// register various meta-types registerMetaTypes(this); registerMIDIMetaTypes(this); registerEventTypes(this); registerMenuItemProperties(this); registerAnimationTypes(this); registerAvatarTypes(this); registerAudioMetaTypes(this); qScriptRegisterMetaType(this, EntityPropertyFlagsToScriptValue, EntityPropertyFlagsFromScriptValue); qScriptRegisterMetaType(this, EntityItemPropertiesToScriptValue, EntityItemPropertiesFromScriptValueHonorReadOnly); qScriptRegisterMetaType(this, EntityItemIDtoScriptValue, EntityItemIDfromScriptValue); qScriptRegisterMetaType(this, RayToEntityIntersectionResultToScriptValue, RayToEntityIntersectionResultFromScriptValue); qScriptRegisterMetaType(this, RayToAvatarIntersectionResultToScriptValue, RayToAvatarIntersectionResultFromScriptValue); qScriptRegisterSequenceMetaType<QVector<QUuid>>(this); qScriptRegisterSequenceMetaType<QVector<EntityItemID>>(this); qScriptRegisterSequenceMetaType<QVector<glm::vec2> >(this); qScriptRegisterSequenceMetaType<QVector<glm::quat> >(this); qScriptRegisterSequenceMetaType<QVector<QString> >(this); QScriptValue xmlHttpRequestConstructorValue = newFunction(XMLHttpRequestClass::constructor); globalObject().setProperty("XMLHttpRequest", xmlHttpRequestConstructorValue); QScriptValue webSocketConstructorValue = newFunction(WebSocketClass::constructor); globalObject().setProperty("WebSocket", webSocketConstructorValue); QScriptValue printConstructorValue = newFunction(debugPrint); globalObject().setProperty("print", printConstructorValue); QScriptValue audioEffectOptionsConstructorValue = newFunction(AudioEffectOptions::constructor); globalObject().setProperty("AudioEffectOptions", audioEffectOptionsConstructorValue); qScriptRegisterMetaType(this, injectorToScriptValue, injectorFromScriptValue); qScriptRegisterMetaType(this, inputControllerToScriptValue, inputControllerFromScriptValue); qScriptRegisterMetaType(this, avatarDataToScriptValue, avatarDataFromScriptValue); qScriptRegisterMetaType(this, animationDetailsToScriptValue, animationDetailsFromScriptValue); qScriptRegisterMetaType(this, webSocketToScriptValue, webSocketFromScriptValue); qScriptRegisterMetaType(this, qWSCloseCodeToScriptValue, qWSCloseCodeFromScriptValue); qScriptRegisterMetaType(this, wscReadyStateToScriptValue, wscReadyStateFromScriptValue); registerGlobalObject("Script", this); registerGlobalObject("Audio", &AudioScriptingInterface::getInstance()); registerGlobalObject("Entities", entityScriptingInterface.data()); registerGlobalObject("Quat", &_quatLibrary); registerGlobalObject("Vec3", &_vec3Library); registerGlobalObject("Mat4", &_mat4Library); registerGlobalObject("Uuid", &_uuidLibrary); registerGlobalObject("Messages", DependencyManager::get<MessagesClient>().data()); registerGlobalObject("File", new FileScriptingInterface(this)); qScriptRegisterMetaType(this, animVarMapToScriptValue, animVarMapFromScriptValue); qScriptRegisterMetaType(this, resultHandlerToScriptValue, resultHandlerFromScriptValue); // Scriptable cache access auto resourcePrototype = createScriptableResourcePrototype(this); globalObject().setProperty("Resource", resourcePrototype); setDefaultPrototype(qMetaTypeId<ScriptableResource*>(), resourcePrototype); qScriptRegisterMetaType(this, scriptableResourceToScriptValue, scriptableResourceFromScriptValue); // constants globalObject().setProperty("TREE_SCALE", newVariant(QVariant(TREE_SCALE))); auto recordingInterface = DependencyManager::get<RecordingScriptingInterface>(); registerGlobalObject("Recording", recordingInterface.data()); registerGlobalObject("Tablet", DependencyManager::get<TabletScriptingInterface>().data()); registerGlobalObject("Assets", &_assetScriptingInterface); registerGlobalObject("Resources", DependencyManager::get<ResourceScriptingInterface>().data());} void ScriptEngine::registerValue(const QString& valueName, QScriptValue value) { if (QThread::currentThread() != thread()) {#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerValue() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "]";#endif QMetaObject::invokeMethod(this, "registerValue", Q_ARG(const QString&, valueName), Q_ARG(QScriptValue, value)); return; } QStringList pathToValue = valueName.split("."); int partsToGo = pathToValue.length(); QScriptValue partObject = globalObject(); for (const auto& pathPart : pathToValue) { partsToGo--; if (!partObject.property(pathPart).isValid()) { if (partsToGo > 0) { //QObject *object = new QObject; QScriptValue partValue = newArray(); //newQObject(object, QScriptEngine::ScriptOwnership); partObject.setProperty(pathPart, partValue); } else { partObject.setProperty(pathPart, value); } } partObject = partObject.property(pathPart); }} void ScriptEngine::registerGlobalObject(const QString& name, QObject* object) { if (QThread::currentThread() != thread()) {#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerGlobalObject() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] name:" << name;#endif QMetaObject::invokeMethod(this, "registerGlobalObject", Q_ARG(const QString&, name), Q_ARG(QObject*, object)); return; }#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerGlobalObject() called on thread [" << QThread::currentThread() << "] name:" << name;#endif if (!globalObject().property(name).isValid()) { if (object) { QScriptValue value = newQObject(object, QScriptEngine::QtOwnership, DEFAULT_QOBJECT_WRAP_OPTIONS); globalObject().setProperty(name, value); } else { globalObject().setProperty(name, QScriptValue()); } }} void ScriptEngine::registerFunction(const QString& name, QScriptEngine::FunctionSignature functionSignature, int numArguments) { if (QThread::currentThread() != thread()) {#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerFunction() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] name:" << name;#endif QMetaObject::invokeMethod(this, "registerFunction", Q_ARG(const QString&, name), Q_ARG(QScriptEngine::FunctionSignature, functionSignature), Q_ARG(int, numArguments)); return; }#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerFunction() called on thread [" << QThread::currentThread() << "] name:" << name;#endif QScriptValue scriptFun = newFunction(functionSignature, numArguments); globalObject().setProperty(name, scriptFun);} void ScriptEngine::registerFunction(const QString& parent, const QString& name, QScriptEngine::FunctionSignature functionSignature, int numArguments) { if (QThread::currentThread() != thread()) {#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerFunction() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] parent:" << parent << "name:" << name;#endif QMetaObject::invokeMethod(this, "registerFunction", Q_ARG(const QString&, name), Q_ARG(QScriptEngine::FunctionSignature, functionSignature), Q_ARG(int, numArguments)); return; }#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerFunction() called on thread [" << QThread::currentThread() << "] parent:" << parent << "name:" << name;#endif QScriptValue object = globalObject().property(parent); if (object.isValid()) { QScriptValue scriptFun = newFunction(functionSignature, numArguments); object.setProperty(name, scriptFun); }} void ScriptEngine::registerGetterSetter(const QString& name, QScriptEngine::FunctionSignature getter, QScriptEngine::FunctionSignature setter, const QString& parent) { if (QThread::currentThread() != thread()) {#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerGetterSetter() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " " name:" << name << "parent:" << parent;#endif QMetaObject::invokeMethod(this, "registerGetterSetter", Q_ARG(const QString&, name), Q_ARG(QScriptEngine::FunctionSignature, getter), Q_ARG(QScriptEngine::FunctionSignature, setter), Q_ARG(const QString&, parent)); return; }#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerGetterSetter() called on thread [" << QThread::currentThread() << "] name:" << name << "parent:" << parent;#endif QScriptValue setterFunction = newFunction(setter, 1); QScriptValue getterFunction = newFunction(getter); if (!parent.isNull() && !parent.isEmpty()) { QScriptValue object = globalObject().property(parent); if (object.isValid()) { object.setProperty(name, setterFunction, QScriptValue::PropertySetter); object.setProperty(name, getterFunction, QScriptValue::PropertyGetter); } } else { globalObject().setProperty(name, setterFunction, QScriptValue::PropertySetter); globalObject().setProperty(name, getterFunction, QScriptValue::PropertyGetter); }} // Unregister the handlers for this eventName and entityID.void ScriptEngine::removeEventHandler(const EntityItemID& entityID, const QString& eventName, QScriptValue handler) { if (QThread::currentThread() != thread()) {#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::removeEventHandler() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " "entityID:" << entityID << " eventName:" << eventName;#endif QMetaObject::invokeMethod(this, "removeEventHandler", Q_ARG(const EntityItemID&, entityID), Q_ARG(const QString&, eventName), Q_ARG(QScriptValue, handler)); return; }#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::removeEventHandler() called on thread [" << QThread::currentThread() << "] entityID:" << entityID << " eventName : " << eventName;#endif if (!_registeredHandlers.contains(entityID)) { return; } RegisteredEventHandlers& handlersOnEntity = _registeredHandlers[entityID]; CallbackList& handlersForEvent = handlersOnEntity[eventName]; // QScriptValue does not have operator==(), so we can't use QList::removeOne and friends. So iterate. for (int i = 0; i < handlersForEvent.count(); ++i) { if (handlersForEvent[i].function.equals(handler)) { handlersForEvent.removeAt(i); return; // Design choice: since comparison is relatively expensive, just remove the first matching handler. } }}// Register the handler.void ScriptEngine::addEventHandler(const EntityItemID& entityID, const QString& eventName, QScriptValue handler) { if (QThread::currentThread() != thread()) {#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::addEventHandler() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " "entityID:" << entityID << " eventName:" << eventName;#endif QMetaObject::invokeMethod(this, "addEventHandler", Q_ARG(const EntityItemID&, entityID), Q_ARG(const QString&, eventName), Q_ARG(QScriptValue, handler)); return; }#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::addEventHandler() called on thread [" << QThread::currentThread() << "] entityID:" << entityID << " eventName : " << eventName;#endif if (_registeredHandlers.count() == 0) { // First time any per-entity handler has been added in this script... // Connect up ALL the handlers to the global entities object's signals. // (We could go signal by signal, or even handler by handler, but I don't think the efficiency is worth the complexity.) auto entities = DependencyManager::get<EntityScriptingInterface>(); // Bug? These handlers are deleted when entityID is deleted, which is nice. // But if they are created by an entity script on a different entity, should they also be deleted when the entity script unloads? // E.g., suppose a bow has an entity script that causes arrows to be created with a potential lifetime greater than the bow, // and that the entity script adds (e.g., collision) handlers to the arrows. Should those handlers fire if the bow is unloaded? // Also, what about when the entity script is REloaded? // For now, we are leaving them around. Changing that would require some non-trivial digging around to find the // handlers that were added while a given currentEntityIdentifier was in place. I don't think this is dangerous. Just perhaps unexpected. -HRS connect(entities.data(), &EntityScriptingInterface::deletingEntity, this, [this](const EntityItemID& entityID) { _registeredHandlers.remove(entityID); }); // Two common cases of event handler, differing only in argument signature. using SingleEntityHandler = std::function<void(const EntityItemID&)>; auto makeSingleEntityHandler = [this](QString eventName) -> SingleEntityHandler { return [this, eventName](const EntityItemID& entityItemID) { forwardHandlerCall(entityItemID, eventName, { entityItemID.toScriptValue(this) }); }; }; using PointerHandler = std::function<void(const EntityItemID&, const PointerEvent&)>; auto makePointerHandler = [this](QString eventName) -> PointerHandler { return [this, eventName](const EntityItemID& entityItemID, const PointerEvent& event) { forwardHandlerCall(entityItemID, eventName, { entityItemID.toScriptValue(this), event.toScriptValue(this) }); }; }; using CollisionHandler = std::function<void(const EntityItemID&, const EntityItemID&, const Collision&)>; auto makeCollisionHandler = [this](QString eventName) -> CollisionHandler { return [this, eventName](const EntityItemID& idA, const EntityItemID& idB, const Collision& collision) { forwardHandlerCall(idA, eventName, { idA.toScriptValue(this), idB.toScriptValue(this), collisionToScriptValue(this, collision) }); }; }; connect(entities.data(), &EntityScriptingInterface::enterEntity, this, makeSingleEntityHandler("enterEntity")); connect(entities.data(), &EntityScriptingInterface::leaveEntity, this, makeSingleEntityHandler("leaveEntity")); connect(entities.data(), &EntityScriptingInterface::mousePressOnEntity, this, makePointerHandler("mousePressOnEntity")); connect(entities.data(), &EntityScriptingInterface::mouseMoveOnEntity, this, makePointerHandler("mouseMoveOnEntity")); connect(entities.data(), &EntityScriptingInterface::mouseReleaseOnEntity, this, makePointerHandler("mouseReleaseOnEntity")); connect(entities.data(), &EntityScriptingInterface::clickDownOnEntity, this, makePointerHandler("clickDownOnEntity")); connect(entities.data(), &EntityScriptingInterface::holdingClickOnEntity, this, makePointerHandler("holdingClickOnEntity")); connect(entities.data(), &EntityScriptingInterface::clickReleaseOnEntity, this, makePointerHandler("clickReleaseOnEntity")); connect(entities.data(), &EntityScriptingInterface::hoverEnterEntity, this, makePointerHandler("hoverEnterEntity")); connect(entities.data(), &EntityScriptingInterface::hoverOverEntity, this, makePointerHandler("hoverOverEntity")); connect(entities.data(), &EntityScriptingInterface::hoverLeaveEntity, this, makePointerHandler("hoverLeaveEntity")); connect(entities.data(), &EntityScriptingInterface::collisionWithEntity, this, makeCollisionHandler("collisionWithEntity")); } if (!_registeredHandlers.contains(entityID)) { _registeredHandlers[entityID] = RegisteredEventHandlers(); } CallbackList& handlersForEvent = _registeredHandlers[entityID][eventName]; CallbackData handlerData = { handler, currentEntityIdentifier, currentSandboxURL }; handlersForEvent << handlerData; // Note that the same handler can be added many times. See removeEntityEventHandler().} QScriptValue ScriptEngine::evaluate(const QString& sourceCode, const QString& fileName, int lineNumber) { if (DependencyManager::get<ScriptEngines>()->isStopped()) { return QScriptValue(); // bail early } if (QThread::currentThread() != thread()) { QScriptValue result;#ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::evaluate() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " "sourceCode:" << sourceCode << " fileName:" << fileName << "lineNumber:" << lineNumber;#endif QMetaObject::invokeMethod(this, "evaluate", Qt::BlockingQueuedConnection, Q_RETURN_ARG(QScriptValue, result), Q_ARG(const QString&, sourceCode), Q_ARG(const QString&, fileName), Q_ARG(int, lineNumber)); return result; } // Check syntax const QScriptProgram program(sourceCode, fileName, lineNumber); if (!hasCorrectSyntax(program, this)) { return QScriptValue(); } ++_evaluatesPending; const auto result = QScriptEngine::evaluate(program); --_evaluatesPending; const auto hadUncaughtException = hadUncaughtExceptions(*this, program.fileName(), this); emit evaluationFinished(result, hadUncaughtException); return result;} void ScriptEngine::run() { if (DependencyManager::get<ScriptEngines>()->isStopped()) { return; // bail early - avoid setting state in init(), as evaluate() will bail too } if (!