Angelscript/samples/game/source/scriptmgr.cpp

326 lines
10 KiB
C++

#include "scriptmgr.h"
#include "gamemgr.h"
#include "gameobj.h"
#include <iostream> // cout
#include <stdio.h> // fopen, fclose
#include <string.h> // strcmp
#include <assert.h>
#include "../../../add_on/scriptstdstring/scriptstdstring.h"
#include "../../../add_on/scriptbuilder/scriptbuilder.h"
#include "../../../add_on/weakref/weakref.h"
using namespace std;
CScriptMgr::CScriptMgr()
{
engine = 0;
hasCompileErrors = false;
}
CScriptMgr::~CScriptMgr()
{
for( unsigned int n = 0; n < controllers.size(); n++ )
delete controllers[n];
for( unsigned int n = 0; n < contexts.size(); n++ )
contexts[n]->Release();
if( engine )
engine->ShutDownAndRelease();
}
int CScriptMgr::Init()
{
int r;
engine = asCreateScriptEngine();
// Set the message callback to print the human readable messages that the engine gives in case of errors
r = engine->SetMessageCallback(asMETHOD(CScriptMgr, MessageCallback), this, asCALL_THISCALL); assert( r >= 0 );
// Register the string type
RegisterStdString(engine);
// Register the generic handle type, called 'ref' in the script
RegisterScriptHandle(engine);
// Register the weak ref template type
RegisterScriptWeakRef(engine);
// Register the game object. The scripts cannot create these directly, so there is no factory function.
r = engine->RegisterObjectType("CGameObj", 0, asOBJ_REF); assert( r >= 0 );
r = engine->RegisterObjectBehaviour("CGameObj", asBEHAVE_ADDREF, "void f()", asMETHOD(CGameObj, AddRef), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectBehaviour("CGameObj", asBEHAVE_RELEASE, "void f()", asMETHOD(CGameObj, Release), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectBehaviour("CGameObj", asBEHAVE_GET_WEAKREF_FLAG, "int &f()", asMETHOD(CGameObj, GetWeakRefFlag), asCALL_THISCALL); assert( r >= 0 );
// The object's position is read-only to the script. The position is updated with the Move method
r = engine->RegisterObjectMethod("CGameObj", "int get_x() const property", asMETHOD(CGameObj, GetX), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectMethod("CGameObj", "int get_y() const property", asMETHOD(CGameObj, GetY), asCALL_THISCALL); assert( r >= 0 );
r = engine->RegisterObjectMethod("CGameObj", "bool Move(int dx, int dy)", asMETHOD(CGameObj, Move), asCALL_THISCALL); assert( r >= 0 );
// The script can kill the owning object
r = engine->RegisterObjectMethod("CGameObj", "void Kill()", asMETHOD(CGameObj, Kill), asCALL_THISCALL); assert( r >= 0 );
// The script can send a message to the other object through this method
// Observe the autohandle @+ to tell AngelScript to automatically release the handle after the call
// The generic handle type is used to allow the script to pass any object to
// the other script without the application having to know anything about it
r = engine->RegisterObjectMethod("CGameObj", "void Send(ref msg, const CGameObj @+ to)", asMETHOD(CGameObj, Send), asCALL_THISCALL); assert( r >= 0 );
// The game engine will determine the class that represents the controller
// by checking if the class implements the IController interface. No methods
// are registered for this interface, as the script shouldn't be required to
// implement the methods. This will allow the game engine to avoid calling
// methods that doesn't do anything, thus improving performance.
r = engine->RegisterInterface("IController"); assert( r >= 0 );
// Register the game manager as a singleton. The script will access it through the global property
r = engine->RegisterObjectType("CGameMgr", 0, asOBJ_REF | asOBJ_NOHANDLE); assert( r >= 0 );
// Register the game manager's methods
r = engine->RegisterGlobalProperty("CGameMgr game", gameMgr); assert( r >= 0 );
// The script can determine what the user wants to do through the actionStates
r = engine->RegisterObjectMethod("CGameMgr", "bool get_actionState(int idx) property", asMETHOD(CGameMgr, GetActionState), asCALL_THISCALL); assert( r >= 0 );
// The script can call this method to end the game
r = engine->RegisterObjectMethod("CGameMgr", "void EndGame(bool win)", asMETHOD(CGameMgr, EndGame), asCALL_THISCALL); assert( r >= 0 );
// Register a method that will allow the script to find an object by its name.
// This returns the object as const handle, as the script should only be
// allow to directly modify its owner object.
