//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef SCRIPT_ASSET_H #include "ScriptAsset.h" #endif #ifndef _ASSET_MANAGER_H_ #include "assets/assetManager.h" #endif #ifndef _CONSOLETYPES_H_ #include "console/consoleTypes.h" #endif #ifndef _TAML_ #include "persistence/taml/taml.h" #endif #ifndef _ASSET_PTR_H_ #include "assets/assetPtr.h" #endif // Debug Profiling. #include "console/script.h" #include "platform/profiler.h" //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(ScriptAsset); ConsoleType(ScriptAssetPtr, TypeScriptAssetPtr, ScriptAsset, ASSET_ID_FIELD_PREFIX) //----------------------------------------------------------------------------- ConsoleGetType(TypeScriptAssetPtr) { // Fetch asset Id. return (*((AssetPtr*)dptr)).getAssetId(); } //----------------------------------------------------------------------------- ConsoleSetType(TypeScriptAssetPtr) { // Was a single argument specified? if (argc == 1) { // Yes, so fetch field value. const char* pFieldValue = argv[0]; // Fetch asset pointer. AssetPtr* pAssetPtr = dynamic_cast*>((AssetPtrBase*)(dptr)); // Is the asset pointer the correct type? if (pAssetPtr == NULL) { // No, so fail. //Con::warnf("(TypeScriptAssetPtr) - Failed to set asset Id '%d'.", pFieldValue); return; } // Set asset. pAssetPtr->setAssetId(pFieldValue); return; } // Warn. Con::warnf("(TypeScriptAssetPtr) - Cannot set multiple args to a single asset."); } //----------------------------------------------------------------------------- IMPLEMENT_CALLBACK(ScriptAsset, onInitializeAsset, void, (), (), "@brief When the ScriptAsset is initialized(loaded) by the AssetManager.\n\n"); IMPLEMENT_CALLBACK(ScriptAsset, onRefreshAsset, void, (), (), "@brief When the ScriptAsset is refreshed by the AssetManager.\n\n"); IMPLEMENT_CALLBACK(ScriptAsset, onUnloadAsset, void, (), (), "@brief When the ScriptAsset is unloaded by the AssetManager.\n\n"); ScriptAsset::ScriptAsset() : AssetBase(), mIsServerSide(true) { mScriptFile = StringTable->EmptyString(); mScriptPath = StringTable->EmptyString(); } //----------------------------------------------------------------------------- ScriptAsset::~ScriptAsset() { } //----------------------------------------------------------------------------- void ScriptAsset::initPersistFields() { docsURL; // Call parent. Parent::initPersistFields(); addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, ScriptAsset), &setScriptFile, &getScriptFile, "Path to the script file."); } //------------------------------------------------------------------------------ void ScriptAsset::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); } void ScriptAsset::initializeAsset() { if (mpAssetDefinition->mAssetType != StringTable->insert("ScriptAsset")) { //if we've got a custom type, treat it as our namespace, too setClassNamespace(mpAssetDefinition->mAssetType); } mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; if (Con::isScriptFile(mScriptPath)) { //We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId); // Does the asset have any dependencies? if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end()) { // Iterate all dependencies. while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId) { AssetPtr scriptAsset = assetDependenciesItr->value; mScriptAssetDependencies.push_front(scriptAsset); // Next dependency. assetDependenciesItr++; } } Con::executeFile(mScriptPath, false, false); } onInitializeAsset_callback(); } void ScriptAsset::onAssetRefresh() { mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath; if (Con::isScriptFile(mScriptPath)) { //Refresh any dependencies we may have for (U32 i = 0; i < mScriptAssetDependencies.size(); i++) { mScriptAssetDependencies[i]->onAssetRefresh(); } Con::executeFile(mScriptPath, false, false); } onRefreshAsset_callback(); } void ScriptAsset::unloadAsset() { onUnloadAsset_callback(); } void ScriptAsset::setScriptFile(const char* pScriptFile) { // Sanity! AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file."); // Fetch image file. pScriptFile = StringTable->insert(pScriptFile, true); // Ignore no change, if (pScriptFile == mScriptFile) return; // Update. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile; // Refresh the asset. refreshAsset(); } bool ScriptAsset::execScript() { AssetBase* handle = mpOwningAssetManager->acquireAsset(getAssetId()); if (handle) return true; if (Con::isScriptFile(mScriptPath)) { return Con::executeFile(mScriptPath, false, false); } Con::errorf("ScriptAsset:execScript() - Script asset must have a valid file to exec"); return false; } DefineEngineMethod(ScriptAsset, execScript, bool, (), , "Executes the script file.\n" "@return The bool result of calling exec") { return object->execScript(); }