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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/scriptables/ScEngine.h"
#include "engines/wintermute/StringUtil.h"
#include "engines/wintermute/scriptables/ScValue.h"
#include "engines/wintermute/scriptables/ScScript.h"
#include "engines/wintermute/scriptables/ScStack.h"
#include "engines/wintermute/scriptables/SXMath.h"
#include "engines/wintermute/BRegistry.h"
#include "engines/wintermute/BGame.h"
#include "engines/wintermute/BSound.h"
#include "engines/wintermute/BFileManager.h"
#include <algorithm>
#include <vector>
namespace WinterMute {
IMPLEMENT_PERSISTENT(CScEngine, true)
#define COMPILER_DLL "dcscomp.dll"
//////////////////////////////////////////////////////////////////////////
CScEngine::CScEngine(CBGame *inGame): CBBase(inGame) {
Game->LOG(0, "Initializing scripting engine...");
/*
#ifdef __WIN32__
char CompilerPath[MAX_PATH];
strcpy(CompilerPath, COMPILER_DLL);
_compilerDLL = ::LoadLibrary(CompilerPath);
if (_compilerDLL == NULL) {
char ModuleName[MAX_PATH];
::GetModuleFileName(NULL, ModuleName, MAX_PATH);
// switch to exe's dir
char *ExeDir = CBUtils::GetPath(ModuleName);
sprintf(CompilerPath, "%s%s", ExeDir, COMPILER_DLL);
_compilerDLL = ::LoadLibrary(CompilerPath);
delete [] ExeDir;
}
if (_compilerDLL != NULL) {
// bind compiler's functionality
ExtCompileBuffer = (DLL_COMPILE_BUFFER) ::GetProcAddress(_compilerDLL, "CompileBuffer");
ExtCompileFile = (DLL_COMPILE_FILE) ::GetProcAddress(_compilerDLL, "CompileFile");
ExtReleaseBuffer = (DLL_RELEASE_BUFFER) ::GetProcAddress(_compilerDLL, "ReleaseBuffer");
ExtSetCallbacks = (DLL_SET_CALLBACKS) ::GetProcAddress(_compilerDLL, "SetCallbacks");
ExtDefineFunction = (DLL_DEFINE_FUNCTION)::GetProcAddress(_compilerDLL, "DefineFunction");
ExtDefineVariable = (DLL_DEFINE_VARIABLE)::GetProcAddress(_compilerDLL, "DefineVariable");
if (!ExtCompileBuffer || !ExtCompileFile || !ExtReleaseBuffer || !ExtSetCallbacks || !ExtDefineFunction || !ExtDefineVariable) {
_compilerAvailable = false;
::FreeLibrary(_compilerDLL);
_compilerDLL = NULL;
} else {
/*
// publish external methods to the compiler
CALLBACKS c;
c.Dll_AddError = AddError;
c.Dll_CloseFile = CloseFile;
c.Dll_LoadFile = LoadFile;
ExtSetCallbacks(&c, Game);
*/
/*
_compilerAvailable = true;
}
} else _compilerAvailable = false;
#else
*/
_compilerAvailable = false;
_compilerDLL = NULL;
//#endif
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();
#ifdef __WIN32__
if (_compilerAvailable && _compilerDLL) ::FreeLibrary(_compilerDLL);
#endif
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 *WINAPI CScEngine::LoadFile(void *Data, char *Filename, uint32 *Size) {
CBGame *Game = (CBGame *)Data;
return Game->_fileManager->ReadWholeFile(Filename, Size);
}
//////////////////////////////////////////////////////////////////////////
void WINAPI CScEngine::CloseFile(void *Data, byte *Buffer) {
delete [] Buffer;
}
//////////////////////////////////////////////////////////////////////////
void WINAPI 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 WINAPI 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) {
int i;
// is script in cache?
if (!IgnoreCache) {
for (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 (*(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;
}
CompiledNow = true;
// publish external methods to the compiler
CALLBACKS c;
c.Dll_AddError = AddError;
c.Dll_CloseFile = CloseFile;
c.Dll_LoadFile = LoadFile;
c.Dll_ParseElement = ParseElement;
ExtSetCallbacks(&c, Game);
// publish native interfaces
Game->PublishNatives();
// We have const char* everywhere but in the DLL-interfaces...
char *tempFileName = new char[strlen(Filename) + 1];
memcpy(tempFileName, Filename, strlen(Filename) + 1);
SetFileToCompile(Filename);
CompBuffer = ExtCompileFile(tempFileName, &CompSize);
delete[] tempFileName;
if (!CompBuffer) {
Game->QuickMessage("Script compiler error. View log for details.");
delete [] Buffer;
return NULL;
}
}
byte *ret = NULL;
// add script to cache
CScCachedScript *CachedScript = new CScCachedScript(Filename, CompBuffer, CompSize);
if (CachedScript) {
int index;
uint32 MinTime = CBPlatform::GetTime();
for (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() {
int i;
if (_scripts.GetSize() == 0) return S_OK;
// resolve waiting scripts
for (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;
}
} // switch
} // for each script
// execute scripts
for (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;
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 running = 0, waiting = 0, persistent = 0, total = 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:
running++;
break;
case SCRIPT_WAITING:
waiting++;
break;
case SCRIPT_PERSISTENT:
persistent++;
break;
}
total++;
}
if (Running) *Running = running;
if (Waiting) *Waiting = waiting;
if (Persistent) *Persistent = persistent;
return total;
}
//////////////////////////////////////////////////////////////////////////
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);
}
bool Found = false;
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, _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
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