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Sixty-seven failures arrived with their reasons scattered across thousands of log lines, and one broken script takes down every file referencing it, so what matters is seeing them together. Collect a reason per file and print them as one block; carry the real cause up through includes and referenced scripts rather than naming the file that referenced them. WOWEE_LOAD_FRAMEXML now implies WOWEE_LUA_API_FALLBACK. FrameXML cannot get through its own load without it, so two switches where one is useless alone was only a way to be handed a wall of failures for setting the obvious one. The compile checker counted a file it could not parse as neither pass nor fail, reporting a clean run over files that never loaded.
98 lines
3.3 KiB
C++
98 lines
3.3 KiB
C++
#pragma once
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#include "addons/lua_services.hpp"
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#include "ui/widget_tree.hpp"
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#include <functional>
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#include <string>
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#include <vector>
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struct lua_State;
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namespace wowee::game { class GameHandler; }
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namespace wowee::addons {
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struct TocFile; // forward declaration
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class LuaEngine {
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public:
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LuaEngine();
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~LuaEngine();
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LuaEngine(const LuaEngine&) = delete;
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LuaEngine& operator=(const LuaEngine&) = delete;
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bool initialize();
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void shutdown();
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bool executeFile(const std::string& path);
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bool executeString(const std::string& code);
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/// Error from the last executeFile/executeString that returned false.
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/// Lets a caller loading many files report them together rather than
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/// leaving the reasons scattered through the log.
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const std::string& lastError() const { return lastError_; }
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void setGameHandler(game::GameHandler* handler);
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void setLuaServices(const LuaServices& services);
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// Fire a WoW event to all registered Lua handlers.
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void fireEvent(const std::string& eventName,
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const std::vector<std::string>& args = {});
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// Try to dispatch a slash command via SlashCmdList. Returns true if handled.
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bool dispatchSlashCommand(const std::string& command, const std::string& args);
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// Call OnUpdate scripts on all frames that have one.
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void dispatchOnUpdate(float elapsed);
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/// Feed the mouse to the widget tree: hover changes fire OnEnter/OnLeave,
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/// and a press and release on the same frame is a click. Coordinates are
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/// WoW's, origin bottom-left.
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void dispatchMouse(float x, float y, bool leftDown);
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// SavedVariables: load globals from file, save globals to file
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bool loadSavedVariables(const std::string& path);
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bool saveSavedVariables(const std::string& path, const std::vector<std::string>& varNames);
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// Store addon info in registry for GetAddOnInfo/GetNumAddOns
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void setAddonList(const std::vector<TocFile>& addons);
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/// The widget tree CreateFrame and CreateTexture build into. Owned here so
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/// its lifetime matches the Lua state that holds handles into it.
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ui::WidgetTree& widgets() { return widgets_; }
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lua_State* getState() { return L_; }
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bool isInitialized() const { return L_ != nullptr; }
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// Optional callback for Lua errors (displayed as UI errors to the player)
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using LuaErrorCallback = std::function<void(const std::string&)>;
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void setLuaErrorCallback(LuaErrorCallback cb) { luaErrorCallback_ = std::move(cb); }
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private:
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lua_State* L_ = nullptr;
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ui::WidgetTree widgets_;
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game::GameHandler* gameHandler_ = nullptr;
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LuaServices luaServices_;
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LuaErrorCallback luaErrorCallback_;
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std::string lastError_;
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void callFrameScript(uint32_t wid, const char* script, const char* arg = nullptr);
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uint32_t hoverWid_ = 0;
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uint32_t pressedWid_ = 0;
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bool leftDown_ = false;
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/// Make unknown globals answer with a no-op instead of erroring, so a large
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/// body of Lua can be brought up and the names it actually needs collected
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/// from a run. Opt-in through WOWEE_LUA_API_FALLBACK.
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void installMissingApiFallback();
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/// Log the names collected, once, at shutdown.
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void reportMissingApi() const;
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void registerCoreAPI();
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void registerEventAPI();
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};
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} // namespace wowee::addons
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