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

@ -18,7 +18,8 @@ namespace MUDCompiler
Console.WriteLine(); Console.WriteLine();
Console.WriteLine("1): Compile Scripts"); Console.WriteLine("1): Compile Scripts");
Console.WriteLine("2): Exit Compiler"); Console.WriteLine("2): Exit Compiler");
Console.Write("Enter Selection: "); //Console.Write("Enter Selection: ");
Console.WriteLine("Out of engine compiling is currently not supported.");
String command = Console.ReadLine(); String command = Console.ReadLine();
@ -46,21 +47,6 @@ namespace MUDCompiler
static void CompileScripts() static void CompileScripts()
{ {
MudEngine.GameManagement.Game game = new MudEngine.GameManagement.Game();
ScriptEngine se = new ScriptEngine(game, ScriptEngine.ScriptTypes.SourceFiles);
Console.WriteLine();
Console.WriteLine("Compiling...");
se.Initialize();
se.ScriptExtension = ".mud";
se.ScriptPath = "Scripts";
if (se.CompileScripts())
Console.WriteLine("Compiling completed without error.");
else
Console.WriteLine(se.ErrorMessage);
Console.WriteLine("Press any key to exit.");
Console.Read();
} }
} }
} }

View file

@ -17,144 +17,23 @@ namespace MudDesigner
{ {
public partial class frmProjectManager : Form 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() public frmProjectManager()
{ {
InitializeComponent(); 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() 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) 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() 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) private void btnClose_Click(object sender, EventArgs e)
@ -164,10 +43,6 @@ namespace MudDesigner
private void editProjectToolStripMenuItem_Click(object sender, EventArgs e) private void editProjectToolStripMenuItem_Click(object sender, EventArgs e)
{ {
if (File.Exists(lstProjects.SelectedItem.ToString() + ".ini"))
_Game.Load(lstProjects.SelectedItem.ToString() + ".ini");
ShowDesigner();
} }
} }
} }

View file

@ -53,12 +53,6 @@ namespace MudEngine.GameManagement
[Browsable(false)] [Browsable(false)]
public SaveDataPaths DataPaths { get; set; } public SaveDataPaths DataPaths { get; set; }
/// <summary>
/// Gets the scripting engine used by the game.
/// </summary>
[Browsable(false)]
public ScriptEngine scriptEngine { get; internal set; }
[Browsable(false)] [Browsable(false)]
public rScripting.CompileEngine Scripting { get; internal set; } public rScripting.CompileEngine Scripting { get; internal set; }
@ -201,7 +195,6 @@ namespace MudEngine.GameManagement
{ {
//Instance all of the Games Objects. //Instance all of the Games Objects.
CurrencyList = new List<Currency>(); CurrencyList = new List<Currency>();
scriptEngine = new Scripting.ScriptEngine(this); //TODO - Remove
Scripting = new rScripting.CompileEngine(".cs"); Scripting = new rScripting.CompileEngine(".cs");
World = new GameWorld(this); World = new GameWorld(this);
WorldTime = new GameTime(this); WorldTime = new GameTime(this);
@ -246,17 +239,9 @@ namespace MudEngine.GameManagement
if (!Directory.Exists(DataPaths.Players)) if (!Directory.Exists(DataPaths.Players))
Directory.CreateDirectory(DataPaths.Players); Directory.CreateDirectory(DataPaths.Players);
//Load both pre-compiled and file based scripts - TODO - Remove
//scriptEngine.ScriptType = ScriptEngine.ScriptTypes.Both;
//scriptEngine.Initialize();
//Instance the new scripting engine
Scripting.Compiler = "MudScriptCompiler"; Scripting.Compiler = "MudScriptCompiler";
if (!System.IO.File.Exists("MudEngine.dll"))
Log.Write("CRITICAL ERROR: Un-able to locate MudEngine.dll");
Scripting.AddAssemblyReference("MudEngine.dll");
//Check for compiler errors after script compiling completes.
if (!Scripting.Compile(DataPaths.Scripts)) if (!Scripting.Compile(DataPaths.Scripts))
{ {
Log.Write("CRITICAL ERROR: Game Script Repository failed to compile!"); Log.Write("CRITICAL ERROR: Game Script Repository failed to compile!");

View file

@ -86,9 +86,6 @@
<Compile Include="Networking\Server.cs" /> <Compile Include="Networking\Server.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Scripting\MudScriptCompiler.cs" /> <Compile Include="Scripting\MudScriptCompiler.cs" />
<Compile Include="Scripting\GameObject.cs" />
<Compile Include="Scripting\GameObjectCollection.cs" />
<Compile Include="Scripting\ScriptEngine.cs" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.

