Commit Graph

135 Commits (b0b0533227fb8d2d9d4ab676270618bf11cd64b4)

Author SHA1 Message Date
Sven Eberhardt ebda8193ef Replace NULL by nullptr in C++ sources
We don't support pre-C++0x any more, so nullptr should be fine everywhere (except in the plain C source files)
2016-11-02 19:58:02 -04:00
Nicolas Hake e2fd7095c1 Merge branch 'ast'
# Conflicts:
#	src/C4Include.h
#	src/script/C4AulCompiler.cpp
#	src/script/C4AulParse.cpp
#	src/script/C4AulParse.h
#	src/script/C4ScriptHost.cpp
#	src/script/C4ScriptHost.h
#	tests/CMakeLists.txt
2016-10-20 17:33:02 +02:00
Nicolas Hake 9caaf1e298 Aul: Split out error handling into a separate class for easier testing
By using an extern error handler in the script engine, we can mock that
handler and make sure something that should fail actually does, instead
of having to parse log messages.
2016-10-19 14:20:41 +02:00
Armin Burgmeier 836927d93c Don't leak static proplists with cyclic references
If a local variable in a definition was set to a proplist inside the
Definition() callback, and that proplist contained cyclic references
then those references were leaked. Typically cyclic references for
script-created proplists are broken in
C4PropListScript::ClearScriptPropLists, however definition proplists
are changed to be static proplists in
C4PropList::FreezeAndMakeStaticRecursively.

To fix this, each script host maintains a list of proplists made static
by FreezeAndMakeStaticRecursively, and explicitly deletes all of these
proplists on Clear().

This leak also leads to an assertion failure inside
C4PropListScript::ClearScriptPropLists in debug mode, and can also be
observed by C4PropList::PropLists not being empty after game clear.

The definition in Objects.ocd/Helpers.ocd/UserAction.ocd constructs
cyclic proplists in its Definition() call. A simpler, more minimal way
to provoke the leak is the following (it provokes the leak but not the
assertion failure):

    local bla;

    func Definition(def)
    {
        bla = {};
        bla.test = { Name="Test222" , Options = { Name="Test333" } };
        bla.test.Options.Link = { Name="Test444", Blub=bla.test };
    }
2016-09-30 17:50:41 -10:00
Nicolas Hake 092a23c2f7 Aul: Parse scripts into an AST, then generate bytecode from that
This commit contains a fairly substantial rewrite of the C4Script code
generator. Instead of generating bytecode while parsing the script,
we're now parsing the script into a syntax tree, and have any further
processing happen on that instead of the raw source.

At this time, the code generator emits the same bytecode as the old
parser; there are several optimization opportunities that arise from the
new possibility to emit code out of order from its specification by the
author.

Compared to the old compiler, this one is still rather deficient when
dealing with incorrect code; it's also not emitting several warnings
that used to be diagnosed.
2016-05-12 19:43:48 +02:00
Nicolas Hake c8d71d47c0 C4CodeGen: Rename to C4AulCompiler
I need to split up C4CodeGen into smaller parts, and having the bit that
actually generates the bytecode named C4CodeGenCodeGen would be silly.
2016-05-09 12:21:33 +02:00
Günther Brammer 4092911349 Move code generation into its own class 2016-04-28 03:25:47 +02:00
Günther Brammer b00b8554ab Merge branch script 2016-04-28 03:25:44 +02:00
Günther Brammer d45ac946fe Add C4AulParseError constructor and cease reusing it for warnings
The nontrivial code that formats the position is now a function of
C4AulParse used by both warnings and errors.
2016-04-28 02:59:12 +02:00
Günther Brammer e8811a7b21 Move global effects from ::Game to ::ScriptEngine
This even enables some simplification in the CompileFuncs, since the global
effects were already put in the same section as the other ScriptEngine
parts. The callback for updates due to relinks also fits nicely.

