Angelscript/add_on/contextmgr/contextmgr.h

100 lines
3.2 KiB
C++

#ifndef CONTEXTMGR_H
#define CONTEXTMGR_H
// The context manager simplifies the management of multiple concurrent scripts
// More than one context manager can be used, if you wish to control different
// groups of scripts separately, e.g. game object scripts, and GUI scripts.
// OBSERVATION: This class is currently not thread safe.
#ifndef ANGELSCRIPT_H
// Avoid having to inform include path if header is already include before
#include <angelscript.h>
#endif
#include <vector>
BEGIN_AS_NAMESPACE
class CScriptDictionary;
// The internal structure for holding contexts
struct SContextInfo;
// The signature of the get time callback function
typedef asUINT (*TIMEFUNC_t)();
class CContextMgr
{
public:
CContextMgr();
~CContextMgr();
// Set the function that the manager will use to obtain the time in milliseconds
void SetGetTimeCallback(TIMEFUNC_t func);
// Registers the following:
//
// void sleep(uint milliseconds)
//
// The application must set the get time callback for this to work
void RegisterThreadSupport(asIScriptEngine *engine);
// Registers the following:
//
// funcdef void coroutine(dictionary@)
// void createCoRoutine(coroutine @func, dictionary @args)
// void yield()
void RegisterCoRoutineSupport(asIScriptEngine *engine);
// Create a new context, prepare it with the function id, then return
// it so that the application can pass the argument values. The context
// will be released by the manager after the execution has completed.
// Set keepCtxAfterExecution to true if the application needs to retrieve
// information from the context after it the script has finished.
asIScriptContext *AddContext(asIScriptEngine *engine, asIScriptFunction *func, bool keepCtxAfterExecution = false);
// If the context was kept after the execution, this method must be
// called when the application is done with the context so it can be
// returned to the pool for reuse.
void DoneWithContext(asIScriptContext *ctx);
// Create a new context, prepare it with the function id, then return
// it so that the application can pass the argument values. The context
// will be added as a co-routine in the same thread as the currCtx.
asIScriptContext *AddContextForCoRoutine(asIScriptContext *currCtx, asIScriptFunction *func);
// Execute each script that is not currently sleeping. The function returns after
// each script has been executed once. The application should call this function
// for each iteration of the message pump, or game loop, or whatever.
// Returns the number of scripts still in execution.
int ExecuteScripts();
// Put a script to sleep for a while
void SetSleeping(asIScriptContext *ctx, asUINT milliSeconds);
// Switch the execution to the next co-routine in the group.
// Returns true if the switch was successful.
void NextCoRoutine();
// Abort all scripts
void AbortAll();
protected:
std::vector<SContextInfo*> m_threads;
std::vector<SContextInfo*> m_freeThreads;
asUINT m_currentThread;
TIMEFUNC_t m_getTimeFunc;
// Statistics for Garbage Collection
asUINT m_numExecutions;
asUINT m_numGCObjectsCreated;
asUINT m_numGCObjectsDestroyed;
};
END_AS_NAMESPACE
#endif