Commit Graph

263 Commits

Author SHA1 Message Date
Tamás Bálint Misius
3ecc1c6c6f
Retire tpt.beginGetScript in favour of tpt.installScriptManager
There had never been a legit use of tpt.beginGetScript (or indeed, tpt.getscript) that didn't involve the exact parameters 1, "autorun.lua", 1. The most infamous alternative parametrization was 2, "autorun.lua", 1, which would install TPTMP where you'd normally install the script manager. Absolute madness.

The callback parameter also goes away with this change, because no other script needs to know when the script manager is done being installed. I also fixed a problem where the function might be called from the wrong context and thus get delayed in handling the completion of the HTTP request. With the earlier removal of checking for existing destination files and bailing out if found, this function is now bullet-proof(tm).

This restores the tpt.getscript(1, "autorun.lua", 1) usage pattern, albeit only from the console.
2023-12-20 20:03:57 +01:00
Tamás Bálint Misius
95b83ffd61
Allow tpt.beginGetScript to overwrite existing files unconditionally
It's not worth the trouble to ask questions (this was the old behaviour), the next best thing (in terms of preserving old behaviour) is to overwrite unconditionally. There is no situation in which the file name would be specified but the user wouldn't want the file to be written to.
2023-12-20 19:13:37 +01:00
Tamás Bálint Misius
e20312a672
Make marking events as "sim events" slightly harder to mess up
A sim event being an event that takes place in the context of the simulation. Currently, this simply means that the RNG math.random uses is the sim's rather than the UI's.
2023-12-20 19:11:33 +01:00
Tamás Bálint Misius
7083f67979
Add includePressure parameter to sim.loadStamp
Defaults to what it's always been doing, that is, checking shift state.
2023-12-15 22:36:40 +01:00
Tamás Bálint Misius
2d7b40b9e5
Prevent Lua callbacks from being called from secondary SaveRenderers
SaveRenderers populate their own Simulation with Simulation::Load, which may call various callbacks now that these SaveRenderers know about custom elements. Make sure these callbacks don't try to call into the main thread's Lua state.

Seeing as these callbacks now need to be protected from races too, the scopes of some of the exclusive locks of the graphics property mutex needed to be extended.
2023-12-09 16:37:50 +01:00
Tamás Bálint Misius
0f1218df0c
Sort out constness of Simulation and Renderer in graphics functions
Mostly. They are now const but only in graphics functions called from secondary Renderers. The primary (main thread) Renderer still allows graphics functions to mutate Simulation; this is required for correct in-PIPE rendering of custom elements.
2023-12-09 16:37:45 +01:00
Tamás Bálint Misius
cfa9fe568d
Move graphics cache to SimulationData 2023-12-09 09:51:41 +01:00
Tamás Bálint Misius
dd875987b9
Enable basic rendering of custom elements in secondary Renderers
By factoring element and other static-ish data out of Simulation and protecting basic graphical element properties (i.e. everything that contributes to graphics other than the Graphics callback) with an std::shared_mutex. This is taken exclusively (std::unique_lock) by the main thread when it changes these properties, and inclusively (std::shared_lock) by non-main-thread code that uses Renderer.
2023-12-08 22:40:44 +01:00
Tamás Bálint Misius
e2743a2be1
Fix the casing of the new upstream tpt.version keys 2023-10-25 20:12:48 +02:00
Tamás Bálint Misius
b5d40a49f8
Remove luajit ffi particle access
No point to having it sit around effectively commented out.
2023-10-25 15:20:06 +02:00
jacob1
d5681d8ed9
Remove unnecessary lua_pushlightuserdata usage, use commandInterface global instead
This causes a crash when using luajit on aarch64 Android builds. I didn't remove the lua_pushlightuserdata usage in LuaLuna.h because that's external code and beyond my understanding
2023-10-24 22:12:16 -04:00
Tamás Bálint Misius
dda3e8a9c7
Expose debug constants to lua
Also clean up related resource management code a bit.
2023-10-22 10:57:49 +02:00
Tamás Bálint Misius
a9cbd784f7
Remove snapshot_id
It is now consistently replaced by build_num. The next snapshot will be snapshot-353.
2023-10-19 12:51:11 +02:00
Tamás Bálint Misius
7fc3fb4c15
Sort out version info
The idea is to have the following version information included:

 - 1-component save version
   - 2-component under the hood but the minor component shouldn't ever change again
   - see currentVersionMajor in GameSave.cpp
 - 1-component website API version
   - again, currently 2-component because that's what the website code expects
   - see apiVersion in requestmanager/Common.cpp
 - 2-component display version, entirely cosmetic
   - exposed as meson options display_version_major and display_version_minor
   - see APP_VERSION in Config.template.h
 - 1-component business logic version aka build number
   - exposed as meson option build_num
   - see APP_VERSION in Config.template.h
 - variant id aka mod id, tightly coupled with the build number
   - exposed as meson option mod_id
   - see MOD_ID in Config.template.h
 - display and business logic versions repeated for the upstream
   - exposed as meson options upstream_version_major, upstream_version_minor, and upstream_build_num
   - we'll have to update these alongside display_version_major, display_version_minor, and build_num, but mod owners can just merge our changes
   - see UPSTREAM_VERSION in Config.template.h
 - update channel, makes sense in the context of the variant (and yes, this would later enable mod snapshots)
   - currently not exposed as a meson option but derived from meson options snapshot and mod_id
   - see IDENT_RELTYPE in Config.template.h
 - vcs tag aka git commit hash
   - set by build.sh in ghactions workflows
   - see VCS_TAG in VcsTag.tempalte.h

Rather importantly, the save and website API versions are now allowed to change independently of the display version.

