//======================================================================
HSISCRIPT CScriptInt::LoadScript(const std::string& szScriptName)
{
	//Load script

	if ((!this->m_bInitialized) || (!szScriptName.length()))
		return SI_INVALID_ID;

	CScriptBuilder oScriptBuilder;

	//Start new module
	if (AS_FAILED(oScriptBuilder.StartNewModule(this->m_pScriptEngine, szScriptName.c_str())))
		return SI_INVALID_ID;

	//Add script file to module
	if (AS_FAILED(oScriptBuilder.AddSectionFromFile((/*this->m_szScriptPath +*/ szScriptName/* + ".as"*/).c_str())))
		return SI_INVALID_ID;

	//Build script module
	if (AS_FAILED(oScriptBuilder.BuildModule()))
		return SI_INVALID_ID;

	//Setup struct
	si_script_s sScriptData;
	sScriptData.szName = szScriptName;
	sScriptData.pModule = this->m_pScriptEngine->GetModule(szScriptName.c_str()); //Get pointer to script module
	if (!sScriptData.pModule)
		return SI_INVALID_ID;
	
	//Add to list
	this->m_vScripts.push_back(sScriptData);
	
	return this->m_vScripts.size() - 1; //Return entry ID
}
Beispiel #2
0
bool ASXEngine::load_and_build_script(const std::string& filename, const std::string& moduleName)
{
    CScriptBuilder builder;
    if(builder.StartNewModule(m_engine, moduleName.c_str()) < 0) return false;
    if(builder.AddSectionFromFile(filename.c_str()) < 0) return false;
    return builder.BuildModule() == 0;
}
Beispiel #3
0
	bool cSqScript::CreateFromFile(const tString& asFileName)
	{
		CScriptBuilder builder;

		builder.StartNewModule(mpScriptEngine,msModuleName.c_str());

		if(builder.AddSectionFromFile(asFileName.c_str())<0)
		{
			Error("Couldn't add script '%s'!\n",asFileName.c_str());
			return false;
		}

		if(builder.BuildModule()<0)
		{
			Error("Couldn't build script '%s'!\n",asFileName.c_str());
			Log("------- SCRIPT OUTPUT BEGIN --------------------------\n");
			mpScriptOutput->Display();
			mpScriptOutput->Clear();
			Log("------- SCRIPT OUTPUT END ----------------------------\n");
			return false;
		}
		mpScriptOutput->Clear();

		return true;
	}
bool TestExecuteScript()
{
	bool fail = false;
	COutStream out;

	engine = asCreateScriptEngine(ANGELSCRIPT_VERSION);
	engine->SetMessageCallback(asMETHOD(COutStream,Callback), &out, asCALL_THISCALL);
	
	RegisterStdString(engine);
	engine->RegisterGlobalFunction("void assert(bool)", asFUNCTION(Assert), asCALL_GENERIC);

	CScriptBuilder builder;

	int r = builder.StartNewModule(engine, 0);
	if( r >= 0 )
		r = builder.AddSectionFromFile("scripts/TestExecuteScript.as");
	if( r >= 0 )
		r = builder.BuildModule();
	if( r >= 0 )
	{
		fail = ExecuteScript();
	}

	engine->Release();
	engine = NULL;

	return fail;
}
Beispiel #5
0
bool CommonAPI::InitAS()
{
	engine = asCreateScriptEngine(ANGELSCRIPT_VERSION);
	engine->SetMessageCallback(asFUNCTION(MessageCallback), 0, asCALL_CDECL);
	RegisterStdString(engine);

	RegisterAPI();

	CScriptBuilder builder;

	if(builder.StartNewModule(engine, "MyModule") < 0)
		FILE_LOG(logERROR) << "Unrecoverable error while starting a new module.";

	string scriptPath = exePath.substr(0, exePath.find_last_of(".")).append(".tes");

	if(builder.AddSectionFromFile(scriptPath.c_str()) < 0)
		FILE_LOG(logERROR) << "Unable to load script." << scriptPath;
	else
		FILE_LOG(logINFO) << "Script " << scriptPath << " loaded successfully.";

	if(builder.BuildModule() < 0)
		FILE_LOG(logERROR) << "Please correct the errors in the script and try again.";

	
	module = engine->GetModule("MyModule");

	return true;
}
Beispiel #6
0
//************************************
// Method:    LoadScript
// FullName:  ScriptEngine::LoadScript
// Access:    public 
// Returns:   bool
// Qualifier:
// Parameter: const char * filename  Name of the scripted file to load
//************************************
bool ScriptEngine::LoadScript(const char* filename, const char* module)
{
	CScriptBuilder builder;

	bool OK = builder.StartNewModule(m_engine, module) > 0;
	OK = OK && (builder.AddSectionFromFile(filename) > 0);
	OK = OK && (builder.BuildModule() > 0);

	return OK;
}
NEPHILIM_NS_BEGIN

bool ASXModuleBuilder::load(ASXEngine& engine, const String& filename, const String& module)
{
	CScriptBuilder builder;
	builder.StartNewModule(engine.get(), module.c_str());
	builder.AddSectionFromFile(filename.c_str());
	if(builder.BuildModule() > 0)
	{
		return true;
	}
	else
	{
		return false;
	}
}
Beispiel #8
0
int CompileScript(asIScriptEngine *engine)
{
	int r;

