overte-JulianGro/libraries/script-engine/src/ScriptEngine.h
HifiExperiments b6744588f4 loading fix
2020-11-16 21:25:25 -08:00

1023 lines
43 KiB
C++

//
// ScriptEngine.h
// libraries/script-engine/src
//
// Created by Brad Hefta-Gaub on 12/14/13.
// Copyright 2013 High Fidelity, Inc.
// Copyright 2020 Vircadia contributors.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_ScriptEngine_h
#define hifi_ScriptEngine_h
#include <unordered_map>
#include <vector>
#include <QtCore/QObject>
#include <QtCore/QUrl>
#include <QtCore/QSet>
#include <QtCore/QWaitCondition>
#include <QtCore/QStringList>
#include <QMap>
#include <QMetaEnum>
#include <QtScript/QScriptEngine>
#include <AnimationCache.h>
#include <AnimVariant.h>
#include <AvatarData.h>
#include <AvatarHashMap.h>
#include <LimitedNodeList.h>
#include <EntityItemID.h>
#include <EntitiesScriptEngineProvider.h>
#include <EntityScriptUtils.h>
#include "PointerEvent.h"
#include "ArrayBufferClass.h"
#include "AssetScriptingInterface.h"
#include "AudioScriptingInterface.h"
#include "BaseScriptEngine.h"
#include "ExternalResource.h"
#include "Quat.h"
#include "Mat4.h"
#include "ScriptCache.h"
#include "ScriptUUID.h"
#include "Vec3.h"
#include "ConsoleScriptingInterface.h"
#include "SettingHandle.h"
#include "Profile.h"
class QScriptEngineDebugger;
static const QString NO_SCRIPT("");
static const int SCRIPT_FPS = 60;
static const int DEFAULT_MAX_ENTITY_PPS = 9000;
static const int DEFAULT_ENTITY_PPS_PER_SCRIPT = 900;
class ScriptEngines;
Q_DECLARE_METATYPE(ScriptEnginePointer)
class CallbackData {
public:
QScriptValue function;
EntityItemID definingEntityIdentifier;
QUrl definingSandboxURL;
};
class DeferredLoadEntity {
public:
EntityItemID entityID;
QString entityScript;
//bool forceRedownload;
};
struct EntityScriptContentAvailable {
EntityItemID entityID;
QString scriptOrURL;
QString contents;
bool isURL;
bool success;
QString status;
};
typedef std::unordered_map<EntityItemID, EntityScriptContentAvailable> EntityScriptContentAvailableMap;
typedef QList<CallbackData> CallbackList;
typedef QHash<QString, CallbackList> RegisteredEventHandlers;
class EntityScriptDetails {
public:
EntityScriptStatus status { EntityScriptStatus::PENDING };
// If status indicates an error, this contains a human-readable string giving more information about the error.
QString errorInfo { "" };
QString scriptText { "" };
QScriptValue scriptObject { QScriptValue() };
int64_t lastModified { 0 };
QUrl definingSandboxURL { QUrl("about:EntityScript") };
};
/**jsdoc
* The <code>Script</code> API provides facilities for working with scripts.
*
* @namespace Script
*
* @hifi-interface
* @hifi-client-entity
* @hifi-avatar
* @hifi-server-entity
* @hifi-assignment-client
*
* @property {string} context - The context that the script is running in:
* <ul>
* <li><code>"client"</code>: An Interface or avatar script.</li>
* <li><code>"entity_client"</code>: A client entity script.</li>
* <li><code>"entity_server"</code>: A server entity script.</li>
* <li><code>"agent"</code>: An assignment client script.</li>
* </ul>
* <em>Read-only.</em>
* @property {string} type - The type of script that is running:
* <ul>
* <li><code>"client"</code>: An Interface script.</li>
* <li><code>"entity_client"</code>: A client entity script.</li>
* <li><code>"avatar"</code>: An avatar script.</li>
* <li><code>"entity_server"</code>: A server entity script.</li>
* <li><code>"agent"</code>: An assignment client script.</li>
* </ul>
* <em>Read-only.</em>
* @property {string} filename - The filename of the script file.
* <em>Read-only.</em>
* @property {Script.ResourceBuckets} ExternalPaths - External resource buckets.
