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SqMod/source/Core.cpp

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// ------------------------------------------------------------------------------------------------
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#include "Core.hpp"
#include "Logger.hpp"
#include "SqMod.h"
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// ------------------------------------------------------------------------------------------------
#include "Entity/Blip.hpp"
#include "Entity/Checkpoint.hpp"
#include "Entity/Keybind.hpp"
#include "Entity/Object.hpp"
#include "Entity/Pickup.hpp"
#include "Entity/Player.hpp"
#include "Entity/Vehicle.hpp"
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// ------------------------------------------------------------------------------------------------
#include <sqstdio.h>
#include <sqstdblob.h>
#include <sqstdmath.h>
#include <sqstdsystem.h>
#include <sqstdstring.h>
#include <SimpleIni.h>
// ------------------------------------------------------------------------------------------------
#include <cstdio>
#include <cstdarg>
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#include <exception>
#include <stdexcept>
#include <algorithm>
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// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
extern bool RegisterAPI(HSQUIRRELVM vm);
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// ------------------------------------------------------------------------------------------------
extern void InitializeRoutines();
extern void TerminateRoutines();
extern void TerminateCommands();
// ------------------------------------------------------------------------------------------------
extern Buffer GetRealFilePath(CSStr path);
/* ------------------------------------------------------------------------------------------------
* Loader used to process a section from the configuration file and look for scripts to load.
*/
class ScriptLoader
{
// --------------------------------------------------------------------------------------------
CSimpleIniA & m_Config; // The processed configuration.
public:
/* --------------------------------------------------------------------------------------------
* Default constructor.
*/
ScriptLoader(CSimpleIniA & conf)
: m_Config(conf)
{
/* ... */
}
/* --------------------------------------------------------------------------------------------
* Function call operator.
*/
bool operator () (CCStr key, CCStr val) const
{
// Validate the specified key
if (!key || *key == '\0')
{
return true; // Move to the next element!
}
// Identify the load option
if (std::strcmp(key, "Section") == 0)
{
return m_Config.ProcAllValues(val, ScriptLoader(m_Config));
}
else if (std::strcmp(key, "Compile") == 0)
{
return Core::Get().LoadScript(val, true);
}
else if (std::strcmp(key, "Execute") == 0)
{
return Core::Get().LoadScript(val, false);
}
// Move to the next element!
return true;
}
};
/* ------------------------------------------------------------------------------------------------
* Implements RAII to make sure that entity containers area cleaned up at all costs.
*/
class ContainerCleaner
{
// --------------------------------------------------------------------------------------------
EntityType m_Type; // The type of entity container to clear.
public:
/* --------------------------------------------------------------------------------------------
* Default constructor.
*/
template < typename T > ContainerCleaner(T & container, EntityType type, bool destroy)
: m_Type(type)
{
for (auto & ent : container)
{
ent.Destroy(destroy, SQMOD_DESTROY_CLEANUP, NullObject());
}
}
/* --------------------------------------------------------------------------------------------
* Destructor.
