openclonk/src/script/C4Aul.cpp

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/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2016, The OpenClonk Team and contributors
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*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
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*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
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*
* To redistribute this file separately, substitute the full license texts
* for the above references.
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*/
// Miscellaneous script engine bits
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#include "C4Include.h"
#include "script/C4Aul.h"
#include "script/C4AulExec.h"
#include "script/C4AulDebug.h"
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#include "config/C4Config.h"
#include "object/C4Def.h"
#include "lib/C4Log.h"
#include "c4group/C4Components.h"
#include "c4group/C4LangStringTable.h"
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C4AulError::C4AulError(): shown(false) {}
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void C4AulError::show()
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{
shown = true;
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// simply log error message
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if (sMessage)
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DebugLog(sMessage.getData());
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}
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const char *C4AulError::what() const noexcept
{
return sMessage ? sMessage.getData() : "(unknown error)";
}
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/*--- C4AulScriptEngine ---*/
C4AulScriptEngine::C4AulScriptEngine():
C4PropListStaticMember(NULL, NULL, ::Strings.RegString("Global")),
warnCnt(0), errCnt(0), lineCnt(0)
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{
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GlobalNamedNames.Reset();
GlobalNamed.Reset();
GlobalNamed.SetNameList(&GlobalNamedNames);
GlobalConstNames.Reset();
GlobalConsts.Reset();
GlobalConsts.SetNameList(&GlobalConstNames);
Child0 = ChildL = NULL;
RegisterGlobalConstant("Global", C4VPropList(this));
}
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C4AulScriptEngine::~C4AulScriptEngine()
{
Clear();
}
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void C4AulScriptEngine::Clear()
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{
#ifndef NOAULDEBUG
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// stop debugger
delete C4AulDebug::GetDebugger();
#endif
while (Child0)
if (Child0->Delete()) delete Child0;
else Child0->Unreg();
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// clear own stuff
C4PropListStaticMember::Clear();
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// reset values
warnCnt = errCnt = lineCnt = 0;
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// resetting name lists will reset all data lists, too
// except not...
GlobalNamedNames.Reset();
GlobalConstNames.Reset();
GlobalConsts.Reset();
GlobalConsts.SetNameList(&GlobalConstNames);
RegisterGlobalConstant("Global", C4VPropList(this));
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GlobalNamed.Reset();
GlobalNamed.SetNameList(&GlobalNamedNames);
UserFiles.clear();
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}
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void C4AulScriptEngine::RegisterGlobalConstant(const char *szName, const C4Value &rValue)
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{
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// Register name and set value.
// AddName returns the index of existing element if the name is assigned already.
// That is OK, since it will only change the value of the global ("overload" it).
// A warning would be nice here. However, this warning would show up whenever a script
// containing globals constants is recompiled.
GlobalConsts[GlobalConstNames.AddName(szName)] = rValue;
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}
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bool C4AulScriptEngine::GetGlobalConstant(const char *szName, C4Value *pTargetValue)
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{
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// get index of global by name
int32_t iConstIndex = GlobalConstNames.GetItemNr(szName);
// not found?
