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scummvm/engines/wintermute/Base/scriptables/ScEngine.cpp
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/dcgf.h"
#include "engines/wintermute/Base/scriptables/ScEngine.h"
#include "engines/wintermute/utils/StringUtil.h"
#include "engines/wintermute/Base/scriptables/ScValue.h"
#include "engines/wintermute/Base/scriptables/ScScript.h"
#include "engines/wintermute/Base/scriptables/ScStack.h"
#include "engines/wintermute/Base/scriptables/SXMath.h"
#include "engines/wintermute/Base/BRegistry.h"
#include "engines/wintermute/Base/BGame.h"
#include "engines/wintermute/Base/BSound.h"
#include "engines/wintermute/Base/BFileManager.h"
namespace WinterMute {
IMPLEMENT_PERSISTENT(CScEngine, true)
#define COMPILER_DLL "dcscomp.dll"
//////////////////////////////////////////////////////////////////////////
CScEngine::CScEngine(CBGame *inGame): CBBase(inGame) {
Game->LOG(0, "Initializing scripting engine...");
if (_compilerAvailable) Game->LOG(0, " Script compiler bound successfuly");
else Game->LOG(0, " Script compiler is NOT available");
_globals = new CScValue(Game);
// register 'Game' as global variable
if (!_globals->propExists("Game")) {
CScValue val(Game);
val.setNative(Game, true);
_globals->setProp("Game", &val);
}
// register 'Math' as global variable
if (!_globals->propExists("Math")) {
CScValue val(Game);
val.setNative(Game->_mathClass, true);
_globals->setProp("Math", &val);
}
// prepare script cache
for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) _cachedScripts[i] = NULL;
_currentScript = NULL;
_fileToCompile = NULL;
_compileErrorCallback = NULL;
_compileErrorCallbackData = NULL;
_parseElementCallback = NULL;
_parseElementCallbackData = NULL;
_isProfiling = false;
_profilingStartTime = 0;
//EnableProfiling();
}
//////////////////////////////////////////////////////////////////////////
CScEngine::~CScEngine() {
Game->LOG(0, "Shutting down scripting engine");
saveBreakpoints();
disableProfiling();
cleanup();
for (int i = 0; i < _breakpoints.GetSize(); i++) {
delete _breakpoints[i];
_breakpoints[i] = NULL;
}
_breakpoints.RemoveAll();
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::cleanup() {
for (int i = 0; i < _scripts.GetSize(); i++) {
if (!_scripts[i]->_thread && _scripts[i]->_owner) _scripts[i]->_owner->removeScript(_scripts[i]);
delete _scripts[i];
_scripts.RemoveAt(i);
i--;
}
_scripts.RemoveAll();
delete _globals;
_globals = NULL;
emptyScriptCache();
_currentScript = NULL; // ref only
delete[] _fileToCompile;
_fileToCompile = NULL;
_compileErrorCallback = NULL;
_compileErrorCallbackData = NULL;
_parseElementCallback = NULL;
_parseElementCallbackData = NULL;
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
byte *CScEngine::loadFile(void *data, char *filename, uint32 *size) {
CBGame *Game = (CBGame *)data;
return Game->_fileManager->readWholeFile(filename, size);
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::closeFile(void *data, byte *buffer) {
delete [] buffer;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::addError(void *data, int line, char *text) {
CBGame *Game = (CBGame *)data;
if (Game) {
if (Game->_scEngine && Game->_scEngine->_fileToCompile)
Game->LOG(0, "Compiling script '%s'...", Game->_scEngine->_fileToCompile);
Game->LOG(0, " Error@line %d: %s", line, text);
// redirect to an engine's own callback
if (Game->_scEngine && Game->_scEngine->_compileErrorCallback) {
Game->_scEngine->_compileErrorCallback(line, text, Game->_scEngine->_compileErrorCallbackData);
}
}
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::parseElement(void *data, int line, int type, void *elementData) {
CBGame *Game = (CBGame *)data;
if (Game) {
// redirect to an engine's own callback
