First commit

This commit is contained in:
Jaroslaw Konik 2023-06-21 16:12:49 +02:00
commit fc4a525182
30 changed files with 1493 additions and 0 deletions

28
.github/workflows/rust.yml vendored Normal file
View file

@ -0,0 +1,28 @@
name: Rust
on:
push:
branches: [ "main" ]
pull_request:
branches: [ "main" ]
env:
CARGO_TERM_COLOR: always
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Clippy
run: cargo clippy --verbose -- -D warnings
- name: Build
run: cargo build --verbose
- name: Run tests
run: cargo test --verbose
- name: Install cargo-examples
run: cargo install cargo-examples
- name: Run all examples
run: cargo examples

3
.gitignore vendored Normal file
View file

@ -0,0 +1,3 @@
/target
/Cargo.lock
.vscode

14
Cargo.toml Normal file
View file

@ -0,0 +1,14 @@
[package]
name = "bevy_scriptum"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
bevy = { default-features = false, version = "0.10.1", features = [
"bevy_asset",
] }
serde = "1.0.162"
rhai = { version = "1.14.0", features = ["sync", "internals", "unchecked"] }
thiserror = "1.0.40"

176
LICENSE-APACHE Normal file
View file

@ -0,0 +1,176 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
publicly display, publicly perform, sublicense, and distribute the
Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
wherever such third-party notices normally appear. The contents
of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS

19
LICENSE-MIT Normal file
View file

@ -0,0 +1,19 @@
MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

179
README.md Normal file
View file

@ -0,0 +1,179 @@
# bevy_scriptum 📜
⚠️ **Pre-release, alpha version**: API is bound to change, bugs are to be expected.
bevy_scriptum is a a plugin for [Bevy](https://bevyengine.org/) that allows you to write some of your game logic in a scripting language.
It's main advantages include:
- low-boilerplate
- easy to use
- asynchronicity with a promise-based API
- flexibility
- hot-reloading
Scripts are separate files that can be hot-reloaded at runtime. This allows you to quickly iterate on your game logic without having to recompile your game.
All you need to do is register callbacks on your Bevy app like this:
```rust
use bevy::prelude::*;
use bevy_scriptum::prelude::*;
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(String::from("hello_bevy"), || {
println!("hello bevy, called from script");
});
```
And you can call them in your scripts like this:
```rhai
hello_bevy();
```
Every callback function that you expose to the scripting language is also a Bevy system, so you can easily query and mutate ECS components and resources just like you would in a regular Bevy system:
```rust
use bevy::prelude::*;
use bevy_scriptum::prelude::*;
#[derive(Component)]
struct Player;
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(
String::from("print_player_names"),
|players: Query<&Name, With<Player>>| {
for player in &players {
println!("player name: {}", player);
}
},
);
```
You can also pass arguments to your callback functions, just like you would in a regular Bevy system - using `In` structs with tuples:
```rust
use bevy::prelude::*;
use bevy_scriptum::prelude::*;
use rhai::ImmutableString;
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(
String::from("fun_with_string_param"),
|In((x,)): In<(ImmutableString,)>| {
println!("called with string: '{}'", x);
},
);
```
which you can then call in your script like this:
```rhai
fun_with_string_param("Hello world!");
```
Currently, only [Rhai](https://rhai.rs/) is supported, but more languages may be added in the future.
### Usage
Add the following to your `Cargo.toml`:
```toml
[dependencies]
bevy_scriptum = "0.1"
```
or execute `cargo add bevy_scriptum` from your project directory.
Add the following to your `main.rs`:
```rust
use bevy::prelude::*;
use bevy_scriptum::prelude::*;
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.run();
```
You can now start exposing functions to the scripting language. For example, you can expose a function that prints a message to the console:
```rust
use rhai::ImmutableString;
use bevy::prelude::*;
use bevy_scriptum::prelude::*;
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(
String::from("my_print"),
|In((x,)): In<(ImmutableString,)>| {
println!("my_print: '{}'", x);
},
);
```
Then you can create a script file in `assets` directory called `script.rhai` that calls this function:
```rhai
my_print("Hello world!");
```
And spawn a `Script` component with a handle to a script source file`:
```rust
use bevy::prelude::*;
use bevy_scriptum::Script;
App::new()
.add_startup_system(|mut commands: Commands, asset_server: Res<AssetServer>| {
commands.spawn(Script::new(asset_server.load("script.rhai")));
});
```
### Provided examples
You can also try running provided examples by cloning this repository and running `cargo run --example <example_name>`. For example:
```bash
cargo run --example hello_world
```
The examples live in `examples` directory and their corresponding scripts live in `assets/examples` directory within the repository.
### Bevy compatibility
| bevy version | bevy_scriptum version |
|--------------|----------------------|
| 0.10 | 0.1 |
### Promises - getting return values from scripts
Every function called from script returns a promise that you can call `.then` with a callback function on. This callback function will be called when the promise is resolved, and will be passed the return value of the function called from script. For example:
```rhai
get_player_name().then(|name| {
print(name);
});
```
### Access entity from script
A variable called `entity` is automatically available to all scripts - it represents bevy entity that the `Script` component is attached to.
It exposes `.index()` method that returns bevy entity index.
It is useful for accessing entity's components from scripts.
It can be used in the following way:
```rhai
print("Current entity index: " + entity.index());
```
### Contributing
Contributions are welcome! Feel free to open an issue or submit a pull request.
### License
bevy_scriptum is licensed under either of the following, at your option:
Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0) or MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)

