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GGS/src/ggs_gamevm.erl
2011-04-29 17:54:08 +02:00

402 lines
15 KiB
Erlang

%% @doc This module is responsible for running the game VM:s. You can issue
%% commands to a vm using this module.
-module(ggs_gamevm).
-behaviour(gen_server).
-include_lib("lib/erlv8/include/erlv8.hrl").
%% API
-export([start/0,start_link/1,stop/1]).
-export([define/3, player_command/5, call_js/2]).
%% gen_server callbacks
-export([init/1, handle_call/3, handle_cast/2]).
-export([code_change/3, handle_info/2, terminate/2]).
-record(state, { vm, global, table } ).
%% Macros
-define(LOCALSTORAGE, "localstorage").
-define(WORLD, "world").
-define(PLAYER, "player").
%% ----------------------------------------------------------------------
% API implementation
start() ->
Table = "table",
start_link(Table).
%% @doc Create a new VM process. The process ID is returned and can be used
%% with for example the define method of this module.
start_link(Table) ->
{ok, AccessVM} = gen_server:start_link(?MODULE, [Table], []),
expose_to_js(AccessVM),
AccessVM.
%% @doc Define some new code on the specified VM, returns the atom ok.
define(AccessVM, Key, SourceCode) ->
gen_server:cast(AccessVM, {define, Key, SourceCode}).
%% @doc Execute a player command on the specified VM. This function is
%% asynchronous, and returns ok.
%% @spec player_command(GameVM, User, Command, Args) -> ok
%% GameVM = process IS of VM
%% Player = the player running the command
%% Command = a game command to run
%% Args = arguments for the Command parameter
player_command(accessVM, Key, Player, Command, Args) ->
gen_server:cast(accessVM, {player_command, Key, Player, Command, Args}).
%% @private
% only for tests
call_js(AccessVM, SourceCode) ->
gen_server:call(AccessVM, {eval, SourceCode}).
% @doc stops the gamevm process
stop(AccessVM) ->
gen_server:cast(AccessVM, stop).
init([Table]) ->
process_flag(trap_exit, true),
application:start(erlv8), % Start erlv8
{ok, VM} = erlv8_vm:start(), % Create a JavaScript vm
Global = erlv8_vm:global(VM), % Retrieve JS global
ggs_db:init(), % Initialize the database
{ok, #state { vm = VM, global = Global, table = Table }}.
%% Expose to JavaScript
expose_to_js(AccessVM) ->
expose_localstorage_set_item(AccessVM),
expose_localstorage_get_item(AccessVM),
expose_localstorage_key(AccessVM),
expose_localstorage_length(AccessVM),
expose_localstorage_remove_item(AccessVM),
expose_localstorage_clear1(AccessVM),
expose_localstorage_clear2(AccessVM),
expose_world_set_item(AccessVM),
expose_world_get_item(AccessVM),
expose_world_key(AccessVM),
expose_world_length(AccessVM),
expose_world_remove_item(AccessVM),
expose_world_clear1(AccessVM),
expose_world_clear2(AccessVM),
expose_player_set_item(AccessVM),
expose_player_get_item(AccessVM),
expose_player_key(AccessVM),
expose_player_length(AccessVM),
expose_player_remove_item(AccessVM),
expose_table_send_command(AccessVM).
%% Helpers
expose_localstorage_set_item(AccessVM) ->
gen_server:cast(AccessVM, localstorage_set_item).
expose_localstorage_remove_item(AccessVM) ->
gen_server:cast(AccessVM, localstorage_remove_item).
expose_localstorage_clear1(AccessVM) ->
gen_server:cast(AccessVM, localstorage_clear1).
expose_localstorage_clear2(AccessVM) ->
gen_server:cast(AccessVM, localstorage_clear2).
expose_localstorage_get_item(AccessVM) ->
gen_server:cast(AccessVM, localstorage_get_item).
expose_localstorage_length(AccessVM) ->
gen_server:cast(AccessVM, localstorage_length).
expose_localstorage_key(AccessVM) ->
gen_server:cast(AccessVM, localstorage_key).
expose_world_set_item(AccessVM) ->
gen_server:cast(AccessVM, world_set_item).
expose_world_remove_item(AccessVM) ->
gen_server:cast(AccessVM, world_remove_item).
expose_world_clear1(AccessVM) ->
gen_server:cast(AccessVM, world_clear1).
expose_world_clear2(AccessVM) ->
gen_server:cast(AccessVM, world_clear2).
