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:
parent
7a0d1c5a74
commit
3f73247d0e
10 changed files with 38 additions and 689 deletions
|
@ -1,87 +0,0 @@
|
|||
using System;
|
||||
using System.Reflection;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
using MudEngine.Scripting;
|
||||
|
||||
namespace MudEngine.Scripting
|
||||
{
|
||||
public class GameObject
|
||||
{
|
||||
/// <summary>
|
||||
/// The script instance for this game object
|
||||
/// </summary>
|
||||
public object Instance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The Type name for this object
|
||||
/// </summary>
|
||||
public String Name { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Determins if this object will recieve Update/Draw calls from the ScriptEngine
|
||||
/// </summary>
|
||||
public Boolean IsActive { get; set; }
|
||||
|
||||
public GameObject(object instance, String name)
|
||||
{
|
||||
Instance = instance;
|
||||
Name = name;
|
||||
}
|
||||
|
||||
public object CreateObject()
|
||||
{
|
||||
return Instance;
|
||||
}
|
||||
|
||||
public Boolean DeleteObject()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetProperty(String propertyName, object propertyValue)
|
||||
{
|
||||
PropertyInfo propertyInfo = Instance.GetType().GetProperty(propertyName);
|
||||
|
||||
if (propertyValue is String)
|
||||
{
|
||||
if (propertyInfo.PropertyType.Name is String)
|
||||
{
|
||||
propertyInfo.SetValue(Instance, propertyValue, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public object GetProperty(String propertyName)
|
||||
{
|
||||
String[] tokens = propertyName.Split('.');
|
||||
PropertyInfo previousProperty = Instance.GetType().GetProperty(tokens[0]);
|
||||
|
||||
return previousProperty.GetValue(Instance, null);
|
||||
}
|
||||
|
||||
public dynamic GetProperty()
|
||||
{
|
||||
return Instance;
|
||||
}
|
||||
|
||||
public object InvokeMethod(String methodName, params object[] parameters)
|
||||
{
|
||||
MethodInfo method = Instance.GetType().GetMethod(methodName);
|
||||
|
||||
try
|
||||
{
|
||||
if (parameters == null || parameters.Length == 0)
|
||||
return method.Invoke(Instance, null);
|
||||
else
|
||||
return method.Invoke(Instance, parameters);
|
||||
}
|
||||
catch
|
||||
{
|
||||
throw;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
//Microsoft .NET Framework
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
//MUD Engine
|
||||
using MudEngine.FileSystem;
|
||||
|
||||
namespace MudEngine.Scripting
|
||||
{
|
||||
public class GameObjectCollection
|
||||
{
|
||||
internal List<GameObject> _GameObjects;
|
||||
|
||||
public GameObjectCollection()
|
||||
{
|
||||
_GameObjects = new List<GameObject>();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -60,6 +60,7 @@ namespace MudEngine.Scripting
|
|||
//Make sure we have a compiler version supplied.
|
||||
if (!CompilerOptions.ContainsKey("CompilerVersion"))
|
||||
CompilerOptions.Add("CompilerVersion", "v4.0");
|
||||
|
||||
//Instance a reference to the C# code provider, this is what will perform the compiling.
|
||||
CSharpCodeProvider provider = new CSharpCodeProvider(CompilerOptions);
|
||||
|
||||
|
@ -118,7 +119,7 @@ namespace MudEngine.Scripting
|
|||
String[] ConvertedScripts = Directory.GetFiles("temp", "*" + this.ScriptExtension, SearchOption.AllDirectories);
|
||||
|
||||
//Compile the scripts and provide the Results property with a reference to the compilation results.
|
||||
param.GenerateInMemory = false;
|
||||
param.ReferencedAssemblies.Add("MudEngine.dll");
|
||||
Results = provider.CompileAssemblyFromFile(param, ConvertedScripts);
|
||||
System.IO.Directory.Delete(modifiedScriptsPath, true);
|
||||
|
||||
|
@ -137,6 +138,9 @@ namespace MudEngine.Scripting
|
|||
/// <returns></returns>
|
||||
public Boolean Compile(CompilerParameters param, FileInfo scriptFile)
|
||||
{
|
||||
//TODO: Add single-file compilation support
|
||||
return false; //Single file compiling not implemented
|
||||
|
||||
//Make sure we have a compiler version supplied.
|
||||
if (!CompilerOptions.ContainsKey("CompilerVersion"))
|
||||
CompilerOptions.Add("CompilerVersion", "v4.0");
|
||||
|
@ -169,6 +173,9 @@ namespace MudEngine.Scripting
|
|||
/// <returns></returns>
|
||||
public Boolean Compile(CompilerParameters param, String[] scriptSourceCode)
|
||||
{
|
||||
//Source Code compiling not implemented.