3
README.tpl Normal file
View file

@ -0,0 +1,3 @@
# {{crate}} 📜
{{readme}}

View file

@ -0,0 +1,13 @@
let my_state = #{
iterations: 0,
};
fn on_update() {
my_state.iterations += 1;
print("on_update called " + my_state.iterations + " times");
if (my_state.iterations >= 10) {
print("calling quit");
quit();
}
}

View file

@ -0,0 +1,13 @@
// entity is a global variable that is set to the entity that is currently being processed,
// it is automatically available in all scripts
// get name of the entity using registered function
get_name(entity).then(|name| {
print(name);
});
// Rhai also supports calling functions with the dot operator
entity.get_name().then(|name| {
print(name);
})

View file

@ -0,0 +1,5 @@
// Create a new instance of MyType
let my_type = new_my_type();
// Call registered method
print(my_type.my_method());

1
assets/examples/ecs.rhai Normal file
View file

@ -0,0 +1 @@
print_player_names();

View file

@ -0,0 +1,3 @@
// entity is a global variable that is set to the entity that is currently being processed,
// it is automatically available in all scripts
print("Current entity index: " + entity.index());

View file

@ -0,0 +1,4 @@
fun_with_string_param("hello");
fun_with_i64_param(5);
fun_with_multiple_params(5, "hello");
fun_with_i64_and_array_param(5, [1, 2, "third element"]);

View file

@ -0,0 +1 @@
hello_bevy();

View file

@ -0,0 +1,3 @@
get_player_name().then(|name| {
print(name);
});

View file

@ -0,0 +1,44 @@
use bevy::{app::AppExit, ecs::event::ManualEventReader, prelude::*};
use bevy_scriptum::{prelude::*, Script, ScriptData, ScriptingRuntime};
fn main() {
App::new()
// This is just needed for headless console app, not needed for a regular bevy game
// that uses a winit window
.set_runner(move |mut app: App| {
let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
loop {
if let Some(app_exit_events) = app.world.get_resource_mut::<Events<AppExit>>() {
if let Some(_) = app_exit_event_reader.iter(&app_exit_events).last() {
break;
}
}
app.update();
}
})
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_startup_system(startup)
.add_system(call_rhai_on_update_from_rust)
.add_script_function(String::from("quit"), |mut exit: EventWriter<AppExit>| {
exit.send(AppExit);
})
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn(Script::new(
assets_server.load("examples/call_function_from_rust.rhai"),
));
}
fn call_rhai_on_update_from_rust(
mut scripted_entities: Query<(Entity, &mut ScriptData)>,
mut scripting_runtime: ResMut<ScriptingRuntime>,
) {
for (entity, mut script_data) in &mut scripted_entities {
scripting_runtime
.call_fn("on_update", &mut script_data, entity, ())
.unwrap();
}
}

View file

@ -0,0 +1,23 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(
String::from("get_name"),
|In((entity,)): In<(Entity,)>, names: Query<&Name>| {
names.get(entity).unwrap().to_string()
},
)
.add_startup_system(startup)
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn((
Name::from("MyEntityName"),
Script::new(assets_server.load("examples/current_entity.rhai")),
));
}

37
examples/custom_type.rs Normal file
View file

@ -0,0 +1,37 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script, ScriptingRuntime};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(String::from("hello_bevy"), || {
println!("hello bevy, called from script");
})
.add_startup_system(startup)
.run();
}
#[derive(Clone)]
struct MyType {
my_field: u32,
}
fn startup(
mut commands: Commands,
mut scripting_runtime: ResMut<ScriptingRuntime>,
assets_server: Res<AssetServer>,
) {
let engine = scripting_runtime.engine_mut();
engine
.register_type_with_name::<MyType>("MyType")
// Register a method on MyType
.register_fn("my_method", |my_type_instance: &mut MyType| {
my_type_instance.my_field
})
// Register a "constructor" for MyType
.register_fn("new_my_type", || MyType { my_field: 42 });
commands.spawn(Script::new(assets_server.load("examples/custom_type.rhai")));
}