View file

@ -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;
}
}
}
}

View file

@ -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>();
}
}
}

View file

@ -60,6 +60,7 @@ namespace MudEngine.Scripting
//Make sure we have a compiler version supplied. //Make sure we have a compiler version supplied.
if (!CompilerOptions.ContainsKey("CompilerVersion")) if (!CompilerOptions.ContainsKey("CompilerVersion"))
CompilerOptions.Add("CompilerVersion", "v4.0"); CompilerOptions.Add("CompilerVersion", "v4.0");
//Instance a reference to the C# code provider, this is what will perform the compiling. //Instance a reference to the C# code provider, this is what will perform the compiling.
CSharpCodeProvider provider = new CSharpCodeProvider(CompilerOptions); CSharpCodeProvider provider = new CSharpCodeProvider(CompilerOptions);
@ -118,7 +119,7 @@ namespace MudEngine.Scripting
String[] ConvertedScripts = Directory.GetFiles("temp", "*" + this.ScriptExtension, SearchOption.AllDirectories); String[] ConvertedScripts = Directory.GetFiles("temp", "*" + this.ScriptExtension, SearchOption.AllDirectories);
//Compile the scripts and provide the Results property with a reference to the compilation results. //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); Results = provider.CompileAssemblyFromFile(param, ConvertedScripts);
System.IO.Directory.Delete(modifiedScriptsPath, true); System.IO.Directory.Delete(modifiedScriptsPath, true);
@ -137,6 +138,9 @@ namespace MudEngine.Scripting
/// <returns></returns> /// <returns></returns>
public Boolean Compile(CompilerParameters param, FileInfo scriptFile) 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. //Make sure we have a compiler version supplied.
if (!CompilerOptions.ContainsKey("CompilerVersion")) if (!CompilerOptions.ContainsKey("CompilerVersion"))
CompilerOptions.Add("CompilerVersion", "v4.0"); CompilerOptions.Add("CompilerVersion", "v4.0");
@ -169,6 +173,9 @@ namespace MudEngine.Scripting
/// <returns></returns> /// <returns></returns>
public Boolean Compile(CompilerParameters param, String[] scriptSourceCode) public Boolean Compile(CompilerParameters param, String[] scriptSourceCode)
{ {
//Source Code compiling not implemented.
return false; //TODO: Add source code compiling support.
if (!CompilerOptions.ContainsKey("CompilerVersion")) if (!CompilerOptions.ContainsKey("CompilerVersion"))
CompilerOptions.Add("CompilerVersion", "v4.0"); CompilerOptions.Add("CompilerVersion", "v4.0");

View file

@ -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;
}
}
}

View file

@ -34,6 +34,10 @@
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="rScripting, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\rScript\rScripting\bin\Release\rScripting.dll</HintPath>
</Reference>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="System.Core" /> <Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" /> <Reference Include="System.Xml.Linq" />

View file

@ -15,7 +15,6 @@ namespace MudGame
static class Program static class Program
{ {
const String SettingsFile = "Settings.ini"; const String SettingsFile = "Settings.ini";
static dynamic _Game;
static void Main(String[] args) static void Main(String[] args)
{ {
@ -45,49 +44,32 @@ namespace MudGame
Log.FlushMessages(); Log.FlushMessages();
Log.Write("Launching...", true); Log.Write("Launching...", true);
/* - Replaced with new startup sequence.
* Engine uses my rScript Scripting Engine instead of a custom Mud Designer script Engine.
* Easier to maintain, and works better.
*
* TODO - Remove Old Script Engine code.
*
ScriptEngine scriptEngine;
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Both);
//scriptEngine.CompileScripts(); //Search for a custom Game Type before we launch our game.
Log.Write("Initializing Script Engine for Script Compilation...", true); //Compile the scripts
scriptEngine.Initialize(); rScripting.CompileEngine compiler = new rScripting.CompileEngine(".cs");
compiler.Compiler = "MudScriptCompiler";
GameObject obj = scriptEngine.GetObjectOf("Game"); if (!compiler.Compile("Scripts"))
//Console.WriteLine(Log.GetMessages());
//Log.FlushMessages();
if (obj == null)
{ {
game = new Game(); Log.Write("Failed compiling script files.");
obj = new GameObject(game, "Game"); Log.Write(compiler.Errors);
scriptEngine = new ScriptEngine((Game)obj.Instance, ScriptEngine.ScriptTypes.Both);
} }
else
//If there were errors during compilation, then skip the custom scripts and use the default Game Type.
if (!compiler.HasErrors)
{ {
//Search the scripts for a Type inheriting from Game
rScripting.LateBinding.ScriptFactory factory = new rScripting.LateBinding.ScriptFactory(compiler.CompiledAssembly);
foreach (Type t in compiler.CompiledAssembly.GetTypes())
{
if (t.BaseType.Name == "Game")
{
rScripting.LateBinding.ScriptObject obj = factory.GetScript(t.Name);
game = (Game)obj.Instance; game = (Game)obj.Instance;
scriptEngine = new ScriptEngine(game, ScriptEngine.ScriptTypes.Both); break;
}
}
} }
//Force TCP
game.ServerType = ProtocolType.Tcp;
//Setup the scripting engine and load our script library
//MUST be called before game.Start()
//scriptEngine.Initialize();
//game.scriptEngine = scriptEngine; //Pass this script engine off to the game to use now.
Log.Write("");
Log.Write("Starting " + obj.GetProperty().GameTitle + "...", true);
Log.Write("");
//Console.WriteLine(Log.GetMessages());
//Log.FlushMessages();
*/
//Server is only enabled if the option is in the settings file //Server is only enabled if the option is in the settings file
//Allows developers to remove the option from the settings file and letting //Allows developers to remove the option from the settings file and letting