MudCompiler:

- Removed External Script compilation support for now. I'll add it back once I provide SourceFile and SourceCode compiling support to the MudScriptCompiler. At the moment only Whole Directory compiling is supported.

MudDesigner:
 - Removed all of the source code, with the exception of the designer generated source, from frmProjectManager. It will need to be re-wrote due to the removal of the MudScriptEngine.

MudEngine:
 - Deleted Scripting.GameObject
 - Deleted Scripting.GameObjectCollection
 - Deleted Scripting.ScriptEngine
 - Deleted classes were replaced by the rScript engine. Only class needed now is the MudScriptCompiler, which handles all of the custom MudEngine script compiling, using the rScript Engine.
 - Removed old Scripting.ScriptEngine references from within GameManagement.Game
 - GameManagement.Game no longer checks to see if MudEngine.dll exists. If it didn't exist, the engine wouldn't be running to perform that check in the first place.
 - GameManagement.Game no longer adds MudEngine.dll as a referenced assembly. The MudScriptCompiler handles that during compilation.
 - MudScriptCompiler.Compile() always returns false when SourceFile or SourceCode is passed as an argument. Only Script Directories can be compiled at this time.

MudGame:
 - Removed references to Scripting.ScriptEngine from MudGame.Program
 - Re-wrote how scripted Type's that inherit and replace MudEngine.GameManagement.Game.
   Scripts are compiled prior to Game.Start() being invoked, allowing GameManagement.Game to be replaced with an inherited class from a compiled script.
   TODO: Look at a way to prevent Game.Start() from compiling the scripts again, as they have already been compiled once. It's not a big hit on startup time, but it needs to be wrote the proper way.
This commit is contained in:
Scionwest_cp 2011-05-02 20:08:06 -07:00
parent 7a0d1c5a74
commit 3f73247d0e
10 changed files with 38 additions and 689 deletions

View file

@ -17,144 +17,23 @@ namespace MudDesigner
{
public partial class frmProjectManager : Form
{
String[] _ProjectFiles;
String _ProjectPath;
String _ScriptPath;
const String SettingsFile = "Settings.ini";
dynamic _Game;
ScriptEngine _ScriptEngine;
Client client;
Thread r;
public frmProjectManager()
{
InitializeComponent();
_ProjectPath = Path.Combine(Environment.CurrentDirectory, "Projects");
_ScriptPath = Path.Combine(Environment.CurrentDirectory, "Scripts");
if (!Directory.Exists(_ProjectPath))
Directory.CreateDirectory(_ProjectPath);
if (!Directory.Exists(_ScriptPath))
Directory.CreateDirectory(_ScriptPath);
if (!File.Exists(SettingsFile))
{
Log.Write("Settings.ini missing!", false);
FileManager.WriteLine(SettingsFile, "Scripts", "ScriptPath");
FileManager.WriteLine(SettingsFile, ".cs", "ScriptExtension");
FileManager.WriteLine(SettingsFile, "True", "ServerEnabled");
}
_ScriptEngine = new ScriptEngine(new Game(), ScriptEngine.ScriptTypes.Both);
_ScriptEngine.Initialize();
GameObject go = _ScriptEngine.GetObject("Game");
if (go == null)
{
_Game = new Game();
go = new GameObject(_Game, "Game");
_ScriptEngine = new ScriptEngine(_Game, ScriptEngine.ScriptTypes.Both);
}
else
{
_Game = (Game)go.Instance;
_ScriptEngine = new ScriptEngine(_Game, ScriptEngine.ScriptTypes.Both);
}
//TODO: Do I need to Re-initialize _ScriptEngine?
RefreshProjects();
client = new Client();
client.Initialize("localhost", 555);
comServerType.Items.Add("Local Server");
comServerType.Items.Add("Test Server");
comServerType.SelectedIndex = 0;
}
private void RefreshProjects()
{
_ProjectFiles = Directory.GetFiles(Environment.CurrentDirectory, "*.ini");
foreach (String filename in _ProjectFiles)
{
if (Path.GetFileNameWithoutExtension(filename).ToLower() == "settings")
continue;
_Game.Load(filename);
lstProjects.Items.Add(_Game.GameTitle);
}
}
private void btnNewProject_Click(object sender, EventArgs e)
{
frmInputBox input = new frmInputBox("Enter the name of your project.");
input.ShowDialog();
if (input.IsCancel)
return;
else if (String.IsNullOrEmpty(input.Input))
return;
lstProjects.Items.Add(input.Input);
_Game.GameTitle = input.Input;
//Setup save data paths.
_Game.DataPaths = new SaveDataPaths(Path.Combine("Projects", _Game.GameTitle, _Game.DataPaths.Environment), Path.Combine("Projects", _Game.GameTitle, _Game.DataPaths.Players), Path.Combine("Projects", _Game.GameTitle, _Game.DataPath.Scripts));
_Game.Save();
input = null;
ShowDesigner();
}
private void ShowDesigner()
{
frmDesigner form = new frmDesigner(_Game, client);
form.Show();
this.Hide();
if (comServerType.SelectedItem.ToString() == "Test Server")
{
}
else
{
frmInputBox input = new frmInputBox("Enter the Port that your local server is currently running on.");
input.ShowDialog();
if (input.IsCancel)
return;
client.Initialize("localhost", Convert.ToInt32(input.Input));
if (!client.Connect() || !client.Send("hello", false)) // test send + client data
{
MessageBox.Show("Failed to connect to a local server. Is the server running?", "Mud Designer");
return;
}
}
while (form.Visible)
{
Application.DoEvents();
}
//Refresh the project list incase the project was renamed.
lstProjects.Items.Clear();
RefreshProjects();
this.Show();
form = null;
}
private void btnClose_Click(object sender, EventArgs e)
@ -163,11 +42,7 @@ namespace MudDesigner
}
private void editProjectToolStripMenuItem_Click(object sender, EventArgs e)
{
if (File.Exists(lstProjects.SelectedItem.ToString() + ".ini"))
_Game.Load(lstProjects.SelectedItem.ToString() + ".ini");
ShowDesigner();
{
}
}
}