_isInitialized) { init(); } _isRunning = true; emit runningStateChanged(); QScriptValue result = evaluate(_scriptContents, _fileNameString); #ifdef _WIN32 // VS13 does not sleep_until unless it uses the system_clock, see: // https://www.reddit.com/r/cpp_questions/comments/3o71ic/sleep_until_not_working_with_a_time_pointsteady/ using clock = std::chrono::system_clock;#else using clock = std::chrono::high_resolution_clock;#endif clock::time_point startTime = clock::now(); int thisFrame = 0; auto nodeList = DependencyManager::get<NodeList>(); auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>(); _lastUpdate = usecTimestampNow(); std::chrono::microseconds totalUpdates(0); // TODO: Integrate this with signals/slots instead of reimplementing throttling for ScriptEngine while (!_isFinished) { auto beforeSleep = clock::now(); // Throttle to SCRIPT_FPS // We'd like to try to keep the script at a solid SCRIPT_FPS update rate. And so we will // calculate a sleepUntil to be the time from our start time until the original target // sleepUntil for this frame. This approach will allow us to "catch up" in the event // that some of our script udpates/frames take a little bit longer than the target average // to execute. // NOTE: if we go to variable SCRIPT_FPS, then we will need to reconsider this approach const std::chrono::microseconds TARGET_SCRIPT_FRAME_DURATION(USECS_PER_SECOND / SCRIPT_FPS + 1); clock::time_point targetSleepUntil(startTime + (thisFrame++ * TARGET_SCRIPT_FRAME_DURATION)); // However, if our sleepUntil is not at least our average update and timer execution time // into the future it means our script is taking too long in its updates, and we want to // punish the script a little bit. So we will force the sleepUntil to be at least our // averageUpdate + averageTimerPerFrame time into the future. auto averageUpdate = totalUpdates / thisFrame; auto averageTimerPerFrame = _totalTimerExecution / thisFrame; auto averageTimerAndUpdate = averageUpdate + averageTimerPerFrame; auto sleepUntil = std::max(targetSleepUntil, beforeSleep + averageTimerAndUpdate); // We don't want to actually sleep for too long, because it causes our scripts to hang // on shutdown and stop... so we want to loop and sleep until we've spent our time in // purgatory, constantly checking to see if our script was asked to end bool processedEvents = false; while (!_isFinished && clock::now() < sleepUntil) { QCoreApplication::processEvents(); // before we sleep again, give events a chance to process processedEvents = true; // If after processing events, we're past due, exit asap if (clock::now() >= sleepUntil) { break; } // We only want to sleep a small amount so that any pending events (like timers or invokeMethod events) // will be able to process quickly. static const int SMALL_SLEEP_AMOUNT = 100; auto smallSleepUntil = clock::now() + static_cast<std::chrono::microseconds>(SMALL_SLEEP_AMOUNT); std::this_thread::sleep_until(smallSleepUntil); } #ifdef SCRIPT_DELAY_DEBUG { auto actuallySleptUntil = clock::now(); uint64_t seconds = std::chrono::duration_cast<std::chrono::seconds>(actuallySleptUntil - startTime).count(); if (seconds > 0) { // avoid division by zero and time travel uint64_t fps = thisFrame / seconds; // Overreporting artificially reduces the reported rate if (thisFrame % SCRIPT_FPS == 0) { qCDebug(scriptengine) << "Frame:" << thisFrame << "Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(actuallySleptUntil - beforeSleep).count() << "Avg Updates (us):" << averageUpdate.count() << "FPS:" << fps; } } }#endif if (_isFinished) { break; } // Only call this if we didn't processEvents as part of waiting for next frame if (!processedEvents) { QCoreApplication::processEvents(); } if (_isFinished) { break; } if (!_isFinished && entityScriptingInterface->getEntityPacketSender()->serversExist()) { // release the queue of edit entity messages. entityScriptingInterface->getEntityPacketSender()->releaseQueuedMessages(); // since we're in non-threaded mode, call process so that the packets are sent if (!entityScriptingInterface->getEntityPacketSender()->isThreaded()) { entityScriptingInterface->getEntityPacketSender()->process(); } } qint64 now = usecTimestampNow(); // we check for 'now' in the past in case people set their clock back if (_emitScriptUpdates() && _lastUpdate < now) { float deltaTime = (float) (now - _lastUpdate) / (float) USECS_PER_SECOND; if (!_isFinished) { auto preUpdate = clock::now(); emit update(deltaTime); auto postUpdate = clock::now(); auto elapsed = (postUpdate - preUpdate); totalUpdates += std::chrono::duration_cast<std::chrono::microseconds>(elapsed); } } _lastUpdate = now; // Debug and clear exceptions hadUncaughtExceptions(*this, _fileNameString, this); } scriptInfoMessage("Script Engine stopping:" + getFilename()); stopAllTimers(); // make sure all our timers are stopped if the script is ending emit scriptEnding(); if (entityScriptingInterface->getEntityPacketSender()->serversExist()) { // release the queue of edit entity messages. entityScriptingInterface->getEntityPacketSender()->releaseQueuedMessages(); // since we're in non-threaded mode, call process so that the packets are sent if (!entityScriptingInterface->getEntityPacketSender()->isThreaded()) { // wait here till the edit packet sender is completely done sending while (entityScriptingInterface->getEntityPacketSender()->hasPacketsToSend()) { entityScriptingInterface->getEntityPacketSender()->process(); QCoreApplication::processEvents(); } } else {Lines 501–1000 of 1715. 