29
examples/ecs.rs Normal file
View file

@ -0,0 +1,29 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script};
#[derive(Component)]
struct Player;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(
String::from("print_player_names"),
|players: Query<&Name, With<Player>>| {
for player in &players {
println!("player name: {}", player);
}
},
)
.add_startup_system(startup)
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn((Player, Name::new("John")));
commands.spawn((Player, Name::new("Mary")));
commands.spawn((Player, Name::new("Alice")));
commands.spawn(Script::new(assets_server.load("examples/ecs.rhai")));
}

View file

@ -0,0 +1,16 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_startup_system(startup)
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn(Script::new(
assets_server.load("examples/entity_variable.rhai"),
));
}

View file

@ -0,0 +1,47 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script};
use rhai::ImmutableString;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(String::from("fun_without_params"), || {
println!("called without params");
})
.add_script_function(
String::from("fun_with_string_param"),
|In((x,)): In<(ImmutableString,)>| {
println!("called with string: '{}'", x);
},
)
.add_script_function(
String::from("fun_with_i64_param"),
|In((x,)): In<(i64,)>| {
println!("called with i64: {}", x);
},
)
.add_script_function(
String::from("fun_with_multiple_params"),
|In((x, y)): In<(i64, ImmutableString)>| {
println!("called with i64: {} and string: '{}'", x, y);
},
)
.add_script_function(
String::from("fun_with_i64_and_array_param"),
|In((x, y)): In<(i64, rhai::Array)>| {
println!(
"called with i64: {} and dynamically typed array: '{:?}'",
x, y
);
},
)
.add_startup_system(startup)
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn(Script::new(
assets_server.load("examples/function_params.rhai"),
));
}

17
examples/hello_world.rs Normal file
View file

@ -0,0 +1,17 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(String::from("hello_bevy"), || {
println!("hello bevy, called from script");
})
.add_startup_system(startup)
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn(Script::new(assets_server.load("examples/hello_world.rhai")));
}

View file

@ -0,0 +1,19 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(String::from("hello_bevy"), hello_bevy_callback_system)
.add_startup_system(startup)
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn(Script::new(assets_server.load("examples/hello_world.rhai")));
}
fn hello_bevy_callback_system() {
println!("hello bevy, called from script");
}

22
examples/promises.rs Normal file
View file

@ -0,0 +1,22 @@
use bevy::{prelude::*};
use bevy_scriptum::{prelude::*, Script};
#[derive(Component)]
struct Player;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(ScriptingPlugin::default())
.add_script_function(
String::from("get_player_name"),
|player_names: Query<&Name, With<Player>>| player_names.single().to_string(),
)
.add_startup_system(startup)
.run();
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn((Player, Name::new("John")));
commands.spawn(Script::new(assets_server.load("examples/promises.rhai")));
}

33
src/assets.rs Normal file
View file

@ -0,0 +1,33 @@
use bevy::{
asset::{AssetLoader, LoadContext, LoadedAsset},
reflect::TypeUuid,
utils::BoxedFuture,
};
use serde::Deserialize;
/// A script that can be loaded by the [crate::ScriptingPlugin].
#[derive(Debug, Deserialize, TypeUuid)]
#[uuid = "3ed4b68b-4f5d-4d82-96f6-5194e358921a"]
pub struct RhaiScript(pub String);
/// A loader for [RhaiScript] assets.
#[derive(Default)]
pub struct RhaiScriptLoader;
impl AssetLoader for RhaiScriptLoader {
fn load<'a>(
&'a self,
bytes: &'a [u8],
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<(), bevy::asset::Error>> {
Box::pin(async move {
let rhai_script = RhaiScript(String::from_utf8(bytes.to_vec())?);
load_context.set_default_asset(LoadedAsset::new(rhai_script));
Ok(())
})
}
fn extensions(&self) -> &[&str] {
&["rhai"]
}
}

