- Updated to work with ScriptingEngine changes. MudEngine: - Game.PlayerCollection changed to a List<>. Server obtains a array version of it within Server.initialize() via players = pbs.ToArray(). - All BaseObject classes now require a reference to the Game and contain a property called ActiveGame. - Player.Game removed and now uses it's parent objects ActiveGame property. - Player.Role property added. Uses the new SecurityRoles enum that specifies what level of access the player has. - ScriptEngine now loads all libraries found within the specified ScriptsPath directory, instances the scripts and places them into a collection. - Custom character script instancing is now supported, but not fully implemented throughout the engine. They can be loaded, but not used during runtime at this time.
263 lines
9.7 KiB
C#
263 lines
9.7 KiB
C#
//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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using MudEngine.GameObjects;
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using MudEngine.GameObjects.Characters;
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using MudEngine.GameManagement;
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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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/// Collection of currently loaded objects created from compiled scripts
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/// </summary>
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public List<GameObject> GameObjects { get; private set; }
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/// <summary>
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/// Collection of currently loaded game commecnts that can be used. These must be compiled scripts inheriting from IGameCommand
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/// </summary>
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public List<IGameCommand> GameCommands { 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 List<Assembly> _AssemblyCollection;
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private string[] _ErrorMessages;
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Game _Game;
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public ScriptEngine(Game game) : this(game, ScriptTypes.Assembly)
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{
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_Game = game;
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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(Game game, 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 = Path.Combine(Environment.CurrentDirectory, "Scripts");
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InstallPath = Environment.CurrentDirectory;
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GameObjects = new List<GameObject>();
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_AssemblyCollection = new List<Assembly>();
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_Game = game;
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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 scripts. MUD Scripts are wrote without defining a namespace
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if (Directory.Exists("temp"))
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Directory.Delete("temp", true);
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Directory.CreateDirectory("temp");
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//Setup the additional sourcecode that's needed in the script.
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string[] usingStatements = new string[] { "using System;", "using MudEngine.GameObjects;", "using MudEngine.GameObjects.Characters;", "using MudEngine.GameManagement;", "using MudEngine.FileSystem;" };
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foreach (string script in scripts)
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{
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string tempPath = "temp";
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string source = "\nnamespace MudScripts{\n}";
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FileStream fr = new FileStream(script, FileMode.Open, FileAccess.Read, FileShare.None);
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FileStream fw = new FileStream(Path.Combine(tempPath, Path.GetFileName(script)), FileMode.Create, FileAccess.Write);
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StreamWriter sw = new StreamWriter(fw, System.Text.Encoding.Default);
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StreamReader sr = new StreamReader(fr, System.Text.Encoding.Default);
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string content = sr.ReadToEnd();
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foreach (string statement in usingStatements)
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source = source.Insert(0, statement);
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source = source.Insert(source.Length - 1, content);
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sw.Write(source);
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sr.Close();
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sw.Flush();
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sw.Close();
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}
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string oldPath = ScriptPath;
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ScriptPath = "temp";
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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", "MudEngine.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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param.TreatWarningsAsErrors = true;
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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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scripts = Directory.GetFiles(ScriptPath, "*.Mud", SearchOption.AllDirectories);
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results = codeProvider.CompileAssemblyFromFile(param, scripts);
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//Delete the temp folder
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//Directory.Delete("temp", true);
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ScriptPath = oldPath;
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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 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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foreach (Assembly assembly in _AssemblyCollection)
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{
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foreach (Type t in assembly.GetTypes())
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{
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if (t.BaseType == null)
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continue;
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if (t.BaseType.Name == "BaseObject")
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{
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GameObjects.Add(new GameObject(Activator.CreateInstance(t, new object[] {_Game}), t.Name));
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continue;
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}
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else if (t.BaseType.Name == "BaseCharacter")
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{
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GameObject obj = new GameObject(Activator.CreateInstance(t, new object[] {_Game}), t.Name);
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GameObjects.Add(obj);
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obj.GetProperty().CurrentRoom = _Game.InitialRealm.InitialZone.InitialRoom;
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continue;
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}
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}
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}
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}
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private void InitializeAssembly()
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{
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if (!Directory.Exists(ScriptPath))
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{
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Log.Write("Supplied script path does not exist! No scripts loaded.");
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return;
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}
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string[] libraries = Directory.GetFiles(ScriptPath, "*.dll", SearchOption.AllDirectories);
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if (libraries.Length == 0)
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{
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Log.Write("Failed to load Script Assembly!");
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return;
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}
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foreach (string library in libraries)
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_AssemblyCollection.Add(Assembly.LoadFile(library));
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_AssemblyCollection.Add(Assembly.GetExecutingAssembly());
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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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