/* 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/base/scriptables/script_engine.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/base/scriptables/script.h" #include "engines/wintermute/base/scriptables/script_stack.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/utils/utils.h" namespace Wintermute { IMPLEMENT_PERSISTENT(ScEngine, true) #define COMPILER_DLL "dcscomp.dll" ////////////////////////////////////////////////////////////////////////// ScEngine::ScEngine(BaseGame *inGame) : BaseClass(inGame) { _gameRef->LOG(0, "Initializing scripting engine..."); if (_compilerAvailable) { _gameRef->LOG(0, " Script compiler bound successfuly"); } else { _gameRef->LOG(0, " Script compiler is NOT available"); } _globals = new ScValue(_gameRef); // register 'Game' as global variable if (!_globals->propExists("Game")) { ScValue val(_gameRef); val.setNative(_gameRef, true); _globals->setProp("Game", &val); } // register 'Math' as global variable if (!_globals->propExists("Math")) { ScValue val(_gameRef); val.setNative(_gameRef->_mathClass, true); _globals->setProp("Math", &val); } // register 'Directory' as global variable if (!_globals->propExists("Directory")) { ScValue val(_gameRef); val.setNative(_gameRef->_directoryClass, true); _globals->setProp("Directory", &val); } // prepare script cache for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) { _cachedScripts[i] = nullptr; } _currentScript = nullptr; _isProfiling = false; _profilingStartTime = 0; //EnableProfiling(); } ////////////////////////////////////////////////////////////////////////// ScEngine::~ScEngine() { _gameRef->LOG(0, "Shutting down scripting engine"); disableProfiling(); cleanup(); } ////////////////////////////////////////////////////////////////////////// bool ScEngine::cleanup() { for (uint32 i = 0; i < _scripts.size(); i++) { if (!_scripts[i]->_thread && _scripts[i]->_owner) { _scripts[i]->_owner->removeScript(_scripts[i]); } delete _scripts[i]; _scripts.remove_at(i); i--; } _scripts.clear(); delete _globals; _globals = nullptr; emptyScriptCache(); _currentScript = nullptr; // ref only return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// byte *ScEngine::loadFile(void *data, char *filename, uint32 *size) { return BaseFileManager::getEngineInstance()->readWholeFile(filename, size); } ////////////////////////////////////////////////////////////////////////// void ScEngine::closeFile(void *data, byte *buffer) { delete[] buffer; } ////////////////////////////////////////////////////////////////////////// void ScEngine::parseElement(void *data, int line, int type, void *elementData) { } ////////////////////////////////////////////////////////////////////////// ScScript *ScEngine::runScript(const char *filename, BaseScriptHolder *owner) { byte *compBuffer; uint32 compSize; // get script from cache compBuffer = getCompiledScript(filename, &compSize); if (!compBuffer) { return nullptr; } // add new script #if EXTENDED_DEBUGGER_ENABLED DebuggableScEngine* debuggableEngine; debuggableEngine = dynamic_cast(this); // TODO: Not pretty assert(debuggableEngine); ScScript *script = new DebuggableScript(_gameRef, debuggableEngine); #else ScScript *script = new ScScript(_gameRef, this); #endif bool ret = script->create(filename, compBuffer, compSize, owner); if (DID_FAIL(ret)) { _gameRef->LOG(ret, "Error running script '%s'...", filename); delete script; return nullptr; } else { // publish the "self" pseudo-variable ScValue val(_gameRef); if (owner) { val.setNative(owner, true); } else { val.setNULL(); } script->_globals->setProp("self", &val); script->_globals->setProp("this", &val); _scripts.add(script); return script; } } ////////////////////////////////////////////////////////////////////////// byte *ScEngine::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 = g_system->getMillis(); *outSize = _cachedScripts[i]->_size; return _cachedScripts[i]->_buffer; } } } // nope, load it byte *compBuffer; uint32 compSize; uint32 size; byte *buffer = BaseEngine::instance().getFileManager()->readWholeFile(filename, &size); if (!buffer) { _gameRef->LOG(0, "ScEngine::GetCompiledScript - error opening script '%s'", filename); return nullptr; } // needs to be compiled? if (FROM_LE_32(*(uint32 *)buffer) == SCRIPT_MAGIC) { compBuffer = buffer; compSize = size; } else { if (!