*/
class ScriptEngine : public BaseScriptEngine, public EntitiesScriptEngineProvider {
Q_OBJECT
Q_PROPERTY(QString context READ getContext)
Q_PROPERTY(QString type READ getTypeAsString)
Q_PROPERTY(QString fileName MEMBER _fileNameString CONSTANT)
public:
enum Context {
CLIENT_SCRIPT,
ENTITY_CLIENT_SCRIPT,
ENTITY_SERVER_SCRIPT,
AGENT_SCRIPT
};
enum Type {
CLIENT,
ENTITY_CLIENT,
ENTITY_SERVER,
AGENT,
AVATAR
};
Q_ENUM(Type)
static int processLevelMaxRetries;
ScriptEngine(Context context, const QString& scriptContents = NO_SCRIPT, const QString& fileNameString = QString("about:ScriptEngine"));
~ScriptEngine();
/// run the script in a dedicated thread. This will have the side effect of evalulating
/// the current script contents and calling run(). Callers will likely want to register the script with external
/// services before calling this.
void runInThread();
void runDebuggable();
/// run the script in the callers thread, exit when stop() is called.
void run();
QString getFilename() const;
QList<EntityItemID> getListOfEntityScriptIDs();
/**jsdoc
* Stops and unloads the current script.
* <p><strong>Warning:</strong> If an assignment client script, the script gets restarted after stopping.</p>
* @function Script.stop
* @param {boolean} [marshal=false] - Marshal.
* <p class="important">Deprecated: This parameter is deprecated and will be removed.</p>
* @example <caption>Stop a script after 5s.</caption>
* Script.setInterval(function () {
* print("Hello");
* }, 1000);
*
* Script.setTimeout(function () {
* Script.stop(true);
* }, 5000);
*/
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// NOTE - this is intended to be a public interface for Agent scripts, and local scripts, but not for EntityScripts
Q_INVOKABLE void stop(bool marshal = false);
// Stop any evaluating scripts and wait for the scripting thread to finish.
void waitTillDoneRunning(bool shutdown = false);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// NOTE - these are NOT intended to be public interfaces available to scripts, the are only Q_INVOKABLE so we can
// properly ensure they are only called on the correct thread
/**jsdoc
* @function Script.registerGlobalObject
* @param {string} name - Name.
* @param {object} object - Object.
* @deprecated This function is deprecated and will be removed.
*/
/// registers a global object by name
Q_INVOKABLE void registerGlobalObject(const QString& name, QObject* object);
/**jsdoc
* @function Script.registerGetterSetter
* @param {string} name - Name.
* @param {function} getter - Getter.
* @param {function} setter - Setter.
* @param {string} [parent=""] - Parent.
* @deprecated This function is deprecated and will be removed.
*/
/// registers a global getter/setter
Q_INVOKABLE void registerGetterSetter(const QString& name, QScriptEngine::FunctionSignature getter,
QScriptEngine::FunctionSignature setter, const QString& parent = QString(""));
/**jsdoc
* @function Script.registerFunction
* @param {string} name - Name.
* @param {function} function - Function.
* @param {number} [numArguments=-1] - Number of arguments.
* @deprecated This function is deprecated and will be removed.
*/
/// register a global function
Q_INVOKABLE void registerFunction(const QString& name, QScriptEngine::FunctionSignature fun, int numArguments = -1);
/**jsdoc
* @function Script.registerFunction
* @param {string} parent - Parent.
* @param {string} name - Name.
* @param {function} function - Function.
* @param {number} [numArguments=-1] - Number of arguments.
* @deprecated This function is deprecated and will be removed.
*/
/// register a function as a method on a previously registered global object
Q_INVOKABLE void registerFunction(const QString& parent, const QString& name, QScriptEngine::FunctionSignature fun,
int numArguments = -1);
/**jsdoc
* @function Script.registerEnum
* @param {string} name - Name.
* @param {object} enum - Enum.
* @deprecated This function is deprecated and will be removed.
*/
// WARNING: This function must be called after a registerGlobalObject that creates the namespace this enum is located in, or
// the globalObject won't function. E.g., if you have a Foo object and a Foo.FooType enum, Foo must be registered first.
/// registers a global enum
Q_INVOKABLE void registerEnum(const QString& enumName, QMetaEnum newEnum);
/**jsdoc
* @function Script.registerValue
* @param {string} name - Name.
* @param {object} value - Value.
* @deprecated This function is deprecated and will be removed.
*/
/// registers a global object by name
Q_INVOKABLE void registerValue(const QString& valueName, QScriptValue value);
/**jsdoc
* @function Script.evaluate
* @param {string} program - Program.
* @param {string} filename - File name.
* @param {number} [lineNumber=-1] - Line number.
* @returns {object} Object.
* @deprecated This function is deprecated and will be removed.
*/
/// evaluate some code in the context of the ScriptEngine and return the result
Q_INVOKABLE QScriptValue evaluate(const QString& program, const QString& fileName, int lineNumber = 1); // this is also used by the script tool widget
/**jsdoc
* @function Script.evaluateInClosure
* @param {object} locals - Locals.
* @param {object} program - Program.