*/
~ContainerCleaner()
{
Core::Get().ClearContainer(m_Type);
}
};
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// ------------------------------------------------------------------------------------------------
Core Core::s_Inst;
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// ------------------------------------------------------------------------------------------------
Core::Core()
: m_State(0)
, m_VM(nullptr)
, m_Scripts()
, m_Options()
, m_Blips()
, m_Checkpoints()
, m_Keybinds()
, m_Objects()
, m_Pickups()
, m_Players()
, m_Vehicles()
, m_CircularLocks(0)
, m_ReloadHeader(0)
, m_ReloadPayload()
, m_IncomingNameBuffer(nullptr)
, m_IncomingNameCapacity(0)
, m_Debugging(false)
, m_Executed(false)
, m_Shutdown(false)
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{
/* ... */
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}
// ------------------------------------------------------------------------------------------------
Core::~Core()
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{
if (m_VM)
{
Terminate(true);
}
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}
// ------------------------------------------------------------------------------------------------
bool Core::Initialize()
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{
// Make sure the plug-in was not already initialized
if (m_VM != nullptr)
{
OutputError("Plug-in was already initialized");
return true;
}
CSimpleIniA conf(false, true, true);
// Attempt to load the configurations from disk
SI_Error ini_ret = conf.LoadFile("sqmod.ini");
// See if the configurations could be loaded
if (ini_ret < 0)
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{
switch (ini_ret)
{
case SI_FAIL:
{
OutputError("Failed to load the configuration file. Probably invalid");
} break;
case SI_NOMEM:
{
OutputError("Run out of memory while loading the configuration file");
} break;
case SI_FILE:
{
OutputError("Failed to load the configuration file. %s", std::strerror(errno));
} break;
default: OutputError("Failed to load the configuration file for some unforeseen reason");
}
// Failed to load the configuration file
return false;
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}
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// Initialize the log filename
Logger::Get().SetLogFilename(conf.GetValue("Log", "Filename", nullptr));
// Configure the logging timestamps
Logger::Get().ToggleConsoleTime(conf.GetBoolValue("Log", "ConsoleTimestamp", false));
Logger::Get().ToggleLogFileTime(conf.GetBoolValue("Log", "LogFileTimestamp", true));
// Apply the specified logging filters only after initialization was completed
Logger::Get().ToggleConsoleLevel(LOGL_DBG, conf.GetBoolValue("Log", "ConsoleDebug", true));
Logger::Get().ToggleConsoleLevel(LOGL_USR, conf.GetBoolValue("Log", "ConsoleUser", true));
Logger::Get().ToggleConsoleLevel(LOGL_SCS, conf.GetBoolValue("Log", "ConsoleSuccess", true));
Logger::Get().ToggleConsoleLevel(LOGL_INF, conf.GetBoolValue("Log", "ConsoleInfo", true));
Logger::Get().ToggleConsoleLevel(LOGL_WRN, conf.GetBoolValue("Log", "ConsoleWarning", true));
Logger::Get().ToggleConsoleLevel(LOGL_ERR, conf.GetBoolValue("Log", "ConsoleError", true));
Logger::Get().ToggleConsoleLevel(LOGL_FTL, conf.GetBoolValue("Log", "ConsoleFatal", true));
Logger::Get().ToggleLogFileLevel(LOGL_DBG, conf.GetBoolValue("Log", "LogFileDebug", true));
Logger::Get().ToggleLogFileLevel(LOGL_USR, conf.GetBoolValue("Log", "LogFileUser", true));
Logger::Get().ToggleLogFileLevel(LOGL_SCS, conf.GetBoolValue("Log", "LogFileSuccess", true));
Logger::Get().ToggleLogFileLevel(LOGL_INF, conf.GetBoolValue("Log", "LogFileInfo", true));
Logger::Get().ToggleLogFileLevel(LOGL_WRN, conf.GetBoolValue("Log", "LogFileWarning", true));
Logger::Get().ToggleLogFileLevel(LOGL_ERR, conf.GetBoolValue("Log", "LogFileError", true));
Logger::Get().ToggleLogFileLevel(LOGL_FTL, conf.GetBoolValue("Log", "LogFileFatal", true));
LogDbg("Resizing the entity containers");
// Make sure the entity containers have the proper size
m_Blips.resize(SQMOD_BLIP_POOL);
m_Checkpoints.resize(SQMOD_CHECKPOINT_POOL);
m_Keybinds.resize(SQMOD_KEYBIND_POOL);
m_Objects.resize(SQMOD_OBJECT_POOL);
m_Pickups.resize(SQMOD_PICKUP_POOL);
m_Players.resize(SQMOD_PLAYER_POOL);
m_Vehicles.resize(SQMOD_VEHICLE_POOL);
// Attempt to read the virtual machine stack size
const LongI stack_size = conf.GetLongValue("Squirrel", "StackSize", SQMOD_STACK_SIZE);
// Make sure that the retrieved number is within range
if (!stack_size)
{
LogWrn("Invalid virtual machine stack size: %lu", stack_size);
// Stop the initialization process
return false;
}
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LogDbg("Creating a virtual machine (%ld stack size)", stack_size);
// Attempt to create the script virtual machine
m_VM = sq_open(ConvTo< SQInteger >::From(stack_size));
// See if the virtual machine could be created
if (cLogFtl(!m_VM, "Unable to create the virtual machine"))
{
return false; // Unable to load the plug-in properly!