_compilerAvailable) { _gameRef->LOG(0, "ScEngine::GetCompiledScript - script '%s' needs to be compiled but compiler is not available", filename); delete[] buffer; return nullptr; } // 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 = nullptr; // add script to cache CScCachedScript *cachedScript = new CScCachedScript(filename, compBuffer, compSize); if (cachedScript) { int index = 0; uint32 minTime = g_system->getMillis(); for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) { if (_cachedScripts[i] == nullptr) { index = i; break; } else if (_cachedScripts[i]->_timestamp <= minTime) { minTime = _cachedScripts[i]->_timestamp; index = i; } } if (_cachedScripts[index] != nullptr) { delete _cachedScripts[index]; } _cachedScripts[index] = cachedScript; ret = cachedScript->_buffer; *outSize = cachedScript->_size; } // cleanup delete[] buffer; return ret; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::tick() { if (_scripts.size() == 0) { return STATUS_OK; } // resolve waiting scripts for (uint32 i = 0; i < _scripts.size(); i++) { switch (_scripts[i]->_state) { case SCRIPT_WAITING: { /* bool obj_found=false; for(int j=0; j<_gameRef->_regObjects.size(); j++) { if (_gameRef->_regObjects[j] == _scripts[i]->_waitObject) { if (_gameRef->_regObjects[j]->IsReady()) _scripts[i]->Run(); obj_found = true; break; } } if (!obj_found) _scripts[i]->finish(); // _waitObject no longer exists */ if (_gameRef->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 <= g_system->getMillis()) { _scripts[i]->run(); } } else { if (_scripts[i]->_waitTime <= _gameRef->getTimer()->getTime()) { _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 = nullptr; _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 = nullptr; } } break; } default: break; } // switch } // for each script // execute scripts for (uint32 i = 0; i < _scripts.size(); i++) { // skip paused scripts if (_scripts[i]->_state == SCRIPT_PAUSED) { continue; } // time sliced script if (_scripts[i]->_timeSlice > 0) { uint32 startTime = g_system->getMillis(); while (_scripts[i]->_state == SCRIPT_RUNNING && g_system->getMillis() - startTime < _scripts[i]->_timeSlice) { _currentScript = _scripts[i]; _scripts[i]->executeInstruction(); } if (_isProfiling && _scripts[i]->_filename) { addScriptTime(_scripts[i]->_filename, g_system->getMillis() - startTime); } } // normal script else { uint32 startTime = 0; bool isProfiling = _isProfiling; if (isProfiling) { startTime = g_system->getMillis(); } while (_scripts[i]->_state == SCRIPT_RUNNING) { _currentScript = _scripts[i]; _scripts[i]->executeInstruction(); } if (isProfiling && _scripts[i]->_filename) { addScriptTime(_scripts[i]->_filename, g_system->getMillis() - startTime); } } _currentScript = nullptr; } removeFinishedScripts(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::tickUnbreakable() { ScScript *oldScript = _currentScript; // execute unbreakable scripts for (uint32 i = 0; i < _scripts.size(); i++) { if (!_scripts[i]->_unbreakable) { continue; } while (_scripts[i]->_state == SCRIPT_RUNNING) { _currentScript = _scripts[i]; _scripts[i]->executeInstruction(); } _scripts[i]->finish(); _currentScript = oldScript; } // NB: Don't remove finished scripts here since we could be recursively // executing scripts. Doing so could invalidate the outer iteration in // ::tick() over _scripts. return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::removeFinishedScripts() { // remove finished scripts for (uint32 i = 0; i < _scripts.size(); 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]); } delete _scripts[i]; _scripts.remove_at(i); i--; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// int ScEngine::getNumScripts(int *running, int *waiting, int *persistent) { int numRunning = 0, numWaiting = 0, numPersistent = 0, numTotal = 0; for (uint32 i = 0; i < _scripts.size(); 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: // Those states were not handled in original WME as well: // * SCRIPT_FINISHED, // * SCRIPT_ERROR, // * SCRIPT_WAITING_SCRIPT, // * SCRIPT_THREAD_FINISHED