scummvm/engines/sword25/kernel/kernel_script.cpp
Eugene Sandulenko 59aede6228 SWORD25: Fix bug #6981: High CPU usage on one core
The game loop is implemented in Lua, and there are no delays.
Now we wait 10ms on each event pulling, as we always do.
2016-02-21 22:53:26 +01:00

476 lines
13 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/kernel/common.h"
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/filesystemutil.h"
#include "sword25/kernel/resmanager.h"
#include "sword25/kernel/persistenceservice.h"
#include "sword25/script/script.h"
#include "sword25/script/luabindhelper.h"
namespace Sword25 {
// Marks a function that should never be used
static int dummyFuncError(lua_State *L) {
error("Dummy function invoked by LUA");
return 1;
}
static int getMilliTicks(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
lua_pushnumber(L, pKernel->getMilliTicks());
return 1;
}
static int getTimer(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
lua_pushnumber(L, static_cast<lua_Number>(pKernel->getMilliTicks()) / 1000.0);
return 1;
}
static int startService(lua_State *L) {
// This function is used by system/boot.lua to init all services.
// However, we do nothing here, as we just hard code the init sequence.
lua_pushbooleancpp(L, true);
return 1;
}
static int sleep(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
pKernel->sleep(static_cast<uint>(luaL_checknumber(L, 1) * 1000));
return 0;
}
static int crash(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
pKernel->crash();
return 0;
}
static int executeFile(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ScriptEngine *pSE = pKernel->getScript();
assert(pSE);
lua_pushbooleancpp(L, pSE->executeFile(luaL_checkstring(L, 1)));
return 0;
}
static int getUserdataDirectory(lua_State *L) {
lua_pushstring(L, FileSystemUtil::getUserdataDirectory().c_str());
return 1;
}
static int getPathSeparator(lua_State *L) {
lua_pushstring(L, FileSystemUtil::getPathSeparator().c_str());
return 1;
}
static int fileExists(lua_State *L) {
lua_pushbooleancpp(L, FileSystemUtil::fileExists(luaL_checkstring(L, 1)));
return 1;
}
static int createDirectory(lua_State *L) {
// ScummVM engines cannot create directories, so we do nothing here.
lua_pushbooleancpp(L, false);
return 1;
}
static int getWinCode(lua_State *L) {
lua_pushstring(L, "ScummVM");
return 1;
}
static int getSubversionRevision(lua_State *L) {
// ScummVM is 1337
lua_pushnumber(L, 1337);
return 1;
}
static int getUsedMemory(lua_State *L) {
// It doesn't really matter what this call returns,
// as it's used in a debug function.
lua_pushnumber(L, 0);
return 1;
}
static const char *KERNEL_LIBRARY_NAME = "Kernel";
static const luaL_reg KERNEL_FUNCTIONS[] = {
{"DisconnectService", dummyFuncError},
{"GetActiveServiceIdentifier", dummyFuncError},
{"GetSuperclassCount", dummyFuncError},
{"GetSuperclassIdentifier", dummyFuncError},
{"GetServiceCount", dummyFuncError},
{"GetServiceIdentifier", dummyFuncError},
{"GetMilliTicks", getMilliTicks},
{"GetTimer", getTimer},
{"StartService", startService},
{"Sleep", sleep},
{"Crash", crash},
{"ExecuteFile", executeFile},
{"GetUserdataDirectory", getUserdataDirectory},
{"GetPathSeparator", getPathSeparator},
{"FileExists", fileExists},
{"CreateDirectory", createDirectory},
{"GetWinCode", getWinCode},
{"GetSubversionRevision", getSubversionRevision},
{"GetUsedMemory", getUsedMemory},
{0, 0}
};
static int isVisible(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushbooleancpp(L, true);
return 1;
}
static int setVisible(lua_State *L) {
// This function apparently is not used by the game scripts
// pWindow->setVisible(lua_tobooleancpp(L, 1));
return 0;
}
static int getX(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 0);
return 1;
}
static int getY(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 0);
return 1;
}
static int setX(lua_State *L) {
// This is called by system/boot.lua with -1 as value.