* @returns {object} Object.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE QScriptValue evaluateInClosure(const QScriptValue& locals, const QScriptProgram& program);
/// if the script engine is not already running, this will download the URL and start the process of seting it up
/// to run... NOTE - this is used by Application currently to load the url. We don't really want it to be exposed
/// to scripts. we may not need this to be invokable
void loadURL(const QUrl& scriptURL, bool reload);
bool hasValidScriptSuffix(const QString& scriptFileName);
/**jsdoc
* Gets the context that the script is running in: Interface/avatar, client entity, server entity, or assignment client.
* @function Script.getContext
* @returns {string} The context that the script is running in:
* <ul>
* <li><code>"client"</code>: An Interface or avatar script.</li>
* <li><code>"entity_client"</code>: A client entity script.</li>
* <li><code>"entity_server"</code>: A server entity script.</li>
* <li><code>"agent"</code>: An assignment client script.</li>
* </ul>
*/
Q_INVOKABLE QString getContext() const;
/**jsdoc
* Checks whether the script is running as an Interface or avatar script.
* @function Script.isClientScript
* @returns {boolean} <code>true</code> if the script is running as an Interface or avatar script, <code>false</code> if it
* isn't.
*/
Q_INVOKABLE bool isClientScript() const { return _context == CLIENT_SCRIPT; }
/**jsdoc
* Checks whether the application was compiled as a debug build.
* @function Script.isDebugMode
* @returns {boolean} <code>true</code> if the application was compiled as a debug build, <code>false</code> if it was
* compiled as a release build.
*/
Q_INVOKABLE bool isDebugMode() const;
/**jsdoc
* Checks whether the script is running as a client entity script.
* @function Script.isEntityClientScript
* @returns {boolean} <code>true</code> if the script is running as a client entity script, <code>false</code> if it isn't.
*/
Q_INVOKABLE bool isEntityClientScript() const { return _context == ENTITY_CLIENT_SCRIPT; }
/**jsdoc
* Checks whether the script is running as a server entity script.
* @function Script.isEntityServerScript
* @returns {boolean} <code>true</code> if the script is running as a server entity script, <code>false</code> if it isn't.
*/
Q_INVOKABLE bool isEntityServerScript() const { return _context == ENTITY_SERVER_SCRIPT; }
/**jsdoc
* Checks whether the script is running as an assignment client script.
* @function Script.isAgentScript
* @returns {boolean} <code>true</code> if the script is running as an assignment client script, <code>false</code> if it
* isn't.
*/
Q_INVOKABLE bool isAgentScript() const { return _context == AGENT_SCRIPT; }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// NOTE - these are intended to be public interfaces available to scripts
/**jsdoc
* Adds a function to the list of functions called when a particular event occurs on a particular entity.
* <p>See also, the {@link Entities} API.</p>
* @function Script.addEventHandler
* @param {Uuid} entityID - The ID of the entity.
* @param {Script.EntityEvent} eventName - The name of the event.
* @param {Script~entityEventCallback|Script~pointerEventCallback|Script~collisionEventCallback} handler - The function to
* call when the event occurs on the entity. It can be either the name of a function or an in-line definition.
* @example <caption>Report when a mouse press occurs on a particular entity.</caption>
* var entityID = Entities.addEntity({
* type: "Box",
* position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -5 })),
* dimensions: { x: 0.5, y: 0.5, z: 0.5 },
* lifetime: 300 // Delete after 5 minutes.
* });
*
* function reportMousePress(entityID, event) {
* print("Mouse pressed on entity: " + JSON.stringify(event));
* }
*
* Script.addEventHandler(entityID, "mousePressOnEntity", reportMousePress);
*/
Q_INVOKABLE void addEventHandler(const EntityItemID& entityID, const QString& eventName, QScriptValue handler);
/**jsdoc
* Removes a function from the list of functions called when an entity event occurs on a particular entity.
* <p>See also, the {@link Entities} API.</p>
* @function Script.removeEventHandler
* @param {Uuid} entityID - The ID of the entity.
* @param {Script.EntityEvent} eventName - The name of the entity event.
* @param {function} handler - The name of the function to no longer call when the entity event occurs on the entity.
*/
Q_INVOKABLE void removeEventHandler(const EntityItemID& entityID, const QString& eventName, QScriptValue handler);
/**jsdoc
* Starts running another script in Interface, if it isn't already running. The script is not automatically loaded next
* time Interface starts.
* <p class="availableIn"><strong>Supported Script Types:</strong> Interface Scripts &bull; Avatar Scripts</p>
* <p>See also, {@link ScriptDiscoveryService.loadScript}.</p>
* @function Script.load
* @param {string} filename - The URL of the script to load. This can be relative to the current script's URL.
