MudEngine:
- Implemented Scripting Engine; Not fully completed - Migrated PlayerBasic from MudDesigner to MudEngine.
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190
MudEngine/Scripting/ScriptEngine.cs
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190
MudEngine/Scripting/ScriptEngine.cs
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//Microsoft .NET Framework
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using System;
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using System.CodeDom;
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using System.CodeDom.Compiler;
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using Microsoft.CSharp;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using System.Text;
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using System.Reflection;
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namespace MudEngine.Scripting
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{
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public class ScriptEngine
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{
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public enum ScriptTypes
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{
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Assembly,
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SourceFiles
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}
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/// <summary>
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/// Path to the the script files directory
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/// </summary>
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public string ScriptPath { get; set; }
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public string InstallPath { get; private set; }
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public GameObjectCollection ObjectCollection { get; private set; }
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/// <summary>
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/// File Extension for the scripts
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/// </summary>
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public string ScriptExtension { get; set; }
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/// <summary>
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/// Error Messages logged during script compilation
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/// </summary>
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public string ErrorMessage
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{
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get
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{
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string errorMessages = "Script Compilation Failed!\n";
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//Construct our error message.
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foreach (string error in _ErrorMessages)
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errorMessages += error + "\n";
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return errorMessages;
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}
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private set
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{
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_ErrorMessages = new string[] { value };
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}
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}
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private ScriptTypes _ScriptTypes;
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private Assembly _ScriptAssembly;
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private string[] _ErrorMessages;
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public ScriptEngine() : this(ScriptTypes.Assembly)
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{
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//Empty constructor. Only here for end-user ease of use. ScriptEngine(Game, ScriptTypes) is called from here.
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}
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/// <summary>
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/// Instances a new copy of the script engine
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/// </summary>
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/// <param name="scriptTypes">Tells the engine what kind of scripts will be loaded. Source File or assembly based.</param>
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public ScriptEngine(ScriptTypes scriptTypes)
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{
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//Initialize our engine fields
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_ScriptTypes = scriptTypes;
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ScriptExtension = ".cs";
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//Get our current install path
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ScriptPath = Environment.CurrentDirectory;
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InstallPath = Environment.CurrentDirectory;
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}
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/// <summary>
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/// Compiles a collection of scripts stored in ScriptEngine.ScriptPath. Not supported on XBox360.
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/// </summary>
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/// <returns></returns>
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public bool CompileScripts()
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{
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//Ensure the script path exists.
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if (!System.IO.Directory.Exists(ScriptPath))
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{
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ErrorMessage = "Invalid Script path supplied.";
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return false;
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}
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//Build an array of scripts
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string[] scripts = System.IO.Directory.GetFiles(ScriptPath, "*" + ScriptExtension, System.IO.SearchOption.AllDirectories);
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//Prepare the compiler.
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Dictionary<string, string> providerOptions = new Dictionary<string,string>();
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providerOptions.Add("CompilerVersion", "v3.5");
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CompilerParameters param = new CompilerParameters(new string[] {"mscorlib.dll", "System.dll", "BlitScript.dll"});
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param.GenerateExecutable = false;
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param.GenerateInMemory = true;
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param.OutputAssembly = "Scripts.dll";
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param.IncludeDebugInformation = false;
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//Compile the scripts with the C# CodeProvider
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CSharpCodeProvider codeProvider = new CSharpCodeProvider(providerOptions);
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CompilerResults results = new CompilerResults(new TempFileCollection());
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results = codeProvider.CompileAssemblyFromFile(param, scripts);
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//if we encountered errors we need to log them to our ErrorMessages property
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if (results.Errors.Count >= 1)
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{
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List<string> errorCollection = new List<string>();
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foreach (CompilerError error in results.Errors)
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{
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string prefix = "Error: ";
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if (error.IsWarning)
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prefix = "Warning: ";
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errorCollection.Add(prefix + error.FileName + "(" + error.Line + ") - " + error.ErrorText);
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_ErrorMessages = errorCollection.ToArray();
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}
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return false;
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}
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else
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return true;
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}
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/// <summary>
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/// Initializes the script engine, loading the compiled scripts into memory
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/// </summary>
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/// <param name="scriptAssembly"></param>
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public override void Initialize()
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{
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if (_ScriptTypes == ScriptTypes.Assembly)
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{
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InitializeAssembly();
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}
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else
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{
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InitializeSourceFiles();
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}
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}
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private void InitializeAssembly()
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{
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if (!System.IO.File.Exists("Scripts.dll"))
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{
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ErrorMessage = "Failed to load Script Assembly!";
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return;
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}
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_ScriptAssembly = Assembly.LoadFile(Path.Combine(InstallPath, "Scripts.dll"));
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foreach (Type type in _ScriptAssembly.GetTypes())
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{
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//TODO: Re-implement StartupObject instancing only during Initialize calls.
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//Remaining scripts should be instanced via a ScriptEngine.LoadObjectList() method.
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//if (type.BaseType == typeof(StartupObject))
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//{
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GameObject gameObject = new GameObject();
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gameObject.Instance = Activator.CreateInstance(type);
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gameObject.Name = type.Name;
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ObjectCollection._GameObjects.Add(gameObject);
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//}
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}
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}
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private void InitializeSourceFiles()
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{
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}
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public GameObject GetObject(string objectName)
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{
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IEnumerable<GameObject> objectQuery =
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from gameObject in ObjectCollection._GameObjects
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where gameObject.Name == objectName
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select gameObject;
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foreach (GameObject gameObject in objectQuery)
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{
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if (gameObject.Name == objectName)
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return gameObject;
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}
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return null;
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}
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}
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}
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