- Changed Player[] array to a List<> Collection of PlayerBasics. This change is reflected across all Types. - Game now contains a Start() function. StartServer is now called from within here. - Game now has partial support for the Script Engine MudGame: - Game.StartServer has changed to Game.Start(). StartServer is called within Start().
221 lines
7.9 KiB
C#
221 lines
7.9 KiB
C#
//Microsoft .NET Framework
|
|
using System;
|
|
using System.CodeDom;
|
|
using System.CodeDom.Compiler;
|
|
using Microsoft.CSharp;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.IO;
|
|
using System.Text;
|
|
using System.Reflection;
|
|
|
|
|
|
namespace MudEngine.Scripting
|
|
{
|
|
public class ScriptEngine
|
|
{
|
|
public enum ScriptTypes
|
|
{
|
|
Assembly,
|
|
SourceFiles
|
|
}
|
|
|
|
/// <summary>
|
|
/// Path to the the script files directory
|
|
/// </summary>
|
|
public string ScriptPath { get; set; }
|
|
public string InstallPath { get; private set; }
|
|
public GameObjectCollection ObjectCollection { 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 };
|
|
}
|
|
}
|
|
|
|
private ScriptTypes _ScriptTypes;
|
|
private Assembly _ScriptAssembly;
|
|
private string[] _ErrorMessages;
|
|
|
|
public ScriptEngine() : this(ScriptTypes.Assembly)
|
|
{
|
|
//Empty constructor. Only here for end-user ease of use. ScriptEngine(Game, ScriptTypes) is called from here.
|
|
}
|
|
|
|
|
|
/// <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(ScriptTypes scriptTypes)
|
|
{
|
|
//Initialize our engine fields
|
|
_ScriptTypes = scriptTypes;
|
|
ScriptExtension = ".cs";
|
|
|
|
//Get our current install path
|
|
ScriptPath = Environment.CurrentDirectory;
|
|
InstallPath = Environment.CurrentDirectory;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compiles a collection of scripts stored in ScriptEngine.ScriptPath. Not supported on XBox360.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public bool CompileScripts()
|
|
{
|
|
//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");
|
|
string source = "namespace MudScripts\n{\n}";
|
|
foreach (string script in scripts)
|
|
{
|
|
string tempPath = "temp";
|
|
|
|
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();
|
|
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", "v3.5");
|
|
|
|
CompilerParameters param = new CompilerParameters(new string[] {"mscorlib.dll", "System.dll", "MudEngine.dll"});
|
|
param.GenerateExecutable = false;
|
|
param.GenerateInMemory = true;
|
|
param.OutputAssembly = "Scripts.dll";
|
|
param.IncludeDebugInformation = false;
|
|
param.TreatWarningsAsErrors = true;
|
|
|
|
//Compile the scripts with the C# CodeProvider
|
|
CSharpCodeProvider codeProvider = new CSharpCodeProvider(providerOptions);
|
|
CompilerResults results = new CompilerResults(new TempFileCollection());
|
|
scripts = Directory.GetFiles(ScriptPath, "*.Mud", 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
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes the script engine, loading the compiled scripts into memory
|
|
/// </summary>
|
|
/// <param name="scriptAssembly"></param>
|
|
public void Initialize()
|
|
{
|
|
if (_ScriptTypes == ScriptTypes.Assembly)
|
|
{
|
|
InitializeAssembly();
|
|
}
|
|
else
|
|
{
|
|
InitializeSourceFiles();
|
|
}
|
|
}
|
|
|
|
private void InitializeAssembly()
|
|
{
|
|
if (!System.IO.File.Exists("Scripts.dll"))
|
|
{
|
|
ErrorMessage = "Failed to load Script Assembly!";
|
|
return;
|
|
}
|
|
|
|
_ScriptAssembly = Assembly.LoadFile(Path.Combine(InstallPath, "Scripts.dll"));
|
|
|
|
foreach (Type type in _ScriptAssembly.GetTypes())
|
|
{
|
|
//TODO: Re-implement StartupObject instancing only during Initialize calls.
|
|
//Remaining scripts should be instanced via a ScriptEngine.LoadObjectList() method.
|
|
//if (type.BaseType == typeof(StartupObject))
|
|
//{
|
|
GameObject gameObject = new GameObject();
|
|
gameObject.Instance = Activator.CreateInstance(type);
|
|
gameObject.Name = type.Name;
|
|
|
|
ObjectCollection._GameObjects.Add(gameObject);
|
|
//}
|
|
}
|
|
}
|
|
|
|
private void InitializeSourceFiles()
|
|
{
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|