if (Game->_scEngine && Game->_scEngine->_parseElementCallback) {
Game->_scEngine->_parseElementCallback(line, type, elementData, Game->_scEngine->_compileErrorCallbackData);
}
}
}
//////////////////////////////////////////////////////////////////////////
CScScript *CScEngine::runScript(const char *filename, CBScriptHolder *owner) {
byte *compBuffer;
uint32 compSize;
// get script from cache
compBuffer = getCompiledScript(filename, &compSize);
if (!compBuffer) return NULL;
// add new script
CScScript *script = new CScScript(Game, this);
HRESULT ret = script->create(filename, compBuffer, compSize, owner);
if (FAILED(ret)) {
Game->LOG(ret, "Error running script '%s'...", filename);
delete script;
return NULL;
} else {
// publish the "self" pseudo-variable
CScValue val(Game);
if (owner)val.setNative(owner, true);
else val.setNULL();
script->_globals->setProp("self", &val);
script->_globals->setProp("this", &val);
_scripts.Add(script);
Game->getDebugMgr()->onScriptInit(script);
return script;
}
}
//////////////////////////////////////////////////////////////////////////
byte *CScEngine::getCompiledScript(const char *filename, uint32 *outSize, bool ignoreCache) {
// is script in cache?
if (!ignoreCache) {
for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) {
if (_cachedScripts[i] && scumm_stricmp(_cachedScripts[i]->_filename.c_str(), filename) == 0) {
_cachedScripts[i]->_timestamp = CBPlatform::getTime();
*outSize = _cachedScripts[i]->_size;
return _cachedScripts[i]->_buffer;
}
}
}
// nope, load it
byte *compBuffer;
uint32 compSize;
bool compiledNow = false;
uint32 size;
byte *buffer = Game->_fileManager->readWholeFile(filename, &size);
if (!buffer) {
Game->LOG(0, "CScEngine::GetCompiledScript - error opening script '%s'", filename);
return NULL;
}
// needs to be compiled?
if (FROM_LE_32(*(uint32 *)buffer) == SCRIPT_MAGIC) {
compBuffer = buffer;
compSize = size;
} else {
if (!_compilerAvailable) {
Game->LOG(0, "CScEngine::GetCompiledScript - script '%s' needs to be compiled but compiler is not available", filename);
delete [] buffer;
return NULL;
}
// This code will never be called, since _compilerAvailable is const false.
// It's only here in the event someone would want to reinclude the compiler.
error("Script needs compilation, ScummVM does not contain a WME compiler");
}
byte *ret = NULL;
// add script to cache
CScCachedScript *cachedScript = new CScCachedScript(filename, compBuffer, compSize);
if (cachedScript) {
int index = 0;
uint32 MinTime = CBPlatform::getTime();
for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) {
if (_cachedScripts[i] == NULL) {
index = i;
break;
} else if (_cachedScripts[i]->_timestamp <= MinTime) {
MinTime = _cachedScripts[i]->_timestamp;
index = i;
}
}
if (_cachedScripts[index] != NULL) delete _cachedScripts[index];
_cachedScripts[index] = cachedScript;
ret = cachedScript->_buffer;
*outSize = cachedScript->_size;
}
// cleanup
delete [] buffer;
if (compiledNow) ExtReleaseBuffer(compBuffer);
return ret;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::tick() {
if (_scripts.GetSize() == 0)
return S_OK;
// resolve waiting scripts
for (int i = 0; i < _scripts.GetSize(); i++) {
switch (_scripts[i]->_state) {
case SCRIPT_WAITING: {
/*
bool obj_found=false;
for(int j=0; j<Game->_regObjects.GetSize(); j++)
{
if(Game->_regObjects[j] == _scripts[i]->_waitObject)
{
if(Game->_regObjects[j]->IsReady()) _scripts[i]->Run();
obj_found = true;
break;
}
}
if(!obj_found) _scripts[i]->finish(); // _waitObject no longer exists
*/
if (Game->validObject(_scripts[i]->_waitObject)) {
if (_scripts[i]->_waitObject->isReady()) _scripts[i]->run();
} else _scripts[i]->finish();
break;
}
case SCRIPT_SLEEPING: {
if (_scripts[i]->_waitFrozen) {
