Fix lua native bindings and lua script reload (#1575)
* fix: script manager and lua scripts: change the api so that the m_scripts array is only modified in a specific safe location: before it gets ticked. * fix script manager: don't expose the script vector directly, for multithreading safety * fix lua manager usage: don't iterate the module array without locking, nor un/load module from a script thread * lua script: only do actual loading of lua modules in script mgr * lua native bindin: fix pointer parameters, out C style parameters are returned as multiple return values lua-style
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@ -7,16 +7,31 @@ namespace big
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{
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std::mutex m_module_lock;
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public:
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bool m_schedule_reload_modules;
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public:
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lua_manager();
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~lua_manager();
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void load_all_modules();
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void unload_all_modules();
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inline auto get_module_count() const
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{
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return m_modules.size();
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}
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void draw_gui(rage::joaat_t tab_hash);
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void unload_module(rage::joaat_t module_id);
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void load_module(const std::string& module_name);
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void queue_load_module(const std::string& module_name, std::function<void(std::weak_ptr<lua_module>)> on_module_loaded);
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void load_modules_from_queue();
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std::weak_ptr<lua_module> get_module(rage::joaat_t module_id);
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const std::vector<std::shared_ptr<lua_module>>& get_modules() const;
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void reload_all_modules();
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void handle_error(const sol::error& error, const sol::state_view& state);
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template<template_str hash_str, typename Return = void, typename... Args>
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@ -24,9 +39,11 @@ namespace big
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{
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constexpr auto hash = rage::joaat(hash_str.value);
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for (auto& modules : get_modules())
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std::lock_guard guard(m_module_lock);
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for (auto& module : m_modules)
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{
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if (auto vec = modules->m_event_callbacks.find(hash); vec != modules->m_event_callbacks.end())
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if (auto vec = module->m_event_callbacks.find(hash); vec != module->m_event_callbacks.end())
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{
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for (auto& cb : vec->second)
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{
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@ -56,11 +73,25 @@ namespace big
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return std::nullopt;
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}
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private:
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void load_all_modules();
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void unload_all_modules();
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inline void for_each_module(auto func)
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{
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std::lock_guard guard(m_module_lock);
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for (auto& module : m_modules)
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{
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func(module);
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}
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}
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private:
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std::vector<std::shared_ptr<lua_module>> m_modules;
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struct module_load_info
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{
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std::string m_name;
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std::function<void(std::weak_ptr<lua_module>)> m_on_module_loaded;
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};
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std::queue<module_load_info> m_modules_load_queue;
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};
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inline lua_manager* g_lua_manager;
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