* @example <caption>Load a script from another script.</caption>
* // First file: scriptA.js
* print("This is script A");
*
* // Second file: scriptB.js
* print("This is script B");
* Script.load("scriptA.js");
*
* // If you run scriptB.js you should see both scripts in the Running Scripts dialog.
* // And you should see the following output:
* // This is script B
* // This is script A
*/
Q_INVOKABLE void load(const QString& loadfile);
/**jsdoc
* Includes JavaScript from other files in the current script. If a callback is specified, the files are loaded and
* included asynchronously, otherwise they are included synchronously (i.e., script execution blocks while the files are
* included).
* @function Script.include
* @variation 0
* @param {string[]} filenames - The URLs of the scripts to include. Each can be relative to the current script.
* @param {function} [callback=null] - The function to call back when the scripts have been included. It can be either the
* name of a function or an in-line definition.
*/
Q_INVOKABLE void include(const QStringList& includeFiles, QScriptValue callback = QScriptValue());
/**jsdoc
* Includes JavaScript from another file in the current script. If a callback is specified, the file is loaded and included
* asynchronously, otherwise it is included synchronously (i.e., script execution blocks while the file is included).
* @function Script.include
* @param {string} filename - The URL of the script to include. It can be relative to the current script.
* @param {function} [callback=null] - The function to call back when the script has been included. It can be either the
* name of a function or an in-line definition.
* @example <caption>Include a script file asynchronously.</caption>
* // First file: scriptA.js
* print("This is script A");
*
* // Second file: scriptB.js
* print("This is script B");
* Script.include("scriptA.js", function () {
* print("Script A has been included");
* });
*
* // If you run scriptB.js you should see only scriptB.js in the running scripts list.
* // And you should see the following output:
* // This is script B
* // This is script A
* // Script A has been included
*/
Q_INVOKABLE void include(const QString& includeFile, QScriptValue callback = QScriptValue());
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// MODULE related methods
/**jsdoc
* Provides access to methods or objects provided in an external JavaScript or JSON file.
* See {@link https://docs.vircadia.dev/script/js-tips.html} for further details.
* @function Script.require
* @param {string} module - The module to use. May be a JavaScript file, a JSON file, or the name of a system module such
* as <code>"appUi"</code> (i.e., the "appUi.js" system module JavaScript file).
* @returns {object|array} The value assigned to <code>module.exports</code> in the JavaScript file, or the value defined
* in the JSON file.
*/
Q_INVOKABLE QScriptValue require(const QString& moduleId);
/**jsdoc
* @function Script.resetModuleCache
* @param {boolean} [deleteScriptCache=false] - Delete script cache.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void resetModuleCache(bool deleteScriptCache = false);
QScriptValue currentModule();
bool registerModuleWithParent(const QScriptValue& module, const QScriptValue& parent);
QScriptValue newModule(const QString& modulePath, const QScriptValue& parent = QScriptValue());
QVariantMap fetchModuleSource(const QString& modulePath, const bool forceDownload = false);
QScriptValue instantiateModule(const QScriptValue& module, const QString& sourceCode);
/**jsdoc
* Calls a function repeatedly, at a set interval.
* @function Script.setInterval
* @param {function} function - The function to call. This can be either the name of a function or an in-line definition.
* @param {number} interval - The interval at which to call the function, in ms.
* @returns {object} A handle to the interval timer. This can be used in {@link Script.clearInterval}.
* @example <caption>Print a message every second.</caption>
* Script.setInterval(function () {
* print("Interval timer fired");
* }, 1000);
*/
Q_INVOKABLE QObject* setInterval(const QScriptValue& function, int intervalMS);
/**jsdoc
* Calls a function once, after a delay.
* @function Script.setTimeout
* @param {function} function - The function to call. This can be either the name of a function or an in-line definition.
* @param {number} timeout - The delay after which to call the function, in ms.
* @returns {object} A handle to the timeout timer. This can be used in {@link Script.clearTimeout}.
* @example <caption>Print a message once, after a second.</caption>
* Script.setTimeout(function () {
* print("Timeout timer fired");
* }, 1000);
*/
Q_INVOKABLE QObject* setTimeout(const QScriptValue& function, int timeoutMS);
/**jsdoc
* Stops an interval timer set by {@link Script.setInterval|setInterval}.
* @function Script.clearInterval
* @param {object} timer - The interval timer to stop.
* @example <caption>Stop an interval timer.</caption>
* // Print a message every second.
* var timer = Script.setInterval(function () {
* print("Interval timer fired");
* }, 1000);
*
* // Stop the timer after 10 seconds.