These changes also allowed me to remove the ugly sed hacks in build.sh used to provision some manifest files; they are now provisioned by meson.

Also add version info for windows and android.
2023-10-19 12:51:03 +02:00
Tamás Bálint Misius
9605e0fcb9
Fix spurious timeout errors from some callbacks
Mainly the new ones I added >_> Don't use lua_pcall, kids. tpt_lua_pcall records when control flow was "last seen" on the C++ side, so you have to call it rather than just lua_pcall if you want to avoid timeout ("script not responding") errors.

For the record, I had a really hard time reproducing these errors. I had to tune the timeout to such a low value that the errors might as well have not been spurious, i.e. not much could have been done in such a short period of time anyway, bugs or no bugs.
2023-10-15 11:32:00 +02:00
jacob1
dd5e5b1f3a
misc: Fix sim.partNeighbors table being 0-indexed, rename SIM_MAXVELOCITY to MAX_VELOCITY 2023-10-08 12:19:06 -04:00
jacob1
814b73a5ed
Change sim.walls to use real wall identifiers, and also have reverse lookup 2023-10-05 23:59:09 -04:00
jacob1
29ea811642
Add enums for gravity/air/edge modes, add more constants to Lua
Constants for the new enums were added, along with walls (in the sim.walls table), x/y center, and a few movement constants
2023-10-05 21:34:09 -04:00
Tamás Bálint Misius
e635a45251
Make Lua hook timeout configurable 2023-10-03 18:25:34 +02:00
Tamás Bálint Misius
70e6f4e241
Fix fs.makeDirectory negating its result 2023-09-16 07:22:04 +02:00
Tamás Bálint Misius
b99914bac5
Fix crash from Lua prompts when exiting the game completely
The problem is that Engine outlives GameController and thus also LuaScriptInterface. The solution is to not try to access LSI's lua_State if it doesn't exist; this is the case in Engine's dtor.

This is ugly as hell and the root of the problem is the cursed ownership model of LuaComponents and Windows by Engine, which I don't think I'll be fixing any time soon.
2023-09-14 19:58:59 +02:00
Tamás Bálint Misius
1b1ef99194
Move callback parameter of ui.begin* functions up
See 4f31f85b6b. This is better because the need to pad partial parameter lists with nils is avoided.
2023-09-07 21:29:44 +02:00
Tamás Bálint Misius
59b79e805f
Make ui.beginInput return nil if cancelled 2023-09-07 20:56:46 +02:00
Tamás Bálint Misius
2dc468bcd1
Add tpt.version.vcstag
Which is by default only enabled for static release builds.
2023-09-05 20:20:00 +02:00
Tamás Bálint Misius
6a64de8297
Fix LuaScriptInterface ctor stack imbalance 2023-09-02 13:32:39 +02:00
Tamás Bálint Misius
6ceb51b408
Handle ptsave urls with GameController 2023-08-22 23:51:17 +02:00
Tamás Bálint Misius
bbefc9970f
Rename tpt.getscript and give it a completion callback
Also reinstate the confirm prompt. Effectively a continuation of b972fe46d2e4.
2023-08-22 00:26:34 +02:00
Tamás Bálint Misius
4f31f85b6b
Emscripten: Remove direct blocking prompt calls from Lua
Notable changes:

 - tpt.{input,throw_error,message_box,confirm} have been superseded by ui.begin{Input,ThrowError,MessageBox,Confirm}, each with an extra callback argument and no blocking behaviour, but otherwise the same semantics as their predecessors.
 - The "script not responding" error doesn't wait for user confirmation anymore, it fires without asking. Future exercise: maybe let the user configure the timeout.
 - Remove the confirmPrompt argument of tpt.getscript; this also means it unconditionally fails if the destination file exists.
2023-08-22 00:26:31 +02:00
Tamás Bálint Misius
a5e179e530
Fix some signed integer UB in RNG and related code 2023-07-20 21:38:30 +02:00
Tamás Bálint Misius
26a17c4e1f
Fix crash in math.random if a max size interval is specified 2023-07-20 21:33:43 +02:00
Tamás Bálint Misius
2c04cf510a
Fix sim.neighbours yielding the center particle
The wiki says it shouldn't. Broken in 6a6b14f871.
2023-07-01 16:13:06 +02:00
Tamás Bálint Misius
c73fa1bcdd
Prevent almost all HTTP requests from blocking
The ones that remain blocking are the ones that run on different threads; see Task, yet another big mess to clean up.
2023-06-10 19:19:53 +02:00
Tamás Bálint Misius
1a69bbfb51
Add hflip and rotation parameters to sim.loadStamp 2023-06-02 06:44:23 +02:00
Tamás Bálint Misius
7ef02a6c0b
Remove return value from Simulation::Load
Not useful anymore, it can only fail if the GameSave passed in is nullptr, which this commit guards against.

