837 lines · 32.0 KB · C++
RawDownload
////  ScriptEngine.cpp//  libraries/script-engine/src////  Created by Brad Hefta-Gaub on 12/14/13.//  Copyright 2013 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include <QtCore/QCoreApplication>#include <QtCore/QEventLoop>#include <QtCore/QTimer>#include <QtCore/QThread>#include <QtNetwork/QNetworkRequest>#include <QtNetwork/QNetworkReply>#include <QScriptEngine> #include <AudioConstants.h>#include <AudioEffectOptions.h>#include <AvatarData.h>#include <Bitstream.h>#include <CollisionInfo.h>#include <EntityScriptingInterface.h>#include <NetworkAccessManager.h>#include <NodeList.h>#include <PacketHeaders.h>#include <UUID.h> #include "AnimationObject.h"#include "ArrayBufferViewClass.h"#include "BatchLoader.h"#include "DataViewClass.h"#include "EventTypes.h"#include "MenuItemProperties.h"#include "ScriptAudioInjector.h"#include "ScriptEngine.h"#include "TypedArrays.h"#include "XMLHttpRequestClass.h" #include "SceneScriptingInterface.h" #include "MIDIEvent.h"  EntityScriptingInterface* ScriptEngine::_entityScriptingInterface; static QScriptValue debugPrint(QScriptContext* context, QScriptEngine* engine){    qDebug() << "script:print()<<" << context->argument(0).toString();    QString message = context->argument(0).toString()        .replace("\\", "\\\\")        .replace("\n", "\\n")        .replace("\r", "\\r")        .replace("'", "\\'");    engine->evaluate("Script.print('" + message + "')");    return QScriptValue();} QScriptValue avatarDataToScriptValue(QScriptEngine* engine, AvatarData* const &in) {    return engine->newQObject(in);} void avatarDataFromScriptValue(const QScriptValue &object, AvatarData* &out) {    out = qobject_cast<AvatarData*>(object.toQObject());} QScriptValue inputControllerToScriptValue(QScriptEngine *engine, AbstractInputController* const &in) {    return engine->newQObject(in);} void inputControllerFromScriptValue(const QScriptValue &object, AbstractInputController* &out) {    out = qobject_cast<AbstractInputController*>(object.toQObject());} EntityScriptingInterface* ScriptEngine::getEntityScriptingInterface() {    if (ScriptEngine::_entityScriptingInterface == nullptr) {        ScriptEngine::_entityScriptingInterface = new EntityScriptingInterface();    }    return ScriptEngine::_entityScriptingInterface;} ScriptEngine::ScriptEngine(const QString& scriptContents, const QString& fileNameString,                           AbstractControllerScriptingInterface* controllerScriptingInterface) :     _scriptContents(scriptContents),    _isFinished(false),    _isRunning(false),    _isInitialized(false),    _isAvatar(false),    _avatarIdentityTimer(NULL),    _avatarBillboardTimer(NULL),    _timerFunctionMap(),    _isListeningToAudioStream(false),    _avatarSound(NULL),    _numAvatarSoundSentBytes(0),    _controllerScriptingInterface(controllerScriptingInterface),    _avatarData(NULL),    _scriptName(),    _fileNameString(fileNameString),    _quatLibrary(),    _vec3Library(),    _uuidLibrary(),    _isUserLoaded(false),    _arrayBufferClass(new ArrayBufferClass(this)){    getEntityScriptingInterface();    _allScriptsMutex.lock();    _allKnownScriptEngines.insert(this);    _allScriptsMutex.unlock();} ScriptEngine::~ScriptEngine() {    // If we're not already in the middle of stopping all scripts, then we should remove ourselves    // from the list of running scripts. We don't do this if we're in the process of stopping all scripts    // because that method removes scripts from its list as it iterates them    if (!_stoppingAllScripts) {        _allScriptsMutex.lock();        _allKnownScriptEngines.remove(this);        _allScriptsMutex.unlock();    }} QSet<ScriptEngine*> ScriptEngine::_allKnownScriptEngines;QMutex ScriptEngine::_allScriptsMutex;bool ScriptEngine::_stoppingAllScripts = false;bool ScriptEngine::_doneRunningThisScript = false; void ScriptEngine::stopAllScripts(QObject* application) {    _allScriptsMutex.lock();    _stoppingAllScripts = true;        QMutableSetIterator<ScriptEngine*> i(_allKnownScriptEngines);    while (i.hasNext()) {        ScriptEngine* scriptEngine = i.next();         QString scriptName = scriptEngine->getFilename();         // NOTE: typically all script engines are running. But there's at least one known exception to this, the        // "entities sandbox" which is only used to evaluate entities scripts to test their validity before using        // them. We don't need to stop scripts that aren't running.         