* Script.setTimeout(function () {
* print("Stop interval timer");
* Script.clearInterval(timer);
* }, 10000);
*/
Q_INVOKABLE void clearInterval(QObject* timer) { stopTimer(reinterpret_cast<QTimer*>(timer)); }
/**jsdoc
* Stops a timeout timer set by {@link Script.setTimeout|setTimeout}.
* @function Script.clearTimeout
* @param {object} timer - The timeout timer to stop.
* @example <caption>Stop a timeout timer.</caption>
* // Print a message after two seconds.
* var timer = Script.setTimeout(function () {
* print("Timer fired");
* }, 2000);
*
* // Uncomment the following line to stop the timer from firing.
* //Script.clearTimeout(timer);
*/
Q_INVOKABLE void clearTimeout(QObject* timer) { stopTimer(reinterpret_cast<QTimer*>(timer)); }
/**jsdoc
* Prints a message to the program log and emits {@link Script.printedMessage}.
* <p>Alternatively, you can use {@link print} or one of the {@link console} API methods.</p>
* @function Script.print
* @param {string} message - The message to print.
*/
Q_INVOKABLE void print(const QString& message);
/**jsdoc
* Resolves a relative path to an absolute path. The relative path is relative to the script's location.
* @function Script.resolvePath
* @param {string} path - The relative path to resolve.
* @returns {string} The absolute path.
* @example <caption>Report the directory and filename of the running script.</caption>
* print(Script.resolvePath(""));
* @example <caption>Report the directory of the running script.</caption>
* print(Script.resolvePath("."));
* @example <caption>Report the path to a file located relative to the running script.</caption>
* print(Script.resolvePath("../assets/sounds/hello.wav"));
*/
Q_INVOKABLE QUrl resolvePath(const QString& path) const;
/**jsdoc
* Gets the path to the resources directory for QML files.
* @function Script.resourcesPath
* @returns {string} The path to the resources directory for QML files.
*/
Q_INVOKABLE QUrl resourcesPath() const;
/**jsdoc
* Starts timing a section of code in order to send usage data about it to Vircadia. Shouldn't be used outside of the
* standard scripts.
* @function Script.beginProfileRange
* @param {string} label - A name that identifies the section of code.
*/
Q_INVOKABLE void beginProfileRange(const QString& label) const;
/**jsdoc
* Finishes timing a section of code in order to send usage data about it to Vircadia. Shouldn't be used outside of
* the standard scripts.
* @function Script.endProfileRange
* @param {string} label - A name that identifies the section of code.
*/
Q_INVOKABLE void endProfileRange(const QString& label) const;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Entity Script Related methods
/**jsdoc
* Checks whether an entity has an entity script running.
* @function Script.isEntityScriptRunning
* @param {Uuid} entityID - The ID of the entity.
* @returns {boolean} <code>true</code> if the entity has an entity script running, <code>false</code> if it doesn't.
*/
Q_INVOKABLE bool isEntityScriptRunning(const EntityItemID& entityID) {
QReadLocker locker { &_entityScriptsLock };
auto it = _entityScripts.constFind(entityID);
return it != _entityScripts.constEnd() && it->status == EntityScriptStatus::RUNNING;
}
QVariant cloneEntityScriptDetails(const EntityItemID& entityID);
QFuture<QVariant> getLocalEntityScriptDetails(const EntityItemID& entityID) override;
/**jsdoc
* @function Script.loadEntityScript
* @param {Uuid} entityID - Entity ID.
* @param {string} script - Script.
* @param {boolean} forceRedownload - Force re-download.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void loadEntityScript(const EntityItemID& entityID, const QString& entityScript, bool forceRedownload);
/**jsdoc
* @function Script.unloadEntityScript
* @param {Uuid} entityID - Entity ID.
* @param {boolean} [shouldRemoveFromMap=false] - Should remove from map.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void unloadEntityScript(const EntityItemID& entityID, bool shouldRemoveFromMap = false); // will call unload method
/**jsdoc
* @function Script.unloadAllEntityScripts
* @param {boolean} [blockingCall=false] - Wait for completion if call moved to another thread.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void unloadAllEntityScripts(bool blockingCall = false);
/**jsdoc
* Calls a method in an entity script.
* @function Script.callEntityScriptMethod
* @param {Uuid} entityID - The ID of the entity running the entity script.
* @param {string} methodName - The name of the method to call.
* @param {string[]} [parameters=[]] - The parameters to call the specified method with.
* @param {Uuid} [remoteCallerID=Uuid.NULL] - An ID that identifies the caller.
*/
Q_INVOKABLE void callEntityScriptMethod(const EntityItemID& entityID, const QString& methodName,
const QStringList& params = QStringList(),
const QUuid& remoteCallerID = QUuid()) override;
/**jsdoc
* Calls a method in an entity script.
