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
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
|
/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file script_instance.hpp The ScriptInstance tracks a script. */
#ifndef SCRIPT_INSTANCE_HPP
#define SCRIPT_INSTANCE_HPP
#include <squirrel.h>
#include "script_suspend.hpp"
#include "../command_type.h"
#include "../company_type.h"
#include "../fileio_type.h"
static const uint SQUIRREL_MAX_DEPTH = 25; ///< The maximum recursive depth for items stored in the savegame.
/** Runtime information about a script like a pointer to the squirrel vm and the current state. */
class ScriptInstance {
public:
friend class ScriptObject;
friend class ScriptController;
/**
* Create a new script.
*/
ScriptInstance(const char *APIName);
virtual ~ScriptInstance();
/**
* Initialize the script and prepare it for its first run.
* @param main_script The full path of the script to load.
* @param instance_name The name of the instance out of the script to load.
* @param company Which company this script is serving.
*/
void Initialize(const char *main_script, const char *instance_name, CompanyID company);
/**
* Get the value of a setting of the current instance.
* @param name The name of the setting.
* @return the value for the setting, or -1 if the setting is not known.
*/
virtual int GetSetting(const char *name) = 0;
/**
* Find a library.
* @param library The library name to find.
* @param version The version the library should have.
* @return The library if found, nullptr otherwise.
*/
virtual class ScriptInfo *FindLibrary(const char *library, int version) = 0;
/**
* A script in multiplayer waits for the server to handle its DoCommand.
* It keeps waiting for this until this function is called.
*/
void Continue();
/**
* Run the GameLoop of a script.
*/
void GameLoop();
/**
* Let the VM collect any garbage.
*/
void CollectGarbage();
/**
* Get the storage of this script.
*/
class ScriptStorage *GetStorage();
/**
* Get the log pointer of this script.
*/
void *GetLogPointer();
/**
* Return a true/false reply for a DoCommand.
*/
static void DoCommandReturn(ScriptInstance *instance);
/**
* Return a VehicleID reply for a DoCommand.
*/
static void DoCommandReturnVehicleID(ScriptInstance *instance);
/**
* Return a SignID reply for a DoCommand.
*/
static void DoCommandReturnSignID(ScriptInstance *instance);
/**
* Return a GroupID reply for a DoCommand.
*/
static void DoCommandReturnGroupID(ScriptInstance *instance);
/**
* Return a GoalID reply for a DoCommand.
*/
static void DoCommandReturnGoalID(ScriptInstance *instance);
/**
* Return a StoryPageID reply for a DoCommand.
*/
static void DoCommandReturnStoryPageID(ScriptInstance *instance);
/**
* Return a StoryPageElementID reply for a DoCommand.
*/
static void DoCommandReturnStoryPageElementID(ScriptInstance *instance);
/**
* Get the controller attached to the instance.
*/
class ScriptController *GetController() { return controller; }
/**
* Return the "this script died" value
*/
inline bool IsDead() const { return this->is_dead; }
/**
* Call the script Save function and save all data in the savegame.
*/
void Save();
/**
* Don't save any data in the savegame.
*/
static void SaveEmpty();
/**
* Load data from a savegame and store it on the stack.
* @param version The version of the script when saving, or -1 if this was
* not the original script saving the game.
*/
void Load(int version);
/**
* Load and discard data from a savegame.
*/
static void LoadEmpty();
/**
* Suspends the script for the current tick and then pause the execution
* of script. The script will not be resumed from its suspended state
* until the script has been unpaused.
*/
void Pause();
/**
* Checks if the script is paused.
* @return true if the script is paused, otherwise false
*/
bool IsPaused();
/**
* Resume execution of the script. This function will not actually execute
* the script, but set a flag so that the script is executed my the usual
* mechanism that executes the script.
*/
void Unpause();
/**
* Get the number of operations the script can execute before being suspended.
* This function is safe to call from within a function called by the script.
* @return The number of operations to execute.
*/
SQInteger GetOpsTillSuspend();
/**
* DoCommand callback function for all commands executed by scripts.
* @param result The result of the command.
* @param tile The tile on which the command was executed.
* @param data Command data as given to DoCommandPInternal.
* @param cmd cmd as given to DoCommandPInternal.
* @return true if we handled result.
*/
bool DoCommandCallback(const CommandCost &result, TileIndex tile, const CommandDataBuffer &data, Commands cmd);
/**
* Insert an event for this script.
* @param event The event to insert.
*/
void InsertEvent(class ScriptEvent *event);
/**
* Check if the instance is sleeping, which either happened because the
* script executed a DoCommand, executed this.Sleep() or it has been
* paused.
*/
bool IsSleeping() { return this->suspend != 0; }
size_t GetAllocatedMemory() const;
/**
* Indicate whether this instance is currently being destroyed.
*/
inline bool InShutdown() const { return this->in_shutdown; }
/**
* Decrease the ref count of a squirrel object.
* @param obj The object to release.
**/
void ReleaseSQObject(HSQOBJECT *obj);
protected:
class Squirrel *engine; ///< A wrapper around the squirrel vm.
const char *versionAPI; ///< Current API used by this script.
/**
* Register all API functions to the VM.
*/
virtual void RegisterAPI();
/**
* Load squirrel scripts to emulate an older API.
* @param api_version: API version to load scripts for
* @param dir Subdirectory to find the scripts in
* @return true iff script loading should proceed
*/
bool LoadCompatibilityScripts(const char *api_version, Subdirectory dir);
/**
* Tell the script it died.
*/
virtual void Died();
/**
* Get the callback handling DoCommands in case of networking.
*/
virtual CommandCallback *GetDoCommandCallback() = 0;
/**
* Load the dummy script.
*/
virtual void LoadDummyScript() = 0;
private:
class ScriptController *controller; ///< The script main class.
class ScriptStorage *storage; ///< Some global information for each running script.
SQObject *instance; ///< Squirrel-pointer to the script main class.
bool is_started; ///< Is the scripts constructor executed?
bool is_dead; ///< True if the script has been stopped.
bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
int suspend; ///< The amount of ticks to suspend this script before it's allowed to continue.
bool is_paused; ///< Is the script paused? (a paused script will not be executed until unpaused)
bool in_shutdown; ///< Is this instance currently being destructed?
Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the script runs.
size_t last_allocated_memory; ///< Last known allocated memory value (for display for crashed scripts)
/**
* Call the script Load function if it exists and data was loaded
* from a savegame.
*/
bool CallLoad();
/**
* Save one object (int / string / array / table) to the savegame.
* @param vm The virtual machine to get all the data from.
* @param index The index on the squirrel stack of the element to save.
* @param max_depth The maximum depth recursive arrays / tables will be stored
* with before an error is returned.
* @param test If true, don't really store the data but only check if it is
* valid.
* @return True if the saving was successful.
*/
static bool SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test);
/**
* Load all objects from a savegame.
* @return True if the loading was successful.
*/
static bool LoadObjects(HSQUIRRELVM vm);
};
#endif /* SCRIPT_INSTANCE_HPP */
|