The reset in C4Game::Default was redundant with C4Game::Clear already.
2016-04-24 19:40:28 +02:00
Nicolas Hake 367f58b1cc C4AulParseError: Enable creation from host and source pointer
Instead of having a C4AulParseError constructor read the location data
from the parse state, allow explicit construction from a known location.
2016-04-24 14:01:23 +02:00
Nicolas Hake eabca223f5 Update all copyright notices for 2016 2016-04-03 20:24:42 +02:00
Nicolas Hake 493c276126 Rewrite header inclusions to #include "path/to/file.h" style 2016-04-03 20:24:42 +02:00
Günther Brammer 6a6c0d8b0b Optionally warn about too many parameters in -> calls, too
While at it, only consult the right function for direct calls, not any
other function with the same name.
2016-02-02 02:57:49 +01:00
Günther Brammer 87689d9f49 Move the global proplist from a member of ScriptEngine to an ancestor
While at it, denumerate the global proplist. Not that it contains anything
to denumerate, but someday it might?
2016-02-02 02:57:48 +01:00
Günther Brammer 6f98fb2e66 Remove C4AulScript class
It isn't needed to hold engine functions anymore, because those are just
put into C4PropLists.
2016-02-02 02:57:47 +01:00
Günther Brammer 9dafc6424b Make the ScriptEngine not a C4AulScript
Every script has its own C4ScriptHost, the ScriptEngine doesn't use
anything from C4AulScript.
2016-02-02 02:57:47 +01:00
Günther Brammer 473415bafa Stop using virtual functions to distinguish profiling all or some functions 2016-02-02 02:57:47 +01:00
Günther Brammer 9742a404ff Move Script Parser warning function to C4ScriptHost 2016-02-02 02:57:47 +01:00
Günther Brammer a6020197d7 Move script string table to C4ScriptHost
The string table in C4AulScriptEngine was never loaded.
2016-02-02 02:57:47 +01:00
Günther Brammer d3890f8c99 Remove empty C4AulScript::Clear()
The virtual call was only made from ~C4AulScript, and the deriving classes
already called their own Clear() from their own destructors.
2016-02-02 02:57:47 +01:00
Günther Brammer b21acff0c7 Move Scriptparser State into C4ScriptHost 2016-02-02 02:57:46 +01:00
Günther Brammer 234101ddbc Remove C4Script.h from C4Aul.h 2016-01-24 12:27:23 +01:00
Günther Brammer 20c22582ec Move DirectExec from C4AulScript to C4AulExec
In the long term, there is no reason DirectExec should be concerned with
C4AulScript/C4ScriptHost. In the meantime, the lookup code from Fneval can
be moved into the function.

This allows eval in scenario script to access scenario script locals, but
that seems harmless.
2016-01-24 12:27:23 +01:00
Günther Brammer 4c01592196 Move C4AulScriptFunc into its own source file 2016-01-24 12:27:23 +01:00
Günther Brammer ca9d95b25f Replace various C4AulFunc::Exec with C4PropList::Call
In C4Control.cpp, this improves correctness by selecting the right global
function instead of a random function.
2016-01-24 12:27:23 +01:00
Günther Brammer 507b63a55a Functions store their containing proplist instead of the C4AulScript
The C4AulScript containing the source of the function was already mostly
used to get the relevant proplist or available from context. This will
allow more than one proplist plus the global one per scripthost to contain
functions.
2016-01-24 12:27:23 +01:00
Günther Brammer e1a38ee010 Move references to ::Objects and ::MaterialMap from C4AulLink to C4Game
This changes the order in which the various parts of the engine are updated
after a definition reload, but they should not interfere with each other.
2016-01-24 02:09:14 +01:00
Nicolas Hake 9a9bcd0568 C4AulError: derive from std::exception 2016-01-23 13:49:08 +01:00
Nicolas Hake be1a148915 Aul: Remove C4AulAccess enum
We're not doing access controls anyway, so tracking information about it
isn't useful.
2015-03-25 22:32:19 +01:00
Günther Brammer b7a022852e Revert "Move C4Aul code into separate subdirectory"
The distinction between the "aul" and "non-aul" parts of
the script engine are mostly historical accident, and the
current organization of the source code does not use
sub-subdirectories. I'd like to keep it that way.

This reverts commit 69ba06b8d0.
2014-05-12 02:24:19 +02:00
Nicolas Hake 69ba06b8d0 Move C4Aul code into separate subdirectory 2014-05-11 16:17:48 +02:00
Sven Eberhardt 445d759a72 Change == and != to do pointer comparison on arrays and proplists (formerly === and !==). Remove === and !=== and introduce function DeepEqual for contents comparison.
There have been some bugs and crashes related to unwanted deep comparison (e.g. in the maze scenario). Scripters very rarely need deep comparison, so it should not be the default for the most commonly used operator.