// Observe the @+ that tells AngelScript to automatically increase the refcount
r = engine->RegisterObjectMethod("CGameMgr", "const CGameObj @+ FindObjByName(const string &in name)", asMETHOD(CGameMgr, FindGameObjByName), asCALL_THISCALL); assert( r >= 0 );
return 0;
}
void CScriptMgr::MessageCallback(const asSMessageInfo &msg)
{
const char *type = "ERR ";
if( msg.type == asMSGTYPE_WARNING )
type = "WARN";
else if( msg.type == asMSGTYPE_INFORMATION )
type = "INFO";
cout << msg.section << " (" << msg.row << ", " << msg.col << ") : " << type << " : " << msg.message << endl;
if( msg.type == asMSGTYPE_ERROR )
hasCompileErrors = true;
}
CScriptMgr::SController *CScriptMgr::GetControllerScript(const string &script)
{
int r;
// Find the cached controller
for( unsigned int n = 0; n < controllers.size(); n++ )
{
if( controllers[n]->module == script )
return controllers[n];
}
// No controller, check if the script has already been loaded
asIScriptModule *mod = engine->GetModule(script.c_str(), asGM_ONLY_IF_EXISTS);
if( mod )
{
// We've already attempted loading the script before, but there is no controller
return 0;
}
// Compile the script into the module
CScriptBuilder builder;
r = builder.StartNewModule(engine, script.c_str());
if( r < 0 )
return 0;
// If the script file doesn't exist, then there is no script controller for this type
FILE *f;
if( (f = fopen((script + ".as").c_str(), "r")) == 0 )
return 0;
fclose(f);
// Let the builder load the script, and do the necessary pre-processing (include files, etc)
r = builder.AddSectionFromFile((script + ".as").c_str());
if( r < 0 )
return 0;
r = builder.BuildModule();
if( r < 0 )
return 0;
// Cache the functions and methods that will be used
SController *ctrl = new SController;
controllers.push_back(ctrl);
ctrl->module = script;
// Find the class that implements the IController interface
mod = engine->GetModule(script.c_str(), asGM_ONLY_IF_EXISTS);
asITypeInfo *type = 0;
int tc = mod->GetObjectTypeCount();
for( int n = 0; n < tc; n++ )
{
bool found = false;
type = mod->GetObjectTypeByIndex(n);
int ic = type->GetInterfaceCount();
for( int i = 0; i < ic; i++ )
{
if( strcmp(type->GetInterface(i)->GetName(), "IController") == 0 )
{
found = true;
break;
}
}
if( found == true )
{
ctrl->type = type;
break;
}
}
if( ctrl->type == 0 )
{
cout << "Couldn't find the controller class for the type '" << script << "'" << endl;
controllers.pop_back();
delete ctrl;
return 0;
}
// Find the factory function
// The game engine will pass in the owning CGameObj to the controller for storage
string s = string(type->GetName()) + "@ " + string(type->GetName()) + "(CGameObj @)";
ctrl->factoryFunc = type->GetFactoryByDecl(s.c_str());
if( ctrl->factoryFunc == 0 )
{
cout << "Couldn't find the appropriate factory for the type '" << script << "'" << endl;
controllers.pop_back();
delete ctrl;
return 0;
}
// Find the optional event handlers
ctrl->onThinkMethod = type->GetMethodByDecl("void OnThink()");
ctrl->onMessageMethod = type->GetMethodByDecl("void OnMessage(ref @msg, const CGameObj @sender)");
// Add the cache as user data to the type for quick access
type->SetUserData(ctrl);
return ctrl;
}
asIScriptObject *CScriptMgr::CreateController(const string &script, CGameObj *gameObj)
{
int r;
asIScriptObject *obj = 0;
SController *ctrl = GetControllerScript(script);
if( ctrl == 0 ) return 0;
// Create the object using the factory function
asIScriptContext *ctx = PrepareContextFromPool(ctrl->factoryFunc);
// Pass the object pointer to the script function. With this call the
// context will automatically increase the reference count for the object.
ctx->SetArgObject(0, gameObj);
// Make the call and take care of any errors that may happen
r = ExecuteCall(ctx);
if( r == asEXECUTION_FINISHED )
{
// Get the newly created object
obj = *((asIScriptObject**)ctx->GetAddressOfReturnValue());
// Since a reference will be kept to this object
// it is necessary to increase the ref count
obj->AddRef();
}
// Return the context to the pool so it can be reused
ReturnContextToPool(ctx);
return obj;
}
void CScriptMgr::CallOnThink(asIScriptObject *object)
{
// Find the cached onThink method id
SController *ctrl = reinterpret_cast<SController*>(object->GetObjectType()->GetUserData());
// Call the method using the shared context
if( ctrl->onThinkMethod != 0 )
{
asIScriptContext *ctx = PrepareContextFromPool(ctrl->onThinkMethod);
ctx->SetObject(object);
ExecuteCall(ctx);
ReturnContextToPool(ctx);
}
}
void CScriptMgr::CallOnMessage(asIScriptObject *object, CScriptHandle &msg, CGameObj *caller)
{
// Find the cached onMessage method id
SController *ctrl = reinterpret_cast<SController*>(object->GetObjectType()->GetUserData());
// Call the method using the shared context
if( ctrl->onMessageMethod != 0 )
{
asIScriptContext *ctx = PrepareContextFromPool(ctrl->onMessageMethod);
ctx->SetObject(object);
ctx->SetArgObject(0, &msg);
ctx->SetArgObject(1, caller);
ExecuteCall(ctx);
ReturnContextToPool(ctx);
}
}
int CScriptMgr::ExecuteCall(asIScriptContext *ctx)
{
int r = ctx->Execute();
if( r != asEXECUTION_FINISHED )
{
if( r == asEXECUTION_EXCEPTION )
{
cout << "Exception: " << ctx->GetExceptionString() << endl;
cout << "Function: " << ctx->GetExceptionFunction()->GetDeclaration() << endl;
cout << "Line: " << ctx->GetExceptionLineNumber() << endl;
// It is possible to print more information about the location of the
// exception, for example the call stack, values of variables, etc if
// that is of interest.
}
}
return r;
}
asIScriptContext *CScriptMgr::PrepareContextFromPool(asIScriptFunction *func)
{
asIScriptContext *ctx = 0;
if( contexts.size() )
{
ctx = *contexts.rbegin();
contexts.pop_back();
}
else
ctx = engine->CreateContext();
int r = ctx->Prepare(func); assert( r >= 0 );
return ctx;
}
void CScriptMgr::ReturnContextToPool(asIScriptContext *ctx)
{
contexts.push_back(ctx);
// Unprepare the context to free any objects that might be held
// as we don't know when the context will be used again.
ctx->Unprepare();
}