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//! In- and Outcoming messages
use crate::{error::Error, tcp::ExternalEditorApi, Value};
use serde::{Deserialize, Deserializer, Serialize, Serializer};
use serde::{__private::ser::FlatMapSerializer, ser::SerializeMap};
use std::io::{self};
/////////////////////////////////////////////////////////////////////////////
/// Represents outgoing messages sent to Tabletop Simulator
#[derive(Debug)]
pub enum Message {
/// Represents [Get Lua Scripts](https://api.tabletopsimulator.com/externaleditorapi/#get-lua-scripts)
MessageGetScripts(MessageGetScripts),
/// Represents [Save & Play](https://api.tabletopsimulator.com/externaleditorapi/#get-lua-scripts)
MessageReload(MessageReload),
/// Represents [Custom Message](https://api.tabletopsimulator.com/externaleditorapi/#custom-message)
MessageCustomMessage(MessageCustomMessage),
/// Represents [Execute Lua Code](https://api.tabletopsimulator.com/externaleditorapi/#execute-lua-code)
MessageExectute(MessageExecute),
}
// Workaround for: https://github.com/serde-rs/serde/issues/745
// https://stackoverflow.com/questions/65575385/deserialization-of-json-with-serde-by-a-numerical-value-as-type-identifier/65576570#65576570
//
// #[derive(Serialize, Debug)]
// #[serde(tag = "messageID")]
// pub enum Message {
// #[serde(rename = 0)]
// MessageGetScripts(MessageGetScripts),
// #[serde(rename = 1)]
// MessageReload(MessageReload),
// #[serde(rename = 2)]
// MessageCustomMessage(MessageCustomMessage),
// #[serde(rename = 3)]
// MessageExectute(MessageExectute),
// }
//
impl Serialize for Message {
fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
where
S: Serializer,
{
let mut s = serializer.serialize_map(None)?;
let id_ = &match self {
Message::MessageGetScripts(_) => 0,
Message::MessageReload(_) => 1,
Message::MessageCustomMessage(_) => 2,
Message::MessageExectute(_) => 3,
};
s.serialize_entry("messageID", &id_)?;
match self {
Message::MessageGetScripts(t) => t.serialize(FlatMapSerializer(&mut s))?,
Message::MessageReload(t) => t.serialize(FlatMapSerializer(&mut s))?,
Message::MessageCustomMessage(t) => t.serialize(FlatMapSerializer(&mut s))?,
Message::MessageExectute(t) => t.serialize(FlatMapSerializer(&mut s))?,
}
s.end()
}
}
/// Get a list containing the states for every object. Returns an [`AnswerReload`] message.
#[derive(Serialize, Debug)]
pub struct MessageGetScripts {}
impl TryFrom<Message> for MessageGetScripts {
type Error = Error;
fn try_from(message: Message) -> Result<Self, Self::Error> {
match message {
Message::MessageGetScripts(message) => Ok(message),
other => Err(Error::MessageError(other)),
}
}
}
impl MessageGetScripts {
/// Constructs a new Get Lua Scripts Message
pub fn new() -> Self {
Self {}
}
/// Returns self as [`Message::MessageGetScripts`]
pub fn as_message(self) -> Message {
Message::MessageGetScripts(self)
}
}
/// Update the Lua scripts and UI XML for any objects listed in the message,
/// and then reloads the save file, the same way it does when pressing "Save & Play" within the in-game editor.
/// Returns an [`AnswerReload`] message.
///
/// Any objects mentioned have both their Lua script and their UI XML updated.
/// If no value is set for either the "script" or "ui" key then the
/// corresponding Lua script or UI XML is deleted.
#[derive(Serialize, Debug)]
pub struct MessageReload {
/// Contains a list objects and their state
#[serde(rename = "scriptStates")]
pub script_states: Value,
}
impl TryFrom<Message> for MessageReload {
type Error = Error;
fn try_from(message: Message) -> Result<Self, Self::Error> {
match message {
Message::MessageReload(message) => Ok(message),
other => Err(Error::MessageError(other)),
}
}
}
impl MessageReload {
/// Constructs a new Save & Play Message
pub fn new(script_states: Value) -> Self {
Self { script_states }
}
/// Returns self as [`Message::MessageReload`]
pub fn as_message(self) -> Message {
Message::MessageReload(self)
}
}
/// Send a custom message to be forwarded to the `onExternalMessage` event handler
/// in the currently loaded game. The value of customMessage must be an object,
/// and is passed as a parameter to the event handler.
/// If this value is not an object then the event is not triggered.
