1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
|
/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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
* any later version.
*
* The Mana Server 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 The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#include "scripting/script.h"
#include "common/configuration.h"
#include "common/resourcemanager.h"
#include "game-server/being.h"
#include "utils/logger.h"
#include <cassert>
#include <cstdlib>
#include <map>
#include <string.h>
typedef std::map< std::string, Script::Factory > Engines;
static Engines *engines = NULL;
Script::Ref Script::mCreateNpcDelayedCallback;
Script::Ref Script::mUpdateCallback;
Script::Script():
mCurrentThread(0),
mContext(0)
{}
Script::~Script()
{
// There should be no remaining threads when the Script gets deleted
assert(mThreads.empty());
}
void Script::registerEngine(const std::string &name, Factory f)
{
if (!engines)
{
/* The "engines" variable is a pointer instead of an object, because
this file may not have been initialized at the time this function
is called. So we take care of the initialization by hand, in order
to ensure we will not segfault at startup. */
engines = new Engines;
}
(*engines)[name] = f;
}
Script *Script::create(const std::string &engine)
{
if (engines)
{
Engines::const_iterator i = engines->find(engine);
if (i != engines->end())
{
return i->second();
}
}
LOG_ERROR("No scripting engine named " << engine);
return NULL;
}
void Script::update()
{
if (!mUpdateCallback.isValid())
{
LOG_ERROR("Could not find callback for update function!");
return;
}
prepare(mUpdateCallback);
execute();
}
static char *skipPotentialBom(char *text)
{
// Based on the C version of bomstrip
const char * const utf8Bom = "\xef\xbb\xbf";
const int bomLength = strlen(utf8Bom);
return (strncmp(text, utf8Bom, bomLength) == 0) ? text + bomLength : text;
}
bool Script::loadFile(const std::string &name, const Context &context)
{
int size;
char *buffer = ResourceManager::loadFile(name, size);
if (buffer)
{
mScriptFile = name;
load(skipPotentialBom(buffer), name.c_str(), context);
free(buffer);
return true;
} else {
return false;
}
}
void Script::loadNPC(const std::string &name,
int id,
ManaServ::BeingGender gender,
int x, int y,
const char *prog,
MapComposite *map)
{
if (!mCreateNpcDelayedCallback.isValid())
{
LOG_ERROR("No callback for creating npcs delayed assigned. "
"Could not enabled NPC");
return;
}
Context context;
context.map = map;
load(prog, name.c_str(), context);
prepare(mCreateNpcDelayedCallback);
push(name);
push(id);
push(gender);
push(x);
push(y);
execute(context);
}
int Script::execute(MapComposite *map)
{
Context context;
context.map = map;
return execute(context);
}
/**
* Removes one element matching the given value by overwriting it with the last
* element and then popping the last element.
*/
template<typename T>
static void fastRemoveOne(std::vector<T> &vector, T value)
{
for (size_t i = 0, size = vector.size(); i < size; ++i)
{
if (vector.at(i) == value)
{
vector.at(i) = vector.back();
vector.pop_back();
break;
}
}
}
Script::Thread::Thread(Script *script) :
mScript(script),
mState(ThreadPending)
{
script->mThreads.push_back(this);
}
Script::Thread::~Thread()
{
fastRemoveOne(mScript->mThreads, this);
}
|