123
src/callback.rs Normal file
View file

@ -0,0 +1,123 @@
use bevy::prelude::*;
use core::any::TypeId;
use std::sync::{Arc, Mutex};
use rhai::{Dynamic, Variant};
use crate::promise::Promise;
/// A system that can be used to call a script function.
pub struct CallbackSystem {
pub(crate) system: Box<dyn System<In = Vec<Dynamic>, Out = Dynamic>>,
pub(crate) arg_types: Vec<TypeId>,
}
pub(crate) struct FunctionCallEvent {
pub(crate) params: Vec<Dynamic>,
pub(crate) promise: Promise,
}
/// A struct representing a Bevy system that can be called from a script.
#[derive(Clone)]
pub(crate) struct Callback {
pub(crate) name: String,
pub(crate) system: Arc<Mutex<CallbackSystem>>,
pub(crate) calls: Arc<Mutex<Vec<FunctionCallEvent>>>,
}
impl CallbackSystem {
pub(crate) fn call(&mut self, call: &FunctionCallEvent, world: &mut World) -> Dynamic {
self.system.run(call.params.clone(), world)
}
}
/// Trait that alllows to convert a script callback function into a Bevy [`System`].
pub trait RegisterCallbackFunction<
Out,
Marker,
A: 'static,
const N: usize,
const X: bool,
R: 'static,
const F: bool,
Args,
>: IntoSystem<Args, Out, Marker>
{
/// Convert this function into a [CallbackSystem].
#[must_use]
fn into_callback_system(self, world: &mut World) -> CallbackSystem;
}
impl<Out, FN, Marker> RegisterCallbackFunction<Out, Marker, (), 1, false, Dynamic, false, ()> for FN
where
FN: IntoSystem<(), Out, Marker>,
Out: Sync + Variant + Clone,
{
fn into_callback_system(self, world: &mut World) -> CallbackSystem {
let mut inner_system = IntoSystem::into_system(self);
inner_system.initialize(world);
let system_fn = move |_args: In<Vec<Dynamic>>, world: &mut World| {
Dynamic::from(inner_system.run((), world))
};
let system = IntoSystem::into_system(system_fn);
CallbackSystem {
arg_types: vec![],
system: Box::new(system),
}
}
}
macro_rules! impl_tuple {
($($idx:tt $t:tt),+) => {
impl<$($t,)+ Out, FN, Marker> RegisterCallbackFunction<Out, Marker, ($($t,)+), 1, false, Dynamic, false, ($($t,)+)>
for FN
where
FN: IntoSystem<($($t,)+), Out, Marker>,
Out: Sync + Variant + Clone,
$($t: 'static + Clone,)+
{
fn into_callback_system(self, world: &mut World) -> CallbackSystem {
let mut inner_system = IntoSystem::into_system(self);
inner_system.initialize(world);
let system_fn = move |args: In<Vec<Dynamic>>, world: &mut World| {
let args = (
$(args.0.get($idx).unwrap().clone_cast::<$t>(), )+
);
Dynamic::from(inner_system.run(args, world))
};
let system = IntoSystem::into_system(system_fn);
CallbackSystem {
arg_types: vec![$(TypeId::of::<$t>(),)+],
system: Box::new(system),
}
}
}
};
}
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S, 19 T, 20 U, 21 V, 22 W, 23 X, 24 Y, 25 Z);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S, 19 T, 20 U, 21 V, 22 W, 23 X, 24 Y);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S, 19 T, 20 U, 21 V, 22 W, 23 X);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S, 19 T, 20 U, 21 V, 22 W);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S, 19 T, 20 U, 21 V);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S, 19 T, 20 U);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S, 19 T);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R, 18 S);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q, 17 R);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P, 16 Q);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O, 15 P);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N, 14 O);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M, 13 N);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L, 12 M);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K, 11 L);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J, 10 K);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I, 9 J);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H, 8 I);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G, 7 H);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F, 6 G);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E, 5 F);
impl_tuple!(0 A, 1 B, 2 C, 3 D, 4 E);
impl_tuple!(0 A, 1 B, 2 C, 3 D);
impl_tuple!(0 A, 1 B, 2 C);
impl_tuple!(0 A, 1 B);
impl_tuple!(0 A);

24
src/components.rs Normal file
View file

@ -0,0 +1,24 @@
use bevy::prelude::*;
use super::assets::RhaiScript;
/// A component that represents a script.
#[derive(Component)]
pub struct Script {
pub script: Handle<RhaiScript>,
}
/// A component that represents the data of a script. It stores the [rhai::Scope](basically the state of the script, any declared variable etc.)
/// and [rhai::AST] which is a cached AST representation of the script.
#[derive(Component)]
pub struct ScriptData {
pub(crate) scope: rhai::Scope<'static>,
pub(crate) ast: rhai::AST,
}
impl Script {
/// Create a new script component from a handle to a [RhaiScript] obtained using [AssetServer].
pub fn new(script: Handle<RhaiScript>) -> Self {
Self { script }
}
}