Also make Simulation::Load and Simulation::Save take block-oriented positions and rects.
2023-05-13 13:21:05 +02:00
Tamás Bálint Misius
d8acdfb576
Fix various warnings that had piled up 2023-05-12 19:25:41 +02:00
Tamás Bálint Misius
0f95ce82f8
Sanitize GameSave/SaveInfo/SaveFile ownership 2023-05-11 12:40:23 +02:00
Tamás Bálint Misius
0e3968af0b
Add fs.isLink 2023-05-09 22:31:12 +02:00
Tamás Bálint Misius
410dc71f42
Fix some deprecation warnings
Namely:

 - [[deprecated("Use DrawPixel/BlendPixel")]]
 - [[deprecated("Use DrawLine/BlendLine")]]
 - [[deprecated("Use DrawRect/BlendRect")]]
 - [[deprecated("Use DrawFilledRect/BlendFilledRect")]]
2023-04-30 14:06:54 +02:00
Tamás Bálint Misius
9fbb780728
Fix some deprecation warnings
Namely:

 - [[deprecated("Use BlendChar")]]
 - [[deprecated("Use AddChar")]]
 - [[deprecated("Use XorPixel")]]
 - [[deprecated("Use AddPixel")]]
 - [[deprecated("Use XorLine")]]
 - [[deprecated("Use XorDottedRect")]]
 - [[deprecated("Use XorImage")]]
 - [[deprecated("Use BlendEllipse")]]
 - [[deprecated("Use BlendFilledEllipse")]]
 - [[deprecated("Use DrawFilledRect (beware off by 1)")]]
2023-04-30 11:27:58 +02:00
Tamás Bálint Misius
f5cbc30d85
Fix some deprecation warnings
Namely:

 - [[deprecated("Use BlendTextOutline")]]
 - [[deprecated("Use BlendText")]]
 - [[deprecated("Use BlendImage")]]
 - [[deprecated("Use BlendImage")]]
 - [[deprecated("Use TextSize().X - 1 (yes this is very bad code eww)")]]
2023-04-29 15:50:34 +02:00
Tamás Bálint Misius
2960e0f58f
Fix some deprecation warnings
Namely:

 - [[deprecated("Use operator+(Vec2)")]]
 - [[deprecated("Use operator-(Vec2)")]]
 - [[deprecated("Use video")]]
 - [[deprecated("Use persistentVideo")]]
 - [[deprecated("Use wrapVideo")]]
2023-04-29 14:44:27 +02:00
Tamás Bálint Misius
8f10210c77
Fix various unintended layout changes since 97.0
Also fix a few unused variable warnings.
2023-04-29 13:18:32 +02:00
catsoften
8d88394e38 Add RGBA.Pack(), Simplify ui::Colour/RGBA conversions 2023-04-16 22:13:39 +02:00
catsoften
a715f5d71a Use RGB for constants and gradients, other misc changes 2023-04-16 22:13:39 +02:00
catsoften
bc085705a8 Remove deprecated PIXPACK/RGB/R/G/B functions 2023-04-16 22:13:39 +02:00
Tamás Bálint Misius
54d08f3496
Protect new math.random against division by 0 2023-04-15 23:22:20 +02:00
Tamás Bálint Misius
a8604ef579
Add ensureDeterminism to saves 2023-04-15 22:19:54 +02:00
Tamás Bálint Misius
9c3b966c18
Expose new features to Lua
math.random now uses our rngs. In most cases, this means the interface rng, but it means the sim rng during simulation events.
2023-04-15 22:19:54 +02:00
Tamás Bálint Misius
0b82796ba4
Add Simulation::frameCount, save blockair/blockairh and rng state
Saving blockair/blockairh is nice because RecalculateBlockAirMaps uses the sim rng, which means the sim rng would get advanced in Simulation::Load. Also rename RecalculateBlockAirMaps to ApproximateBlockAirMaps because that's what it is, an approximation, and it's needed only if there are no block air maps in the save.

Simulation::frameCount keeps track of frames elapsed since the beginning of the simulation, zeroed at clear_sim. It overflows when it reaches the 64-bit limit, which means anything that depends on it should either handle this, or not fail catastrophically. sandcolour (the only thing that depends on it as of now) is a good example of the latter: sandcolour has a periodicity of 360 frames, which means that there is one sandcolour period that is cut short by the overflow. This is not "handled" (the period is cut short, which is detectable by users) but is not catastrophic either (it's not a big deal, and it won't ever happen unless someone hacks the save).

Also restrict saves with determinism data to 98.0.
2023-04-15 22:19:50 +02:00
mniip
aa2fa9ed8c Remove Graphics::SetClipRect 2023-04-12 19:24:54 +02:00