mirror of
https://github.com/Reuh/anselme.git
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Woke up and felt like changing a couple things. It's actually been worked on for a while, little at a time... The goal was to make the language and implementation much simpler. Well I don't know if it really ended up being simpler but it sure is more robust. Main changes: * proper first class functions and closures supports! proper scoping rules! no more namespace shenanigans! * everything is an expression, no more statements! make the implementation both simpler and more complex, but it's much more consistent now! the syntax has massively changed as a result though. * much more organized and easy to modify codebase: one file for each AST node, no more random fields or behavior set by some random node exceptionally, everything should now follow the same API defined in ast.abstract.Node Every foundational feature should be implemented right now. The vast majority of things that were possible in v2 are possible now; some things aren't, but that's usually because v2 is a bit more sane. The main missing things before a proper release are tests and documentation. There's a few other things that might be implemented later, see the ideas.md file.
229 lines
8.7 KiB
Lua
229 lines
8.7 KiB
Lua
--- Contains all state relative to an Anselme interpreter. Each State is fully independant from each other.
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-- Each State can run a single script at a time, and variable changes are isolated between each State (see [branching](#branching-and-merging)).
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local class = require("class")
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local ScopeStack = require("state.ScopeStack")
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local tag_manager = require("state.tag_manager")
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local event_manager = require("state.event_manager")
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local resumable_manager = require("state.resumable_manager")
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local uuid = require("common").uuid
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local parser = require("parser")
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local binser = require("lib.binser")
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local anselme
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local State
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State = class {
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type = "anselme state",
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init = function(self, branch_from)
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-- create a new branch from an existing state
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-- note: the existing state must not currently have an active script
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if branch_from then
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self.branch_id = uuid()
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self.source_branch_id = branch_from.branch_id
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self.scope = ScopeStack:new(self, branch_from)
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event_manager:reset(self) -- events are isolated per branch
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resumable_manager:reset(self) -- resumable stack is isolated per branch
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-- create new empty state
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else
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self.scope = ScopeStack:new(self)
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event_manager:setup(self)
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tag_manager:setup(self)
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resumable_manager:setup(self)
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end
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end,
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--- Load standard library.
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-- You will probably want to call this on every State right after creation.
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load_stdlib = function(self)
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require("stdlib")(self)
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end,
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---## Branching and merging
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--- Name of the branch associated to this State.
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branch_id = "main",
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--- Name of the branch this State was branched from.
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source_branch_id = "main",
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--- Return a new branch of this State.
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--
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-- Branches act as indepent copies of this State where any change will not be reflected in the source State until it is merged back into the source branch.
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-- Note: probably makes the most sense to create branches from the main State only.
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branch = function(self)
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assert(not self:active(), "can't branch while a script is active")
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return State:new(self)
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end,
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--- Merge everything that was changed in this branch back into the main State branch.
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--
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-- Recommendation: only merge if you know that the state of the variables is consistent, for example at the end of the script, checkpoints, ...
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-- If your script errored or was interrupted at an unknown point in the script, you might be in the middle of a calculation and variables won't contain
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-- values you want to merge.
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merge = function(self)
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self.scope:merge()
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end,
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---## Variable definition
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scope = nil, -- ScopeStack associated with the State. Contains *all* scopes related to this State.
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--- Define a value in the global scope, converting it from Lua to Anselme if needed.
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--
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-- * for lua functions: `define("name", "(x, y, z=5)", function(x, y, z) ... end)`, where arguments and return values of the function are automatically converted between anselme and lua values
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-- * for other lua values: `define("name", value)`
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-- * for anselme AST: `define("name", value)`
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--
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-- `name` can be prefixed with symbol modifiers, for example ":name" for a constant variable.
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--
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-- If `raw_mode` is true, no anselme-to/from-lua conversion will be performed in the function.
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-- The function will receive the state followed by AST nodes as arguments, and is expected to return an AST node.
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define = function(self, name, value, func, raw_mode)
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self.scope:push_global()
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self:define_local(name, value, func, raw_mode)
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self.scope:pop()
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end,
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--- Same as `:define`, but define the expression in the current scope.
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define_local = function(self, name, value, func, raw_mode)
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self.scope:define_lua(name, value, func, raw_mode)
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end,
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--- For anything more advanced, you can directly access the current scope stack stored in `state.scope`.
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-- See [state/ScopeStack.lua](../state/ScopeStack.lua) for details; the documentation is not as polished as this file but you should still be able to find your way around.