if (_scripts[i]->_waitTime <= CBPlatform::getTime()) _scripts[i]->run();
} else {
if (_scripts[i]->_waitTime <= Game->_timer) _scripts[i]->run();
}
break;
}
case SCRIPT_WAITING_SCRIPT: {
if (!isValidScript(_scripts[i]->_waitScript) || _scripts[i]->_waitScript->_state == SCRIPT_ERROR) {
// fake return value
_scripts[i]->_stack->pushNULL();
_scripts[i]->_waitScript = NULL;
_scripts[i]->run();
} else {
if (_scripts[i]->_waitScript->_state == SCRIPT_THREAD_FINISHED) {
// copy return value
_scripts[i]->_stack->push(_scripts[i]->_waitScript->_stack->pop());
_scripts[i]->run();
_scripts[i]->_waitScript->finish();
_scripts[i]->_waitScript = NULL;
}
}
break;
}
default:
//warning("CScEngine::Tick - Unhandled enum");
break;
} // switch
} // for each script
// execute scripts
for (int i = 0; i < _scripts.GetSize(); i++) {
// skip paused scripts
if (_scripts[i]->_state == SCRIPT_PAUSED) continue;
// time sliced script
if (_scripts[i]->_timeSlice > 0) {
uint32 StartTime = CBPlatform::getTime();
while (_scripts[i]->_state == SCRIPT_RUNNING && CBPlatform::getTime() - StartTime < _scripts[i]->_timeSlice) {
_currentScript = _scripts[i];
_scripts[i]->executeInstruction();
}
if (_isProfiling && _scripts[i]->_filename) addScriptTime(_scripts[i]->_filename, CBPlatform::getTime() - StartTime);
}
// normal script
else {
uint32 startTime = 0;
bool isProfiling = _isProfiling;
if (isProfiling) startTime = CBPlatform::getTime();
while (_scripts[i]->_state == SCRIPT_RUNNING) {
_currentScript = _scripts[i];
_scripts[i]->executeInstruction();
}
if (isProfiling && _scripts[i]->_filename) addScriptTime(_scripts[i]->_filename, CBPlatform::getTime() - startTime);
}
_currentScript = NULL;
}
removeFinishedScripts();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::tickUnbreakable() {
// execute unbreakable scripts
for (int i = 0; i < _scripts.GetSize(); i++) {
if (!_scripts[i]->_unbreakable) continue;
while (_scripts[i]->_state == SCRIPT_RUNNING) {
_currentScript = _scripts[i];
_scripts[i]->executeInstruction();
}
_scripts[i]->finish();
_currentScript = NULL;
}
removeFinishedScripts();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::removeFinishedScripts() {
// remove finished scripts
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i]->_state == SCRIPT_FINISHED || _scripts[i]->_state == SCRIPT_ERROR) {
if (!_scripts[i]->_thread && _scripts[i]->_owner) _scripts[i]->_owner->removeScript(_scripts[i]);
Game->getDebugMgr()->onScriptShutdown(_scripts[i]);
delete _scripts[i];
_scripts.RemoveAt(i);
i--;
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
int CScEngine::getNumScripts(int *running, int *waiting, int *persistent) {
int numRunning = 0, numWaiting = 0, numPersistent = 0, numTotal = 0;
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i]->_state == SCRIPT_FINISHED) continue;
switch (_scripts[i]->_state) {
case SCRIPT_RUNNING:
case SCRIPT_SLEEPING:
case SCRIPT_PAUSED:
numRunning++;
break;
case SCRIPT_WAITING:
numWaiting++;
break;
case SCRIPT_PERSISTENT:
numPersistent++;
break;
default:
warning("CScEngine::GetNumScripts - unhandled enum");
break;
}
numTotal++;
}
if (running) *running = numRunning;
if (waiting) *waiting = numWaiting;
if (persistent) *persistent = numPersistent;
return numTotal;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::emptyScriptCache() {
for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) {
if (_cachedScripts[i]) {
delete _cachedScripts[i];
_cachedScripts[i] = NULL;
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::resetObject(CBObject *Object) {
// terminate all scripts waiting for this object
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i]->_state == SCRIPT_WAITING && _scripts[i]->_waitObject == Object) {
