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#![forbid(unsafe_code)] use glsp::{bail, Engine, EngineBuilder, Expander, GResult, RFn, RGlobal, Root, Sym}; use std::{i32, thread}; use std::collections::{hash_map::DefaultHasher, HashMap}; use std::hash::{Hash, Hasher}; use std::time::{Duration}; #[cfg(not(target_arch = "wasm32"))] use std::time::{Instant, SystemTime}; mod class; mod collections; mod iter; mod macros; mod misc; mod num; mod pat; pub(crate) struct Std { setters: HashMap<Sym, (Sym, bool)>, opt_setters: HashMap<Sym, (Sym, bool)>, classmacros: HashMap<Sym, Expander>, rng: Rng, ord_rfn: Option<Root<RFn>>, #[cfg(not(target_arch = "wasm32"))] start_time: Instant } impl RGlobal for Std { } impl Std { fn new() -> GResult<Std> { Ok(Std { setters: HashMap::new(), opt_setters: HashMap::new(), classmacros: HashMap::new(), rng: Rng::seeded(), ord_rfn: None, #[cfg(not(target_arch = "wasm32"))] start_time: std::time::Instant::now() }) } } //there are a handful of APIs we want to make available from Rust, but which make more intuitive //sense as part of glsp-stdlib rather than glsp-engine - namely time and rng. we just define them //here as toplevel items which are re-exported by the `glsp` crate. /** Equivalent to [`(time)`](https://gamelisp.rs/std/time). */ #[cfg(not(target_arch = "wasm32"))] pub fn time() -> f32 { let std = Std::borrow(); Instant::now().duration_since(std.start_time).as_secs_f32() } /** Equivalent to [`(sleep secs)`](https://gamelisp.rs/std/sleep). */ pub fn sleep(secs: f32) -> GResult<()> { //the Duration constructor will panic if secs is "not finite, negative, or overflows Duration" if secs.is_infinite() || secs.is_nan() || secs < 0.0 || secs as i32 > i32::MAX { bail!("{} is not an appropriate duration", secs); } thread::sleep(Duration::from_secs_f32(secs)); Ok(()) } pub(crate) struct Rng { x: u32, y: u32, z: u32, w: u32 } impl Rng { fn seeded() -> Rng { let mut rng = Rng { x: 0, y: 0, z: 0, w: 0 }; //generate our initial seed based on the current time let mut hasher = DefaultHasher::default(); #[cfg(target_arch = "wasm32")] { 42u8.hash(&mut hasher); } #[cfg(not(target_arch = "wasm32"))] { let time = SystemTime::now(); time.hash(&mut hasher); } rng.reseed(hasher.finish() as u32 as i32); rng } fn reseed(&mut self, mut seed: i32) { if seed == 0 { seed = 1 } let x = seed as u32; let y = x.wrapping_mul(48271).wrapping_rem(0x7fffffff); let z = y.wrapping_mul(48271).wrapping_rem(0x7fffffff); let w = z.wrapping_mul(48271).wrapping_rem(0x7fffffff); *self = Rng { x, y, z, w }; for _ in 0 .. 8 { self.gen_u32(); } } fn gen_u32(&mut self) -> u32 { let Rng { x, y, z, w } = *self; let t = x ^ x.wrapping_shl(11); let new_w = w ^ w.wrapping_shr(19) ^ (t ^ t.wrapping_shr(8)); self.x = y; self.y = z; self.z = w; self.w = new_w; new_w } } /** Uses GameLisp's [random number generator](https://gamelisp.rs/std/rand) to produce an `i32`. */ pub fn rand_i32() -> i32 { Std::borrow_mut().rng.gen_u32() as i32 } /** Uses GameLisp's [random number generator](https://gamelisp.rs/std/rand) to produce an `f32`. */ pub fn rand_f32() -> f32 { //16777215 (0xffffff) is the largest continguous integer which can be exactly represented by //an f32. seems like as good a choice as any other for our divisor. testing reveals that if //the rng spits out 16777214u32, rand_float does generate 0.999something, rather than breaking //the upper limit of our [0,1) range. let rand_u32 = Std::borrow_mut().rng.gen_u32() >> 8; (rand_u32 as f32) / 16777215.0f32 } /** Uses GameLisp's [random number generator](https://gamelisp.rs/std/rand) to produce a `bool`. */ pub fn rand_bool() -> bool { //i don't necessarily trust the lowest bit of this rng, so we select a bit "randomly" let rand_u32 = Std::borrow_mut().rng.gen_u32(); let to_shift = (rand_u32 & 0xf) + 4; //select from bits 4 through 20 ((rand_u32 >> (to_shift as usize)) & 1) == 1 } /** Equivalent to [`(rand-reseed seed)`](https://gamelisp.rs/std/rand-reseed). */ pub fn rand_reseed(seed: i32) { Std::borrow_mut().rng.reseed(seed) } /** The GameLisp interpreter. `Runtime` owns all of the data required to interpret GameLisp code: a set of global variables, a symbol table, a set of registered Rust functions, and much more. To manipulate a GameLisp runtime, you don't call methods on the `Runtime` type directly. Instead, use the [`run` method](#method.run) to establish a particular `Runtime` as the "active runtime", and then manipulate it using free functions like [`glsp::sym`](fn.sym.html) and [`glsp::load`](fn.load.html). If you