Lua: refactor script api, more doc, add button for Open Lua Scripts Folder (#1588)
* lua manager: pass down the scripts folder to the instance instead of hard coding calls to the file manager everywhere * lua: add open lua scripts folder button * lua api: change script binding so that user cannot by mistake try to sleep or yield in a non script context
This commit is contained in:
parent
7c927e0cfb
commit
6d6848c2fb
28
docs/lua/classes/script_util.md
Normal file
28
docs/lua/classes/script_util.md
Normal file
@ -0,0 +1,28 @@
|
||||
# Class: script_util
|
||||
|
||||
Class for gta script utils, the instance is usually given to you.
|
||||
|
||||
## Functions (2)
|
||||
|
||||
### `yield()`
|
||||
|
||||
Yield execution.
|
||||
|
||||
**Exemple Usage:**
|
||||
```lua
|
||||
script_util:yield()
|
||||
```
|
||||
|
||||
### `sleep(ms)`
|
||||
|
||||
Sleep for the given amount of time, time is in milliseconds.
|
||||
|
||||
- **Parameters:**
|
||||
- `ms` (integer): The amount of time in milliseconds that we will sleep for.
|
||||
|
||||
**Exemple Usage:**
|
||||
```lua
|
||||
script_util:sleep(ms)
|
||||
```
|
||||
|
||||
|
@ -2,11 +2,34 @@
|
||||
|
||||
Table containing helper functions related to gta scripts.
|
||||
|
||||
## Functions (4)
|
||||
## Functions (2)
|
||||
|
||||
### `register_looped(name, func)`
|
||||
|
||||
Registers a function that will be looped as a gta script.
|
||||
**Exemple Usage:**
|
||||
```lua
|
||||
script.register_looped("nameOfMyLoopedScript", function (script)
|
||||
-- sleep until next game frame
|
||||
script:yield()
|
||||
|
||||
local ModelHash = joaat("adder")
|
||||
if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
|
||||
STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
|
||||
while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
|
||||
script:yield()
|
||||
end
|
||||
local myPed = PLAYER.PLAYER_PED_ID()
|
||||
local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
|
||||
-- Spawns a networked vehicle on your current coords
|
||||
local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
|
||||
-- removes model from game memory as we no longer need it
|
||||
STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
|
||||
-- sleep for 2s
|
||||
script:sleep(2000)
|
||||
ENTITY.DELETE_ENTITY(spawnedVehicle)
|
||||
end)
|
||||
```
|
||||
|
||||
- **Parameters:**
|
||||
- `name` (string): name of your new looped script
|
||||
@ -19,35 +42,37 @@ script.register_looped(name, func)
|
||||
|
||||
### `run_in_fiber(func)`
|
||||
|
||||
Executes a function inside the fiber pool, you can call natives inside it.
|
||||
Executes a function once inside the fiber pool, you can call natives inside it and yield or sleep.
|
||||
**Exemple Usage:**
|
||||
```lua
|
||||
script.run_in_fiber(function (script)
|
||||
-- sleep until next game frame
|
||||
script:yield()
|
||||
|
||||
local ModelHash = joaat("adder")
|
||||
if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
|
||||
STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
|
||||
while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
|
||||
script:yield()
|
||||
end
|
||||
local myPed = PLAYER.PLAYER_PED_ID()
|
||||
local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
|
||||
-- Spawns a networked vehicle on your current coords
|
||||
local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
|
||||
-- removes model from game memory as we no longer need it
|
||||
STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
|
||||
-- sleep for 2s
|
||||
script:sleep(2000)
|
||||
ENTITY.DELETE_ENTITY(spawnedVehicle)
|
||||
end)
|
||||
```
|
||||
|
||||
- **Parameters:**
|
||||
- `func` (function): function that will be executed once in the fiber pool, you can call natives inside it.
|
||||
- `func` (function): function that will be executed once in the fiber pool.
|
||||
|
||||
**Exemple Usage:**
|
||||
```lua
|
||||
script.run_in_fiber(func)
|
||||
```
|
||||
|
||||
### `yield()`
|
||||
|
||||
Yield execution.
|
||||
|
||||
**Exemple Usage:**
|
||||
```lua
|
||||
script.yield()
|
||||
```
|
||||
|
||||
### `sleep(ms)`
|
||||
|
||||
Sleep for the given amount of time, time is in milliseconds.
|
||||
|
||||
- **Parameters:**
|
||||
- `ms` (integer): The amount of time in milliseconds that we will sleep for.
|
||||
|
||||
**Exemple Usage:**
|
||||
```lua
|
||||
script.sleep(ms)
|
||||
```
|
||||
|
||||
|
||||
|
@ -6,6 +6,33 @@
|
||||
|
||||
namespace lua::script
|
||||
{
|
||||
// Lua API: Class
|
||||
// Name: script_util
|
||||
// Class for gta script utils, the instance is usually given to you.
|
||||
class script_util
|
||||
{
|
||||
public:
|
||||
// Lua API: Function
|
||||
// Class: script_util
|
||||
// Name: yield
|
||||
// Yield execution.
