// BeamMP, the BeamNG.drive multiplayer mod.
// Copyright (C) 2026 BeamMP Ltd., BeamMP team and contributors.
//
// BeamMP Ltd. can be contacted by electronic mail via contact@beammp.com.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#pragma once
#include "Common.h"
#include
#include
#include
using TLuaStateId = std::string;
struct TDetachedLuaValue {
using Array = std::vector;
using Object = std::unordered_map;
std::variant V;
};
std::ostream& operator<<(std::ostream& os, const TDetachedLuaValue& value);
struct TLuaResult {
struct Snapshot {
bool Error;
bool Ready;
std::string ErrorMessage;
/// CAUTION: Accessing this object causes the Lua stack of the owning state
/// to be accessed. Only call this from the owning Lua state. Otherwise,
/// use `DetachedSnapshot`.
sol::object Result;
TLuaStateId StateId;
std::string Function;
};
struct DetachedSnapshot {
bool Error;
bool Ready;
std::string ErrorMessage;
/// Serialized Lua result. Has no reference to the Lua state, and is safe to use
/// from any thread that acquires it.
TDetachedLuaValue Result;
TLuaStateId StateId;
std::string Function;
};
TLuaResult(TLuaStateId StateId, std::string FunctionName) : mStateId(StateId), mFunction(std::move(FunctionName)) {}
/// Marks this result as success & sets it as ready, waking all threads waiting on it.
void MarkReadySuccess(sol::object Res);
/// Marks this result as erroneous & sets it as ready, waking all threads waiting on it.
void MarkReadyError(sol::protected_function_result Res);
/// Marks this result as erroneous & sets it as ready, waking all threads waiting on it.
void MarkReadyError(std::string Res);
/// Wait (suspend) until this result is ready. Use `GetSnapshot` to get the results.
void WaitUntilReady();
bool IsReady() const;
bool IsError() const;
TLuaStateId OwnerState() const;
void SetOwnerState(TLuaStateId StateId);
/// To get the result or error, while in the owning state, use this function.
/// Pass your lua state ID so that the function can verify the safety of the access.
/// If you have no state ID, use `GetDetachedSnapshot`.
/// Accesses the Lua state directly when using the result.
Snapshot GetSnapshot(TLuaStateId CallingState) const;
/// Returns a snapshot with, if not an error, a serialized version of the result
/// object. In contrast to `GetSnapshot`, this does not access the Lua stack when
/// accessing `.Result`.
DetachedSnapshot GetDetachedSnapshot() const;
private:
mutable std::mutex mMutex {};
bool mReady { false };
bool mError;
std::string mErrorMessage;
sol::object mResult { sol::lua_nil };
TDetachedLuaValue mDetachedResult;
TLuaStateId mStateId;
std::string mFunction;
std::condition_variable mReadyCondition {};
TDetachedLuaValue Freeze(const sol::object& o, int depth = 0);
void SetErrorMessageFromResult(sol::protected_function_result& Res) {
if (Res.valid()) {
beammp_lua_errorf("Error was not an error");
}
if (Res.get_type() == sol::type::string) {
mErrorMessage = Res.get().what();
} else {
mErrorMessage = "(unknown error; error object is not inspectable)";
}
}
void MarkAsReady();
};