Torque3D/Engine/source/console/simEvents.cpp
James Urquhart 38c8e52c1d Beginnings of the "pass everything using a native type wrapper" console code.
- ConsoleValue class is now the base value class.
- ConsoleValueRef is now used to supply function parameters. Values are disposable.
- Script functions return values instead of just strings where possible.
- Variables can be disposable strings
- Bytecode changed

Fix the issues with console method parameters and fields which prevented missions from loading.
2012-10-12 18:56:17 +01:00

139 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "console/consoleInternal.h"
#include "platform/threads/semaphore.h"
#include "console/simEvents.h"
// Stupid globals not declared in a header
extern ExprEvalState gEvalState;
SimConsoleEvent::SimConsoleEvent(S32 argc, ConsoleValueRef *argv, bool onObject)
{
mOnObject = onObject;
mArgc = argc;
mArgv = new ConsoleValueRef[argc];
for (int i=0; i<argc; i++) {
mArgv[i].value = new ConsoleValue();
mArgv[i].value->type = ConsoleValue::TypeInternalString;
mArgv[i].value->init();
mArgv[i].value->setStringValue((const char*)argv[i]);
}
}
SimConsoleEvent::~SimConsoleEvent()
{
for (int i=0; i<mArgc; i++) {
delete mArgv[i].value;
}
delete[] mArgv;
}
void SimConsoleEvent::process(SimObject* object)
{
// #ifdef DEBUG
// Con::printf("Executing schedule: %d", sequenceCount);
// #endif
if(mOnObject)
Con::execute(object, mArgc, mArgv );
else
{
// Grab the function name. If '::' doesn't exist, then the schedule is
// on a global function.
char funcName[256];
dStrncpy(funcName, (const char*)mArgv[0], 256);
char* func = dStrstr( funcName, (char*)"::" );
if( func )
{
// Set the first colon to NULL, so we can reference the namespace.
// This is okay because events are deleted immediately after
// processing. Maybe a bad idea anyway?
func[0] = '\0';
// Move the pointer forward to the function name.
func += 2;
// Lookup the namespace and function entry.
Namespace* ns = Namespace::find( StringTable->insert( funcName ) );
if( ns )
{
Namespace::Entry* nse = ns->lookup( StringTable->insert( func ) );
if( nse )
// Execute.
nse->execute( mArgc, mArgv, &gEvalState );
}
}
else
Con::execute(mArgc, mArgv );
}
}
//-----------------------------------------------------------------------------
SimConsoleThreadExecCallback::SimConsoleThreadExecCallback() : retVal(NULL)
{
sem = new Semaphore(0);
}
SimConsoleThreadExecCallback::~SimConsoleThreadExecCallback()
{
delete sem;
}
void SimConsoleThreadExecCallback::handleCallback(const char *ret)
{
retVal = ret;
sem->release();
}
const char *SimConsoleThreadExecCallback::waitForResult()
{
if(sem->acquire(true))
{
return retVal;
}
return NULL;
}
//-----------------------------------------------------------------------------
SimConsoleThreadExecEvent::SimConsoleThreadExecEvent(S32 argc, ConsoleValueRef *argv, bool onObject, SimConsoleThreadExecCallback *callback) :
SimConsoleEvent(argc, argv, onObject), cb(callback)
{
}
void SimConsoleThreadExecEvent::process(SimObject* object)
{
const char *retVal;
if(mOnObject)
retVal = Con::execute(object, mArgc, mArgv);
else
retVal = Con::execute(mArgc, mArgv);
if(cb)
cb->handleCallback(retVal);
}