This also changes behaviour of GetIndexOf to do pointer comparison.

This change has Guenther's seal of approval.
2014-04-19 22:33:31 +02:00
Sven Eberhardt 5094cc5c1b Reworked "Save as scenario" option in editor to write a script file instead of Game.txt. 2013-12-27 17:10:09 +01:00
Nicolas Hake e0dc30c59a Update copyright notices
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.

For the updated source files, the timeline has been split into three
parts:
 1. Pre-RWD code (before 2001)
 2. RWD code (2001 through 2009)
 3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
2013-12-23 13:03:19 +01:00
Tobias Zwick 94c618d153 add new type C4TimeMilliseconds for time measurements to solve problems when GetTime() overflows (#251)
The new type C4TimeMilliseconds behaves for the most part like a uint32_t but is overflow-proof in comparisons.
In some places, a 0-value (or uint_max) of the variable storing the time had the special meaning "not set yet". This has been resolved by having it as a pointer to C4TimeMilliseconds with NULL meaning that it has not been set yet.
2013-12-04 19:35:07 +07:00
Nicolas Hake 003f897cbe C4AulFunc: Improve const correctness 2013-11-02 13:40:33 +01:00
Günther Brammer 42608c5209 Remove C4DirectExecScript, use an existing scripthost for the eval function
Since the scripthost isn't used to store the bytecode anymore,
Parse_Expression doesn't modify it anymore. So there is no need for a
temporary one.
2013-01-23 21:36:21 +01:00
Günther Brammer 864c5c7ea8 copyright notices update 2012 2013-01-12 16:31:40 +01:00
Günther Brammer 6a6190564f Remove some forward declarations that are already in C4Prototypes.h 2012-12-31 22:03:12 +01:00
Günther Brammer af62ab7931 Move script bytecode from C4ScriptHost into C4AulScriptFunc
This makes functions independent of their "Code Owner"s, which removes the
necessity to maintain that connection and carefully reset functions when
their scripthost is cleared.
2012-10-21 18:14:32 +02:00
Günther Brammer bfdc02900c Change C4AulScript::GetPropList() return type to C4PropListStatic*
This doesn't actually change the type of any object, but shifts some casts
around.
2012-08-09 01:17:26 +02:00
Günther Brammer 3aaa37ad41 Store global proplist in a C4Value like the Scenario proplist
Since the script engine doesn't have an appropriate function to create the
proplist in, simply create it in the constructor and arrange for the
string table to be constructed first.
2012-07-26 01:27:52 +02:00
Günther Brammer 7f9ab9ac19 Script: this returns nil after RemoveObject instead of throwing
Because the interpreter throws for every function that is called with a
this parameter that has been removed, this() isn't a function anymore.
The function could stay around so that Call("this") or foo->this()
would still work, but I doubt any script ever did that.
2012-06-18 04:07:36 +02:00
Günther Brammer 23d1246be1 Script: Add === and !== operators
These operators have a stricter definition of equality than the == and !=
operators. Those are already stricter than in some other languages, so the
new ones are probably not needed very often. But if the need does arise,
there's no workaround short of modifying the data structures and checking
whether they are still the same.
2012-06-11 00:47:28 +02:00
Günther Brammer bd371e38c1 Make the child pointers of the scriptengine C4AulScript*s again
The rope will create a C4AulScript for the rope engine functions instead of
putting them into the global scope, and we might want to put C4Object-only
functions into a separate C4AulScript some day, too.
2012-06-07 21:07:31 +02:00
Günther Brammer cdeabedf77 Simplify C4AulFuncMap a bit
The map is currently only used in the parser for some warning heuristics.
Since it uses a hash table with separate chaining and the amount of
functions is fairly predictable, the hash table doesn't have to be
resizable.
2012-05-28 00:53:41 +02:00
Günther Brammer c6fe23729b Replace function list from C4AulScript with proplist enumeration
This finally makes the function list in C4AulScript unnecessary.
2012-05-28 00:50:13 +02:00
Günther Brammer 487a0ea38f Store a copy of the proplist the preparser created for include/appendto
The parser now copies the contents of the proplists in the order of their
source scripts into the final proplist. This way, local variable contents
get properly included, and the list of functions has one user less.
2012-05-28 00:31:55 +02:00
Günther Brammer e26bc8e33a Move some parser implementation details to C4ScriptHost 2012-05-27 23:47:07 +02:00