|
||||
void yield()
|
||||
{
|
||||
big::script::get_current()->yield();
|
||||
}
|
||||
|
||||
// Lua API: Function
|
||||
// Class: script_util
|
||||
// Name: sleep
|
||||
// Param: ms: integer: The amount of time in milliseconds that we will sleep for.
|
||||
// Sleep for the given amount of time, time is in milliseconds.
|
||||
void sleep(int ms)
|
||||
{
|
||||
big::script::get_current()->yield(std::chrono::milliseconds(ms));
|
||||
}
|
||||
};
|
||||
static script_util dummy_script_util;
|
||||
|
||||
// Lua API: Table
|
||||
// Name: script
|
||||
// Table containing helper functions related to gta scripts.
|
||||
@ -16,6 +43,29 @@ namespace lua::script
|
||||
// Param: name: string: name of your new looped script
|
||||
// Param: func: function: function that will be executed in a forever loop.
|
||||
// Registers a function that will be looped as a gta script.
|
||||
// **Exemple Usage:**
|
||||
// ```lua
|
||||
// script.register_looped("nameOfMyLoopedScript", function (script)
|
||||
// -- sleep until next game frame
|
||||
// script:yield()
|
||||
//
|
||||
// local ModelHash = joaat("adder")
|
||||
// if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
|
||||
// STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
|
||||
// while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
|
||||
// script:yield()
|
||||
// end
|
||||
// local myPed = PLAYER.PLAYER_PED_ID()
|
||||
// local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
|
||||
// -- Spawns a networked vehicle on your current coords
|
||||
// local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
|
||||
// -- removes model from game memory as we no longer need it
|
||||
// STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
|
||||
// -- sleep for 2s
|
||||
// script:sleep(2000)
|
||||
// ENTITY.DELETE_ENTITY(spawnedVehicle)
|
||||
// end)
|
||||
// ```
|
||||
static void register_looped(const std::string& name, sol::function func, sol::this_state state)
|
||||
{
|
||||
auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
|
||||
@ -24,7 +74,8 @@ namespace lua::script
|
||||
[func] {
|
||||
while (big::g_running)
|
||||
{
|
||||
auto res = func();
|
||||
auto res = func(dummy_script_util);
|
||||
|
||||
if (!res.valid())
|
||||
big::g_lua_manager->handle_error(res, res.lua_state());
|
||||
|
||||
@ -37,42 +88,51 @@ namespace lua::script
|
||||
// Lua API: Function
|
||||
// Table: script
|
||||
// Name: run_in_fiber
|
||||
// Param: func: function: function that will be executed once in the fiber pool, you can call natives inside it.
|
||||
// Executes a function inside the fiber pool, you can call natives inside it.
|
||||
// Param: func: function: function that will be executed once in the fiber pool.
|
||||
// Executes a function once inside the fiber pool, you can call natives inside it and yield or sleep.
|
||||
// **Exemple Usage:**
|
||||
// ```lua
|
||||
// script.run_in_fiber(function (script)
|
||||
// -- sleep until next game frame
|
||||
// script:yield()
|
||||
//
|
||||
// local ModelHash = joaat("adder")
|
||||
// if not STREAMING.IS_MODEL_IN_CDIMAGE(ModelHash) then return end
|
||||
// STREAMING.REQUEST_MODEL(ModelHash) -- Request the model
|
||||
// while not STREAMING.HAS_MODEL_LOADED(ModelHash) do -- Waits for the model to load
|
||||
// script:yield()
|
||||
// end
|
||||
// local myPed = PLAYER.PLAYER_PED_ID()
|
||||
// local myCoords = ENTITY.GET_ENTITY_COORDS(myPed, true)
|
||||
// -- Spawns a networked vehicle on your current coords
|
||||
// local spawnedVehicle = VEHICLE.CREATE_VEHICLE(ModelHash, myCoords.x, myCoords.y, myCoords.z, ENTITY.GET_ENTITY_HEADING(myPed), true, false)
|
||||
// -- removes model from game memory as we no longer need it
|
||||
// STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(ModelHash)
|
||||
// -- sleep for 2s
|
||||
// script:sleep(2000)
|
||||
// ENTITY.DELETE_ENTITY(spawnedVehicle)
|
||||
// end)
|
||||
// ```
|
||||
static void run_in_fiber(sol::function func)
|
||||
{
|
||||
big::g_fiber_pool->queue_job([func] {
|
||||
auto res = func();
|
||||
auto res = func(dummy_script_util);
|
||||
|
||||
if (!res.valid())
|
||||
big::g_lua_manager->handle_error(res, res.lua_state());
|
||||
});
|
||||
}
|
||||
|
||||
// Lua API: Function
|
||||
// Table: script
|
||||
// Name: yield
|
||||
// Yield execution.
|
||||
static void yield()
|
||||
{
|
||||
big::script::get_current()->yield();
|
||||
}
|
||||
|
||||
// Lua API: Function
|
||||
// Table: script
|
||||
// Name: sleep
|
||||
// Param: ms: integer: The amount of time in milliseconds that we will sleep for.