expose_world_get_item(AccessVM) ->
gen_server:cast(AccessVM, world_get_item).
expose_world_length(AccessVM) ->
gen_server:cast(AccessVM, world_length).
expose_world_key(AccessVM) ->
gen_server:cast(AccessVM, world_key).
expose_player_set_item(AccessVM) ->
gen_server:cast(AccessVM, player_set_item).
expose_player_remove_item(AccessVM) ->
gen_server:cast(AccessVM, player_remove_item).
expose_player_get_item(AccessVM) ->
gen_server:cast(AccessVM, player_get_item).
expose_player_length(AccessVM) ->
gen_server:cast(AccessVM, player_length).
expose_player_key(AccessVM) ->
gen_server:cast(AccessVM, player_key).
%% Expose ggs_table
expose_table_send_command(AccessVM) ->
gen_server:cast(AccessVM, send_command).
%% TODO: expose_table_send_command_to_all()
%% Expose helpers
expose_fun_localstorage(Global, Name, Fun, 1) ->
Global:set_value("GGS.localStorage", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg]) ->
Fun(Arg) end}]));
expose_fun_localstorage(Global, Name, Fun, 2) ->
Global:set_value("GGS.localStorage", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2]) ->
Fun(Arg1,Arg2) end}]));
expose_fun_localstorage(Global, Name, Fun, 3) ->
Global:set_value("GGS.localStorage", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2,Arg3]) ->
Fun(Arg1,Arg2,Arg3) end}]));
expose_fun_localstorage(Global, Name, Fun, 4) ->
Global:set_value("GGS.localStorage", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2,Arg3,Arg4]) ->
Fun(Arg1,Arg2,Arg3,Arg4)
end}])).
expose_fun_world(Global, Name, Fun, 1) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg]) ->
Fun(Arg) end}]));
expose_fun_world(Global, Name, Fun, 2) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2]) ->
Fun(Arg1,Arg2) end}]));
expose_fun_world(Global, Name, Fun, 3) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2,Arg3]) ->
Fun(Arg1,Arg2,Arg3) end}]));
expose_fun_world(Global, Name, Fun, 4) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2,Arg3,Arg4]) ->
Fun(Arg1,Arg2,Arg3,Arg4)
end}])).
expose_fun_player(Global, Name, Fun, 1) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg]) ->
Fun(Arg) end}]));
expose_fun_player(Global, Name, Fun, 2) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2]) ->
Fun(Arg1,Arg2) end}]));
expose_fun_player(Global, Name, Fun, 3) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2,Arg3]) ->
Fun(Arg1,Arg2,Arg3) end}]));
expose_fun_player(Global, Name, Fun, 4) ->
Global:set_value("GGS.world", erlv8_object:new([{Name,
fun (#erlv8_fun_invocation{},
[Arg1,Arg2,Arg3,Arg4]) ->
Fun(Arg1,Arg2,Arg3,Arg4)
end}])).
%% Retrieve a JavaScript file from hard drive and return it
%read_js_file(Filename) ->
% {ok, JSApp} = file:read_file(Filename),
% erlang:binary_to_list(JSApp).
%print(Args) ->
% io:format("~s~n", [Args]).
%% private
% only needed for the tests
handle_call({eval, SourceCode}, _From, #state { vm = VM } = State) ->
{ok, Ret} = erlv8_vm:run(VM, SourceCode),
{reply, Ret, State}.