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// register various meta-types registerMetaTypes(this); registerMIDIMetaTypes(this); registerEventTypes(this); registerMenuItemProperties(this); registerAnimationTypes(this); registerAvatarTypes(this); registerAudioMetaTypes(this); qScriptRegisterMetaType(this, EntityPropertyFlagsToScriptValue, EntityPropertyFlagsFromScriptValue); qScriptRegisterMetaType(this, EntityItemPropertiesToScriptValue, EntityItemPropertiesFromScriptValueHonorReadOnly); qScriptRegisterMetaType(this, EntityItemIDtoScriptValue, EntityItemIDfromScriptValue); qScriptRegisterMetaType(this, RayToEntityIntersectionResultToScriptValue, RayToEntityIntersectionResultFromScriptValue); qScriptRegisterMetaType(this, RayToAvatarIntersectionResultToScriptValue, RayToAvatarIntersectionResultFromScriptValue); qScriptRegisterSequenceMetaType<QVector<QUuid>>(this); qScriptRegisterSequenceMetaType<QVector<EntityItemID>>(this); qScriptRegisterSequenceMetaType<QVector<glm::vec2> >(this); qScriptRegisterSequenceMetaType<QVector<glm::quat> >(this); qScriptRegisterSequenceMetaType<QVector<QString> >(this); QScriptValue xmlHttpRequestConstructorValue = newFunction(XMLHttpRequestClass::constructor); globalObject().setProperty("XMLHttpRequest", xmlHttpRequestConstructorValue); QScriptValue webSocketConstructorValue = newFunction(WebSocketClass::constructor); globalObject().setProperty("WebSocket", webSocketConstructorValue); QScriptValue printConstructorValue = newFunction(debugPrint); globalObject().setProperty("print", printConstructorValue); QScriptValue audioEffectOptionsConstructorValue = newFunction(AudioEffectOptions::constructor); globalObject().setProperty("AudioEffectOptions", audioEffectOptionsConstructorValue); qScriptRegisterMetaType(this, injectorToScriptValue, injectorFromScriptValue); qScriptRegisterMetaType(this, inputControllerToScriptValue, inputControllerFromScriptValue); qScriptRegisterMetaType(this, avatarDataToScriptValue, avatarDataFromScriptValue); qScriptRegisterMetaType(this, animationDetailsToScriptValue, animationDetailsFromScriptValue); qScriptRegisterMetaType(this, webSocketToScriptValue, webSocketFromScriptValue); qScriptRegisterMetaType(this, qWSCloseCodeToScriptValue, qWSCloseCodeFromScriptValue); qScriptRegisterMetaType(this, wscReadyStateToScriptValue, wscReadyStateFromScriptValue); registerGlobalObject("Script", this); registerGlobalObject("Audio", &AudioScriptingInterface::getInstance()); registerGlobalObject("Entities", entityScriptingInterface.data()); registerGlobalObject("Quat", &_quatLibrary); registerGlobalObject("Vec3", &_vec3Library); registerGlobalObject("Mat4", &_mat4Library); registerGlobalObject("Uuid", &_uuidLibrary); registerGlobalObject("Messages", DependencyManager::get<MessagesClient>().data()); registerGlobalObject("File", new FileScriptingInterface(this)); qScriptRegisterMetaType(this, animVarMapToScriptValue, animVarMapFromScriptValue); qScriptRegisterMetaType(this, resultHandlerToScriptValue, resultHandlerFromScriptValue); // Scriptable cache access auto resourcePrototype = createScriptableResourcePrototype(this); globalObject().setProperty("Resource", resourcePrototype); setDefaultPrototype(qMetaTypeId<ScriptableResource*>(), resourcePrototype); qScriptRegisterMetaType(this, scriptableResourceToScriptValue, scriptableResourceFromScriptValue); // constants globalObject().setProperty("TREE_SCALE", newVariant(QVariant(TREE_SCALE))); auto recordingInterface = DependencyManager::get<RecordingScriptingInterface>(); registerGlobalObject("Recording", recordingInterface.data()); registerGlobalObject("Tablet", DependencyManager::get<TabletScriptingInterface>().data()); registerGlobalObject("Assets", &_assetScriptingInterface); registerGlobalObject("Resources", DependencyManager::get<ResourceScriptingInterface>().data()); } void ScriptEngine::registerValue(const QString& valueName, QScriptValue value) { if (QThread::currentThread() != thread()) { #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerValue() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "]"; #endif QMetaObject::invokeMethod(this, "registerValue", Q_ARG(const QString&, valueName), Q_ARG(QScriptValue, value)); return; } QStringList pathToValue = valueName.split("."); int partsToGo = pathToValue.length(); QScriptValue partObject = globalObject(); for (const auto& pathPart : pathToValue) { partsToGo--; if (!partObject.property(pathPart).isValid()) { if (partsToGo > 0) { //QObject *object = new QObject; QScriptValue partValue = newArray(); //newQObject(object, QScriptEngine::ScriptOwnership); partObject.setProperty(pathPart, partValue); } else { partObject.setProperty(pathPart, value); } } partObject = partObject.property(pathPart); } } void ScriptEngine::registerGlobalObject(const QString& name, QObject* object) { if (QThread::currentThread() != thread()) { #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerGlobalObject() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] name:" << name; #endif QMetaObject::invokeMethod(this, "registerGlobalObject", Q_ARG(const QString&, name), Q_ARG(QObject*, object)); return; } #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerGlobalObject() called on thread [" << QThread::currentThread() << "] name:" << name; #endif if (!globalObject().property(name).isValid()) { if (object) { QScriptValue value = newQObject(object, QScriptEngine::QtOwnership, DEFAULT_QOBJECT_WRAP_OPTIONS); globalObject().setProperty(name, value); } else { globalObject().setProperty(name, QScriptValue()); } } } void ScriptEngine::registerFunction(const QString& name, QScriptEngine::FunctionSignature functionSignature, int numArguments) { if (QThread::currentThread() != thread()) { #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerFunction() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] name:" << name; #endif QMetaObject::invokeMethod(this, "registerFunction", Q_ARG(const QString&, name), Q_ARG(QScriptEngine::FunctionSignature, functionSignature), Q_ARG(int, numArguments)); return; } #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerFunction() called on thread [" << QThread::currentThread() << "] name:" << name; #endif QScriptValue scriptFun = newFunction(functionSignature, numArguments); globalObject().setProperty(name, scriptFun); } void ScriptEngine::registerFunction(const QString& parent, const QString& name, QScriptEngine::FunctionSignature functionSignature, int numArguments) { if (QThread::currentThread() != thread()) { #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerFunction() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] parent:" << parent << "name:" << name; #endif QMetaObject::invokeMethod(this, "registerFunction", Q_ARG(const QString&, name), Q_ARG(QScriptEngine::FunctionSignature, functionSignature), Q_ARG(int, numArguments)); return; } #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerFunction() called on thread [" << QThread::currentThread() << "] parent:" << parent << "name:" << name; #endif QScriptValue object = globalObject().property(parent); if (object.isValid()) { QScriptValue scriptFun = newFunction(functionSignature, numArguments); object.setProperty(name, scriptFun); } } void ScriptEngine::registerGetterSetter(const QString& name, QScriptEngine::FunctionSignature getter, QScriptEngine::FunctionSignature setter, const QString& parent) { if (QThread::currentThread() != thread()) { #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::registerGetterSetter() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " " name:" << name << "parent:" << parent; #endif QMetaObject::invokeMethod(this, "registerGetterSetter", Q_ARG(const QString&, name), Q_ARG(QScriptEngine::FunctionSignature, getter), Q_ARG(QScriptEngine::FunctionSignature, setter), Q_ARG(const QString&, parent)); return; } #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::registerGetterSetter() called on thread [" << QThread::currentThread() << "] name:" << name << "parent:" << parent; #endif QScriptValue setterFunction = newFunction(setter, 1); QScriptValue getterFunction = newFunction(getter); if (!parent.isNull() && !parent.isEmpty()) { QScriptValue object = globalObject().property(parent); if (object.isValid()) { object.setProperty(name, setterFunction, QScriptValue::PropertySetter); object.setProperty(name, getterFunction, QScriptValue::PropertyGetter); } } else { globalObject().setProperty(name, setterFunction, QScriptValue::PropertySetter); globalObject().setProperty(name, getterFunction, QScriptValue::PropertyGetter); } } // Unregister the handlers for this eventName and entityID. void ScriptEngine::removeEventHandler(const EntityItemID& entityID, const QString& eventName, QScriptValue handler) { if (QThread::currentThread() != thread()) { #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::removeEventHandler() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " "entityID:" << entityID << " eventName:" << eventName; #endif QMetaObject::invokeMethod(this, "removeEventHandler", Q_ARG(const EntityItemID&, entityID), Q_ARG(const QString&, eventName), Q_ARG(QScriptValue, handler)); return; } #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::removeEventHandler() called on thread [" << QThread::currentThread() << "] entityID:" << entityID << " eventName : " << eventName; #endif if (!_registeredHandlers.contains(entityID)) { return; } RegisteredEventHandlers& handlersOnEntity = _registeredHandlers[entityID]; CallbackList& handlersForEvent = handlersOnEntity[eventName]; // QScriptValue does not have operator==(), so we can't use QList::removeOne and friends. So iterate. for (int i = 0; i < handlersForEvent.count(); ++i) { if (handlersForEvent[i].function.equals(handler)) { handlersForEvent.removeAt(i); return; // Design choice: since comparison is relatively expensive, just remove the first matching handler. } } } // Register the handler. void ScriptEngine::addEventHandler(const EntityItemID& entityID, const QString& eventName, QScriptValue handler) { if (QThread::currentThread() != thread()) { #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::addEventHandler() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " "entityID:" << entityID << " eventName:" << eventName; #endif QMetaObject::invokeMethod(this, "addEventHandler", Q_ARG(const EntityItemID&, entityID), Q_ARG(const QString&, eventName), Q_ARG(QScriptValue, handler)); return; } #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "ScriptEngine::addEventHandler() called on thread [" << QThread::currentThread() << "] entityID:" << entityID << " eventName : " << eventName; #endif if (_registeredHandlers.count() == 0) { // First time any per-entity handler has been added in this script... // Connect up ALL the handlers to the global entities object's signals. // (We could go signal by signal, or even handler by handler, but I don't think the efficiency is worth the complexity.) auto entities = DependencyManager::get<EntityScriptingInterface>(); // Bug? These handlers are deleted when entityID is deleted, which is nice. // But if they are created by an entity script on a different entity, should they also be deleted when the entity script unloads? // E.g., suppose a bow has an entity script that causes arrows to be created with a potential lifetime greater than the bow, // and that the entity script adds (e.g., collision) handlers to the arrows. Should those handlers fire if the bow is unloaded? // Also, what about when the entity script is REloaded? // For now, we are leaving them around. Changing that would require some non-trivial digging around to find the // handlers that were added while a given currentEntityIdentifier was in place. I don't think this is dangerous. Just perhaps unexpected. -HRS connect(entities.data(), &EntityScriptingInterface::deletingEntity, this, [this](const EntityItemID& entityID) { _registeredHandlers.remove(entityID); }); // Two common cases of event handler, differing only in argument signature. using SingleEntityHandler = std::function<void(const EntityItemID&)>; auto makeSingleEntityHandler = [this](QString eventName) -> SingleEntityHandler { return [this, eventName](const EntityItemID& entityItemID) { forwardHandlerCall(entityItemID, eventName, { entityItemID.toScriptValue(this) }); }; }; using PointerHandler = std::function<void(const EntityItemID&, const PointerEvent&)>; auto makePointerHandler = [this](QString eventName) -> PointerHandler { return [this, eventName](const EntityItemID& entityItemID, const PointerEvent& event) { forwardHandlerCall(entityItemID, eventName, { entityItemID.toScriptValue(this), event.toScriptValue(this) }); }; }; using CollisionHandler = std::function<void(const EntityItemID&, const EntityItemID&, const Collision&)>; auto makeCollisionHandler = [this](QString eventName) -> CollisionHandler { return [this, eventName](const EntityItemID& idA, const EntityItemID& idB, const Collision& collision) { forwardHandlerCall(idA, eventName, { idA.toScriptValue(this), idB.toScriptValue(this), collisionToScriptValue(this, collision) }); }; }; connect(entities.data(), &EntityScriptingInterface::enterEntity, this, makeSingleEntityHandler("enterEntity")); connect(entities.data(), &EntityScriptingInterface::leaveEntity, this, makeSingleEntityHandler("leaveEntity")); connect(entities.data(), &EntityScriptingInterface::mousePressOnEntity, this, makePointerHandler("mousePressOnEntity")); connect(entities.data(), &EntityScriptingInterface::mouseMoveOnEntity, this, makePointerHandler("mouseMoveOnEntity")); connect(entities.data(), &EntityScriptingInterface::mouseReleaseOnEntity, this, makePointerHandler("mouseReleaseOnEntity")); connect(entities.data(), &EntityScriptingInterface::clickDownOnEntity, this, makePointerHandler("clickDownOnEntity")); connect(entities.data(), &EntityScriptingInterface::holdingClickOnEntity, this, makePointerHandler("holdingClickOnEntity")); connect(entities.data(), &EntityScriptingInterface::clickReleaseOnEntity, this, makePointerHandler("clickReleaseOnEntity")); connect(entities.data(), &EntityScriptingInterface::hoverEnterEntity, this, makePointerHandler("hoverEnterEntity")); connect(entities.data(), &EntityScriptingInterface::hoverOverEntity, this, makePointerHandler("hoverOverEntity")); connect(entities.data(), &EntityScriptingInterface::hoverLeaveEntity, this, makePointerHandler("hoverLeaveEntity")); connect(entities.data(), &EntityScriptingInterface::collisionWithEntity, this, makeCollisionHandler("collisionWithEntity")); } if (!_registeredHandlers.contains(entityID)) { _registeredHandlers[entityID] = RegisteredEventHandlers(); } CallbackList& handlersForEvent = _registeredHandlers[entityID][eventName]; CallbackData handlerData = { handler, currentEntityIdentifier, currentSandboxURL }; handlersForEvent << handlerData; // Note that the same handler can be added many times. See removeEntityEventHandler(). } QScriptValue ScriptEngine::evaluate(const QString& sourceCode, const QString& fileName, int lineNumber) { if (DependencyManager::get<ScriptEngines>()->isStopped()) { return QScriptValue(); // bail early } if (QThread::currentThread() != thread()) { QScriptValue result; #ifdef THREAD_DEBUGGING qCDebug(scriptengine) << "*** WARNING *** ScriptEngine::evaluate() called on wrong thread [" << QThread::currentThread() << "], invoking on correct thread [" << thread() << "] " "sourceCode:" << sourceCode << " fileName:" << fileName << "lineNumber:" << lineNumber; #endif QMetaObject::invokeMethod(this, "evaluate", Qt::BlockingQueuedConnection, Q_RETURN_ARG(QScriptValue, result), Q_ARG(const QString&, sourceCode), Q_ARG(const QString&, fileName), Q_ARG(int, lineNumber)); return result; } // Check syntax const QScriptProgram program(sourceCode, fileName, lineNumber); if (!hasCorrectSyntax(program, this)) { return QScriptValue(); } ++_evaluatesPending; const auto result = QScriptEngine::evaluate(program); --_evaluatesPending; const auto hadUncaughtException = hadUncaughtExceptions(*this, program.fileName(), this); emit evaluationFinished(result, hadUncaughtException); return result; } void ScriptEngine::run() { if (DependencyManager::get<ScriptEngines>()->isStopped()) { return; // bail early - avoid setting state in init(), as evaluate() will bail too } if (!