	// The builder is a helper class that will load the script file, 
	// search for #include directives, and load any included files as 
	// well.
	CScriptBuilder builder;

	// Build the script. If there are any compiler messages they will
	// be written to the message stream that we set right after creating the 
	// script engine. If there are no errors, and no warnings, nothing will
	// be written to the stream.
	r = builder.StartNewModule(engine, 0);
	if( r < 0 )
	{
		cout << "Failed to start new module" << endl;
		return r;
	}
	r = builder.AddSectionFromFile("script.as");
	if( r < 0 )
	{
		cout << "Failed to add script file" << endl;
		return r;
	}
	r = builder.BuildModule();
	if( r < 0 )
	{
		cout << "Failed to build the module" << endl;
		return r;
	}
	
	// The engine doesn't keep a copy of the script sections after Build() has
	// returned. So if the script needs to be recompiled, then all the script
	// sections must be added again.

	// If we want to have several scripts executing at different times but 
	// that have no direct relation with each other, then we can compile them
	// into separate script modules. Each module use their own namespace and 
	// scope, so function names, and global variables will not conflict with
	// each other.

	return 0;
}
Beispiel #9
0
int CompileScript(asIScriptEngine *engine, const char *scriptFile)
{
	int r;

	CScriptBuilder builder;
	r = builder.StartNewModule(engine, "build");
	if( r < 0 ) return -1;

	r = builder.AddSectionFromFile(scriptFile);
	if( r < 0 ) return -1;

	r = builder.BuildModule();
	if( r < 0 )
	{
		engine->WriteMessage(scriptFile, 0, 0, asMSGTYPE_ERROR, "Script failed to build");
		return -1;
	}

	engine->WriteMessage(scriptFile, 0, 0, asMSGTYPE_INFORMATION, "Script successfully built");

	return 0;
}
Beispiel #10
0
void run(GLFWwindow* window, std::string const& scriptFile)
{
  asIScriptEngine* engine = asCreateScriptEngine(ANGELSCRIPT_VERSION);
  anglhck::registerToEngine(engine);

  RegisterStdString(engine);
  engine->RegisterGlobalFunction("void print(const string &in)", asFUNCTION(print), asCALL_CDECL);

  CScriptBuilder builder;
  builder.StartNewModule(engine, "MyModule");
  builder.AddSectionFromFile(scriptFile);
  builder.BuildModule();
  asIScriptModule *mod = engine->GetModule("MyModule");
  asIScriptFunction *func = mod->GetFunctionByDecl("void main()");
  asIScriptContext *ctx = engine->CreateContext();
  ctx->Prepare(func);
  int ret = ctx->Execute();

  if( ret == asEXECUTION_EXCEPTION )
  {
    std::cout << ctx->GetExceptionString() << std::endl;
  }
}
Beispiel #11
0
int CompileScript(asIScriptEngine *engine, const char *scriptFile)
{
	int r;

	// We will only initialize the global variables once we're 
	// ready to execute, so disable the automatic initialization
	engine->SetEngineProperty(asEP_INIT_GLOBAL_VARS_AFTER_BUILD, false);

	CScriptBuilder builder;
	r = builder.StartNewModule(engine, "script");
	if( r < 0 ) return -1;

	r = builder.AddSectionFromFile(scriptFile);
	if( r < 0 ) return -1;

	r = builder.BuildModule();
	if( r < 0 )
	{
		engine->WriteMessage(scriptFile, 0, 0, asMSGTYPE_ERROR, "Script failed to build");
		return -1;
	}

	return 0;
}
CScriptMgr::SController *CScriptMgr::GetControllerScript(const string &script)
{
	int r;

	// Find the cached controller
	for( unsigned int n = 0; n < controllers.size(); n++ )
	{
		if( controllers[n]->module == script )
			return controllers[n];
	}

	// No controller, check if the script has already been loaded
	asIScriptModule *mod = engine->GetModule(script.c_str(), asGM_ONLY_IF_EXISTS);
	if( mod )
	{
		// We've already attempted loading the script before, but there is no controller
		return 0;
	}