attempt to execute any GameLisp-related code without an active runtime, it will almost always panic. It's possible for multiple `Runtimes` to coexist. Each runtime is strictly isolated from the others - they don't share global variables, symbols, and so on. This means that it's possible to run GameLisp code in isolated `Runtimes` on multiple threads without requiring any synchronization. Most GameLisp programs should create a single `Runtime` at the top of their `main()` function, immediately call `Runtime::run()`, and keep the same runtime active for the entire duration of the program. ``` use glsp::prelude::*; fn main() { let runtime = Runtime::new(); runtime.run(|| { glsp::load("main.glsp")?; //call the (main) function which was defined by main.glsp, //discarding its return value let main_gfn: Root<GFn> = glsp::global("main")?; let _: Val = glsp::call(&main_gfn, &())?; //the closure's return value must be a Result Ok(()) }); } ``` */ //a Runtime is just a thin wrapper for an Engine which has been initialized with the stdlib. we //separate Runtime from Engine so that procedural macros like backquote!(), which require a parser, //can create an Engine while still being usable in the stdlib's implementation. pub struct Runtime(Engine); impl Runtime { /** Construct a `Runtime` with default settings. To construct a custom `Runtime`, use [`RuntimeBuilder`](struct.RuntimeBuilder.html) instead. */ pub fn new() -> Runtime { //Runtime::new() is currently a little slow: it costs about 0.4ms, of which 0.1ms is spent //constructing the Engine (especially the stock syms database) and 0.3ms is spent in //init_stdlib. we could potentially get this down to the sub-0.1ms range by caching the //initial syms and rfns databases globally so that they can be clone()d. (todo?) //an obstacle in the way of that plan: Sym and Rc<str> are both !Send. the only way //to store them globally would be thread_local!{}, which would eliminate any performance //savings when creating the first Runtime of a thread... which is the main use-case for //making Runtime::new() fast in the first place! postponing this for now. RuntimeBuilder::new().build() } fn with_settings(sandboxed: bool, engine: Engine) -> Runtime { engine.run(|| { init_stdlib(sandboxed) }).unwrap(); Runtime(engine) } /** Establish this `Runtime` as the active runtime. For the duration of the `f` closure, any calls to global functions like [`glsp::sym`](fn.sym.html) or [`glsp::set_global`](fn.set_global.html) will manipulate this `Runtime`. The closure must return a `GResult`. If the closure returns `Ok(x)`, this method will return `Some(x)`. If the closure returns `Err(err)`, this method will print a stack trace and then return `None`. It's possible to use `Runtime::run` to transfer GameLisp data, such as [`Syms`] and [`Roots`], from one `Runtime` to another. This is memory-safe, but it should always be avoided. It may cause unexpected behaviour, trigger a panic, or even cause the process to [abort]. [`Syms`]: struct.Sym.html [`Roots`]: struct.Root.html [abort]: https://doc.rust-lang.org/std/process/fn.abort.html */ pub fn run<F, R>(&self, f: F) -> Option<R> where F: FnOnce() -> GResult<R> { self.0.run(f) } } /** Configuration options for constructing a [`Runtime`](struct.Runtime.html). Currently, the only option is [`sandboxed`](#method.sandboxed). */ pub struct RuntimeBuilder { sandboxed: bool, engine_builder: EngineBuilder } impl RuntimeBuilder { pub fn new() -> RuntimeBuilder { RuntimeBuilder { sandboxed: false, engine_builder: EngineBuilder::new() } } /** Sets the `sandboxed` configuration option, which defaults to `false`. When `sandboxed` is `true`, the global functions [`load`](https://gamelisp.rs/std/load), [`require`](https://gamelisp.rs/std/require) and [`include`](https://gamelisp.rs/std/include) are not defined in the GameLisp runtime. It's still possible for Rust code to call [`glsp::load`](fn.load.html) or [`glsp::require`](fn.require.html). */ pub fn sandboxed(self, sandboxed: bool) -> RuntimeBuilder { RuntimeBuilder { sandboxed, ..self } } ///Construct a `Runtime` with these settings. pub fn build(self) -> Runtime { Runtime::with_settings(self.sandboxed, self.engine_builder.build()) } } fn init_stdlib(sandboxed: bool) -> GResult<()> { glsp::add_rglobal(Std::new()?); class::init(sandboxed)?; collections::init(sandboxed)?; iter::init(sandboxed)?; macros::init(sandboxed)?; misc::init(sandboxed)?; num::init(sandboxed)?; Std::borrow_mut().ord_rfn = Some(glsp::global("ord")?); glsp::freeze_transform_fns(); Ok(()) }