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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/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);
}
// 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<DebuggableScEngine*>(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:
warning("ScEngine::GetNumScripts - unhandled enum");
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 <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;
_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
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