326
src/lib.rs Normal file
View file

@ -0,0 +1,326 @@
//! ⚠️ **Pre-release, alpha version**: API is bound to change, bugs are to be expected.
//!
//! bevy_scriptum is a a plugin for [Bevy](https://bevyengine.org/) that allows you to write some of your game logic in a scripting language.
//!
//! It's main advantages include:
//! - low-boilerplate
//! - easy to use
//! - asynchronicity with a promise-based API
//! - flexibility
//! - hot-reloading
//!
//! Scripts are separate files that can be hot-reloaded at runtime. This allows you to quickly iterate on your game logic without having to recompile your game.
//!
//! All you need to do is register callbacks on your Bevy app like this:
//! ```rust
//! use bevy::prelude::*;
//! use bevy_scriptum::prelude::*;
//!
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugin(ScriptingPlugin::default())
//! .add_script_function(String::from("hello_bevy"), || {
//! println!("hello bevy, called from script");
//! });
//! ```
//! And you can call them in your scripts like this:
//! ```rhai
//! hello_bevy();
//! ```
//!
//! Every callback function that you expose to the scripting language is also a Bevy system, so you can easily query and mutate ECS components and resources just like you would in a regular Bevy system:
//!
//! ```rust
//! use bevy::prelude::*;
//! use bevy_scriptum::prelude::*;
//!
//! #[derive(Component)]
//! struct Player;
//!
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugin(ScriptingPlugin::default())
//! .add_script_function(
//! String::from("print_player_names"),
//! |players: Query<&Name, With<Player>>| {
//! for player in &players {
//! println!("player name: {}", player);
//! }
//! },
//! );
//! ```
//!
//! You can also pass arguments to your callback functions, just like you would in a regular Bevy system - using `In` structs with tuples:
//! ```rust
//! use bevy::prelude::*;
//! use bevy_scriptum::prelude::*;
//! use rhai::ImmutableString;
//!
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugin(ScriptingPlugin::default())
//! .add_script_function(
//! String::from("fun_with_string_param"),
//! |In((x,)): In<(ImmutableString,)>| {
//! println!("called with string: '{}'", x);
//! },
//! );
//! ```
//! which you can then call in your script like this:
//! ```rhai
//! fun_with_string_param("Hello world!");
//! ```
//!
//! Currently, only [Rhai](https://rhai.rs/) is supported, but more languages may be added in the future.
//!
//! ## Usage
//!
//! Add the following to your `Cargo.toml`:
//!
//! ```toml
//! [dependencies]
//! bevy_scriptum = "0.1"
//! ```
//!
//! or execute `cargo add bevy_scriptum` from your project directory.
//!
//! Add the following to your `main.rs`:
//!
//! ```rust
//! use bevy::prelude::*;
//! use bevy_scriptum::prelude::*;
//!
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugin(ScriptingPlugin::default())
//! .run();
//! ```
//!
//! You can now start exposing functions to the scripting language. For example, you can expose a function that prints a message to the console:
//!
//! ```rust
//! use rhai::ImmutableString;
//! use bevy::prelude::*;
//! use bevy_scriptum::prelude::*;
//!
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugin(ScriptingPlugin::default())
//! .add_script_function(
//! String::from("my_print"),
//! |In((x,)): In<(ImmutableString,)>| {
//! println!("my_print: '{}'", x);
//! },
//! );
//! ```
//!
//! Then you can create a script file in `assets` directory called `script.rhai` that calls this function:
//!
//! ```rhai
//! my_print("Hello world!");
//! ```
//!
//! And spawn a `Script` component with a handle to a script source file`:
//!
//! ```rust
//! use bevy::prelude::*;
//! use bevy_scriptum::Script;
//!
//! App::new()
//! .add_startup_system(|mut commands: Commands, asset_server: Res<AssetServer>| {
//! commands.spawn(Script::new(asset_server.load("script.rhai")));
//! });
//! ```
//!
//! ## Provided examples
//!
//! You can also try running provided examples by cloning this repository and running `cargo run --example <example_name>`. For example:
//!
//! ```bash
//! cargo run --example hello_world
//! ```
//! The examples live in `examples` directory and their corresponding scripts live in `assets/examples` directory within the repository.
//!
//! ## Bevy compatibility
//!
//! | bevy version | bevy_scriptum version |
//! |--------------|----------------------|
//! | 0.10 | 0.1 |
//!
//! ## Promises - getting return values from scripts
//!
