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

@ -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");