openclonk/src/script/C4AulLink.cpp

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/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001, 2006-2007 Sven Eberhardt
* Copyright (c) 2001-2002, 2004, 2007 Peter Wortmann
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* Copyright (c) 2006-2009, 2011 Günther Brammer
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
// links aul scripts; i.e. resolves includes & appends, etc
#include <C4Include.h>
#include <C4Aul.h>
#include <C4Def.h>
#include <C4DefList.h>
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#include <C4Material.h>
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#include <C4Game.h>
#include <C4GameObjects.h>
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// ResolveAppends and ResolveIncludes must be called both
// for each script. ResolveAppends has to be called first!
bool C4AulScript::ResolveAppends(C4DefList *rDefs)
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{
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// resolve local appends
if (State != ASS_PREPARSED) return false;
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for (std::list<C4ID>::iterator a = Appends.begin(); a != Appends.end(); ++a)
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{
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if (*a)
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{
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C4Def *Def = rDefs->ID2Def(*a);
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if (Def)
{
if (std::find(Def->Script.SourceScripts.begin(), Def->Script.SourceScripts.end(), GetScriptHost()) == Def->Script.SourceScripts.end())
Def->Script.SourceScripts.push_back(GetScriptHost());
}
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else
{
// save id in buffer because AulWarn will use the buffer of C4IdText
// to get the id of the object in which the error occurs...
// (stupid static buffers...)
Warn("#appendto %s not found", a->ToString());
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}
}
else
{
// append to all defs
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for (int i = 0; i < rDefs->GetDefCount(); i++)
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{
C4Def *pDef = rDefs->GetDef(i);
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if (!pDef) break;
if (pDef == GetPropList()) continue;
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// append
if (std::find(pDef->Script.SourceScripts.begin(), pDef->Script.SourceScripts.end(), GetScriptHost()) == pDef->Script.SourceScripts.end())
pDef->Script.SourceScripts.push_back(GetScriptHost());
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}
}
}
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return true;
}
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bool C4AulScript::ResolveIncludes(C4DefList *rDefs)
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{
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// Had been preparsed?
if (State != ASS_PREPARSED) return false;
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// has already been resolved?
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if (IncludesResolved) return true;
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// catch circular includes
if (Resolving)
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{
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C4AulParseError(this, "Circular include chain detected - ignoring all includes!").show();
IncludesResolved = true;
State = ASS_LINKED;
return false;
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}
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Resolving=true;
// append all includes to local script
for (std::list<C4ID>::reverse_iterator i = Includes.rbegin(); i != Includes.rend(); ++i)
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{
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C4Def *Def = rDefs->ID2Def(*i);
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if (Def)
{
// resolve #includes in included script first (#include-chains :( )
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if (!((C4AulScript &)Def->Script).IncludesResolved)
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if (!Def->Script.ResolveIncludes(rDefs))
continue; // skip this #include
for (std::list<C4ScriptHost *>::reverse_iterator s = Def->Script.SourceScripts.rbegin(); s != Def->Script.SourceScripts.rend(); ++s)
{
if (std::find(GetScriptHost()->SourceScripts.begin(), GetScriptHost()->SourceScripts.end(), *s) == GetScriptHost()->SourceScripts.end())
GetScriptHost()->SourceScripts.push_front(*s);
}
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}
else
{
// save id in buffer because AulWarn will use the buffer of C4IdText
// to get the id of the object in which the error occurs...
// (stupid static buffers...)
Warn("#include %s not found", i->ToString());
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}
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}
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IncludesResolved = true;
// includes/appends are resolved now (for this script)
Resolving=false;
State = ASS_LINKED;
return true;
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}
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void C4AulScript::LinkFunctions()
{
for (C4AulFunc *f = Func0; f; f = f->Next)
{
C4AulScriptFunc *sf = f->SFunc();
if (!sf) continue;
sf->OwnerOverloaded = GetPropList()->GetFunc(sf->Name);
if (sf->OwnerOverloaded && sf->OwnerOverloaded->Owner == this)
sf->OwnerOverloaded->OverloadedBy = sf;
GetPropList()->SetPropertyByS(sf->Name, C4VFunction(sf));
}
}
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void C4AulScript::UnLink()
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{
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// do not unlink temporary (e.g., DirectExec-script in ReloadDef)
if (Temporary) return;
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C4PropList * p = GetPropList();
if (p) p->C4PropList::Thaw();
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// delete included/appended functions
C4AulFunc* pFunc = FuncL;
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while (pFunc)
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{
C4AulFunc* pNextFunc = pFunc->Prev;
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// clear stuff that's set in LinkFunctions
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pFunc->UnLink();
C4Value v;
if (p && p->GetFunc(pFunc->Name) == pFunc && pFunc->SFunc())
{
p->ResetProperty(pFunc->Name);
C4AulFunc * overloaded = pFunc->SFunc()->OwnerOverloaded;
if (overloaded && overloaded != p->GetFunc(pFunc->Name))
p->SetPropertyByS(pFunc->Name, C4VFunction(overloaded));
}
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if (pFunc->SFunc() && pFunc->Owner != Engine && pFunc->Owner != pFunc->SFunc()->pOrgScript)
{
pFunc->RemoveFromScript();
pFunc->DecRef();
}
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pFunc = pNextFunc;
}
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// includes will have to be re-resolved now
IncludesResolved = false;
if (State > ASS_PREPARSED) State = ASS_PREPARSED;
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}
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void C4AulScriptFunc::UnLink()
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{
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OwnerOverloaded = NULL;
C4AulFunc::UnLink();
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}
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bool C4AulScript::ReloadScript(const char *szPath, const char *szLanguage)
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{
return false;
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}
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void C4AulScriptEngine::Link(C4DefList *rDefs)
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{
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try
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{
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// resolve appends
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->ResolveAppends(rDefs);
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// resolve includes
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->ResolveIncludes(rDefs);
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// put script functions into the proplist
LinkFunctions();
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// parse the scripts to byte code
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->Parse();
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// engine is always parsed (for global funcs)
State = ASS_PARSED;
// update material pointers
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::MaterialMap.UpdateScriptPointers();
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rDefs->CallEveryDefinition();
// Done modifying the proplists now
for (C4ScriptHost *s = Child0; s; s = s->Next)
s->GetPropList()->Freeze();
GetPropList()->Freeze();
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// display state
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LogF("C4AulScriptEngine linked - %d line%s, %d warning%s, %d error%s",
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lineCnt, (lineCnt != 1 ? "s" : ""), warnCnt, (warnCnt != 1 ? "s" : ""), errCnt, (errCnt != 1 ? "s" : ""));
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// reset counters
warnCnt = errCnt = lineCnt = 0;
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}
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catch (C4AulError *err)
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{
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// error??! show it!
err->show();
delete err;
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}
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}
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void C4AulScriptEngine::ReLink(C4DefList *rDefs)
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{
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// unlink scripts
UnLink();
// unlink defs
if (rDefs) rDefs->ResetIncludeDependencies();
// re-link
Link(rDefs);
// update effect pointers
::Objects.UpdateScriptPointers();
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// update material pointers
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::MaterialMap.UpdateScriptPointers();
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}
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bool C4AulScriptEngine::ReloadScript(const char *szScript, C4DefList *pDefs, const char *szLanguage)
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{
C4ScriptHost * s;
for (s = Child0; s; s = s->Next)
if (s->ReloadScript(szScript, szLanguage))
break;
if (!s)
return false;
// relink
ReLink(pDefs);
// ok
return true;
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}
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