	// Compile the script into the module
	CScriptBuilder builder;
	r = builder.StartNewModule(engine, script.c_str());
	if( r < 0 )
		return 0;

	// If the script file doesn't exist, then there is no script controller for this type
	FILE *f;
	if( (f = fopen((script + ".as").c_str(), "r")) == 0 )
		return 0;
	fclose(f);

	// Let the builder load the script, and do the necessary pre-processing (include files, etc)
	r = builder.AddSectionFromFile((script + ".as").c_str());
	if( r < 0 )
		return 0;

	r = builder.BuildModule();
	if( r < 0 )
		return 0;

	// Cache the functions and methods that will be used
	SController *ctrl = new SController;
	controllers.push_back(ctrl);
	ctrl->module = script;

	// Find the class that implements the IController interface
	mod = engine->GetModule(script.c_str(), asGM_ONLY_IF_EXISTS);
	asIObjectType *type = 0;
	int tc = mod->GetObjectTypeCount();
	for( int n = 0; n < tc; n++ )
	{
		bool found = false;
		type = mod->GetObjectTypeByIndex(n);
		int ic = type->GetInterfaceCount();
		for( int i = 0; i < ic; i++ )
		{
			if( strcmp(type->GetInterface(i)->GetName(), "IController") == 0 )
			{
				found = true;
				break;
			}
		}

		if( found == true )
		{
			ctrl->type = type;
			break;
		}
	}

	if( ctrl->type == 0 )
	{
		cout << "Couldn't find the controller class for the type '" << script << "'" << endl;
		controllers.pop_back();
		delete ctrl;
		return 0;
	}

	// Find the factory function
	// The game engine will pass in the owning CGameObj to the controller for storage
	string s = string(type->GetName()) + "@ " + string(type->GetName()) + "(CGameObj @)";
	ctrl->factoryFunc = type->GetFactoryByDecl(s.c_str());
	if( ctrl->factoryFunc == 0 )
	{
		cout << "Couldn't find the appropriate factory for the type '" << script << "'" << endl;
		controllers.pop_back();
		delete ctrl;
		return 0;
	}
	
	// Find the optional event handlers
	ctrl->onThinkMethod     = type->GetMethodByDecl("void OnThink()");
	ctrl->onMessageMethod   = type->GetMethodByDecl("void OnMessage(ref @msg, const CGameObj @sender)");

	// Add the cache as user data to the type for quick access
	type->SetUserData(ctrl);

	return ctrl;
}
Beispiel #13
0
int main()
{
	// the return value
	int r;
	// Create the script engine
	asIScriptEngine *engine = asCreateScriptEngine(ANGELSCRIPT_VERSION);
	// Set the message callback to receive information on errors in human readable form.
	r = engine->SetMessageCallback(asFUNCTION(MessageCallback), 0, asCALL_CDECL); 
	if( r < 0 )
	{
		printf("Something went wrong\n");
		engine->Release();
		return 1;
	}

	// register std::strings
	RegisterStdString(engine);


	// Register the function that we want the scripts to call
	r = engine->RegisterGlobalFunction("void print(const string &in)", asFUNCTION(print), asCALL_CDECL);
	if( r < 0 )
	{
		printf("Something went wrong with the print function asignment\n");
		return 1;
	}

	r = engine->RegisterObjectType("Person", 0, asOBJ_REF | asOBJ_NOCOUNT); 
	if( r < 0 )
	{
		printf("Unable to register Person\n");
		return 1;
	}
	r = engine->RegisterObjectProperty("Person", "float m_Happiness", asOFFSET(Person, m_Happiness)); 
	if( r < 0 )
	{
		printf("Registering the object failed\n");
		return 1;
	}
	r = engine->RegisterObjectMethod("Person", "void AddStuff()", asMETHOD(Person, AddStuff), asCALL_THISCALL);
	if( r < 0 )
	{
		printf("Registering function failed\n");
		return 1;
	}
	r = engine->RegisterObjectMethod("Person", "void AddMoreStuff(int num)", asMETHOD(Person, AddMoreStuff), asCALL_THISCALL);
	if( r < 0 )
	{
		printf("Registering function failed\n");
		return 1;
	}

	
	// --------------- build a script ------------------------------------
	CScriptBuilder builder;
	r = builder.StartNewModule(engine, "MyModule");
	if( r < 0 )
	{
		// If the code fails here it is usually because there
		// is no more memory to allocate the module
		printf("Unrecoverable error while starting a new module.\n");
		return 1;
	}
	r = builder.AddSectionFromFile("Test1.as");
	if( r < 0 )
	{
		// The builder wasn't able to load the file. Maybe the file
		// has been removed, or the wrong name was given, or some
		// preprocessing commands are incorrectly written.
		printf("Please correct the errors in the script and try again.\n");
		return 1;
	}
	r = builder.BuildModule();
	if( r < 0 )
	{
		// An error occurred. Instruct the script writer to fix the
		// compilation errors that were listed in the output stream.
		printf("Please correct the errors in the script and try again.\n");
		return 1;
	}

