It pointed always to Pars + Func->GetParCount(). The only users were
VARN_CONTEXT, which can be replaced with PARN_CONTEXT that way, and
FOREACH_NEXT, where the parser can do the math and simply give a number
relative to the current stack position, like regular variable usages do.
This was used to name snapshot releases of the Network2 branch, and has
seen almost no use since.
C4ENGINEINFO(LONG) was a duplicate of C4ENGINENAME and C4ENGINECAPTION.
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.
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OpenClonk era have been replaced by a single notice ranging from the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.
fInternal basically acted as a reverse "evil bit" as in RFC 3514: when
set, the engine would not do any checks on the script contained in the
control packet, nor log the script (visibly in game; the packet log
would of course contain the packet). A malicious game client thus would
be able to inject arbitrary script without people (immediately) noticing
anything was amiss.
As of this patch, only the host is able to execute arbitrary scripts,
and those will be shown in the message board for all players to see.
This privilege can be irrevocably disabled in network games by any
client by using the "/nodebug" message board command.
Closes#936.
While fInternal-flagged script controls may be useful for debuggers to
evaluate watch expressions because they don't get shown ingame, they
also bypass all checks the engine does and as such are a nightmare in
network play.
Part of #936.
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.
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.
The C4AulScriptContext is now an implementation detail of C4AulExec.
Also consolidate the C4Object * Obj and C4PropList * Def members to just
C4PropList * Obj and convert that to C4Object * on demand.
This time with more manual checking and using git blame -M -C, so that
a few cases of copied code get a copyright notice corresponding to
their initial introduction.
The method to get the C4AulScript instance that stores the bytecode of a
function is ridiculous, but at least it's now capsuled in a function. While
at it, this also always stores the bytecode index instead of a bytecode
pointer in the function.
SPos is only needed to display debug messages. Not having that data in the
cache for normal execution speeds up script execution by ten percent on at
least one artificial benchmark.
If we only override the Close() function with no parameters, the
overload taking an addr_t gets hidden. So we specifically override that
as well, preventing a gcc warning.