if (scriptEngine->isRunning()) {                    // If the script is running, but still evaluating then we need to wait for its evaluation step to            // complete. After that we can handle the stop process appropriately            if (scriptEngine->evaluatePending()) {                while (scriptEngine->evaluatePending()) {                                    // This event loop allows any started, but not yet finished evaluate() calls to complete                    // we need to let these complete so that we can be guaranteed that the script engine isn't                    // in a partially setup state, which can confuse our shutdown unwinding.                    QEventLoop loop;                    QObject::connect(scriptEngine, &ScriptEngine::evaluationFinished, &loop, &QEventLoop::quit);                    loop.exec();                }            }             // We disconnect any script engine signals from the application because we don't want to do any             // extra stopScript/loadScript processing that the Application normally does when scripts start            // and stop. We can safely short circuit this because we know we're in the "quitting" process            scriptEngine->disconnect(application);                        // Calling stop on the script engine will set it's internal _isFinished state to true, and result            // in the ScriptEngine gracefully ending it's run() method.            scriptEngine->stop();             // We need to wait for the engine to be done running before we proceed, because we don't            // want any of the scripts final "scriptEnding()" or pending "update()" methods from accessing            // any application state after we leave this stopAllScripts() method            scriptEngine->waitTillDoneRunning();                        // If the script is stopped, we can remove it from our set            i.remove();        }    }    _stoppingAllScripts = false;    _allScriptsMutex.unlock();}  void ScriptEngine::waitTillDoneRunning() {    QString scriptName = getFilename();     // If the script never started running or finished running before we got here, we don't need to wait for it    if (_isRunning) {         _doneRunningThisScript = false; // NOTE: this is static, we serialize our waiting for scripts to finish                // NOTE: waitTillDoneRunning() will be called on the main Application thread, inside of stopAllScripts()        // we want the application thread to continue to process events, because the scripts will likely need to         // marshall messages across to the main thread. For example if they access Settings or Meny in any of their        // shutdown code.        while (!_doneRunningThisScript) {                        // process events for the main application thread, allowing invokeMethod calls to pass between threads            QCoreApplication::processEvents();        }    }} QString ScriptEngine::getFilename() const {     QStringList fileNameParts = _fileNameString.split("/");    QString lastPart;    if (!fileNameParts.isEmpty()) {        lastPart = fileNameParts.last();    }    return lastPart; }  void ScriptEngine::setIsAvatar(bool isAvatar) {    _isAvatar = isAvatar;     if (_isAvatar && !_avatarIdentityTimer) {        // set up the avatar timers        _avatarIdentityTimer = new QTimer(this);        _avatarBillboardTimer = new QTimer(this);         // connect our slot        connect(_avatarIdentityTimer, &QTimer::timeout, this, &ScriptEngine::sendAvatarIdentityPacket);        connect(_avatarBillboardTimer, &QTimer::timeout, this, &ScriptEngine::sendAvatarBillboardPacket);         // start the timers        _avatarIdentityTimer->start(AVATAR_IDENTITY_PACKET_SEND_INTERVAL_MSECS);        _avatarBillboardTimer->start(AVATAR_BILLBOARD_PACKET_SEND_INTERVAL_MSECS);    }     if (!