_isInitialized) { init(); } _isRunning = true; emit runningStateChanged(); QScriptValue result = evaluate(_scriptContents, _fileNameString); #ifdef _WIN32 // VS13 does not sleep_until unless it uses the system_clock, see: // https://www.reddit.com/r/cpp_questions/comments/3o71ic/sleep_until_not_working_with_a_time_pointsteady/ using clock = std::chrono::system_clock; #else using clock = std::chrono::high_resolution_clock; #endif clock::time_point startTime = clock::now(); int thisFrame = 0; auto nodeList = DependencyManager::get<NodeList>(); auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>(); _lastUpdate = usecTimestampNow(); std::chrono::microseconds totalUpdates(0); // TODO: Integrate this with signals/slots instead of reimplementing throttling for ScriptEngine while (!_isFinished) { auto beforeSleep = clock::now(); // Throttle to SCRIPT_FPS // We'd like to try to keep the script at a solid SCRIPT_FPS update rate. And so we will // calculate a sleepUntil to be the time from our start time until the original target // sleepUntil for this frame. This approach will allow us to "catch up" in the event // that some of our script udpates/frames take a little bit longer than the target average // to execute. // NOTE: if we go to variable SCRIPT_FPS, then we will need to reconsider this approach const std::chrono::microseconds TARGET_SCRIPT_FRAME_DURATION(USECS_PER_SECOND / SCRIPT_FPS + 1); clock::time_point targetSleepUntil(startTime + (thisFrame++ * TARGET_SCRIPT_FRAME_DURATION)); // However, if our sleepUntil is not at least our average update and timer execution time // into the future it means our script is taking too long in its updates, and we want to // punish the script a little bit. So we will force the sleepUntil to be at least our // averageUpdate + averageTimerPerFrame time into the future. auto averageUpdate = totalUpdates / thisFrame; auto averageTimerPerFrame = _totalTimerExecution / thisFrame; auto averageTimerAndUpdate = averageUpdate + averageTimerPerFrame; auto sleepUntil = std::max(targetSleepUntil, beforeSleep + averageTimerAndUpdate); // We don't want to actually sleep for too long, because it causes our scripts to hang // on shutdown and stop... so we want to loop and sleep until we've spent our time in // purgatory, constantly checking to see if our script was asked to end bool processedEvents = false; while (!_isFinished && clock::now() < sleepUntil) { QCoreApplication::processEvents(); // before we sleep again, give events a chance to process processedEvents = true; // If after processing events, we're past due, exit asap if (clock::now() >= sleepUntil) { break; } // We only want to sleep a small amount so that any pending events (like timers or invokeMethod events) // will be able to process quickly. static const int SMALL_SLEEP_AMOUNT = 100; auto smallSleepUntil = clock::now() + static_cast<std::chrono::microseconds>(SMALL_SLEEP_AMOUNT); std::this_thread::sleep_until(smallSleepUntil); } #ifdef SCRIPT_DELAY_DEBUG { auto actuallySleptUntil = clock::now(); uint64_t seconds = std::chrono::duration_cast<std::chrono::seconds>(actuallySleptUntil - startTime).count(); if (seconds > 0) { // avoid division by zero and time travel uint64_t fps = thisFrame / seconds; // Overreporting artificially reduces the reported rate if (thisFrame % SCRIPT_FPS == 0) { qCDebug(scriptengine) << "Frame:" << thisFrame << "Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(actuallySleptUntil - beforeSleep).count() << "Avg Updates (us):" << averageUpdate.count() << "FPS:" << fps; } } } #endif if (_isFinished) { break; } // Only call this if we didn't processEvents as part of waiting for next frame if (!processedEvents) { QCoreApplication::processEvents(); } if (_isFinished) { break; } if (!_isFinished && entityScriptingInterface->getEntityPacketSender()->serversExist()) { // release the queue of edit entity messages. entityScriptingInterface->getEntityPacketSender()->releaseQueuedMessages(); // since we're in non-threaded mode, call process so that the packets are sent if (!entityScriptingInterface->getEntityPacketSender()->isThreaded()) { entityScriptingInterface->getEntityPacketSender()->process(); } } qint64 now = usecTimestampNow(); // we check for 'now' in the past in case people set their clock back if (_emitScriptUpdates() && _lastUpdate < now) { float deltaTime = (float) (now - _lastUpdate) / (float) USECS_PER_SECOND; if (!_isFinished) { auto preUpdate = clock::now(); emit update(deltaTime); auto postUpdate = clock::now(); auto elapsed = (postUpdate - preUpdate); totalUpdates += std::chrono::duration_cast<std::chrono::microseconds>(elapsed); } } _lastUpdate = now; // Debug and clear exceptions hadUncaughtExceptions(*this, _fileNameString, this); } scriptInfoMessage("Script Engine stopping:" + getFilename()); stopAllTimers(); // make sure all our timers are stopped if the script is ending emit scriptEnding(); if (entityScriptingInterface->getEntityPacketSender()->serversExist()) { // release the queue of edit entity messages. entityScriptingInterface->getEntityPacketSender()->releaseQueuedMessages(); // since we're in non-threaded mode, call process so that the packets are sent if (!entityScriptingInterface->getEntityPacketSender()->isThreaded()) { // wait here till the edit packet sender is completely done sending while (entityScriptingInterface->getEntityPacketSender()->hasPacketsToSend()) { entityScriptingInterface->getEntityPacketSender()->process(); QCoreApplication::processEvents(); } } else {