#[derive(Serialize, Debug)]
pub struct MessageCustomMessage {
/// Custom message that gets forwarded
#[serde(rename = "customMessage")]
pub custom_message: Value,
}
impl TryFrom<Message> for MessageCustomMessage {
type Error = Error;
fn try_from(message: Message) -> Result<Self, Self::Error> {
match message {
Message::MessageCustomMessage(message) => Ok(message),
other => Err(Error::MessageError(other)),
}
}
}
impl MessageCustomMessage {
/// Constructs a new Custom Message
pub fn new(custom_message: Value) -> Self {
Self { custom_message }
}
/// Returns self as [`Message::MessageCustomMessage`]
pub fn as_message(self) -> Message {
Message::MessageCustomMessage(self)
}
}
/// Executes a lua script and returns the value in a [`AnswerReturn`] message.
/// Using a guid of "-1" runs the script globally.
#[derive(Serialize, Debug)]
pub struct MessageExecute {
/// Return Id of the execute message
#[serde(rename = "returnID")]
pub return_id: u64,
/// The guid the message gets executed on
#[serde(rename = "guid")]
pub guid: String,
/// The script that gets executed
#[serde(rename = "script")]
pub script: String,
}
impl TryFrom<Message> for MessageExecute {
type Error = Error;
fn try_from(message: Message) -> Result<Self, Self::Error> {
match message {
Message::MessageExectute(message) => Ok(message),
other => Err(Error::MessageError(other)),
}
}
}
impl MessageExecute {
/// Constructs a new Execute Lua Code Message that executes code globally
pub fn new(script: String) -> Self {
Self {
return_id: 5,
guid: String::from("-1"),
script,
}
}
/// Constructs a new Execute Lua Code Message that executes code on an object
pub fn new_object(script: String, guid: String) -> Self {
Self {
return_id: 5,
guid,
script,
}
}
/// Returns self as [`Message::MessageExectute`]
pub fn as_message(self) -> Message {
Message::MessageExectute(self)
}
}
/////////////////////////////////////////////////////////////////////////////
/// Represents incoming messages sent by Tabletop Simulator.
#[derive(Debug)]
pub enum Answer {
/// Represents [Pushing New Object](https://api.tabletopsimulator.com/externaleditorapi/#pushing-new-object)
AnswerNewObject(AnswerNewObject),
/// Represents [Loading a new Game](https://api.tabletopsimulator.com/externaleditorapi/#loading-a-new-game)
AnswerReload(AnswerReload),
/// Represents [Print/Debug Messages](https://api.tabletopsimulator.com/externaleditorapi/#printdebug-messages)
AnswerPrint(AnswerPrint),
/// Represents [Error Messages](https://api.tabletopsimulator.com/externaleditorapi/#error-messages)
AnswerError(AnswerError),
/// Represents [Custom Messages](https://api.tabletopsimulator.com/externaleditorapi/#custom-messages)
AnswerCustomMessage(AnswerCustomMessage),
/// Represents [Return Messages](https://api.tabletopsimulator.com/externaleditorapi/#return-messages)
AnswerReturn(AnswerReturn),
/// Represents [Game Saved](https://api.tabletopsimulator.com/externaleditorapi/#game-saved)
AnswerGameSaved(AnswerGameSaved),
/// Represents [Object Created](https://api.tabletopsimulator.com/externaleditorapi/#object-created)
AnswerObjectCreated(AnswerObjectCreated),
}
// Workaround for: https://github.com/serde-rs/serde/issues/745
// https://stackoverflow.com/questions/65575385/deserialization-of-json-with-serde-by-a-numerical-value-as-type-identifier/65576570#65576570
//
// #[derive(Deserialize, Debug)]
// #[serde(tag = "messageID")]
// pub enum Answer {
// #[serde(rename = 0)]
// AnswerNewObject(AnswerNewObject),
// #[serde(rename = 1)]
// AnswerReload(AnswerReload),
// #[serde(rename = 2)]
// AnswerPrint(AnswerPrint),
// #[serde(rename = 3)]
// AnswerError(AnswerError),
// #[serde(rename = 4)]
// AnswerCustomMessage(AnswerCustomMessage),
// #[serde(rename = 5)]
// AnswerReturn(AnswerReturn),
// #[serde(rename = 6)]
// AnswerGameSaved(AnswerGameSaved),
// #[serde(rename = 7)]
// AnswerObjectCreated(AnswerObjectCreated),
// }
//
impl<'de> serde::Deserialize<'de> for Answer {
fn deserialize<D: serde::Deserializer<'de>>(d: D) -> Result<Self, D::Error> {
let value = Value::deserialize(d)?;
Ok(
match value.get("messageID").and_then(Value::as_u64).unwrap() {
0 => Answer::AnswerNewObject(AnswerNewObject::deserialize(value).unwrap()),
1 => Answer::AnswerReload(AnswerReload::deserialize(value).unwrap()),
2 => Answer::AnswerPrint(AnswerPrint::deserialize(value).unwrap()),
3 => Answer::AnswerError(AnswerError::deserialize(value).unwrap()),
4 => Answer::AnswerCustomMessage(AnswerCustomMessage::deserialize(value).unwrap()),
5 => Answer::AnswerReturn(AnswerReturn::deserialize(value).unwrap()),
6 => Answer::AnswerGameSaved(AnswerGameSaved::deserialize(value).unwrap()),
7 => Answer::AnswerObjectCreated(AnswerObjectCreated::deserialize(value).unwrap()),
id_ => panic!("unsupported id {:?}", id_),
},
)
}
}
/// When clicking on "Scripting Editor" in the right click contextual menu
/// in TTS for an object that doesn't have a Lua Script yet, TTS will send
/// an [`AnswerNewObject`] message containing data for the object.