//! Every function called from script returns a promise that you can call `.then` with a callback function on. This callback function will be called when the promise is resolved, and will be passed the return value of the function called from script. For example:
//!
//! ```rhai
//! get_player_name().then(|name| {
//! print(name);
//! });
//! ```
//!
//! ## Access entity from script
//!
//! A variable called `entity` is automatically available to all scripts - it represents bevy entity that the `Script` component is attached to.
//! It exposes `.index()` method that returns bevy entity index.
//! It is useful for accessing entity's components from scripts.
//! It can be used in the following way:
//! ```rhai
//! print("Current entity index: " + entity.index());
//! ```
//!
//! ## Contributing
//!
//! Contributions are welcome! Feel free to open an issue or submit a pull request.
//!
//! ## License
//!
//! bevy_scriptum is licensed under either of the following, at your option:
//! Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0) or MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
mod assets;
mod callback;
mod components;
mod promise;
mod systems;
use std::sync::{Arc, Mutex};
pub use crate::components::{Script, ScriptData};
pub use assets::RhaiScript;
use bevy::prelude::*;
use callback::{Callback, RegisterCallbackFunction};
use rhai::{CallFnOptions, Dynamic, Engine, EvalAltResult, FuncArgs, ParseError};
use systems::{init_callbacks, init_engine, log_errors, process_calls};
use thiserror::Error;
use self::{
assets::RhaiScriptLoader,
systems::{process_new_scripts, reload_scripts},
};
const ENTITY_VAR_NAME: &str = "entity";
/// An error that can occur when internal [ScriptingPlugin] systems are being executed
#[derive(Error, Debug)]
pub enum ScriptingError {
#[error("script runtime error: {0}")]
RuntimeError(#[from] Box<EvalAltResult>),
#[error("script compilation error: {0}")]
CompileError(#[from] ParseError),
#[error("no runtime resource present")]
NoRuntimeResource,
#[error("no settings resource present")]
NoSettingsResource,
}
#[derive(Default)]
pub struct ScriptingPlugin;
impl Plugin for ScriptingPlugin {
fn build(&self, app: &mut App) {
app.add_asset::<RhaiScript>()
.init_asset_loader::<RhaiScriptLoader>()
.init_resource::<Callbacks>()
.insert_resource(ScriptingRuntime::default())
.add_startup_system(init_engine.pipe(log_errors))
.add_systems((
reload_scripts,
process_calls.pipe(log_errors).after(process_new_scripts),
init_callbacks.pipe(log_errors),
process_new_scripts.pipe(log_errors).after(init_callbacks),
));
}
}
#[derive(Resource, Default)]
pub struct ScriptingRuntime {
engine: Engine,
}
impl ScriptingRuntime {
/// Get a mutable reference to the internal [rhai::Engine].
pub fn engine_mut(&mut self) -> &mut Engine {
&mut self.engine
}
/// Call a function that is available in the scope of the script.
pub fn call_fn(
&mut self,
function_name: &str,
script_data: &mut ScriptData,
entity: Entity,
args: impl FuncArgs,
) -> Result<(), ScriptingError> {
let ast = script_data.ast.clone();
let scope = &mut script_data.scope;
scope.push(ENTITY_VAR_NAME, entity);
let options = CallFnOptions::new().eval_ast(false);
let result =
self.engine
.call_fn_with_options::<Dynamic>(options, scope, &ast, function_name, args);
scope.remove::<Entity>(ENTITY_VAR_NAME).unwrap();
if let Err(err) = result {
match *err {
rhai::EvalAltResult::ErrorFunctionNotFound(name, _) if name == function_name => {}
e => Err(Box::new(e))?,
}
}
Ok(())
}
}
/// An extension trait for [App] that allows to register a script function.
pub trait AddScriptFunctionAppExt {
fn add_script_function<
Out,
Marker,
A: 'static,
const N: usize,
const X: bool,
R: 'static,
const F: bool,
Args,
>(
&mut self,
name: String,
system: impl RegisterCallbackFunction<Out, Marker, A, N, X, R, F, Args>,
) -> &mut Self;
}
/// A resource that stores all the callbacks that were registered using [AddScriptFunctionAppExt::add_script_function].
#[derive(Resource, Default)]
struct Callbacks {
uninitialized_callbacks: Vec<Callback>,
callbacks: Mutex<Vec<Callback>>,
}
impl AddScriptFunctionAppExt for App {
fn add_script_function<
Out,
Marker,
A: 'static,
const N: usize,
const X: bool,
R: 'static,
const F: bool,
Args,
>(
&mut self,
name: String,
system: impl RegisterCallbackFunction<Out, Marker, A, N, X, R, F, Args>,
) -> &mut Self {
let system = system.into_callback_system(&mut self.world);
let mut callbacks_resource = self.world.resource_mut::<Callbacks>();
callbacks_resource.uninitialized_callbacks.push(Callback {
name,
system: Arc::new(Mutex::new(system)),
calls: Arc::new(Mutex::new(vec![])),
});
self
}
}
pub mod prelude {
pub use crate::{AddScriptFunctionAppExt, ScriptingPlugin};
}