handle_cast({define, Key, SourceCode},
#state { table = Table, global = Global } = State) ->
Global:set_value(Key, SourceCode),
ggs_table:notify_all_players(Table, {"defined", "ok"}),
{noreply, State};
handle_cast({player_command, Key, Player, Command, Args},
#state { global = Global } = State) ->
Js = "playerCommand(new Player('" ++ Player ++ "'), '" ++
js_escape(Command) ++ "', '" ++ js_escape(Args) ++ "');",
Global:set_value(Key, Js),
erlang:display(binary_to_list(Js)),
{noreply, State};
handle_cast(stop, #state { vm = VM } = State) ->
erlv8_vm:stop(VM),
{stop, normal, State};
handle_cast(localstorage_set_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key,Value) -> ggs_db:setItem(GameToken,?LOCALSTORAGE,Key,Value) end),
expose_fun_localstorage( Global, "setItem", Fun, 3),
{noreply, State};
handle_cast(localstorage_get_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:getItem(GameToken,?LOCALSTORAGE,Key) end),
expose_fun_localstorage( Global, "getItem", Fun, 2),
{noreply, State};
handle_cast(localstorage_key, #state { global = Global } = State) ->
Fun = (fun(GameToken,Position) -> ggs_db:key(GameToken,?LOCALSTORAGE,Position) end),
expose_fun_localstorage( Global, "key", Fun, 2),
{noreply, State};
handle_cast(localstorage_length, #state { global = Global } = State) ->
Fun = (fun(GameToken) -> ggs_db:length(GameToken,?LOCALSTORAGE) end),
expose_fun_localstorage( Global, "length", Fun, 1),
{noreply, State};
handle_cast(localstorage_remove_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:removeItem(GameToken,?LOCALSTORAGE,Key) end),
expose_fun_localstorage( Global, "removeItem", Fun, 2),
{noreply, State};
handle_cast(localstorage_clear1, #state { global = Global } = State) ->
Fun = (fun(GameToken) -> ggs_db:clear(GameToken) end),
expose_fun_localstorage( Global, "clear", Fun, 1),
{noreply, State};
handle_cast(localstorage_clear2, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:removeItem(GameToken,?LOCALSTORAGE,Key) end),
expose_fun_localstorage( Global, "clear", Fun, 2),
{noreply, State};
handle_cast(world_set_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key,Value) -> ggs_db:setItem(GameToken,?WORLD,Key,Value) end),
expose_fun_world( Global, "setItem", Fun, 3),
{noreply, State};
handle_cast(world_get_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:getItem(GameToken,?WORLD,Key) end),
expose_fun_world( Global, "getItem", Fun, 2),
{noreply, State};
handle_cast(world_key, #state { global = Global } = State) ->
Fun = (fun(GameToken,Position) -> ggs_db:key(GameToken,?WORLD,Position) end),
expose_fun_world( Global, "key", Fun, 2),
{noreply, State};
handle_cast(world_length, #state { global = Global } = State) ->
Fun = (fun(GameToken) -> ggs_db:length(GameToken,?WORLD) end),
expose_fun_world( Global, "length", Fun, 1),
{noreply, State};
handle_cast(world_remove_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:removeItem(GameToken,?WORLD,Key) end),
expose_fun_world( Global, "removeItem", Fun, 2),
{noreply, State};
handle_cast(world_clear1, #state { global = Global } = State) ->
Fun = (fun(GameToken) -> ggs_db:clear(GameToken) end),
expose_fun_world( Global, "clear", Fun, 1),
{noreply, State};
handle_cast(world_clear2, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:removeItem(GameToken,?WORLD,Key,Key) end),
expose_fun_world( Global, "clear", Fun, 2),
{noreply, State};
handle_cast(player_set_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key,Value) -> ggs_db:setItem(GameToken,?PLAYER,Key,Value) end),
expose_fun_player( Global, "setItem", Fun, 3),
{noreply, State};
handle_cast(player_get_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:getItem(GameToken,?PLAYER,Key) end),
expose_fun_player( Global, "getItem", Fun, 2),
{noreply, State};
handle_cast(player_key, #state { global = Global } = State) ->
Fun = (fun(GameToken,Position) -> ggs_db:key(GameToken,?PLAYER,Position) end),
expose_fun_player( Global, "key", Fun, 2),
{noreply, State};
handle_cast(player_length, #state { global = Global } = State) ->
Fun = (fun(GameToken) -> ggs_db:length(GameToken,?PLAYER) end),
expose_fun_player( Global, "length", Fun, 1),
{noreply, State};
handle_cast(player_remove_item, #state { global = Global } = State) ->
Fun = (fun(GameToken,Key) -> ggs_db:removeItem(GameToken,?PLAYER,Key) end),
expose_fun_player( Global, "removeItem", Fun, 2),
{noreply, State};
handle_cast(send_command, #state { global = Global } = State) ->
Fun = (fun(GameToken,PlayerToken,Message) -> ggs_table:send_command(GameToken,PlayerToken,Message) end),
expose_fun_player( Global, "sendCommand", Fun, 3),
{noreply, State};
handle_cast(Msg, S) ->
error_logger:error_report([unknown_msg, Msg]),
{noreply, S}.
%% @private
code_change(_, State, _) ->
{ok, State}.
%% @private
handle_info(Msg, S) ->
error_logger:error_report([unknown_msg, Msg]),
{noreply, S}.
%% @private
terminate(_, _) ->
ok.
%% @private
%% This function is probably important. Do not touch!
js_escape(S) ->
lists:flatmap(fun($\') -> [$\\, $\']; (X) -> [X] end, S).