* @function Script.callEntityScriptMethod
* @param {Uuid} entityID - Entity ID.
* @param {string} methodName - Method name.
* @param {PointerEvent} event - Pointer event.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void callEntityScriptMethod(const EntityItemID& entityID, const QString& methodName, const PointerEvent& event);
/**jsdoc
* Calls a method in an entity script.
* @function Script.callEntityScriptMethod
* @param {Uuid} entityID - Entity ID.
* @param {string} methodName - Method name.
* @param {Uuid} otherID - Other entity ID.
* @param {Collision} collision - Collision.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void callEntityScriptMethod(const EntityItemID& entityID, const QString& methodName, const EntityItemID& otherID, const Collision& collision);
/**jsdoc
* Manually runs the JavaScript garbage collector which reclaims memory by disposing of objects that are no longer
* reachable.
* @function Script.requestGarbageCollection
*/
Q_INVOKABLE void requestGarbageCollection() { collectGarbage(); }
/**jsdoc
* @function Script.generateUUID
* @returns {Uuid} A new UUID.
* @deprecated This function is deprecated and will be removed. Use {@link Uuid(0).generate|Uuid.generate} instead.
*/
Q_INVOKABLE QUuid generateUUID() { return QUuid::createUuid(); }
void setType(Type type) { _type = type; };
Type getType() { return _type; };
QString getTypeAsString() const;
bool isFinished() const { return _isFinished; } // used by Application and ScriptWidget
bool isRunning() const { return _isRunning; } // used by ScriptWidget
// this is used by code in ScriptEngines.cpp during the "reload all" operation
bool isStopping() const { return _isStopping; }
bool isDebuggable() const { return _debuggable; }
void disconnectNonEssentialSignals();
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// These are currently used by Application to track if a script is user loaded or not. Consider finding a solution
// inside of Application so that the ScriptEngine class is not polluted by this notion
void setUserLoaded(bool isUserLoaded) { _isUserLoaded = isUserLoaded; }
bool isUserLoaded() const { return _isUserLoaded; }
void setQuitWhenFinished(const bool quitWhenFinished) { _quitWhenFinished = quitWhenFinished; }
bool isQuitWhenFinished() const { return _quitWhenFinished; }
// NOTE - this is used by the TypedArray implementation. we need to review this for thread safety
ArrayBufferClass* getArrayBufferClass() { return _arrayBufferClass; }
void setEmitScriptUpdatesFunction(std::function<bool()> func) { _emitScriptUpdates = func; }
void scriptErrorMessage(const QString& message);
void scriptWarningMessage(const QString& message);
void scriptInfoMessage(const QString& message);
void scriptPrintedMessage(const QString& message);
void clearDebugLogWindow();
int getNumRunningEntityScripts() const;
bool getEntityScriptDetails(const EntityItemID& entityID, EntityScriptDetails &details) const;
bool hasEntityScriptDetails(const EntityItemID& entityID) const;
void setScriptEngines(QSharedPointer<ScriptEngines>& scriptEngines) { _scriptEngines = scriptEngines; }
/**jsdoc
* Gets the URL for an asset in an external resource bucket. (The location where the bucket is hosted may change over time
* but this method will return the asset's current URL.)
* @function Script.getExternalPath
* @param {Script.ResourceBucket} bucket - The external resource bucket that the asset is in.
* @param {string} path - The path within the external resource bucket where the asset is located.
* <p>Normally, this should start with a path or filename to be appended to the bucket URL.
* Alternatively, it can be a relative path starting with <code>./</code> or <code>../</code>, to navigate within the
* resource bucket's URL.</p>
* @Returns {string} The URL of an external asset.
* @example <caption>Report the URL of a default particle.</caption>
* print(Script.getExternalPath(Script.ExternalPaths.Assets, "Bazaar/Assets/Textures/Defaults/Interface/default_particle.png"));
* @example <caption>Report the root directory where the Vircadia assets are located.</caption>
* print(Script.getExternalPath(Script.ExternalPaths.Assets, "."));
*/
Q_INVOKABLE QString getExternalPath(ExternalResource::Bucket bucket, const QString& path);
public slots:
/**jsdoc
* @function Script.callAnimationStateHandler
* @param {function} callback - Callback function.
* @param {object} parameters - Parameters.
* @param {string[]} names - Names.
* @param {boolean} useNames - Use names.
* @param {function} resultHandler - Result handler.
* @deprecated This function is deprecated and will be removed.
*/
void callAnimationStateHandler(QScriptValue callback, AnimVariantMap parameters, QStringList names, bool useNames, AnimVariantResultHandler resultHandler);
/**jsdoc
* @function Script.updateMemoryCost
* @param {number} deltaSize - Delta size.