|
||||
return false; //TODO: Add source code compiling support.
|
||||
|
||||
if (!CompilerOptions.ContainsKey("CompilerVersion"))
|
||||
CompilerOptions.Add("CompilerVersion", "v4.0");
|
||||
|
||||
|
|
|
@ -1,380 +0,0 @@
|
|||
//Microsoft .NET Framework
|
||||
using System;
|
||||
using System.CodeDom;
|
||||
using System.CodeDom.Compiler;
|
||||
#if !MOBILE
|
||||
using Microsoft.CSharp;
|
||||
#endif
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using System.Reflection;
|
||||
|
||||
using MudEngine.FileSystem;
|
||||
using MudEngine.GameObjects;
|
||||
using MudEngine.GameObjects.Characters;
|
||||
using MudEngine.GameManagement;
|
||||
|
||||
namespace MudEngine.Scripting
|
||||
{
|
||||
public class ScriptEngine
|
||||
{
|
||||
public enum ScriptTypes
|
||||
{
|
||||
Assembly,
|
||||
SourceFiles,
|
||||
Both
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Path to the the script files directory
|
||||
/// </summary>
|
||||
public String ScriptPath
|
||||
{
|
||||
get
|
||||
{
|
||||
return _ScriptPath;
|
||||
}
|
||||
set
|
||||
{
|
||||
_ScriptPath = Path.Combine(FileManager.GetDataPath(SaveDataTypes.Root), value);
|
||||
}
|
||||
}
|
||||
String _ScriptPath;
|
||||
|
||||
public String InstallPath { get; private set; }
|
||||
public GameObjectCollection ObjectCollection { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Collection of currently loaded objects created from compiled scripts
|
||||
/// </summary>
|
||||
public List<GameObject> GameObjects { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Collection of currently loaded game commecnts that can be used. These must be compiled scripts inheriting from IGameCommand
|
||||
/// </summary>
|
||||
public List<IGameCommand> GameCommands { get; private set; }
|
||||
/// <summary>
|
||||
/// File Extension for the scripts
|
||||
/// </summary>
|
||||
public String ScriptExtension { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Error Messages logged during script compilation
|
||||
/// </summary>
|
||||
public String ErrorMessage
|
||||
{
|
||||
get
|
||||
{
|
||||
String errorMessages = "Script Compilation Failed!\n";
|
||||
//Construct our error message.
|
||||
foreach (String error in _ErrorMessages)
|
||||
errorMessages += error + "\n";
|
||||
|
||||
return errorMessages;
|
||||
}
|
||||
private set
|
||||
{
|
||||
_ErrorMessages = new String[] { value };
|
||||
}
|
||||
}
|
||||
|
||||
internal ScriptTypes ScriptType { get; set; }
|
||||
private Assembly _ScriptAssembly;
|
||||
private List<Assembly> _AssemblyCollection;
|
||||
private String[] _ErrorMessages;
|
||||
private String _SettingsFile;
|
||||
Game _Game;
|
||||
|
||||
public ScriptEngine(Game game) : this(game, ScriptTypes.Assembly)
|
||||
{
|
||||
_Game = game;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Instances a new copy of the script engine
|
||||
/// </summary>
|
||||
/// <param name="scriptTypes">Tells the engine what kind of scripts will be loaded. Source File or assembly based.</param>
|
||||
public ScriptEngine(Game game, ScriptTypes scriptTypes)
|
||||
{
|
||||
//Initialize our engine fields
|
||||
_SettingsFile = "Settings.ini";
|
||||
|
||||
ScriptExtension = FileManager.GetData(_SettingsFile, "ScriptExtension");
|
||||
if (String.IsNullOrEmpty(ScriptExtension))
|
||||
ScriptExtension = ".cs";
|
||||
|
||||
//Get our current install path
|
||||
ScriptPath = FileManager.GetData(_SettingsFile, "ScriptPath");
|
||||
if (String.IsNullOrEmpty(ScriptPath))
|
||||
ScriptPath = "Scripts";
|
||||
|
||||
InstallPath = Environment.CurrentDirectory;
|
||||
GameObjects = new List<GameObject>();
|
||||
_AssemblyCollection = new List<Assembly>();
|
||||
ObjectCollection = new GameObjectCollection();
|
||||
ScriptType = scriptTypes;
|
||||
|
||||
_Game = game;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compiles a collection of scripts stored in ScriptEngine.ScriptPath. Not supported on XBox360.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public Boolean CompileScripts()
|
||||
{
|
||||
#if !MOBILE
|
||||
//Ensure the script path exists.
