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(svn r23359) -Codechange: move AI_VMSuspend to Script_Suspend (and to its own file)

release/1.2
truebrain 2011-11-29 23:21:24 +00:00
parent bbd9facb44
commit 75c4bd280a
10 changed files with 85 additions and 53 deletions

View File

@ -794,6 +794,7 @@
<ClCompile Include="..\src\script\script_scanner.cpp" /> <ClCompile Include="..\src\script\script_scanner.cpp" />
<ClInclude Include="..\src\script\script_scanner.hpp" /> <ClInclude Include="..\src\script\script_scanner.hpp" />
<ClInclude Include="..\src\script\script_storage.hpp" /> <ClInclude Include="..\src\script\script_storage.hpp" />
<ClInclude Include="..\src\script\script_suspend.hpp" />
<ClCompile Include="..\src\script\squirrel.cpp" /> <ClCompile Include="..\src\script\squirrel.cpp" />
<ClInclude Include="..\src\script\squirrel.hpp" /> <ClInclude Include="..\src\script\squirrel.hpp" />
<ClInclude Include="..\src\script\squirrel_class.hpp" /> <ClInclude Include="..\src\script\squirrel_class.hpp" />

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@ -1605,6 +1605,9 @@
<ClInclude Include="..\src\script\script_storage.hpp"> <ClInclude Include="..\src\script\script_storage.hpp">
<Filter>Script</Filter> <Filter>Script</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\src\script\script_suspend.hpp">
<Filter>Script</Filter>
</ClInclude>
<ClCompile Include="..\src\script\squirrel.cpp"> <ClCompile Include="..\src\script\squirrel.cpp">
<Filter>Script</Filter> <Filter>Script</Filter>
</ClCompile> </ClCompile>

View File

@ -2482,6 +2482,10 @@
RelativePath=".\..\src\script\script_storage.hpp" RelativePath=".\..\src\script\script_storage.hpp"
> >
</File> </File>
<File
RelativePath=".\..\src\script\script_suspend.hpp"
>
</File>
<File <File
RelativePath=".\..\src\script\squirrel.cpp" RelativePath=".\..\src\script\squirrel.cpp"
> >

View File

@ -2479,6 +2479,10 @@
RelativePath=".\..\src\script\script_storage.hpp" RelativePath=".\..\src\script\script_storage.hpp"
> >
</File> </File>
<File
RelativePath=".\..\src\script\script_suspend.hpp"
>
</File>
<File <File
RelativePath=".\..\src\script\squirrel.cpp" RelativePath=".\..\src\script\squirrel.cpp"
> >

View File

@ -559,6 +559,7 @@ script/script_info.hpp
script/script_scanner.cpp script/script_scanner.cpp
script/script_scanner.hpp script/script_scanner.hpp
script/script_storage.hpp script/script_storage.hpp
script/script_suspend.hpp
script/squirrel.cpp script/squirrel.cpp
script/squirrel.hpp script/squirrel.hpp
script/squirrel_class.hpp script/squirrel_class.hpp

View File

@ -18,8 +18,9 @@
#include "ai_config.hpp" #include "ai_config.hpp"
#include "ai_gui.hpp" #include "ai_gui.hpp"
#include "../script/script_fatalerror.hpp"
#include "../script/script_fatalerror.hpp"
#include "../script/script_suspend.hpp"
#include "../script/script_storage.hpp" #include "../script/script_storage.hpp"
#include "ai_instance.hpp" #include "ai_instance.hpp"
@ -343,7 +344,7 @@ void AIInstance::GameLoop()
} }
try { try {
this->callback(this); this->callback(this);
} catch (AI_VMSuspend e) { } catch (Script_Suspend e) {
this->suspend = e.GetSuspendTime(); this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback(); this->callback = e.GetSuspendCallback();
@ -373,7 +374,7 @@ void AIInstance::GameLoop()
ScriptObject::SetAllowDoCommand(true); ScriptObject::SetAllowDoCommand(true);
/* Start the AI by calling Start() */ /* Start the AI by calling Start() */
if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend) || !this->engine->IsSuspended()) this->Died(); if (!this->engine->CallMethod(*this->instance, "Start", _settings_game.ai.ai_max_opcode_till_suspend) || !this->engine->IsSuspended()) this->Died();
} catch (AI_VMSuspend e) { } catch (Script_Suspend e) {
this->suspend = e.GetSuspendTime(); this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback(); this->callback = e.GetSuspendCallback();
} catch (Script_FatalError e) { } catch (Script_FatalError e) {
@ -394,7 +395,7 @@ void AIInstance::GameLoop()
/* Continue the VM */ /* Continue the VM */
try { try {
if (!this->engine->Resume(_settings_game.ai.ai_max_opcode_till_suspend)) this->Died(); if (!this->engine->Resume(_settings_game.ai.ai_max_opcode_till_suspend)) this->Died();
} catch (AI_VMSuspend e) { } catch (Script_Suspend e) {
this->suspend = e.GetSuspendTime(); this->suspend = e.GetSuspendTime();
this->callback = e.GetSuspendCallback(); this->callback = e.GetSuspendCallback();
} catch (Script_FatalError e) { } catch (Script_FatalError e) {