if (iConstIndex<0) return false;
// if it's found, assign the value if desired
if (pTargetValue) *pTargetValue = GlobalConsts[iConstIndex];
// constant exists
return true;
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}
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void C4AulScriptEngine::Denumerate(C4ValueNumbers * numbers)
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{
GlobalNamed.Denumerate(numbers);
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// runtime data only: don't denumerate consts
GameScript.ScenPropList.Denumerate(numbers);
C4PropListStaticMember::Denumerate(numbers);
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}
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void C4AulScriptEngine::CompileFunc(StdCompiler *pComp, C4ValueNumbers * numbers)
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{
assert(UserFiles.empty()); // user files must not be kept open
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C4ValueMapData GlobalNamedDefault;
GlobalNamedDefault.SetNameList(&GlobalNamedNames);
pComp->Value(mkNamingAdapt(mkParAdapt(GlobalNamed, numbers), "StaticVariables", GlobalNamedDefault));
pComp->Value(mkNamingAdapt(mkParAdapt(*GameScript.ScenPropList._getPropList(), numbers), "Scenario"));
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}
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std::list<const char*> C4AulScriptEngine::GetFunctionNames(C4PropList * p)
{
std::list<const char*> functions;
std::list<const char*> global_functions;
auto sort_alpha = [](const char * const &a, const char * const &b) -> bool { return strcmp(a, b) < 0; };
if (!p) p = GetPropList();
const C4ValueArray * a = p->GetProperties();
for (int i = 0; i < a->GetSize(); ++i)
{
C4String * key = (*a)[i].getStr();
if (!key) continue;
C4AulFunc * f = p->GetFunc(key);
if (!f) continue;
if (!f->GetPublic()) continue;
if (!::ScriptEngine.GetPropList()->HasProperty(key))
functions.push_back(key->GetCStr());
else
global_functions.push_back(key->GetCStr());
}
delete a;
functions.sort(sort_alpha);
if (!functions.empty() && !global_functions.empty()) functions.push_back(0); // separator
global_functions.sort(sort_alpha);
functions.splice(functions.end(), global_functions);
return functions;
}
int32_t C4AulScriptEngine::CreateUserFile()
{
// create new file and return handle
// find empty handle
int32_t last_handle = 1;
for (std::list<C4AulUserFile>::const_iterator i = UserFiles.begin(); i != UserFiles.end(); ++i)
if ((*i).GetHandle() >= last_handle)
last_handle = (*i).GetHandle()+1;
// Create new user file
UserFiles.push_back(C4AulUserFile(last_handle));
return last_handle;
}
void C4AulScriptEngine::CloseUserFile(int32_t handle)
{
// close user file given by handle
for (std::list<C4AulUserFile>::iterator i = UserFiles.begin(); i != UserFiles.end(); ++i)
if ((*i).GetHandle() == handle)
{
UserFiles.erase(i);
break;
}
}
C4AulUserFile *C4AulScriptEngine::GetUserFile(int32_t handle)
{
// get user file given by handle
for (std::list<C4AulUserFile>::iterator i = UserFiles.begin(); i != UserFiles.end(); ++i)
if ((*i).GetHandle() == handle)
{
return &*i;
}
// not found
return NULL;
}
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/*--- C4AulFuncMap ---*/
C4AulFuncMap::C4AulFuncMap(): FuncCnt(0)
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{
memset(Funcs, 0, sizeof (C4AulFunc *) * HashSize);
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}
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C4AulFuncMap::~C4AulFuncMap()
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{
assert(!FuncCnt);
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}
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unsigned int C4AulFuncMap::Hash(const char * name)
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{
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// Fowler/Noll/Vo hash
unsigned int h = 2166136261u;
while (*name)
h = (h ^ *(name++)) * 16777619;
return h;
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}
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C4AulFunc * C4AulFuncMap::GetFirstFunc(const char * Name)
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{
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if (!Name) return NULL;
C4AulFunc * Func = Funcs[Hash(Name) % HashSize];
while (Func && !SEqual(Name, Func->GetName()))
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Func = Func->MapNext;
return Func;
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}
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C4AulFunc * C4AulFuncMap::GetNextSNFunc(const C4AulFunc * After)
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{
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C4AulFunc * Func = After->MapNext;
while (Func && After->GetName() != Func->GetName())
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Func = Func->MapNext;
return Func;
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}
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void C4AulFuncMap::Add(C4AulFunc * func)
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{
++FuncCnt;
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// Get a pointer to the bucket
C4AulFunc ** pFunc = &(Funcs[Hash(func->GetName()) % HashSize]);
// move the current first to the second position
func->MapNext = *pFunc;
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// Add the func
*pFunc = func;
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}
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void C4AulFuncMap::Remove(C4AulFunc * func)
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{
C4AulFunc ** pFunc = &Funcs[Hash(func->GetName()) % HashSize];
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while (*pFunc != func)
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{
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pFunc = &((*pFunc)->MapNext);
assert(*pFunc); // crash on remove of a not contained func
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}
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*pFunc = (*pFunc)->MapNext;
--FuncCnt;
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}