|
||||
if (!System.IO.Directory.Exists(ScriptPath))
|
||||
{
|
||||
ErrorMessage = "Invalid Script path supplied.";
|
||||
return false;
|
||||
}
|
||||
//Build an array of scripts
|
||||
String[] scripts = System.IO.Directory.GetFiles(ScriptPath, "*" + ScriptExtension, System.IO.SearchOption.AllDirectories);
|
||||
|
||||
//Prepare the scripts. MUD Scripts are wrote without defining a namespace
|
||||
if (Directory.Exists("temp"))
|
||||
Directory.Delete("temp", true);
|
||||
|
||||
Directory.CreateDirectory("temp");
|
||||
|
||||
//Setup the additional sourcecode that's needed in the script.
|
||||
String[] usingStatements = new String[]
|
||||
{
|
||||
"using System;",
|
||||
"using System.Collections.Generic;",
|
||||
"using System.Text;",
|
||||
"using System.Linq;",
|
||||
"using MudEngine.GameObjects;",
|
||||
"using MudEngine.GameObjects.Characters;",
|
||||
"using MudEngine.GameObjects.Environment;",
|
||||
"using MudEngine.GameObjects.Items;",
|
||||
"using MudEngine.GameManagement;",
|
||||
"using MudEngine.FileSystem;",
|
||||
"using MudEngine.Scripting;"
|
||||
};
|
||||
|
||||
foreach (String script in scripts)
|
||||
{
|
||||
String tempPath = "temp";
|
||||
String source = "\nnamespace MudScripts{\n}";
|
||||
|
||||
FileStream fr = new FileStream(script, FileMode.Open, FileAccess.Read, FileShare.None);
|
||||
FileStream fw = new FileStream(Path.Combine(tempPath, Path.GetFileName(script)), FileMode.Create, FileAccess.Write);
|
||||
StreamWriter sw = new StreamWriter(fw, System.Text.Encoding.Default);
|
||||
StreamReader sr = new StreamReader(fr, System.Text.Encoding.Default);
|
||||
|
||||
String content = sr.ReadToEnd();
|
||||
foreach (String statement in usingStatements)
|
||||
source = source.Insert(0, statement);
|
||||
|
||||
source = source.Insert(source.Length - 1, content);
|
||||
sw.Write(source);
|
||||
sr.Close();
|
||||
sw.Flush();
|
||||
sw.Close();
|
||||
}
|
||||
String oldPath = ScriptPath;
|
||||
ScriptPath = "temp";
|
||||
|
||||
//Prepare the compiler.
|
||||
Dictionary<String, String> providerOptions = new Dictionary<String,String>();
|
||||
providerOptions.Add("CompilerVersion", "v4.0");
|
||||
|
||||
String[] referencedAssemblies = new String[]
|
||||
{
|
||||
"mscorlib.dll",
|
||||
"System.dll",
|
||||
"System.Core.dll",
|
||||
"MudEngine.dll"
|
||||
};
|
||||
|
||||
CompilerParameters param = new CompilerParameters(referencedAssemblies);
|
||||
param.GenerateExecutable = false;
|
||||
param.GenerateInMemory = true;
|
||||
if (!param.GenerateInMemory)
|
||||
param.OutputAssembly = Path.Combine(oldPath, "Scripts.dll");
|
||||
|
||||
param.IncludeDebugInformation = false;
|
||||
param.TreatWarningsAsErrors = true;
|
||||
|
||||
//Compile the scripts with the C# CodeProvider
|
||||
CSharpCodeProvider codeProvider = new CSharpCodeProvider(providerOptions);
|
||||
//codeProvider.LanguageOptions = LanguageOptions.CaseInsensitive;
|
||||
CompilerResults results = new CompilerResults(new TempFileCollection());
|
||||
scripts = Directory.GetFiles(ScriptPath, "*" + ScriptExtension, SearchOption.AllDirectories);
|
||||
results = codeProvider.CompileAssemblyFromFile(param, scripts);
|
||||
|
||||
//Delete the temp folder
|
||||
Directory.Delete("temp", true);
|
||||
ScriptPath = oldPath;
|
||||
|
||||
//if we encountered errors we need to log them to our ErrorMessages property
|
||||
if (results.Errors.Count >= 1)
|
||||
{
|
||||
List<String> errorCollection = new List<String>();
|
||||
foreach (CompilerError error in results.Errors)
|
||||
{
|
||||
String prefix = "Error: ";
|
||||
if (error.IsWarning)
|
||||
prefix = "Warning: ";
|
||||
|
||||
errorCollection.Add(prefix + error.FileName + "(" + error.Line + ") - " + error.ErrorText);
|
||||
_ErrorMessages = errorCollection.ToArray();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_ScriptAssembly = results.CompiledAssembly;
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the script engine, loading the compiled scripts into memory
|
||||
/// </summary>
|
||||
/// <param name="scriptAssembly"></param>