// pWindow->setX(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int setY(lua_State *L) {
// This is called by system/boot.lua with -1 as value.
// pWindow->setY(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int getWidth(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 800);
return 1;
}
static int getHeight(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushnumber(L, 600);
return 1;
}
static int setWidth(lua_State *L) {
// This is called by system/boot.lua with 800 as value.
// pWindow->setWidth(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int setHeight(lua_State *L) {
// This is called by system/boot.lua with 600 as value.
// pWindow->setHeight(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int getTitle(lua_State *L) {
// This function apparently is not used by the game scripts
lua_pushstring(L, "");
return 1;
}
static int setTitle(lua_State *L) {
// This is called by system/boot.lua and system/menu.lua, to
// set the window title to the (localized) game name.
// FIXME: Should we call OSystem::setWindowCaption() here?
// pWindow->setTitle(luaL_checkstring(L, 1));
return 0;
}
static int processMessages(lua_State *L) {
// This is called by the main loop in system/boot.lua,
// and the game keeps running as true is returned here.
// It terminates if we return false.
// TODO: We could do more stuff here if desired...
// TODO: We could always return true here, and leave quit handling
// to the closeWanted() opcode; see also the TODO comment in there.
lua_pushbooleancpp(L, !Engine::shouldQuit());
g_system->delayMillis(10);
return 1;
}
static int closeWanted(lua_State *L) {
// This is called by system/interface.lua to determine whether the
// user requested the game to close (e.g. by clicking the 'close' widget
// of the game window). As a consequence (i.e. this function returns true),
// a quit confirmation dialog is shown.
// TODO: ScummVM currently has a bug / misfeature where some engines provide
// quit confirmation dialogs, some don't; in addition, we have a global confirmation
// dialog (but the user has to explicitly activate that in the config).
// Anyway, this can lead to *two* confirmation dialogs being shown.
// If it wasn't for that, we could simply check for Engine::shouldQuit() here,
// and then invoke EventMan::resetQuit. But currently this would result in
// the user seeing two confirmation dialogs. Bad.
lua_pushbooleancpp(L, false);
return 1;
}
static const char *WINDOW_LIBRARY_NAME = "Window";
static const luaL_reg WINDOW_FUNCTIONS[] = {
{"IsVisible", isVisible},
{"SetVisible", setVisible},
{"GetX", getX},
{"SetX", setX},
{"GetY", getY},
{"SetY", setY},
{"GetClientX", dummyFuncError},
{"GetClientY", dummyFuncError},
{"GetWidth", getWidth},
{"GetHeight", getHeight},
{"SetWidth", setWidth},
{"SetHeight", setHeight},
{"GetTitle", getTitle},
{"SetTitle", setTitle},
{"ProcessMessages", processMessages},
{"CloseWanted", closeWanted},
{"WaitForFocus", dummyFuncError},
{"HasFocus", dummyFuncError},
{0, 0}
};
static int precacheResource(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
assert(pResource);
#ifdef PRECACHE_RESOURCES
lua_pushbooleancpp(L, pResource->precacheResource(luaL_checkstring(L, 1)));
#else
lua_pushbooleancpp(L, true);
#endif
return 1;
}
static int forcePrecacheResource(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
assert(pResource);
#ifdef PRECACHE_RESOURCES
lua_pushbooleancpp(L, pResource->precacheResource(luaL_checkstring(L, 1), true));
#else
lua_pushbooleancpp(L, true);
#endif
return 1;
}
static int getMaxMemoryUsage(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
assert(pResource);
// This is used for debugging, so it doesn't really matter.
// The default value set by the scripts is 256000000 bytes
lua_pushnumber(L, 256000000);
return 1;
}
static int setMaxMemoryUsage(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
assert(pResource);
// This call is ignored, we set a limit on the number of
// simultaneous resources loaded instead.
return 0;
}
static int emptyCache(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
assert(pResource);
pResource->emptyCache();
return 0;
}
static int dumpLockedResources(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ResourceManager *pResource = pKernel->getResourceManager();
assert(pResource);
pResource->dumpLockedResources();
return 0;
}
static const char *RESOURCE_LIBRARY_NAME = "Resource";
static const luaL_reg RESOURCE_FUNCTIONS[] = {
{"PrecacheResource", precacheResource},
{"ForcePrecacheResource", forcePrecacheResource},
{"GetMaxMemoryUsage", getMaxMemoryUsage},
{"SetMaxMemoryUsage", setMaxMemoryUsage},
{"EmptyCache", emptyCache},
{"IsLogCacheMiss", dummyFuncError},
{"SetLogCacheMiss", dummyFuncError},
{"DumpLockedResources", dumpLockedResources},
{0, 0}
};
static int reloadSlots(lua_State *L) {
PersistenceService::getInstance().reloadSlots();
lua_pushnil(L);
return 1;
}
static int getSlotCount(lua_State *L) {
lua_pushnumber(L, PersistenceService::getInstance().getSlotCount());
return 1;
}
static int isSlotOccupied(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().isSlotOccupied(static_cast<uint>(luaL_checknumber(L, 1)) - 1));
return 1;
}
static int getSavegameDirectory(lua_State *L) {
lua_pushstring(L, PersistenceService::getInstance().getSavegameDirectory().c_str());
return 1;
}
static int isSavegameCompatible(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().isSavegameCompatible(
static_cast<uint>(luaL_checknumber(L, 1)) - 1));
return 1;
}
static int getSavegameDescription(lua_State *L) {
lua_pushstring(L, PersistenceService::getInstance().getSavegameDescription(
static_cast<uint>(luaL_checknumber(L, 1)) - 1).c_str());
return 1;
}
static int getSavegameFilename(lua_State *L) {
lua_pushstring(L, PersistenceService::getInstance().getSavegameFilename(static_cast<uint>(luaL_checknumber(L, 1)) - 1).c_str());
return 1;
}
static int loadGame(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().loadGame(static_cast<uint>(luaL_checknumber(L, 1)) - 1));
return 1;
}
static int saveGame(lua_State *L) {
lua_pushbooleancpp(L, PersistenceService::getInstance().saveGame(static_cast<uint>(luaL_checknumber(L, 1)) - 1, luaL_checkstring(L, 2)));
return 1;
}
static const char *PERSISTENCE_LIBRARY_NAME = "Persistence";
static const luaL_reg PERSISTENCE_FUNCTIONS[] = {
{"ReloadSlots", reloadSlots},
{"GetSlotCount", getSlotCount},
{"IsSlotOccupied", isSlotOccupied},
{"GetSavegameDirectory", getSavegameDirectory},
{"IsSavegameCompatible", isSavegameCompatible},
{"GetSavegameDescription", getSavegameDescription},
{"GetSavegameFilename", getSavegameFilename},
{"LoadGame", loadGame},
{"SaveGame", saveGame},
{0, 0}
};
bool Kernel::registerScriptBindings() {
ScriptEngine *pScript = getScript();
assert(pScript);
lua_State *L = static_cast<lua_State *>(pScript->getScriptObject());
assert(L);
if (!LuaBindhelper::addFunctionsToLib(L, KERNEL_LIBRARY_NAME, KERNEL_FUNCTIONS)) return false;
if (!LuaBindhelper::addFunctionsToLib(L, WINDOW_LIBRARY_NAME, WINDOW_FUNCTIONS)) return false;
if (!LuaBindhelper::addFunctionsToLib(L, RESOURCE_LIBRARY_NAME, RESOURCE_FUNCTIONS)) return false;
if (!LuaBindhelper::addFunctionsToLib(L, PERSISTENCE_LIBRARY_NAME, PERSISTENCE_FUNCTIONS)) return false;
return true;
}
} // End of namespace Sword25