ScriptAsset.cpp 6.8 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 "console/script.h"
  39. #include "platform/profiler.h"
  40. //-----------------------------------------------------------------------------
  41. IMPLEMENT_CONOBJECT(ScriptAsset);
  42. ConsoleType(ScriptAssetPtr, TypeScriptAssetPtr, ScriptAsset, ASSET_ID_FIELD_PREFIX)
  43. //-----------------------------------------------------------------------------
  44. ConsoleGetType(TypeScriptAssetPtr)
  45. {
  46. // Fetch asset Id.
  47. return (*((AssetPtr<ScriptAsset>*)dptr)).getAssetId();
  48. }
  49. //-----------------------------------------------------------------------------
  50. ConsoleSetType(TypeScriptAssetPtr)
  51. {
  52. // Was a single argument specified?
  53. if (argc == 1)
  54. {
  55. // Yes, so fetch field value.
  56. const char* pFieldValue = argv[0];
  57. // Fetch asset pointer.
  58. AssetPtr<ScriptAsset>* pAssetPtr = dynamic_cast<AssetPtr<ScriptAsset>*>((AssetPtrBase*)(dptr));
  59. // Is the asset pointer the correct type?
  60. if (pAssetPtr == NULL)
  61. {
  62. // No, so fail.
  63. //Con::warnf("(TypeScriptAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  64. return;
  65. }
  66. // Set asset.
  67. pAssetPtr->setAssetId(pFieldValue);
  68. return;
  69. }
  70. // Warn.
  71. Con::warnf("(TypeScriptAssetPtr) - Cannot set multiple args to a single asset.");
  72. }
  73. //-----------------------------------------------------------------------------
  74. IMPLEMENT_CALLBACK(ScriptAsset, onInitializeAsset, void, (), (),
  75. "@brief When the ScriptAsset is initialized(loaded) by the AssetManager.\n\n");
  76. IMPLEMENT_CALLBACK(ScriptAsset, onRefreshAsset, void, (), (),
  77. "@brief When the ScriptAsset is refreshed by the AssetManager.\n\n");
  78. IMPLEMENT_CALLBACK(ScriptAsset, onUnloadAsset, void, (), (),
  79. "@brief When the ScriptAsset is unloaded by the AssetManager.\n\n");
  80. ScriptAsset::ScriptAsset() : AssetBase(), mIsServerSide(true)
  81. {
  82. mScriptFile = StringTable->EmptyString();
  83. mScriptPath = StringTable->EmptyString();
  84. }
  85. //-----------------------------------------------------------------------------
  86. ScriptAsset::~ScriptAsset()
  87. {
  88. }
  89. //-----------------------------------------------------------------------------
  90. void ScriptAsset::initPersistFields()
  91. {
  92. docsURL;
  93. // Call parent.
  94. Parent::initPersistFields();
  95. addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, ScriptAsset),
  96. &setScriptFile, &getScriptFile, "Path to the script file.");
  97. }
  98. //------------------------------------------------------------------------------
  99. void ScriptAsset::copyTo(SimObject* object)
  100. {
  101. // Call to parent.
  102. Parent::copyTo(object);
  103. }
  104. void ScriptAsset::initializeAsset()
  105. {
  106. if (mpAssetDefinition->mAssetType != StringTable->insert("ScriptAsset"))
  107. {
  108. //if we've got a custom type, treat it as our namespace, too
  109. setClassNamespace(mpAssetDefinition->mAssetType);
  110. }
  111. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  112. if (Con::isScriptFile(mScriptPath))
  113. {
  114. //We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well
  115. AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
  116. // Does the asset have any dependencies?
  117. if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
  118. {
  119. // Iterate all dependencies.
  120. while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
  121. {
  122. AssetPtr<ScriptAsset> scriptAsset = assetDependenciesItr->value;
  123. mScriptAssetDependencies.push_front(scriptAsset);
  124. // Next dependency.
  125. assetDependenciesItr++;
  126. }
  127. }
  128. Con::executeFile(mScriptPath, false, false);
  129. }
  130. onInitializeAsset_callback();
  131. }
  132. void ScriptAsset::onAssetRefresh()
  133. {
  134. mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
  135. if (Con::isScriptFile(mScriptPath))
  136. {
  137. //Refresh any dependencies we may have
  138. for (U32 i = 0; i < mScriptAssetDependencies.size(); i++)
  139. {
  140. mScriptAssetDependencies[i]->onAssetRefresh();
  141. }
  142. Con::executeFile(mScriptPath, false, false);
  143. }
  144. onRefreshAsset_callback();
  145. }
  146. void ScriptAsset::unloadAsset()
  147. {
  148. onUnloadAsset_callback();
  149. }
  150. void ScriptAsset::setScriptFile(const char* pScriptFile)
  151. {
  152. // Sanity!
  153. AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
  154. // Fetch image file.
  155. pScriptFile = StringTable->insert(pScriptFile, true);
  156. // Ignore no change,
  157. if (pScriptFile == mScriptFile)
  158. return;
  159. // Update.
  160. mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : pScriptFile;
  161. // Refresh the asset.
  162. refreshAsset();
  163. }
  164. bool ScriptAsset::execScript()
  165. {
  166. AssetBase* handle = mpOwningAssetManager->acquireAsset<AssetBase>(getAssetId());
  167. if (handle)
  168. return true;
  169. if (Con::isScriptFile(mScriptPath))
  170. {
  171. return Con::executeFile(mScriptPath, false, false);
  172. }
  173. Con::errorf("ScriptAsset:execScript() - Script asset must have a valid file to exec");
  174. return false;
  175. }
  176. DefineEngineMethod(ScriptAsset, execScript, bool, (), ,
  177. "Executes the script file.\n"
  178. "@return The bool result of calling exec")
  179. {
  180. return object->execScript();
  181. }