#if 0
	r = engine->RegisterObjectProperty("Person", "float m_Happiness", asOFFSET(Person, m_Happiness)); 
	if( r < 0 )
	{
		printf("Registering the object failed\n");
		return 1;
	}
#endif
	// declare the person
	Person p;
	p.m_Age = 1;
	p.m_Happiness = 0.5;

	// -------------------- run the script -----------------------
	// Find the function that is to be called.
	asIScriptModule *mod = engine->GetModule("MyModule");
#if 0
	asIScriptFunction *func = mod->GetFunctionByDecl("void main()");
	if( func == 0 )
	{
		// The function couldn't be found. Instruct the script writer
		// to include the expected function in the script.
		printf("The script must have the function 'void main()'. Please add it and try again.\n");
		return 1;
	}
#endif
	asIScriptFunction *func = mod->GetFunctionByDecl("void Update(Person@ p)");
	if( func == 0 )
	{
		printf("Unable to find function 'Update'\n");
		return 1;
	}
	// Create our context, prepare it, and then execute
	asIScriptContext *ctx = engine->CreateContext();
	ctx->Prepare(func);
	printf("preparing function\n");
	r = ctx->SetArgObject(0, &p);
	if( r < 0 )
	{
		printf("Error in setting the object\n");
	}
	else
	{
		printf("Argument set as object\n");
	}
	r = ctx->Execute();
	if( r != asEXECUTION_FINISHED )
	{
		// The execution didn't complete as expected. Determine what happened.
		if( r == asEXECUTION_EXCEPTION )
		{
			// An exception occurred, let the script writer know what happened so it can be corrected.
			printf("An exception '%s' occurred. Please correct the code and try again.\n", ctx->GetExceptionString());
		}
	}

	ctx->Release();
	
	printf("Person's happiness is now %f\n", p.m_Happiness);

	
	// clean up
	engine->Release();
	return 0;
}
Beispiel #14
0
bool PxfMain(String _CmdLine)
{
	int r;

	// Create the script engine
	asIScriptEngine *engine = asCreateScriptEngine(ANGELSCRIPT_VERSION);
	engine->SetEngineProperty(asEP_SCRIPT_SCANNER, 0);


	// Set the message callback to receive information on errors in human readable form.
	// It's recommended to do this right after the creation of the engine, because if
	// some registration fails the engine may send valuable information to the message
	// stream.
	r = engine->SetMessageCallback(asFUNCTION(MessageCallback), 0, asCALL_CDECL); assert( r >= 0 );

	// Register the function that we want the scripts to call 
	r = engine->RegisterGlobalFunction("void print()", asFUNCTION(print), asCALL_CDECL); assert( r >= 0 );


	// The CScriptBuilder helper is an add-on that loads the file,
	// performs a pre-processing pass if necessary, and then tells
	// the engine to build a script module.
	CScriptBuilder builder;
	r = builder.StartNewModule(engine, "MyModule");
	r = builder.AddSectionFromFile("test.as");
	r = builder.BuildModule();
	if( r < 0 )
	{
		// An error occurred. Instruct the script writer to fix the 
		// compilation errors that were listed in the output stream.
		printf("Please correct the errors in the script and try again.\n");
		return false;
	}

	// Find the function that is to be called. 
	asIScriptModule *mod = engine->GetModule("MyModule");
	int funcId = mod->GetFunctionIdByDecl("void main()");
	if( funcId < 0 )
	{
		// The function couldn't be found. Instruct the script writer
		// to include the expected function in the script.
		printf("The script must have the function 'void main()'. Please add it and try again.\n");
		return false;
	}

	// Create our context, prepare it, and then execute
	asIScriptContext *ctx = engine->CreateContext();
	ctx->Prepare(funcId);
	r = ctx->Execute();
	if( r != asEXECUTION_FINISHED )
	{
		// The execution didn't complete as expected. Determine what happened.
		if( r == asEXECUTION_EXCEPTION )
		{
			// An exception occurred, let the script writer know what happened so it can be corrected.
			printf("An exception '%s' occurred. Please correct the code and try again.\n", ctx->GetExceptionString());
		}
	}

	// Clean up
	ctx->Release();
	engine->Release();




	return true;
}
Beispiel #15
0
	bool AddScripts( CScriptBuilder& builder ) override
	{
		//Assumes the working directory is <repo>/working_dir
		return builder.AddSectionFromFile( "../tests/test_MySQL.as" ) >= 0;
	}