83
src/promise.rs Normal file
View file

@ -0,0 +1,83 @@
use std::sync::{Arc, Mutex};
#[allow(deprecated)]
use rhai::{Dynamic, NativeCallContextStore};
use rhai::{EvalAltResult, FnPtr};
// TODO: This should not be public
/// A struct that represents a function that will get called when the Promise is resolved.
pub(crate) struct PromiseCallback {
callback: Dynamic,
following_promise: Arc<Mutex<PromiseInner>>,
}
// TODO: This should not be public
/// Internal representation of a Promise.
pub(crate) struct PromiseInner {
pub(crate) callbacks: Vec<PromiseCallback>,
#[allow(deprecated)]
pub(crate) context_data: NativeCallContextStore,
}
/// A struct that represents a Promise.
#[derive(Clone)]
pub struct Promise {
pub(crate) inner: Arc<Mutex<PromiseInner>>,
}
impl PromiseInner {
/// Resolve the Promise. This will call all the callbacks that were added to the Promise.
fn resolve(
&mut self,
engine: &mut rhai::Engine,
val: Dynamic,
) -> Result<(), Box<EvalAltResult>> {
for callback in &self.callbacks {
let f = callback.callback.clone_cast::<FnPtr>();
#[allow(deprecated)]
let context = self.context_data.create_context(engine);
let next_val = if val.is_unit() {
f.call_raw(&context, None, [])?
} else {
f.call_raw(&context, None, [val.clone()])?
};
callback
.following_promise
.lock()
.unwrap()
.resolve(engine, next_val)?;
}
Ok(())
}
}
impl Promise {
/// Acquire [Mutex] for writing the promise and resolve it. Call will be forwarded to [PromiseInner::resolve].
pub(crate) fn resolve(
&mut self,
engine: &mut rhai::Engine,
val: Dynamic,
) -> Result<(), Box<EvalAltResult>> {
if let Ok(mut inner) = self.inner.lock() {
inner.resolve(engine, val)?;
}
Ok(())
}
/// Register a callback that will be called when the [Promise] is resolved.
pub(crate) fn then(&mut self, callback: rhai::Dynamic) -> rhai::Dynamic {
let mut inner = self.inner.lock().unwrap();
let following_inner = Arc::new(Mutex::new(PromiseInner {
callbacks: vec![],
context_data: inner.context_data.clone(),
}));
inner.callbacks.push(PromiseCallback {
following_promise: following_inner.clone(),
callback,
});
Dynamic::from(Promise {
inner: following_inner,
})
}
}

185
src/systems.rs Normal file
View file

@ -0,0 +1,185 @@
use bevy::{prelude::*, utils::tracing};
use rhai::Scope;
use std::{
fmt::Display,
sync::{Arc, Mutex},
};
use crate::{
callback::FunctionCallEvent,
components::ScriptData,
promise::{Promise, PromiseInner},
Callback, Callbacks, ScriptingError, ENTITY_VAR_NAME,
};
use super::{assets::RhaiScript, components::Script, ScriptingRuntime};
/// Initialize the scripting engine. Adds built-in types and functions.
pub(crate) fn init_engine(world: &mut World) -> Result<(), ScriptingError> {
let mut scripting_runtime = world
.get_resource_mut::<ScriptingRuntime>()
.ok_or(ScriptingError::NoRuntimeResource)?;
let engine = &mut scripting_runtime.engine;
engine
.register_type_with_name::<Entity>("Entity")
.register_fn("index", |entity: &mut Entity| entity.index());
engine
.register_type_with_name::<Promise>("Promise")
.register_fn("then", Promise::then);
engine
.register_type_with_name::<Vec3>("Vec3")
.register_fn("new_vec3", |x: f64, y: f64, z: f64| {
Vec3::new(x as f32, y as f32, z as f32)
})
.register_get("x", |vec: &mut Vec3| vec.x as f64)
.register_get("y", |vec: &mut Vec3| vec.y as f64)
.register_get("z", |vec: &mut Vec3| vec.z as f64);
#[allow(deprecated)]
engine.on_def_var(|_, info, _| Ok(info.name != "entity"));
Ok(())
}
/// Reloads scripts when they are modified.
pub(crate) fn reload_scripts(
mut commands: Commands,
mut ev_asset: EventReader<AssetEvent<RhaiScript>>,
mut scripts: Query<(Entity, &mut Script)>,
) {
for ev in ev_asset.iter() {
if let AssetEvent::Modified { handle } = ev {
for (entity, script) in &mut scripts {
if script.script == *handle {
commands.entity(entity).remove::<ScriptData>();
}
}
}
}
}
/// Processes new scripts. Evaluates them and stores the [rhai::Scope] and cached [rhai::AST] in [ScriptData].
pub(crate) fn process_new_scripts(
mut commands: Commands,
mut added_scripted_entities: Query<(Entity, &mut Script), Without<ScriptData>>,
scripting_runtime: ResMut<ScriptingRuntime>,
scripts: Res<Assets<RhaiScript>>,
) -> Result<(), ScriptingError> {
for (entity, script_component) in &mut added_scripted_entities {
trace!("process_new_scripts: evaulating a new script");
if let Some(script) = scripts.get(&script_component.script) {
let mut scope = Scope::new();
scope.push(ENTITY_VAR_NAME, entity);
let engine = &scripting_runtime.engine;
let ast = engine
.compile_with_scope(&scope, script.0.as_str())
.map_err(ScriptingError::CompileError)?;
engine
.run_ast_with_scope(&mut scope, &ast)
.map_err(ScriptingError::RuntimeError)?;
scope.remove::<Entity>(ENTITY_VAR_NAME).unwrap();
commands.entity(entity).insert(ScriptData { ast, scope });
}
}
Ok(())
}
/// Initializes callbacks. Registers them in the scripting engine.
pub(crate) fn init_callbacks(world: &mut World) -> Result<(), ScriptingError> {
let mut callbacks_resource = world
.get_resource_mut::<Callbacks>()
.ok_or(ScriptingError::NoSettingsResource)?;
let mut callbacks = callbacks_resource
.uninitialized_callbacks
.drain(..)
.collect::<Vec<Callback>>();
for callback in callbacks.iter_mut() {
if let Ok(mut system) = callback.system.lock() {
system.system.initialize(world);
let mut scripting_runtime = world
.get_resource_mut::<ScriptingRuntime>()
.ok_or(ScriptingError::NoRuntimeResource)?;
trace!("init_callbacks: registering callback: '{}'", callback.name);
let engine = &mut scripting_runtime.engine;
let callback = callback.clone();
engine.register_raw_fn(
callback.name,
system.arg_types.clone(),
move |context, args| {
#[allow(deprecated)]
let context_data = context.store_data();
let promise = Promise {
inner: Arc::new(Mutex::new(PromiseInner {
callbacks: vec![],
context_data,
})),
};
let mut calls = callback.calls.lock().unwrap();
calls.push(FunctionCallEvent {
promise: promise.clone(),
params: args.iter_mut().map(|arg| arg.clone()).collect(),
});
Ok(promise)
},
);
}
}
let callbacks_resource = world
.get_resource_mut::<Callbacks>()
.ok_or(ScriptingError::NoSettingsResource)?;
callbacks_resource
.callbacks
.lock()
.unwrap()
.append(&mut callbacks.clone());
Ok(())
}
/// Processes calls. Calls the user-defined callback systems
pub(crate) fn process_calls(world: &mut World) -> Result<(), ScriptingError> {
let callbacks_resource = world
.get_resource::<Callbacks>()
.ok_or(ScriptingError::NoSettingsResource)?;
let callbacks = callbacks_resource.callbacks.lock().unwrap().clone();
for callback in callbacks.into_iter() {
let calls = callback
.calls
.lock()
.unwrap()
.drain(..)
.collect::<Vec<FunctionCallEvent>>();
for mut call in calls {
trace!("process_calls: calling '{}'", callback.name);
let mut system = callback.system.lock().unwrap();
let val = system.call(&call, world);
let mut runtime = world
.get_resource_mut::<ScriptingRuntime>()
.ok_or(ScriptingError::NoRuntimeResource)?;
call.promise.resolve(&mut runtime.engine, val)?;
}
}
Ok(())
}
/// Error logging system
pub fn log_errors<E: Display>(In(res): In<Result<(), E>>) {
if let Err(error) = res {
tracing::error!("{}", error);
}
}