* @deprecated This function is deprecated and will be removed.
*/
void updateMemoryCost(const qint64&);
signals:
/**jsdoc
* @function Script.scriptLoaded
* @param {string} filename - File name.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void scriptLoaded(const QString& scriptFilename);
/**jsdoc
* @function Script.errorLoadingScript
* @param {string} filename - File name.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void errorLoadingScript(const QString& scriptFilename);
/**jsdoc
* Triggered frequently at a system-determined interval.
* @function Script.update
* @param {number} deltaTime - The time since the last update, in s.
* @returns {Signal}
* @example <caption>Report script update intervals.</caption>
* Script.update.connect(function (deltaTime) {
* print("Update: " + deltaTime);
* });
*/
void update(float deltaTime);
/**jsdoc
* Triggered when the script is stopping.
* @function Script.scriptEnding
* @returns {Signal}
* @example <caption>Report when a script is stopping.</caption>
* print("Script started");
*
* Script.scriptEnding.connect(function () {
* print("Script ending");
* });
*
* Script.setTimeout(function () {
* print("Stopping script");
* Script.stop();
* }, 1000);
*/
void scriptEnding();
/**jsdoc
* @function Script.finished
* @param {string} filename - File name.
* @param {object} engine - Engine.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void finished(const QString& fileNameString, ScriptEnginePointer);
/**jsdoc
* @function Script.cleanupMenuItem
* @param {string} menuItem - Menu item.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void cleanupMenuItem(const QString& menuItemString);
/**jsdoc
* Triggered when the script prints a message to the program log via {@link print}, {@link Script.print},
* {@link console.log}, {@link console.debug}, {@link console.group}, {@link console.groupEnd}, {@link console.time}, or
* {@link console.timeEnd}.
* @function Script.printedMessage
* @param {string} message - The message.
* @param {string} scriptName - The name of the script that generated the message.
* @returns {Signal}
*/
void printedMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the script generates an error, {@link console.error} or {@link console.exception} is called, or
* {@link console.assert} is called and fails.
* @function Script.errorMessage
* @param {string} message - The error message.
* @param {string} scriptName - The name of the script that generated the error message.
* @returns {Signal}
*/
void errorMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the script generates a warning or {@link console.warn} is called.
* @function Script.warningMessage
* @param {string} message - The warning message.
* @param {string} scriptName - The name of the script that generated the warning message.
* @returns {Signal}
*/
void warningMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the script generates an information message or {@link console.info} is called.
* @function Script.infoMessage
* @param {string} message - The information message.
* @param {string} scriptName - The name of the script that generated the information message.
* @returns {Signal}
*/
void infoMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the running state of the script changes, e.g., from running to stopping.
* @function Script.runningStateChanged
* @returns {Signal}
*/
void runningStateChanged();
/**jsdoc
* @function Script.clearDebugWindow
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void clearDebugWindow();
/**jsdoc
* @function Script.loadScript
* @param {string} scriptName - Script name.
* @param {boolean} isUserLoaded - Is user loaded.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void loadScript(const QString& scriptName, bool isUserLoaded);
/**jsdoc
* @function Script.reloadScript
* @param {string} scriptName - Script name.
* @param {boolean} isUserLoaded - Is user loaded.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void reloadScript(const QString& scriptName, bool isUserLoaded);
/**jsdoc
* Triggered when the script has stopped.
* @function Script.doneRunning
* @returns {Signal}
*/
void doneRunning();
/**jsdoc
* @function Script.entityScriptDetailsUpdated
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
// Emitted when an entity script is added or removed, or when the status of an entity
// script is updated (goes from RUNNING to ERROR_RUNNING_SCRIPT, for example)
void entityScriptDetailsUpdated();
/**jsdoc
* Triggered when the script starts for the user. See also, {@link Entities.preload}.
* <p class="availableIn"><strong>Supported Script Types:</strong> Client Entity Scripts &bull; Server Entity Scripts</p>
* @function Script.entityScriptPreloadFinished
* @param {Uuid} entityID - The ID of the entity that the script is running in.
* @returns {Signal}
* @example <caption>Get the ID of the entity that a client entity script is running in.</caption>
* var entityScript = function () {
* this.entityID = Uuid.NULL;
* };
*
* Script.entityScriptPreloadFinished.connect(function (entityID) {
* this.entityID = entityID;
* print("Entity ID: " + this.entityID);
* });
*
* var entityID = Entities.addEntity({
* type: "Box",
* position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -5 })),
* dimensions: { x: 0.5, y: 0.5, z: 0.5 },
* color: { red: 255, green: 0, blue: 0 },
* script: "(" + entityScript + ")", // Could host the script on a Web server instead.
* lifetime: 300 // Delete after 5 minutes.
