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