if (!Game->_compatKillMethodThreads) resetScript(_scripts[i]);
bool IsThread = _scripts[i]->_methodThread || _scripts[i]->_thread;
_scripts[i]->finish(!IsThread); // 1.9b1 - top-level script kills its threads as well
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::resetScript(CScScript *script) {
// terminate all scripts waiting for this script
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i]->_state == SCRIPT_WAITING_SCRIPT && _scripts[i]->_waitScript == script) {
_scripts[i]->finish();
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::persist(CBPersistMgr *persistMgr) {
if (!persistMgr->_saving) cleanup();
persistMgr->transfer(TMEMBER(Game));
persistMgr->transfer(TMEMBER(_currentScript));
persistMgr->transfer(TMEMBER(_fileToCompile));
persistMgr->transfer(TMEMBER(_globals));
_scripts.persist(persistMgr);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::editorCleanup() {
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i]->_owner == NULL && (_scripts[i]->_state == SCRIPT_FINISHED || _scripts[i]->_state == SCRIPT_ERROR)) {
delete _scripts[i];
_scripts.RemoveAt(i);
i--;
}
}
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::pauseAll() {
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i] != _currentScript) _scripts[i]->pause();
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::resumeAll() {
for (int i = 0; i < _scripts.GetSize(); i++)
_scripts[i]->resume();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::setFileToCompile(const char *filename) {
delete[] _fileToCompile;
_fileToCompile = new char[strlen(filename) + 1];
if (_fileToCompile) {
strcpy(_fileToCompile, filename);
return S_OK;
} else return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::setCompileErrorCallback(COMPILE_ERROR_CALLBACK callback, void *data) {
_compileErrorCallback = callback;
_compileErrorCallbackData = data;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::setParseElementCallback(PARSE_ELEMENT_CALLBACK callback, void *data) {
_parseElementCallback = callback;
_parseElementCallbackData = data;
}
//////////////////////////////////////////////////////////////////////////
bool CScEngine::isValidScript(CScScript *script) {
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i] == script) return true;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::clearGlobals(bool includingNatives) {
_globals->CleanProps(includingNatives);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::dbgSendScripts(IWmeDebugClient *client) {
// send global variables
_globals->dbgSendVariables(client, WME_DBGVAR_GLOBAL, NULL, 0);
// process normal scripts first
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i]->_thread || _scripts[i]->_methodThread) continue;
_scripts[i]->dbgSendScript(client);
}
// and threads later
for (int i = 0; i < _scripts.GetSize(); i++) {
if (_scripts[i]->_thread || _scripts[i]->_methodThread)
_scripts[i]->dbgSendScript(client);
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::addBreakpoint(const char *scriptFilename, int line) {
if (!Game->getDebugMgr()->_enabled) return S_OK;
CScBreakpoint *bp = NULL;
for (int i = 0; i < _breakpoints.GetSize(); i++) {
if (scumm_stricmp(_breakpoints[i]->_filename.c_str(), scriptFilename) == 0) {
bp = _breakpoints[i];
break;
}
}
if (bp == NULL) {
bp = new CScBreakpoint(scriptFilename);
_breakpoints.Add(bp);
}
for (int i = 0; i < bp->_lines.GetSize(); i++) {
if (bp->_lines[i] == line) return S_OK;
}
bp->_lines.Add(line);
// refresh changes
refreshScriptBreakpoints();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::removeBreakpoint(const char *scriptFilename, int line) {
if (!Game->getDebugMgr()->_enabled) return S_OK;
for (int i = 0; i < _breakpoints.GetSize(); i++) {
