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ScriptAsset.cpp 5.9 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef SCRIPT_ASSET_H
  23. #include "ScriptAsset.h"
  24. #endif
  25. #ifndef _ASSET_MANAGER_H_
  26. #include "assets/assetManager.h"
  27. #endif
  28. #ifndef _CONSOLETYPES_H_
  29. #include "console/consoleTypes.h"
  30. #endif
  31. #ifndef _TAML_
  32. #include "persistence/taml/taml.h"
  33. #endif
  34. #ifndef _ASSET_PTR_H_
  35. #include "assets/assetPtr.h"
  36. #endif
  37. // Debug Profiling.
  38. #include "platform/profiler.h"
  39. //-----------------------------------------------------------------------------
  40. IMPLEMENT_CONOBJECT(ScriptAsset);
  41. ConsoleType(ScriptAssetPtr, TypeScriptAssetPtr, ScriptAsset, ASSET_ID_FIELD_PREFIX)
  42. //-----------------------------------------------------------------------------
  43. ConsoleGetType(TypeScriptAssetPtr)
  44. {
  45. // Fetch asset Id.
  46. return (*((AssetPtr<ScriptAsset>*)dptr)).getAssetId();
  47. }
  48. //-----------------------------------------------------------------------------
  49. ConsoleSetType(TypeScriptAssetPtr)
  50. {
  51. // Was a single argument specified?
  52. if (argc == 1)
  53. {
  54. // Yes, so fetch field value.
  55. const char* pFieldValue = argv[0];
  56. // Fetch asset pointer.
  57. AssetPtr<ScriptAsset>* pAssetPtr = dynamic_cast<AssetPtr<ScriptAsset>*>((AssetPtrBase*)(dptr));
  58. // Is the asset pointer the correct type?
  59. if (pAssetPtr == NULL)
  60. {
  61. // No, so fail.
  62. //Con::warnf("(TypeScriptAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  63. return;
  64. }
  65. // Set asset.
  66. pAssetPtr->setAssetId(pFieldValue);
  67. return;
  68. }
  69. // Warn.
  70. Con::warnf("(TypeScriptAssetPtr) - Cannot set multiple args to a single asset.");
  71. }
  72. //-----------------------------------------------------------------------------
  73. ScriptAsset::ScriptAsset() : AssetBase(), mIsServerSide(true)
  74. {
  75. mScriptFile = StringTable->EmptyString();
  76. mScriptPath = StringTable->EmptyString();
  77. }
  78. //-----------------------------------------------------------------------------
  79. ScriptAsset::~ScriptAsset()
  80. {
  81. }
  82. //-----------------------------------------------------------------------------
  83. void ScriptAsset::initPersistFields()
  84. {
  85. // Call parent.
  86. Parent::initPersistFields();
  87. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, ScriptAsset),
  88. &setScriptFile, &getScriptFile, "Path to the script file.");
  89. }
  90. //------------------------------------------------------------------------------
  91. void ScriptAsset::copyTo(SimObject* object)
  92. {
  93. // Call to parent.
  94. Parent::copyTo(object);
  95. }
  96. void ScriptAsset::initializeAsset()
  97. {
  98. mScriptPath = expandAssetFilePath(mScriptFile);
  99. if (Torque::FS::IsScriptFile(mScriptPath))
  100. {
  101. //We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well
  102. AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
  103. // Does the asset have any dependencies?
  104. if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
  105. {
  106. // Iterate all dependencies.
  107. while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
  108. {
  109. AssetPtr<ScriptAsset> scriptAsset = assetDependenciesItr->value;
  110. mScriptAssets.push_front(scriptAsset);
  111. // Next dependency.
  112. assetDependenciesItr++;
  113. }
  114. }
  115. Con::executeFile(mScriptPath, false, false);
  116. }
  117. }
  118. void ScriptAsset::onAssetRefresh()
  119. {
  120. mScriptPath = expandAssetFilePath(mScriptFile);
  121. if (Torque::FS::IsScriptFile(mScriptPath))
  122. {
  123. //Refresh any dependencies we may have
  124. for (U32 i = 0; i < mScriptAssets.size(); i++)
  125. {
  126. mScriptAssets[i]->onAssetRefresh();
  127. }
  128. Con::executeFile(mScriptPath, false, false);
  129. }
  130. }
  131. void ScriptAsset::setScriptFile(const char* pScriptFile)
  132. {
  133. // Sanity!
  134. AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
  135. // Fetch image file.
  136. pScriptFile = StringTable->insert(pScriptFile);
  137. // Ignore no change,
  138. if (pScriptFile == mScriptFile)
  139. return;
  140. // Update.
  141. mScriptFile = StringTable->insert(pScriptFile);
  142. // Refresh the asset.
  143. refreshAsset();
  144. }
  145. bool ScriptAsset::execScript()
  146. {
  147. AssetBase* handle = mpOwningAssetManager->acquireAsset<AssetBase>(getAssetId());
  148. if (handle)
  149. return true;
  150. return false;
  151. if (Torque::FS::IsScriptFile(mScriptPath))
  152. {
  153. return Con::executeFile(mScriptPath, false, false);
  154. }
  155. else
  156. {
  157. Con::errorf("ScriptAsset:execScript() - Script asset must have a valid file to exec");
  158. return false;
  159. }
  160. }
  161. DefineEngineMethod(ScriptAsset, execScript, bool, (), ,
  162. "Executes the script file.\n"
  163. "@return The bool result of calling exec")
  164. {
  165. return object->execScript();
  166. }