// // 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #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 "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(object.toQObject()); } QScriptValue inputControllerToScriptValue(QScriptEngine *engine, AbstractInputController* const &in) { return engine->newQObject(in); } void inputControllerFromScriptValue(const QScriptValue &object, AbstractInputController* &out) { out = qobject_cast(object.toQObject()); } 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)) { _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::_allKnownScriptEngines; QMutex ScriptEngine::_allScriptsMutex; bool ScriptEngine::_stoppingAllScripts = false; bool ScriptEngine::_doneRunningThisScript = false; void ScriptEngine::stopAllScripts(QObject* application) { _allScriptsMutex.lock(); _stoppingAllScripts = true; QMutableSetIterator 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(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; _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 >(this); qScriptRegisterSequenceMetaType >(this); qScriptRegisterSequenceMetaType >(this); qScriptRegisterSequenceMetaType >(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().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(); 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()) { // 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(); } } if (!_isFinished && _isAvatar && _avatarData) { const int SCRIPT_AUDIO_BUFFER_SAMPLES = floor(((SCRIPT_DATA_CALLBACK_USECS * AudioConstants::SAMPLE_RATE) / (1000 * 1000)) + 0.5); const int SCRIPT_AUDIO_BUFFER_BYTES = SCRIPT_AUDIO_BUFFER_SAMPLES * sizeof(int16_t); QByteArray avatarPacket = byteArrayWithPopulatedHeader(PacketTypeAvatarData); avatarPacket.append(_avatarData->toByteArray()); nodeList->broadcastToNodes(avatarPacket, NodeSet() << NodeType::AvatarMixer); if (_isListeningToAudioStream || _avatarSound) { // if we have an avatar audio stream then send it out to our audio-mixer bool silentFrame = true; int16_t numAvailableSamples = SCRIPT_AUDIO_BUFFER_SAMPLES; const int16_t* nextSoundOutput = NULL; if (_avatarSound) { const QByteArray& soundByteArray = _avatarSound->getByteArray(); nextSoundOutput = reinterpret_cast(soundByteArray.data() + _numAvatarSoundSentBytes); int numAvailableBytes = (soundByteArray.size() - _numAvatarSoundSentBytes) > SCRIPT_AUDIO_BUFFER_BYTES ? SCRIPT_AUDIO_BUFFER_BYTES : soundByteArray.size() - _numAvatarSoundSentBytes; numAvailableSamples = numAvailableBytes / sizeof(int16_t); // check if the all of the _numAvatarAudioBufferSamples to be sent are silence for (int i = 0; i < numAvailableSamples; ++i) { if (nextSoundOutput[i] != 0) { silentFrame = false; break; } } _numAvatarSoundSentBytes += numAvailableBytes; if (_numAvatarSoundSentBytes == soundByteArray.size()) { // we're done with this sound object - so set our pointer back to NULL // and our sent bytes back to zero _avatarSound = NULL; _numAvatarSoundSentBytes = 0; } } QByteArray audioPacket = byteArrayWithPopulatedHeader(silentFrame ? PacketTypeSilentAudioFrame : PacketTypeMicrophoneAudioNoEcho); QDataStream packetStream(&audioPacket, QIODevice::Append); // pack a placeholder value for sequence number for now, will be packed when destination node is known int numPreSequenceNumberBytes = audioPacket.size(); packetStream << (quint16) 0; if (silentFrame) { if (!_isListeningToAudioStream) { // if we have a silent frame and we're not listening then just send nothing and break out of here break; } // write the number of silent samples so the audio-mixer can uphold timing packetStream.writeRawData(reinterpret_cast(&SCRIPT_AUDIO_BUFFER_SAMPLES), sizeof(int16_t)); // use the orientation and position of this avatar for the source of this audio packetStream.writeRawData(reinterpret_cast(&_avatarData->getPosition()), sizeof(glm::vec3)); glm::quat headOrientation = _avatarData->getHeadOrientation(); packetStream.writeRawData(reinterpret_cast(&headOrientation), sizeof(glm::quat)); } else if (nextSoundOutput) { // assume scripted avatar audio is mono and set channel flag to zero packetStream << (quint8)0; // use the orientation and position of this avatar for the source of this audio packetStream.writeRawData(reinterpret_cast(&_avatarData->getPosition()), sizeof(glm::vec3)); glm::quat headOrientation = _avatarData->getHeadOrientation(); packetStream.writeRawData(reinterpret_cast(&headOrientation), sizeof(glm::quat)); // write the raw audio data packetStream.writeRawData(reinterpret_cast(nextSoundOutput), numAvailableSamples * sizeof(int16_t)); } // write audio packet to AudioMixer nodes auto nodeList = DependencyManager::get(); nodeList->eachNode([this, &nodeList, &audioPacket, &numPreSequenceNumberBytes](const SharedNodePointer& node){ // only send to nodes of type AudioMixer if (node->getType() == NodeType::AudioMixer) { // pack sequence number quint16 sequence = _outgoingScriptAudioSequenceNumbers[node->getUUID()]++; memcpy(audioPacket.data() + numPreSequenceNumberBytes, &sequence, sizeof(quint16)); // send audio packet nodeList->writeDatagram(audioPacket, node); } }); } } qint64 now = usecTimestampNow(); float deltaTime = (float) (now - lastUpdate) / (float) USECS_PER_SECOND; if (hasUncaughtException()) { int line = uncaughtExceptionLineNumber(); qDebug() << "Uncaught exception at (" << _fileNameString << ") line" << line << ":" << uncaughtException().toString(); emit errorMessage("Uncaught exception at (" + _fileNameString + ") line" + QString::number(line) + ":" + uncaughtException().toString()); clearExceptions(); } if (!