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---## Saving and loading persistent variables
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--- Return a serialized (string) representation of all global persistent variables in this State.
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--
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-- This can be loaded back later using `:load`.
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save = function(self)
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local list = self.scope:list_persistent_global()
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return binser.serialize(anselme.versions.save, list)
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end,
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--- Load a string generated by `:save`.
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--
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-- Variables that do not exist currently in the global scope will be defined, those that do will be overwritten with the loaded data.
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load = function(self, save)
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local version, list = binser.deserializeN(save, 2)
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if version ~= anselme.versions.save then print("Loading a save file generated by a different Anselme version, things may break!") end
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self.scope:push_global()
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for sym, val in pairs(list) do
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if self.scope:defined_in_current(sym) then
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self.scope:set(sym:to_identifier(), val)
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else
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self.scope:define(sym, val)
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end
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end
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self.scope:pop()
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end,
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---## Current script state
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-- Currently active script
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_coroutine = nil,
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--- Indicate if a script is currently loaded in this branch.
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active = function(self)
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return not not self._coroutine
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end,
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--- Returns `"running`" if a script is currently loaded and running (i.e. this was called from the script).
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--
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-- Returns `"active"` if a script is loaded but not currently running (i.e. the script has not started or is waiting on an event).
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--
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-- Returns `"inactive"` if no script is loaded.
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state = function(self)
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if self:active() then
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return coroutine.status(self._coroutine) == "running" and "running" or "active"
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else
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return "inactive"
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end
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end,
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--- Load a script in this branch. It will become the active script.
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--
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-- `code` is the code string or AST to run, `source` is the source name string to show in errors (optional).
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--
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-- Note that this will only load the script; execution will only start by using the `:step` method. Will error if a script is already active in this State.
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run = function(self, code, source)
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assert(not self:active(), "a script is already active")
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self._coroutine = coroutine.create(function()
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local r = assert(self:eval_local(code, source))
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event_manager:final_flush(self)
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return "return", r
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end)
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end,
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--- When a script is active, will resume running it until the next event.
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--
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-- Will error if no script is active.
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--
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-- Returns `event type string, event data`.
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step = function(self)
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assert(self:active(), "trying to step but no script is currently active")
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local success, type, data = coroutine.resume(self._coroutine)
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if not success then
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self.scope:reset()
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type, data = "error", type
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end
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if coroutine.status(self._coroutine) == "dead" then
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self._coroutine = nil
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end
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return type, data
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end,
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--- Stops the currently active script.
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--
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-- Will error if no script is active.
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--
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-- If `code` is given, the script will not be disabled but instead will be immediately replaced with this new script.
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-- The new script will then be started on the next `:step` and will preserve the current scope. This can be used to trigger an exit function or similar in the active script.
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interrupt = function(self, code, source)
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assert(self:active(), "trying to interrupt but no script is currently active")
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if code then
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self._coroutine = coroutine.create(function()
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local r = assert(self:eval_local(code, source))
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event_manager:final_flush(self)
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self.scope:reset() -- scope stack is probably messed up after the switch
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return "return", r
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end)
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else
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self.scope:reset()
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self._coroutine = nil
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end
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end,
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--- Evaluate an expression in the global scope.
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--
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-- This can be called from outside a running script, but an error will be triggered the expression raise any event other than return.
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--
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-- * returns AST in case of success. Run `:to_lua(state)` on it to convert to a Lua value.
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-- * returns `nil, error message` in case of error.
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eval = function(self, code, source)
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self.scope:push_global()
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local r, e = self:eval_local(code, source)
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self.scope:pop()
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return r, e
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end,
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--- Same as `:eval`, but evaluate the expression in the current scope.
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eval_local = function(self, code, source)
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if type(code) == "string" then code = parser(code, source) end
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local stack_size = self.scope:size()
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local s, e = pcall(code.eval, code, self)
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if not s then
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self.scope:reset(stack_size)
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return nil, e
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else
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return e
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end
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end,
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--- If you want to perform more advanced manipulation of the resulting AST nodes, look at the `ast` modules.
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-- In particular, every Node inherits the methods from [ast.abstract.Node](../ast/abstract/Node.lua).
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-- Otherwise, each Node has its own module file defined in the [ast/](../ast) directory.
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__tostring = function(self)
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return ("anselme state, branch %s, %s"):format(self.branch_id, self:state())
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end
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}
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package.loaded[...] = State
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anselme = require("anselme")
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return State
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