_isAvatar) {        delete _avatarIdentityTimer;        _avatarIdentityTimer = NULL;        delete _avatarBillboardTimer;        _avatarBillboardTimer = NULL;    }} void ScriptEngine::setAvatarData(AvatarData* avatarData, const QString& objectName) {    _avatarData = avatarData;     // remove the old Avatar property, if it exists    globalObject().setProperty(objectName, QScriptValue());     // give the script engine the new Avatar script property    registerGlobalObject(objectName, _avatarData);} void ScriptEngine::setAvatarHashMap(AvatarHashMap* avatarHashMap, const QString& objectName) {    // remove the old Avatar property, if it exists    globalObject().setProperty(objectName, QScriptValue());     // give the script engine the new avatar hash map    registerGlobalObject(objectName, avatarHashMap);} bool ScriptEngine::setScriptContents(const QString& scriptContents, const QString& fileNameString) {    if (_isRunning) {        return false;    }    _scriptContents = scriptContents;    _fileNameString = fileNameString;    return true;} void ScriptEngine::loadURL(const QUrl& scriptURL) {    if (_isRunning) {        return;    }     _fileNameString = scriptURL.toString();        QUrl url(scriptURL);        // if the scheme length is one or lower, maybe they typed in a file, let's try    const int WINDOWS_DRIVE_LETTER_SIZE = 1;    if (url.scheme().size() <= WINDOWS_DRIVE_LETTER_SIZE) {        url = QUrl::fromLocalFile(_fileNameString);    }        // ok, let's see if it's valid... and if so, load it    if (url.isValid()) {        if (url.scheme() == "file") {            _fileNameString = url.toLocalFile();            QFile scriptFile(_fileNameString);            if (scriptFile.open(QFile::ReadOnly | QFile::Text)) {                qDebug() << "ScriptEngine loading file:" << _fileNameString;                QTextStream in(&scriptFile);                _scriptContents = in.readAll();                emit scriptLoaded(_fileNameString);            } else {                qDebug() << "ERROR Loading file:" << _fileNameString;                emit errorLoadingScript(_fileNameString);            }        } else {            QNetworkAccessManager& networkAccessManager = NetworkAccessManager::getInstance();            QNetworkRequest networkRequest = QNetworkRequest(url);            networkRequest.setHeader(QNetworkRequest::UserAgentHeader, HIGH_FIDELITY_USER_AGENT);            QNetworkReply* reply = networkAccessManager.get(networkRequest);            connect(reply, &QNetworkReply::finished, this, &ScriptEngine::handleScriptDownload);        }    }} void ScriptEngine::handleScriptDownload() {    QNetworkReply* reply = qobject_cast<QNetworkReply*>(sender());        if (reply->error() == QNetworkReply::NoError && reply->attribute(QNetworkRequest::HttpStatusCodeAttribute) == 200) {        _scriptContents = reply->readAll();        emit scriptLoaded(_fileNameString);    } else {        qDebug() << "ERROR Loading file:" << reply->url().toString();        emit errorLoadingScript(_fileNameString);    }        reply->deleteLater();} void ScriptEngine::init() {    if (_isInitialized) {        return; // only initialize once    }        _isInitialized = true;     auto sceneScriptingInterface = DependencyManager::set<SceneScriptingInterface>();     _entityScriptingInterface->init();     // register various meta-types    registerMetaTypes(this);    registerMIDIMetaTypes(this);    registerEventTypes(this);    registerMenuItemProperties(this);    registerAnimationTypes(this);    registerAvatarTypes(this);    registerAudioMetaTypes(this);    Bitstream::registerTypes(this);     qScriptRegisterMetaType(this, EntityItemPropertiesToScriptValue, EntityItemPropertiesFromScriptValue);    qScriptRegisterMetaType(this, EntityItemIDtoScriptValue, EntityItemIDfromScriptValue);    qScriptRegisterMetaType(this, RayToEntityIntersectionResultToScriptValue, RayToEntityIntersectionResultFromScriptValue);    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 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);     registerGlobalObject("Script", this);    registerGlobalObject("Audio", &AudioScriptingInterface::getInstance());    registerGlobalObject("Controller", _controllerScriptingInterface);    registerGlobalObject("Entities", _entityScriptingInterface);    registerGlobalObject("Quat", &_quatLibrary);    registerGlobalObject("Vec3", &_vec3Library);    registerGlobalObject("Uuid", &_uuidLibrary);    registerGlobalObject("AnimationCache", DependencyManager::get<AnimationCache>().data());    registerGlobalObject("Scene", DependencyManager::get<SceneScriptingInterface>().data());     // constants    globalObject().setProperty("TREE_SCALE", newVariant(QVariant(TREE_SCALE)));    globalObject().setProperty("COLLISION_GROUP_ENVIRONMENT", newVariant(QVariant(COLLISION_GROUP_ENVIRONMENT)));    globalObject().setProperty("COLLISION_GROUP_AVATARS", newVariant(QVariant(COLLISION_GROUP_AVATARS)));     globalObject().setProperty("AVATAR_MOTION_OBEY_LOCAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_LOCAL_GRAVITY)));    globalObject().setProperty("AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY))); } QScriptValue ScriptEngine::registerGlobalObject(const QString& name, QObject* object) {    if (object) {        QScriptValue value = newQObject(object);        globalObject().setProperty(name, value);        return value;    }    return QScriptValue::NullValue;} void ScriptEngine::registerFunction(const QString& name, QScriptEngine::FunctionSignature fun, int numArguments) {    registerFunction(globalObject(), name, fun, numArguments);} void ScriptEngine::registerFunction(QScriptValue parent, const QString& name, QScriptEngine::FunctionSignature fun, int numArguments) {    QScriptValue scriptFun = newFunction(fun, numArguments);    parent.setProperty(name, scriptFun);} void ScriptEngine::registerGetterSetter(const QString& name, QScriptEngine::FunctionSignature getter,                                        QScriptEngine::FunctionSignature setter, QScriptValue object) {    QScriptValue setterFunction = newFunction(setter, 1);    QScriptValue getterFunction = newFunction(getter);     if (!object.isNull()) {        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);    }} void ScriptEngine::evaluate() {    if (_stoppingAllScripts) {        return; // bail early    }     if (!_isInitialized) {        init();    }     QScriptValue result = evaluate(_scriptContents);     // TODO: why do we check this twice? It seems like the call to clearExcpetions() in the lower level evaluate call    // will cause this code to never actually run...    if (hasUncaughtException()) {        int line = uncaughtExceptionLineNumber();        qDebug() << "Uncaught exception at (" << _fileNameString << ") line" << line << ":" << result.toString();        emit errorMessage("Uncaught exception at (" + _fileNameString + ") line" + QString::number(line) + ":" + result.toString());        clearExceptions();    }} QScriptValue ScriptEngine::evaluate(const QString& program, const QString& fileName, int lineNumber) {    if (_stoppingAllScripts) {        return QScriptValue(); // bail early    }     _evaluatesPending++;    QScriptValue result = QScriptEngine::evaluate(program, fileName, lineNumber);    if (hasUncaughtException()) {        int line = uncaughtExceptionLineNumber();        qDebug() << "Uncaught exception at (" << _fileNameString << " : " << fileName << ") line" << line << ": " << result.toString();    }    _evaluatesPending--;    emit evaluationFinished(result, hasUncaughtException());    clearExceptions();    return result;} void ScriptEngine::sendAvatarIdentityPacket() {    if (_isAvatar && _avatarData) {        _avatarData->sendIdentityPacket();    }} void ScriptEngine::sendAvatarBillboardPacket() {    if (_isAvatar && _avatarData) {        _avatarData->sendBillboardPacket();    }} void ScriptEngine::run() {    // TODO: can we add a short circuit for _stoppingAllScripts here? What does it mean to not start running if    // we're in the process of stopping?     if (!_isInitialized) {        init();    }    _isRunning = true;    _isFinished = false;    emit runningStateChanged();     QScriptValue result = evaluate(_scriptContents);     QElapsedTimer startTime;    startTime.start();     int thisFrame = 0;     auto nodeList = DependencyManager::get<NodeList>();     qint64 lastUpdate = usecTimestampNow();     while (!_isFinished) {        int usecToSleep = (thisFrame++ * SCRIPT_DATA_CALLBACK_USECS) - startTime.nsecsElapsed() / 1000; // nsec to usec        if (usecToSleep > 0) {            usleep(usecToSleep);        }         if (_isFinished) {            break;        }         QCoreApplication::processEvents();         if (_isFinished) {            break;        }         if (!_isFinished && _entityScriptingInterface->getEntityPacketSender()->serversExist()) {

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