|
||||
public void Initialize()
|
||||
{
|
||||
if ((ScriptType == ScriptTypes.Assembly) || (ScriptType == ScriptTypes.Both))
|
||||
{
|
||||
Log.Write("Loading Assembly based Scripts...");
|
||||
InitializeAssembly();
|
||||
}
|
||||
|
||||
if ((ScriptType == ScriptTypes.SourceFiles) || (ScriptType == ScriptTypes.Both))
|
||||
{
|
||||
Log.Write("Loading Source File based Scripts...");
|
||||
InitializeSourceFiles();
|
||||
}
|
||||
|
||||
foreach (Assembly assembly in _AssemblyCollection)
|
||||
{
|
||||
Log.Write("Checking " + Path.GetFileName(assembly.Location) + " for scripts...");
|
||||
|
||||
foreach (Type t in assembly.GetTypes())
|
||||
{
|
||||
if (t.BaseType == null)
|
||||
continue;
|
||||
if (t.BaseType.Name == "BaseObject")
|
||||
{
|
||||
GameObjects.Add(new GameObject(Activator.CreateInstance(t, new object[] {_Game}), t.Name));
|
||||
Log.Write(t.Name + " script loaded.");
|
||||
continue;
|
||||
}
|
||||
else if (t.BaseType.Name == "BaseCharacter")
|
||||
{
|
||||
GameObject obj = new GameObject(Activator.CreateInstance(t, new object[] {_Game}), t.Name);
|
||||
GameObjects.Add(obj);
|
||||
//obj.GetProperty().CurrentRoom = _Game.InitialRealm.InitialZone.InitialRoom;
|
||||
Log.Write(t.Name + " script loaded.");
|
||||
continue;
|
||||
}
|
||||
else if (t.BaseType.Name == "Game")
|
||||
{
|
||||
GameObject obj = new GameObject(Activator.CreateInstance(t, null), t.Name);
|
||||
GameObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
|
||||
//Lastly, send this assembly off to the CommandEngine so we can load commands from it for use as well.
|
||||
CommandEngine.LoadCommandLibrary(assembly);
|
||||
}
|
||||
_AssemblyCollection.Clear();
|
||||
}
|
||||
|
||||
private void InitializeAssembly()
|
||||
{
|
||||
if (!Directory.Exists(ScriptPath))
|
||||
{
|
||||
Log.Write("Supplied script path does not exist! No scripts loaded.");
|
||||
return;
|
||||
}
|
||||
String[] libraries = Directory.GetFiles(ScriptPath, "*.dll", SearchOption.AllDirectories);
|
||||
|
||||
if (libraries.Length == 0)
|
||||
{
|
||||
Log.Write("No possible script libraries found.");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (String library in libraries)
|
||||
{
|
||||
Boolean isOK = true;
|
||||
|
||||
foreach (Assembly assembly in _AssemblyCollection)
|
||||
{
|
||||
if (assembly.ManifestModule.ScopeName == Path.GetFileName(library))
|
||||
{
|
||||
isOK = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!isOK)
|
||||
continue;
|
||||
|
||||
Log.Write("Found possible script libary: " + Path.GetFileName(library));
|
||||
_AssemblyCollection.Add(Assembly.LoadFile(library));
|
||||
}
|
||||
_AssemblyCollection.Add(Assembly.GetExecutingAssembly());
|
||||
}
|
||||
|
||||
private void InitializeSourceFiles()
|
||||
{
|
||||
if (!Directory.Exists(ScriptPath))
|
||||
Directory.CreateDirectory(ScriptPath);
|
||||
|
||||
String[] scripts = Directory.GetFiles(ScriptPath, "*.cs", SearchOption.AllDirectories);
|
||||
|
||||
if (scripts.Length == 0)
|
||||
{
|
||||
Log.Write("No un-compiled scripts located!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!CompileScripts())
|
||||
{
|
||||
Log.Write("Error Compiling Scripts:");
|
||||
foreach (String error in _ErrorMessages)
|
||||
{
|
||||
Log.Write("Error: " + error);
|
||||
}
|
||||
}
|
||||
else
|
||||
_AssemblyCollection.Add(_ScriptAssembly);
|
||||
}
|
||||
|
||||
public GameObject GetObject(String objectName)
|
||||
{
|
||||
IEnumerable<GameObject> objectQuery =
|
||||
from gameObject in ObjectCollection._GameObjects
|
||||
where gameObject.Name == objectName
|
||||
select gameObject;
|
||||
|
||||
foreach (GameObject gameObject in objectQuery)
|
||||
{
|
||||
if (gameObject.Name == objectName)
|
||||
return gameObject;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public GameObject GetObjectOf(String baseTypeName)
|
||||
{
|
||||
foreach (GameObject obj in GameObjects)
|
||||
{
|
||||
if (obj.Instance.GetType().BaseType.Name == baseTypeName)
|
||||
return obj;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue