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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
159 lines
5.1 KiB
Plaintext
159 lines
5.1 KiB
Plaintext
SUBSYSTEM_DEF(lua)
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name = "Lua Scripting"
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runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
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wait = 0.1 SECONDS
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/// A list of all lua states
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var/list/datum/lua_state/states = list()
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/// A list of open editors, with each key in the list associated with a list of editors.
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/// Tracks which UIs are open for each state so that they can be updated whenever
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/// code is run in the state.
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var/list/editors
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var/list/sleeps = list()
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var/list/resumes = list()
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var/list/current_run = list()
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var/list/current_states_run = list()
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var/list/needs_gc_cycle = list()
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/datum/controller/subsystem/lua/Initialize()
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DREAMLUAU_SET_EXECUTION_LIMIT_SECS(5)
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// Set wrappers to ensure that lua scripts are subject to the same safety restrictions as other admin tooling
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DREAMLUAU_SET_NEW_WRAPPER("/proc/_new")
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DREAMLUAU_SET_VAR_GET_WRAPPER("/proc/wrap_lua_get_var")
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DREAMLUAU_SET_VAR_SET_WRAPPER("/proc/wrap_lua_set_var")
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DREAMLUAU_SET_OBJECT_CALL_WRAPPER("/proc/wrap_lua_datum_proc_call")
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DREAMLUAU_SET_GLOBAL_CALL_WRAPPER("/proc/wrap_lua_global_proc_call")
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// Set the print wrapper, as otherwise, the print function is meaningless
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DREAMLUAU_SET_PRINT_WRAPPER("/proc/wrap_lua_print")
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/lua/OnConfigLoad()
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// Read the paths from the config file
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var/list/lua_path = list()
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var/list/config_paths = CONFIG_GET(str_list/lua_path)
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for(var/path in config_paths)
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lua_path += path
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world.SetConfig("env", "LUAU_PATH", jointext(lua_path, ";"))
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/datum/controller/subsystem/lua/proc/queue_resume(datum/lua_state/state, index, arguments)
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if(!initialized)
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return
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if(!istype(state))
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return
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if(!arguments)
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arguments = list()
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else if(!islist(arguments))
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arguments = list(arguments)
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else
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var/list/args_list = arguments
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arguments = args_list.Copy()
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resumes += list(list("state" = state, "index" = index, "arguments" = arguments))
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/datum/controller/subsystem/lua/proc/kill_task(datum/lua_state/state, is_sleep, index)
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if(!istype(state))
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return
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if(is_sleep)
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var/state_index = 1
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// Get the nth sleep in the sleep list corresponding to the target state
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for(var/i in 1 to length(sleeps))
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var/datum/lua_state/sleeping_state = sleeps[i]
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if(sleeping_state == state)
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if(state_index == index)
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sleeps.Cut(i, i+1)
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break
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state_index++
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else
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// Remove the resumt from the resumt list
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for(var/i in 1 to length(resumes))
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var/resume = resumes[i]
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if(resume["state"] == state && resume["index"] == index)
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resumes.Cut(i, i+1)
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break
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state.kill_task(is_sleep, index)
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/datum/controller/subsystem/lua/fire(resumed)
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// Each fire of SSlua awakens every sleeping task in the order they slept,
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// then resumes every yielded task in the order their resumes were queued
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if(!resumed)
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current_run = list("sleeps" = sleeps.Copy(), "resumes" = resumes.Copy())
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current_states_run = states.Copy()
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sleeps.Cut()
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resumes.Cut()
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var/list/current_sleeps = current_run["sleeps"]
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var/list/affected_states = list()
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while(length(current_sleeps))
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var/datum/lua_state/state = current_sleeps[1]
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current_sleeps.Cut(1,2)
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if(!istype(state))
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continue
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affected_states |= state
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var/result = state.awaken()
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state.log_result(result, verbose = FALSE)
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if(MC_TICK_CHECK)
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break
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if(!length(current_sleeps))
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var/list/current_resumes = current_run["resumes"]
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while(length(current_resumes))
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var/list/resume_params = current_resumes[1]
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current_resumes.Cut(1,2)
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var/datum/lua_state/state = resume_params["state"]
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if(!istype(state))
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continue
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var/index = resume_params["index"]
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if(isnull(index) || !isnum(index))
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continue
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var/arguments = resume_params["arguments"]
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if(!islist(arguments))
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continue
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affected_states |= state
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var/result = state.resume(arglist(list(index) + arguments))
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state.log_result(result, verbose = FALSE)
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if(MC_TICK_CHECK)
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break
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while(length(current_states_run))
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var/datum/lua_state/state = current_states_run[current_states_run.len]
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current_states_run.len--
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state.process(wait)
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if(MC_TICK_CHECK)
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break
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while(length(needs_gc_cycle))
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var/datum/lua_state/state = needs_gc_cycle[needs_gc_cycle.len]
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needs_gc_cycle.len--
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state.collect_garbage()
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// Update every lua editor TGUI open for each state that had a task awakened or resumed
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for(var/datum/lua_state/state in affected_states)
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INVOKE_ASYNC(state, TYPE_PROC_REF(/datum/lua_state, update_editors))
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/datum/controller/subsystem/lua/proc/log_involved_runtime(exception/runtime, list/desclines, list/lua_stacks)
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var/list/json_data = list("status" = "runtime", "file" = runtime.file, "line" = runtime.line, "message" = runtime.name, "stack" = list())
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var/level = 1
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for(var/line in desclines)
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line = copytext(line, 3)
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if(starts_with_any(line, list(
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"/datum/lua_state (/datum/lua_state): load script",
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"/datum/lua_state (/datum/lua_state): call function",
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"/datum/lua_state (/datum/lua_state): awaken",
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"/datum/lua_state (/datum/lua_state): resume"
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)))
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json_data["stack"] += lua_stacks[level]
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level++
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json_data["stack"] += line
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for(var/datum/weakref/state_ref as anything in GLOB.lua_state_stack)
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var/datum/lua_state/state = state_ref.resolve()
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if(!state)
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continue
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state.log_result(json_data)
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return
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