///
/// # Example
/// ```json
/// {
/// "message_id": 0,
/// "script_states": [
/// {
/// "name": "Chess Pawn",
/// "guid": "db3f06",
/// "script": ""
/// }
/// ]
/// }
/// ```
#[derive(Deserialize, Debug)]
pub struct AnswerNewObject {
/// Contains the state of the object
#[serde(rename = "scriptStates")]
pub script_states: Value,
}
impl TryFrom<Answer> for AnswerNewObject {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerNewObject(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/// After loading a new game in TTS, TTS will send all the Lua scripts
/// and UI XML from the new game as an [`AnswerReload`].
///
/// TTS sends this message as a response to [`MessageGetScripts`] and [`MessageReload`].
///
/// # Example
/// ```json
/// {
/// "message_id": 1,
/// "script_states": [
/// {
/// "name": "Global",
/// "guid": "-1",
/// "script": "...",
/// "ui": "..."
/// },
/// {
/// "name": "BlackJack Dealer's Deck",
/// "guid": "a0b2d5",
/// "script": "..."
/// },
/// ]
/// }
/// ```
#[derive(Deserialize, Debug)]
pub struct AnswerReload {
/// Path to the save file of the current save
#[serde(rename = "savePath")]
pub save_path: String,
/// Contains a list objects and their state
#[serde(rename = "scriptStates")]
pub script_states: Value,
}
impl TryFrom<Answer> for AnswerReload {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerReload(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/// TTS sends all `print()` messages in a [`AnswerPrint`] response.
///
/// # Example
/// ```json
/// {
/// "message_id": 2,
/// "message": "Hit player! White"
/// }
/// ```
#[derive(Deserialize, Debug)]
pub struct AnswerPrint {
/// Message that got printed
#[serde(rename = "message")]
pub message: String,
}
impl TryFrom<Answer> for AnswerPrint {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerPrint(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/// TTS sends all error messages in a [`AnswerError`] response.
///
/// # Example
/// ```json
/// {
/// "message_id": 3,
/// "error": "chunk_0:(36,4-8): unexpected symbol near 'deck'",
/// "guid": "-1",
/// "errorMessagePrefix": "Error in Global Script: "
/// }
/// ```
#[derive(Deserialize, Debug)]
pub struct AnswerError {
/// Desciption of the error
#[serde(rename = "error")]
pub error: String,
/// Guid of the object that has the error
#[serde(rename = "guid")]
pub guid: String,
/// Description of the error
#[serde(rename = "errorMessagePrefix")]
pub error_message_prefix: String,
}
impl TryFrom<Answer> for AnswerError {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerError(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/// Custom Messages are sent by calling `sendExternalMessage` with the table of data you wish to send.
///
/// # Example
/// ```json
/// {
/// "message_id": 4,
/// "custom_message": { "foo": "Hello", "bar": "World"}
/// }
/// ```
#[derive(Deserialize, Debug)]
pub struct AnswerCustomMessage {
/// Content of the custom message
#[serde(rename = "customMessage")]
pub custom_message: Value,
}
impl TryFrom<Answer> for AnswerCustomMessage {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerCustomMessage(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/// If code executed with a [`MessageExecute`] message returns a value,
/// it will be sent back in a [`AnswerReturn`] message.
/// Tables have to be decoded using `JSON.decode(table)`.
