Fix Two-State Blocks & Collision Detection

* Two-state Buttons now also subscribe to the state change message, so
  other on/off buttons in the same level update to match the state of
  the button that was hit.
* Add lock mutexes around the scripting engine to protect from
  concurrent event handlers.
This commit is contained in:
Noah 2020-01-02 17:58:22 -08:00
parent cd31868a13
commit 7b3aec0fef
8 changed files with 56 additions and 33 deletions

View File

@ -7,15 +7,10 @@ function main() {
Message.Subscribe("broadcast:state-change", function(newState) {
state = !newState;
console.warn("BLUE BLOCK Received state=%+v, set mine to %+v", newState, state);
// Layer 0: ON
// Layer 1: OFF
if (state) {
Self.ShowLayer(0);
} else {
Self.ShowLayer(1);
}
Self.ShowLayer(state ? 0 : 1);
});
Events.OnCollide(function(e) {

View File

@ -7,15 +7,10 @@ function main() {
Message.Subscribe("broadcast:state-change", function(newState) {
state = newState;
console.warn("ORANGE BLOCK Received state=%+v, set mine to %+v", newState, state);
// Layer 0: OFF
// Layer 1: ON
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
Self.ShowLayer(state ? 1 : 0);
});
Events.OnCollide(function(e) {

View File

@ -1,14 +1,22 @@
// State Block Control Button
// Button is "OFF" by default.
var state = false;
function main() {
console.log("%s initialized!", Self.Doodad.Title);
console.log("%s ID '%s' initialized!", Self.Doodad.Title, Self.ID());
Self.SetHitbox(0, 0, 33, 33);
// When the button is activated, don't keep toggling state until we're not
// being touched again.
var colliding = false;
// Button is "OFF" by default.
var state = false;
// If we receive a state change event from a DIFFERENT on/off button, update
// ourself to match the state received.
Message.Subscribe("broadcast:state-change", function(value) {
state = value;
showSprite();
});
Events.OnCollide(function(e) {
if (colliding) {
@ -17,24 +25,16 @@ function main() {
// Only trigger for mobile characters.
if (e.Actor.IsMobile()) {
console.log("Mobile actor %s touched the on/off button!", e.Actor.Actor.Filename);
// Only activate if touched from the bottom or sides.
if (e.Overlap.Y === 0) {
console.log("... but touched the top!");
return false;
}
colliding = true;
console.log(" -> emit state change");
state = !state;
Message.Broadcast("broadcast:state-change", state);
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
showSprite();
}
// Always a solid button.
@ -45,3 +45,12 @@ function main() {
colliding = false;
})
}
// Update the active layer based on the current button state.
function showSprite() {
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
}

View File

@ -99,8 +99,6 @@ func (d *Doodle) Run() error {
// Set up the default scene.
if d.Scene == nil {
// d.Goto(&GUITestScene{})
// d.NewMap()
d.Goto(&MainScene{})
}

View File

@ -2,6 +2,7 @@ package scripting
import (
"errors"
"sync"
"git.kirsle.net/go/render/event"
"github.com/robertkrimen/otto"
@ -25,6 +26,7 @@ var (
// Events API for Doodad scripts.
type Events struct {
registry map[string][]otto.Value
lock sync.RWMutex
}
// NewEvents initializes the Events API.
@ -70,6 +72,9 @@ func (e *Events) register(name string, callback otto.Value) otto.Value {
return otto.Value{} // TODO
}
e.lock.Lock()
defer e.lock.Unlock()
if _, ok := e.registry[name]; !ok {
e.registry[name] = []otto.Value{}
}
@ -81,6 +86,9 @@ func (e *Events) register(name string, callback otto.Value) otto.Value {
// Run an event handler. Returns an error only if there was a JavaScript error
// inside the function. If there are no event handlers, just returns nil.
func (e *Events) run(name string, args ...interface{}) error {
e.lock.RLock()
defer e.lock.RUnlock()
if _, ok := e.registry[name]; !ok {
return nil
}

View File

@ -23,7 +23,9 @@ func RegisterPublishHooks(s *Supervisor, vm *VM) {
// for any matching messages received.
go func() {
for msg := range vm.Inbound {
log.Warn("vm: %s msg: %+v", vm.Name, msg)
vm.muSubscribe.RLock()
defer vm.muSubscribe.RUnlock()
if _, ok := vm.subscribe[msg.Name]; ok {
for _, callback := range vm.subscribe[msg.Name] {
callback.Call(otto.Value{}, msg.Args...)
@ -35,6 +37,9 @@ func RegisterPublishHooks(s *Supervisor, vm *VM) {
// Register the Message.Subscribe and Message.Publish functions.
vm.vm.Set("Message", map[string]interface{}{
"Subscribe": func(name string, callback otto.Value) {
vm.muSubscribe.Lock()
defer vm.muSubscribe.Unlock()
if !callback.IsFunction() {
log.Error("SUBSCRIBE(%s): callback is not a function", name)
return
@ -57,8 +62,13 @@ func RegisterPublishHooks(s *Supervisor, vm *VM) {
"Broadcast": func(name string, v ...interface{}) {
// Send the message to all actor VMs.
for _, vm := range s.scripts {
vm.Inbound <- Message{
for _, toVM := range s.scripts {
if vm.Name == toVM.Name {
log.Debug("Broadcast(%s): skip to vm '%s' cuz it is the sender", name, toVM.Name)
continue
}
toVM.Inbound <- Message{
Name: name,
Args: v,
}

View File

@ -3,6 +3,7 @@ package scripting
import (
"fmt"
"reflect"
"sync"
"time"
"git.kirsle.net/apps/doodle/pkg/log"
@ -28,6 +29,7 @@ type VM struct {
Inbound chan Message
Outbound []chan Message
subscribe map[string][]otto.Value // Subscribed message handlers by name.
muSubscribe sync.RWMutex
vm *otto.Otto

View File

@ -103,6 +103,12 @@ func (w *Canvas) loopActorCollision() error {
var collidingActors = map[string]string{}
for tuple := range collision.BetweenBoxes(boxes) {
a, b := w.actors[tuple.A], w.actors[tuple.B]
// If neither actor is mobile, don't run collision handlers.
if !(a.IsMobile() || b.IsMobile()) {
continue
}
collidingActors[a.ID()] = b.ID()
// Call the OnCollide handler for A informing them of B's intersection.
@ -219,7 +225,7 @@ func (w *Canvas) loopActorCollision() error {
InHitbox: info.Overlap.Intersects(a.Hitbox()),
Settled: true,
}); err != nil && err != scripting.ErrReturnFalse {
log.Error(err.Error())
log.Error("VM(%s).RunCollide: %s", a.ID(), err.Error())
}
}
}