CVRBaseLuaBehaviour script)
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{
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switch (script.Context.objContext)
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{
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case CVRLuaObjectContext.WORLD:
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//return MetaPort.Instance.CurrentWorldId; // do not trust CVRAssetInfo, can be destroyed at runtime
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return "SYSTEM"; // default for world scripts is SYSTEM, but TODO: use actual world id
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case CVRLuaObjectContext.AVATAR:
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Component rootComponent = script.Context.RootComponent;
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return rootComponent switch
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{
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PlayerSetup => MetaPort.Instance.currentAvatarGuid, // local avatar
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PuppetMaster puppetMaster => puppetMaster.CVRPlayerEntity.AvatarId, // remote avatar
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_ => string.Empty // fuck
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};
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case CVRLuaObjectContext.PROP:
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{
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CVRSpawnable spawnable = (CVRSpawnable)script.Context.RootComponent;
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if (!string.IsNullOrEmpty(spawnable.guid)) return spawnable.guid; // after filtering has occured
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return spawnable.TryGetComponent(out CVRAssetInfo assetInfo)
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? assetInfo.objectId // before filtering has occured
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: string.Empty; // well shit
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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using ABI.CCK.Components;
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using ABI.Scripting.CVRSTL.Client;
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using System.Diagnostics;
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using MTJobSystem;
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using UnityEngine;
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namespace NAK.CVRLuaToolsExtension;
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public static class CVRLuaClientBehaviourExtensions
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{
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internal static readonly Dictionary<CVRLuaClientBehaviour, bool> _isRestarting = new();
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private static string PersistentDataPath;
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#region Public Methods
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public static void Restart(this CVRLuaClientBehaviour behaviour)
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{
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PersistentDataPath ??= Application.persistentDataPath; // needs to be set on main
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if (_isRestarting.TryGetValue(behaviour, out bool isRestarting) && isRestarting)
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{
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CVRLuaToolsExtensionMod.Logger.Warning($"Restart is already in progress for {behaviour.ScriptName}.");
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return;
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}
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_isRestarting[behaviour] = true;
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bool wasEnabled = behaviour.enabled;
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if (behaviour.Crashed)
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{
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CVRLuaToolsExtensionMod.Logger.Warning($"Restarting a script ({behaviour.ScriptName}) in a crashed state. Unable to determine original enabled state, defaulting to true.");
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wasEnabled = true;
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}
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behaviour.enabled = false;
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Task.Run(() =>
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{
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try
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{
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behaviour.ResetScriptCompletely();
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if (CVRLuaToolsExtensionMod.EntryAttemptInitOffMainThread.Value)
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{
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CVRLuaToolsExtensionMod.Logger.Warning("Attempting to initialize the lua script off main thread. This may cause crashes or corruption if you are accessing UnityEngine Objects outside of Unity's callbacks!");
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behaviour.DoInitialLoadOfScript();
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}
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}
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catch (Exception e)
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{
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CVRLuaToolsExtensionMod.Logger.Error(e); // don't wanna die in task
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}
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MTJobManager.RunOnMainThread("RestartScript", () =>
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{
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Stopwatch stopwatch = new();
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stopwatch.Start();
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try
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{
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if (!CVRLuaToolsExtensionMod.EntryAttemptInitOffMainThread.Value)
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behaviour.DoInitialLoadOfScript();
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if (behaviour.InitialCodeRun) behaviour.IsScriptInitialized = true; // allow callbacks to run again
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// invoke custom event on reset
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if (!behaviour.ShouldSkipEvent("CVRLuaTools_OnReset")) behaviour.ExecuteEvent(5000, "CVRLuaTools_OnReset");
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// re-enable the script & invoke the lifecycle events
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if (!behaviour.ShouldSkipEvent("Awake")) behaviour.ExecuteEvent(1000, "Awake");
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behaviour.enabled = wasEnabled;
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if (wasEnabled)
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{
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if (!behaviour.ShouldSkipEvent("OnEnable")) behaviour.ExecuteEvent(1000, "OnEnable");
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if (!behaviour.ShouldSkipEvent("Start")) behaviour.ExecuteEvent(1000, "Start");
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}
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}
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catch (Exception e)
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{
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CVRLuaToolsExtensionMod.Logger.Error(e); // don't wanna die prior to resetting restart flag
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}
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_isRestarting.Remove(behaviour);
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stopwatch.Stop();
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CVRLuaToolsExtensionMod.Logger.Msg($"Restarted {behaviour.ScriptName} in {stopwatch.ElapsedMilliseconds}ms.");
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});
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});
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}
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#endregion Public Methods
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#region Private Methods
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private static void ResetScriptCompletely(this CVRLuaClientBehaviour behaviour)
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{
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var boundObjectEntries = new List<LuaScriptFactory.BoundObjectEntry>();
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foreach (var kvp in behaviour.BoundObjects)
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{
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LuaScriptFactory.BoundObjectEntry entry = new(behaviour, behaviour.Context, kvp.Key, kvp.Value);
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boundObjectEntries.Add(entry);
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}
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behaviour.IsScriptInitialized = false; // prevent callbacks from causing null refs while restarting
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behaviour.InitialCodeRun = false; // needs to be set so LoadAndRunScriptIfNeeded will run the script again
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behaviour.Crashed = false; // reset the crash flag
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behaviour._scriptGlobalFunctions.Clear(); // will be repopulated
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behaviour._startupMessageQueue.Clear(); // will be repopulated
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behaviour.LogInfo("[CVRLuaToolsExtension] Resetting script...\n");
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behaviour.script = null;
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behaviour.script = LuaScriptFactory.ForLuaBehaviour(behaviour, boundObjectEntries, behaviour.gameObject, behaviour.transform, PersistentDataPath);
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behaviour.InitTimerIfNeeded(); // only null if crashed prior
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behaviour.script.AttachDebugger(behaviour.timer); // reattach the debugger
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}
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private static void DoInitialLoadOfScript(this CVRLuaClientBehaviour behaviour)
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{
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behaviour.LogInfo("[CVRLuaToolsExtension] Interpreting " + behaviour.ScriptName + "...\n");
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behaviour.LoadAndRunScript(behaviour.ScriptText); // fucking slow
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behaviour.PopulateScriptGlobalFunctionsCache(behaviour.script.Globals); // tbh don't think we need to clear in first place
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behaviour.HandleMessageQueueEntries(); // shouldn't be any
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behaviour.InitialCodeRun = true;
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}
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#endregion Private Methods
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}
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