_isFinished) { emit update(deltaTime); } lastUpdate = now; } stopAllTimers(); // make sure all our timers are stopped if the script is ending emit scriptEnding(); // kill the avatar identity timer delete _avatarIdentityTimer; 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()) { _entityScriptingInterface.getEntityPacketSender()->process(); } } // If we were on a thread, then wait till it's done if (thread()) { thread()->quit(); } emit finished(_fileNameString); _isRunning = false; emit runningStateChanged(); emit doneRunning(); _doneRunningThisScript = true; } // NOTE: This is private because it must be called on the same thread that created the timers, which is why // we want to only call it in our own run "shutdown" processing. void ScriptEngine::stopAllTimers() { QMutableHashIterator i(_timerFunctionMap); while (i.hasNext()) { i.next(); QTimer* timer = i.key(); stopTimer(timer); } } void ScriptEngine::stop() { _isFinished = true; emit runningStateChanged(); } void ScriptEngine::timerFired() { QTimer* callingTimer = reinterpret_cast(sender()); QScriptValue timerFunction = _timerFunctionMap.value(callingTimer); if (!callingTimer->isActive()) { // this timer is done, we can kill it _timerFunctionMap.remove(callingTimer); delete callingTimer; } // call the associated JS function, if it exists if (timerFunction.isValid()) { timerFunction.call(); } } QObject* ScriptEngine::setupTimerWithInterval(const QScriptValue& function, int intervalMS, bool isSingleShot) { // create the timer, add it to the map, and start it QTimer* newTimer = new QTimer(this); newTimer->setSingleShot(isSingleShot); connect(newTimer, &QTimer::timeout, this, &ScriptEngine::timerFired); // make sure the timer stops when the script does connect(this, &ScriptEngine::scriptEnding, newTimer, &QTimer::stop); _timerFunctionMap.insert(newTimer, function); newTimer->start(intervalMS); return newTimer; } QObject* ScriptEngine::setInterval(const QScriptValue& function, int intervalMS) { if (_stoppingAllScripts) { qDebug() << "Script.setInterval() while shutting down is ignored... parent script:" << getFilename(); return NULL; // bail early } return setupTimerWithInterval(function, intervalMS, false); } QObject* ScriptEngine::setTimeout(const QScriptValue& function, int timeoutMS) { if (_stoppingAllScripts) { qDebug() << "Script.setTimeout() while shutting down is ignored... parent script:" << getFilename(); return NULL; // bail early } return setupTimerWithInterval(function, timeoutMS, true); } void ScriptEngine::stopTimer(QTimer *timer) { if (_timerFunctionMap.contains(timer)) { timer->stop(); _timerFunctionMap.remove(timer); delete timer; } } QUrl ScriptEngine::resolvePath(const QString& include) const { QUrl url(include); // first lets check to see if it's already a full URL if (!url.scheme().isEmpty()) { return url; } // we apparently weren't a fully qualified url, so, let's assume we're relative // to the original URL of our script QUrl parentURL; if (_parentURL.isEmpty()) { parentURL = QUrl(_fileNameString); } else { parentURL = QUrl(_parentURL); } // if the parent URL's scheme is empty, then this is probably a local file... if (parentURL.scheme().isEmpty()) { parentURL = QUrl::fromLocalFile(_fileNameString); } // at this point we should have a legitimate fully qualified URL for our parent url = parentURL.resolved(url); return url; } void ScriptEngine::print(const QString& message) { emit printedMessage(message); } // If a callback is specified, the included files will be loaded asynchronously and the callback will be called // when all of the files have finished loading. // If no callback is specified, the included files will be loaded synchronously and will block execution until // all of the files have finished loading. void ScriptEngine::include(const QStringList& includeFiles, QScriptValue callback) { if (_stoppingAllScripts) { qDebug() << "Script.include() while shutting down is ignored..." << "includeFiles:" << includeFiles << "parent script:" << getFilename(); return; // bail early } QList urls; for (QString file : includeFiles) { urls.append(resolvePath(file)); } BatchLoader* loader = new BatchLoader(urls); auto evaluateScripts = [=](const QMap& data) { for (QUrl url : urls) { QString contents = data[url]; if (contents.isNull()) { qDebug() << "Error loading file: " << url; } else { QScriptValue result = evaluate(contents, url.toString()); } } if (callback.isFunction()) { QScriptValue(callback).call(); } loader->deleteLater(); }; connect(loader, &BatchLoader::finished, this, evaluateScripts); // If we are destroyed before the loader completes, make sure to clean it up connect(this, &QObject::destroyed, loader, &QObject::deleteLater); loader->start(); if (!callback.isFunction() && !loader->isFinished()) { QEventLoop loop; QObject::connect(loader, &BatchLoader::finished, &loop, &QEventLoop::quit); loop.exec(); } } void ScriptEngine::include(const QString& includeFile, QScriptValue callback) { if (_stoppingAllScripts) { qDebug() << "Script.include() while shutting down is ignored... " << "includeFile:" << includeFile << "parent script:" << getFilename(); return; // bail early } QStringList urls; urls.append(includeFile); include(urls, callback); } // NOTE: The load() command is similar to the include() command except that it loads the script // as a stand-alone script. To accomplish this, the ScriptEngine class just emits a signal which // the Application or other context will connect to in order to know to actually load the script void ScriptEngine::load(const QString& loadFile) { if (_stoppingAllScripts) { qDebug() << "Script.load() while shutting down is ignored... " << "loadFile:" << loadFile << "parent script:" << getFilename(); return; // bail early } QUrl url = resolvePath(loadFile); emit loadScript(url.toString(), false); } void ScriptEngine::nodeKilled(SharedNodePointer node) { _outgoingScriptAudioSequenceNumbers.remove(node->getUUID()); }