|
||||
// Sleep for the given amount of time, time is in milliseconds.
|
||||
static void sleep(int ms)
|
||||
{
|
||||
big::script::get_current()->yield(std::chrono::milliseconds(ms));
|
||||
}
|
||||
|
||||
static void bind(sol::state& state)
|
||||
{
|
||||
auto ns = state["script"].get_or_create<sol::table>();
|
||||
ns["register_looped"] = register_looped;
|
||||
ns["run_in_fiber"] = run_in_fiber;
|
||||
ns["yield"] = yield;
|
||||
ns["sleep"] = sleep;
|
||||
|
||||
//clang-format off
|
||||
state.new_usertype<script_util>("script_util",
|
||||
"yield", &script_util::yield,
|
||||
"sleep", &script_util::sleep);
|
||||
//clang-format on
|
||||
}
|
||||
}
|
@ -4,16 +4,17 @@
|
||||
|
||||
namespace big
|
||||
{
|
||||
lua_manager::lua_manager()
|
||||
lua_manager::lua_manager(folder scripts_folder) :
|
||||
m_scripts_folder(scripts_folder)
|
||||
{
|
||||
m_schedule_reload_modules = false;
|
||||
|
||||
m_wake_time_changed_scripts_check =
|
||||
std::chrono::high_resolution_clock::now() + m_delay_between_changed_scripts_check;
|
||||
|
||||
load_all_modules();
|
||||
|
||||
g_lua_manager = this;
|
||||
|
||||
load_all_modules();
|
||||
}
|
||||
|
||||
lua_manager::~lua_manager()
|
||||
@ -70,7 +71,7 @@ namespace big
|
||||
|
||||
if (m_wake_time_changed_scripts_check <= std::chrono::high_resolution_clock::now())
|
||||
{
|
||||
for (const auto& entry : std::filesystem::directory_iterator(g_file_manager->get_project_folder("scripts").get_path()))
|
||||
for (const auto& entry : std::filesystem::directory_iterator(m_scripts_folder.get_path()))
|
||||
{
|
||||
if (entry.is_regular_file())
|
||||
{
|
||||
@ -134,7 +135,7 @@ namespace big
|
||||
|
||||
void lua_manager::load_all_modules()
|
||||
{
|
||||
for (const auto& entry : std::filesystem::directory_iterator(g_file_manager->get_project_folder("scripts").get_path()))
|
||||
for (const auto& entry : std::filesystem::directory_iterator(m_scripts_folder.get_path()))
|
||||
if (entry.is_regular_file())
|
||||
load_module(entry.path().filename().string());
|
||||
}
|
||||
|
@ -20,11 +20,13 @@ namespace big
|
||||
static constexpr std::chrono::seconds m_delay_between_changed_scripts_check = 3s;
|
||||
std::chrono::high_resolution_clock::time_point m_wake_time_changed_scripts_check;
|
||||
|
||||
folder m_scripts_folder;
|
||||
|
||||
public:
|
||||
bool m_schedule_reload_modules;
|
||||
|
||||
public:
|
||||
lua_manager();
|
||||
lua_manager(folder scripts_folder);
|
||||
~lua_manager();
|
||||
|
||||
void load_all_modules();
|
||||
@ -35,6 +37,11 @@ namespace big
|
||||
return m_modules.size();
|
||||
}
|
||||
|
||||
inline const folder& get_scripts_folder() const
|
||||
{
|
||||
return m_scripts_folder;
|
||||
}
|
||||
|
||||
void draw_gui(rage::joaat_t tab_hash);
|
||||
|
||||
void unload_module(rage::joaat_t module_id);
|
||||
|
@ -51,7 +51,7 @@ namespace big
|
||||
{
|
||||
m_state.open_libraries();
|
||||
|
||||
const auto scripts_folder = g_file_manager->get_project_folder("scripts");
|
||||
const auto& scripts_folder = g_lua_manager->get_scripts_folder();
|
||||
|
||||
add_folder_to_require_available_paths(scripts_folder);
|
||||
|
||||
|
@ -136,7 +136,7 @@ BOOL APIENTRY DllMain(HMODULE hmod, DWORD reason, PVOID)
|
||||
auto native_hooks_instance = std::make_unique<native_hooks>();
|
||||
LOG(INFO) << "Dynamic native hooker initialized.";
|
||||
|
||||
auto lua_manager_instance = std::make_unique<lua_manager>();
|
||||
auto lua_manager_instance = std::make_unique<lua_manager>(g_file_manager->get_project_folder("scripts"));
|
||||
LOG(INFO) << "Lua manager initialized.";
|
||||
|
||||
g_running = true;
|
||||
|
@ -53,7 +53,14 @@ namespace big
|
||||
{
|
||||
g_lua_manager->m_schedule_reload_modules = true;
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Auto Reload Changed Scripts", &g.lua.enable_auto_reload_changed_scripts);
|
||||
|
||||
if (components::button("Open Lua Scripts Folder"))
|
||||
{
|
||||
std::string command = "explorer.exe /select," + g_lua_manager->get_scripts_folder().get_path().string();
|
||||
|
||||
std::system(command.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user