View File

@ -13,43 +13,7 @@
#define AI_INSTANCE_HPP #define AI_INSTANCE_HPP
#include <squirrel.h> #include <squirrel.h>
#include "../script/script_suspend.hpp"
/**
* The callback function when an AI suspends.
*/
typedef void (AISuspendCallbackProc)(class AIInstance *instance);
/**
* A throw-class that is given when the VM wants to suspend.
*/
class AI_VMSuspend {
public:
/**
* Create the suspend exception.
* @param time The amount of ticks to suspend.
* @param callback The callback to call when the AI may resume again.
*/
AI_VMSuspend(int time, AISuspendCallbackProc *callback) :
time(time),
callback(callback)
{}
/**
* Get the amount of ticks the AI should be suspended.
* @return The amount of AI ticks to suspend the AI.
*/
int GetSuspendTime() { return time; }
/**
* Get the callback to call when the AI can run again.
* @return The callback function to run.
*/
AISuspendCallbackProc *GetSuspendCallback() { return callback; }
private:
int time; ///< Amount of ticks to suspend the AI.
AISuspendCallbackProc *callback; ///< Callback function to call when the AI can run again.
};
/** Runtime information about an AI like a pointer to the squirrel vm and the current state. */ /** Runtime information about an AI like a pointer to the squirrel vm and the current state. */
class AIInstance { class AIInstance {
@ -187,7 +151,7 @@ private:
bool is_dead; ///< True if the AI has been stopped. bool is_dead; ///< True if the AI has been stopped.
bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack? bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack?
int suspend; ///< The amount of ticks to suspend this AI before it's allowed to continue. int suspend; ///< The amount of ticks to suspend this AI before it's allowed to continue.
AISuspendCallbackProc *callback; ///< Callback that should be called in the next tick the AI runs. Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the AI runs.
/** /**
* Register all API functions to the VM. * Register all API functions to the VM.

View File

@ -21,6 +21,7 @@
#include "../../ai/ai_config.hpp" #include "../../ai/ai_config.hpp"
#include "../../ai/ai.hpp" #include "../../ai/ai.hpp"
#include "../script_fatalerror.hpp" #include "../script_fatalerror.hpp"
#include "../script_suspend.hpp"
#include "script_log.hpp" #include "script_log.hpp"
/* static */ void ScriptController::SetCommandDelay(int ticks) /* static */ void ScriptController::SetCommandDelay(int ticks)
@ -40,7 +41,7 @@
ticks = 1; ticks = 1;
} }
throw AI_VMSuspend(ticks, NULL); throw Script_Suspend(ticks, NULL);
} }
/* static */ void ScriptController::Print(bool error_msg, const char *message) /* static */ void ScriptController::Print(bool error_msg, const char *message)

View File

@ -18,6 +18,7 @@
#include "../script_storage.hpp" #include "../script_storage.hpp"
#include "../../ai/ai_instance.hpp" #include "../../ai/ai_instance.hpp"
#include "../script_fatalerror.hpp" #include "../script_fatalerror.hpp"
#include "../script_suspend.hpp"
#include "script_error.hpp" #include "script_error.hpp"
/** /**
@ -265,7 +266,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
if (_networking) { if (_networking) {
/* Suspend the AI till the command is really executed. */ /* Suspend the AI till the command is really executed. */
throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback); throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
} else { } else {
IncreaseDoCommandCosts(res.GetCost()); IncreaseDoCommandCosts(res.GetCost());
@ -273,7 +274,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
* both avoids confusion when a developer launched his AI in a * both avoids confusion when a developer launched his AI in a
* multiplayer game, but also gives time for the GUI and human player * multiplayer game, but also gives time for the GUI and human player
* to interact with the game. */ * to interact with the game. */
throw AI_VMSuspend(GetDoCommandDelay(), callback); throw Script_Suspend(GetDoCommandDelay(), callback);
} }
NOT_REACHED(); NOT_REACHED();

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@ -0,0 +1,52 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file script_suspend.hpp The Script_Suspend tracks the suspension of a script. */
#ifndef SCRIPT_SUSPEND_HPP
#define SCRIPT_SUSPEND_HPP
/**
* The callback function when a script suspends.
*/
typedef void (Script_SuspendCallbackProc)(class AIInstance *instance);
/**
* A throw-class that is given when the script wants to suspend.
*/
class Script_Suspend {
public:
/**
* Create the suspend exception.
* @param time The amount of ticks to suspend.
* @param callback The callback to call when the script may resume again.
*/
Script_Suspend(int time, Script_SuspendCallbackProc *callback) :
time(time),
callback(callback)
{}
/**
* Get the amount of ticks the script should be suspended.
* @return The amount of ticks to suspend the script.
*/
int GetSuspendTime() { return time; }
/**
* Get the callback to call when the script can run again.
* @return The callback function to run.
*/
Script_SuspendCallbackProc *GetSuspendCallback() { return callback; }
private:
int time; ///< Amount of ticks to suspend the script.
Script_SuspendCallbackProc *callback; ///< Callback function to call when the script can run again.
};
#endif /* SCRIPT_SUSPEND_HPP */