* });
*/
// Emitted when an entity script has finished running preload
void entityScriptPreloadFinished(const EntityItemID& entityID);
protected:
void init();
/**jsdoc
* @function Script.executeOnScriptThread
* @param {function} function - Function.
* @param {ConnectionType} [type=2] - Connection type.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void executeOnScriptThread(std::function<void()> function, const Qt::ConnectionType& type = Qt::QueuedConnection );
/**jsdoc
* @function Script._requireResolve
* @param {string} module - Module.
* @param {string} [relativeTo=""] - Relative to.
* @returns {string} Result.
* @deprecated This function is deprecated and will be removed.
*/
// note: this is not meant to be called directly, but just to have QMetaObject take care of wiring it up in general;
// then inside of init() we just have to do "Script.require.resolve = Script._requireResolve;"
Q_INVOKABLE QString _requireResolve(const QString& moduleId, const QString& relativeTo = QString());
QString logException(const QScriptValue& exception);
void timerFired();
void stopAllTimers();
void stopAllTimersForEntityScript(const EntityItemID& entityID);
void refreshFileScript(const EntityItemID& entityID);
void updateEntityScriptStatus(const EntityItemID& entityID, const EntityScriptStatus& status, const QString& errorInfo = QString());
void setEntityScriptDetails(const EntityItemID& entityID, const EntityScriptDetails& details);
void setParentURL(const QString& parentURL) { _parentURL = parentURL; }
QObject* setupTimerWithInterval(const QScriptValue& function, int intervalMS, bool isSingleShot);
void stopTimer(QTimer* timer);
QHash<EntityItemID, RegisteredEventHandlers> _registeredHandlers;
void forwardHandlerCall(const EntityItemID& entityID, const QString& eventName, QScriptValueList eventHanderArgs);
/**jsdoc
* @function Script.entityScriptContentAvailable
* @param {Uuid} entityID - Entity ID.
* @param {string} scriptOrURL - Path.
* @param {string} contents - Contents.
* @param {boolean} isURL - Is a URL.
* @param {boolean} success - Success.
* @param {string} status - Status.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void entityScriptContentAvailable(const EntityItemID& entityID, const QString& scriptOrURL, const QString& contents, bool isURL, bool success, const QString& status);
EntityItemID currentEntityIdentifier; // Contains the defining entity script entity id during execution, if any. Empty for interface script execution.
QUrl currentSandboxURL; // The toplevel url string for the entity script that loaded the code being executed, else empty.
void doWithEnvironment(const EntityItemID& entityID, const QUrl& sandboxURL, std::function<void()> operation);
void callWithEnvironment(const EntityItemID& entityID, const QUrl& sandboxURL, QScriptValue function, QScriptValue thisObject, QScriptValueList args);
Context _context;
Type _type;
QString _scriptContents;
QString _parentURL;
std::atomic<bool> _isFinished { false };
std::atomic<bool> _isRunning { false };
std::atomic<bool> _isStopping { false };
bool _isInitialized { false };
QHash<QTimer*, CallbackData> _timerFunctionMap;
QSet<QUrl> _includedURLs;
mutable QReadWriteLock _entityScriptsLock { QReadWriteLock::Recursive };
QHash<EntityItemID, EntityScriptDetails> _entityScripts;
EntityScriptContentAvailableMap _contentAvailableQueue;
bool _isThreaded { false };
QScriptEngineDebugger* _debugger { nullptr };
bool _debuggable { false };
qint64 _lastUpdate;
QString _fileNameString;
Quat _quatLibrary;
Vec3 _vec3Library;
Mat4 _mat4Library;
ScriptUUID _uuidLibrary;
ConsoleScriptingInterface _consoleScriptingInterface;
std::atomic<bool> _isUserLoaded { false };
bool _isReloading { false };
std::atomic<bool> _quitWhenFinished;
ArrayBufferClass* _arrayBufferClass;
AssetScriptingInterface* _assetScriptingInterface;
std::function<bool()> _emitScriptUpdates{ []() { return true; } };
std::recursive_mutex _lock;
std::chrono::microseconds _totalTimerExecution { 0 };
static const QString _SETTINGS_ENABLE_EXTENDED_MODULE_COMPAT;
static const QString _SETTINGS_ENABLE_EXTENDED_EXCEPTIONS;
Setting::Handle<bool> _enableExtendedJSExceptions { _SETTINGS_ENABLE_EXTENDED_EXCEPTIONS, true };
QWeakPointer<ScriptEngines> _scriptEngines;
};
ScriptEnginePointer scriptEngineFactory(ScriptEngine::Context context,
const QString& scriptContents,
const QString& fileNameString);
#endif // hifi_ScriptEngine_h