///
/// # Example
/// ```json
/// {
/// "message_id": 5,
/// "return_value": true
/// }
/// ```
#[derive(Deserialize, Debug)]
pub struct AnswerReturn {
/// Return Id of message that got executed
#[serde(rename = "returnID")]
pub return_id: u64,
#[serde(
rename = "returnValue",
deserialize_with = "deserialize_json_string",
default
)]
/// The Value that got returned
pub return_value: Value,
}
impl TryFrom<Answer> for AnswerReturn {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerReturn(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/// Returns the return value of the message as a [`Value`]. Valid JSON strings get deserialized if possible.
/// If deserialization fails JSON strings get returned as a [`Value::String`] instead.
fn deserialize_json_string<'de, D>(deserializer: D) -> Result<Value, D::Error>
where
D: Deserializer<'de>,
{
match Option::deserialize(deserializer)? {
Some(val) => match val {
Value::String(val) => Ok(serde_json::from_str(&val).unwrap_or(Value::String(val))),
other => Ok(other),
},
None => Ok(Value::Null),
}
}
/// Whenever the player saves the game in TTS, [`AnswerGameSaved`] is sent as a response.
#[derive(Deserialize, Debug)]
pub struct AnswerGameSaved {}
impl TryFrom<Answer> for AnswerGameSaved {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerGameSaved(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/// Whenever the player saves the game in TTS, [`AnswerObjectCreated`] is sent as a response.
///
/// # Example
/// ```json
/// {
/// "message_id": 7,
/// "guid": "abcdef"
/// }
/// ```
#[derive(Deserialize, Debug)]
pub struct AnswerObjectCreated {
/// Guid of the object that got created
#[serde(rename = "guid")]
pub guid: String,
}
impl TryFrom<Answer> for AnswerObjectCreated {
type Error = Error;
fn try_from(answer: Answer) -> Result<Self, Self::Error> {
match answer {
Answer::AnswerObjectCreated(message) => Ok(message),
other => Err(Error::AnswerError(other)),
}
}
}
/////////////////////////////////////////////////////////////////////////////
impl ExternalEditorApi {
/// Get a list containing the states for every object. Returns an [`AnswerReload`] message on success.
/// If no connection to the game can be established, an [`io::Error`] gets returned instead.
pub fn get_scripts(&self) -> io::Result<AnswerReload> {
self.send(MessageGetScripts::new().as_message())?;
Ok(self.wait())
}
/// Update the Lua scripts and UI XML for any objects listed in the message,
/// and then reloads the save file, the same way it does when pressing "Save & Play" within the in-game editor.
/// Returns an [`AnswerReload`] message.
/// If no connection to the game can be established, an [`io::Error`] gets returned instead.
///
/// Any objects mentioned have both their Lua script and their UI XML updated.
/// If no value is set for either the "script" or "ui" key then the
/// corresponding Lua script or UI XML is deleted.
pub fn reload(&self, script_states: Value) -> io::Result<AnswerReload> {
self.send(MessageReload::new(script_states).as_message())?;
Ok(self.wait())
}
/// Send a custom message to be forwarded to the `onExternalMessage` event handler
/// in the currently loaded game. The value of customMessage must be an object,
/// and is passed as a parameter to the event handler.
/// If no connection to the game can be established, an [`io::Error`] gets returned.
///
/// If this value is not an object then the event is not triggered.
pub fn custom_message(&self, message: Value) -> io::Result<()> {
self.send(MessageCustomMessage::new(message).as_message())?;
Ok(())
}
/// Executes a lua script globally and returns the value in a [`AnswerReturn`] message.
/// If no connection to the game can be established, an [`io::Error`] gets returned instead.
pub fn execute(&self, script: String) -> io::Result<AnswerReturn> {
self.send(MessageExecute::new(script).as_message())?;
Ok(self.wait())
}
/// Executes a lua script on an object and returns the value in a [`AnswerReturn`] message.
/// If no connection to the game can be established, an [`io::Error`] gets returned instead.
///
/// To execute Lua code for an object in the game that object must have an associated script in TTS.
/// Otherwise the TTS scripting engine will fail with an error "function \<executeScript>:
/// Object reference not set to an instance of an object".
/// Once the in-game editor shows a script associated with an object
/// then TTS will be able to execute Lua code sent via JSON message for that object.
pub fn execute_on_object(&self, script: String, guid: String) -> io::Result<AnswerReturn> {
self.send(MessageExecute::new_object(script, guid).as_message())?;
Ok(self.wait())
}
}