debugN("ScEngine::GetNumScripts - unhandled enum: %d\n", _scripts[i]->_state); // This method calculates thread counts to be shown at debug screen only // Extend BaseGame::displayDebugInfo() if you want to handle those states break; } numTotal++; } if (running) { *running = numRunning; } if (waiting) { *waiting = numWaiting; } if (persistent) { *persistent = numPersistent; } return numTotal; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::emptyScriptCache() { for (int i = 0; i < MAX_CACHED_SCRIPTS; i++) { if (_cachedScripts[i]) { delete _cachedScripts[i]; _cachedScripts[i] = nullptr; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::resetObject(BaseObject *Object) { // terminate all scripts waiting for this object for (uint32 i = 0; i < _scripts.size(); i++) { if (_scripts[i]->_state == SCRIPT_WAITING && _scripts[i]->_waitObject == Object) { if (!_gameRef->_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 STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::resetScript(ScScript *script) { // terminate all scripts waiting for this script for (uint32 i = 0; i < _scripts.size(); i++) { if (_scripts[i]->_state == SCRIPT_WAITING_SCRIPT && _scripts[i]->_waitScript == script) { _scripts[i]->finish(); } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::persist(BasePersistenceManager *persistMgr) { if (!persistMgr->getIsSaving()) { cleanup(); } persistMgr->transferPtr(TMEMBER_PTR(_gameRef)); persistMgr->transferPtr(TMEMBER_PTR(_currentScript)); persistMgr->transferPtr(TMEMBER_PTR(_globals)); _scripts.persist(persistMgr); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void ScEngine::editorCleanup() { for (uint32 i = 0; i < _scripts.size(); i++) { if (_scripts[i]->_owner == nullptr && (_scripts[i]->_state == SCRIPT_FINISHED || _scripts[i]->_state == SCRIPT_ERROR)) { delete _scripts[i]; _scripts.remove_at(i); i--; } } } ////////////////////////////////////////////////////////////////////////// bool ScEngine::pauseAll() { for (uint32 i = 0; i < _scripts.size(); i++) { if (_scripts[i] != _currentScript) { _scripts[i]->pause(); } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::resumeAll() { for (uint32 i = 0; i < _scripts.size(); i++) { _scripts[i]->resume(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::isValidScript(ScScript *script) { for (uint32 i = 0; i < _scripts.size(); i++) { if (_scripts[i] == script) { return true; } } return false; } ////////////////////////////////////////////////////////////////////////// bool ScEngine::clearGlobals(bool includingNatives) { _globals->CleanProps(includingNatives); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// void ScEngine::addScriptTime(const char *filename, uint32 time) { if (!_isProfiling) { return; } AnsiString fileName = filename; fileName.toLowercase(); _scriptTimes[fileName] += time; } ////////////////////////////////////////////////////////////////////////// void ScEngine::enableProfiling() { if (_isProfiling) { return; } // destroy old data, if any _scriptTimes.clear(); _profilingStartTime = g_system->getMillis(); _isProfiling = true; } ////////////////////////////////////////////////////////////////////////// void ScEngine::disableProfiling() { if (!_isProfiling) { return; } dumpStats(); _isProfiling = false; } ////////////////////////////////////////////////////////////////////////// void ScEngine::dumpStats() { error("DumpStats not ported to ScummVM yet"); /* uint32 totalTime = g_system->getMillis() - _profilingStartTime; typedef std::vector > TimeVector; TimeVector times; ScriptTimes::iterator it; for (it = _scriptTimes.begin(); it != _scriptTimes.end(); ++it) { times.push_back(std::pair (it->_value, it->_key)); } std::sort(times.begin(), times.end()); TimeVector::reverse_iterator tit; _gameRef->LOG(0, "***** Script profiling information: *****"); _gameRef->LOG(0, " %-40s %fs", "Total execution time", (float)totalTime / 1000); for (tit = times.rbegin(); tit != times.rend(); ++tit) { _gameRef->LOG(0, " %-40s %fs (%f%%)", tit->second.c_str(), (float)tit->first / 1000, (float)tit->first / (float)totalTime * 100); }*/ } } // End of namespace Wintermute