if (scumm_stricmp(_breakpoints[i]->_filename.c_str(), scriptFilename) == 0) {
for (int j = 0; j < _breakpoints[i]->_lines.GetSize(); j++) {
if (_breakpoints[i]->_lines[j] == line) {
_breakpoints[i]->_lines.RemoveAt(j);
if (_breakpoints[i]->_lines.GetSize() == 0) {
delete _breakpoints[i];
_breakpoints.RemoveAt(i);
}
// refresh changes
refreshScriptBreakpoints();
return S_OK;
}
}
break;
}
}
return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::refreshScriptBreakpoints() {
if (!Game->getDebugMgr()->_enabled) return S_OK;
for (int i = 0; i < _scripts.GetSize(); i++) {
refreshScriptBreakpoints(_scripts[i]);
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::refreshScriptBreakpoints(CScScript *script) {
if (!Game->getDebugMgr()->_enabled) return S_OK;
if (!script || !script->_filename) return E_FAIL;
for (int i = 0; i < _breakpoints.GetSize(); i++) {
if (scumm_stricmp(_breakpoints[i]->_filename.c_str(), script->_filename) == 0) {
script->_breakpoints.Copy(_breakpoints[i]->_lines);
return S_OK;
}
}
if (script->_breakpoints.GetSize() > 0) script->_breakpoints.RemoveAll();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::saveBreakpoints() {
if (!Game->getDebugMgr()->_enabled) return S_OK;
char text[512];
char key[100];
int count = 0;
for (int i = 0; i < _breakpoints.GetSize(); i++) {
for (int j = 0; j < _breakpoints[i]->_lines.GetSize(); j++) {
count++;
sprintf(key, "Breakpoint%d", count);
sprintf(text, "%s:%d", _breakpoints[i]->_filename.c_str(), _breakpoints[i]->_lines[j]);
Game->_registry->writeString("Debug", key, text);
}
}
Game->_registry->writeInt("Debug", "NumBreakpoints", count);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CScEngine::loadBreakpoints() {
if (!Game->getDebugMgr()->_enabled) return S_OK;
char key[100];
int count = Game->_registry->readInt("Debug", "NumBreakpoints", 0);
for (int i = 1; i <= count; i++) {
/* uint32 BufSize = 512; */
sprintf(key, "Breakpoint%d", i);
AnsiString breakpoint = Game->_registry->readString("Debug", key, "");
char *path = CBUtils::strEntry(0, breakpoint.c_str(), ':');
char *line = CBUtils::strEntry(1, breakpoint.c_str(), ':');
if (path != NULL && line != NULL) addBreakpoint(path, atoi(line));
delete[] path;
delete[] line;
path = NULL;
line = NULL;
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::addScriptTime(const char *filename, uint32 time) {
if (!_isProfiling) return;
AnsiString fileName = filename;
StringUtil::toLowerCase(fileName);
_scriptTimes[fileName] += time;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::enableProfiling() {
if (_isProfiling) return;
// destroy old data, if any
_scriptTimes.clear();
_profilingStartTime = CBPlatform::getTime();
_isProfiling = true;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::disableProfiling() {
if (!_isProfiling) return;
dumpStats();
_isProfiling = false;
}
//////////////////////////////////////////////////////////////////////////
void CScEngine::dumpStats() {
error("DumpStats not ported to ScummVM yet");
/* uint32 totalTime = CBPlatform::getTime() - _profilingStartTime;
typedef std::vector <std::pair<uint32, std::string> > TimeVector;
TimeVector times;
ScriptTimes::iterator it;
for (it = _scriptTimes.begin(); it != _scriptTimes.end(); it++) {
times.push_back(std::pair<uint32, std::string> (it->_value, it->_key));
}
std::sort(times.begin(), times.end());
TimeVector::reverse_iterator tit;
Game->LOG(0, "***** Script profiling information: *****");
Game->LOG(0, " %-40s %fs", "Total execution time", (float)totalTime / 1000);
for (tit = times.rbegin(); tit != times.rend(); tit++) {
Game->LOG(0, " %-40s %fs (%f%%)", tit->second.c_str(), (float)tit->first / 1000, (float)tit->first / (float)totalTime * 100);
}*/
}
} // end of namespace WinterMute