}
// Set this as the default VM
DefaultVM::Set(m_VM);
// Configure error handling
ErrorHandling::Enable(conf.GetBoolValue("Squirrel", "ErrorHandling", true));
// See if debugging options should be enabled
m_Debugging = conf.GetBoolValue("Squirrel", "Debugging", false);
// Prevent common null objects from using dead virtual machines
NullArray() = Array();
NullTable() = Table();
NullObject() = Object();
NullFunction() = Function();
LogDbg("Registering the standard libraries");
// Push the root table on the stack
sq_pushroottable(m_VM);
// Register the standard library on the pushed table
sqstd_register_iolib(m_VM);
sqstd_register_bloblib(m_VM);
sqstd_register_mathlib(m_VM);
sqstd_register_systemlib(m_VM);
sqstd_register_stringlib(m_VM);
// Pop the root table from the stack
sq_pop(m_VM, 1);
LogDbg("Setting the script output function");
// Tell the VM to use these functions to output user on error messages
sq_setprintfunc(m_VM, PrintFunc, ErrorFunc);
LogDbg("Setting the script error handlers");
// Tell the VM to trigger this function on compile time errors
sq_setcompilererrorhandler(m_VM, CompilerErrorHandler);
// Push the runtime error handler on the stack and create a closure
sq_newclosure(m_VM, RuntimeErrorHandler, 0);
// Tell the VM to trigger this function on runtime errors
sq_seterrorhandler(m_VM);
LogDbg("Registering the plug-in API");
// Attempt to register the plug-in API
if (cLogFtl(!RegisterAPI(m_VM), "Unable to register the plug-in API"))
{
return false; // Can't execute scripts without a valid API!
}
CSimpleIniA::TNamesDepend scripts;
// Attempt to retrieve the list of keys to make sure there's actually something to process
if (conf.GetAllKeys("Scripts", scripts) && scripts.size() > 0)
{
// Attempt to load the specified scripts
if (!conf.ProcAllValues("Scripts", ScriptLoader(conf)))
{
LogErr("Unable to load the specified scripts");
// Either no script was found or failed to load
return false;
}
}
// See if any script could be queued for loading
if (m_Scripts.empty() && !conf.GetBoolValue("Squirrel", "EmptyInit", false))
{
LogErr("No scripts loaded. No reason to load the plug-in");
// No point in loading the plug-in
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return false;
}
LogDbg("Reading the options from the general section");
// Read options only after loading was successful
CSimpleIniA::TNamesDepend options;
// Are there any options to read?
if (conf.GetAllKeys("Options", options) || options.size() > 0)
{
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LogDbg("Found (%u) options in the configuration file", options.size());
// Process all the specified keys under the [Options] section
for (const auto & option : options)
{
CSimpleIniA::TNamesDepend values;
// Get the values of all keys with the same name
if (!conf.GetAllValues("Options", option.pItem, values))
{
continue;
}
// Sort the keys in their original order
values.sort(CSimpleIniA::Entry::LoadOrder());
// Save each option option and overwrite existing value
for (const auto & value : values)
{
m_Options[option.pItem] = value.pItem;
}
}
}
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// Initialize routines
InitializeRoutines();
// Initialization successful
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return true;
}
// ------------------------------------------------------------------------------------------------
bool Core::Execute()
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{
// Are there any scripts to execute?
if (cLogErr(m_Scripts.empty(), "No scripts to execute. Plug-in has no purpose"))
{
return false; // No reason to execute the plug-in
}
LogDbg("Signaling outside plug-ins to register their API");
// Tell modules to do their monkey business
_Func->SendPluginCommand(SQMOD_LOAD_CMD, "");
LogDbg("Attempting to compile the specified scripts");
// Compile scripts first so that the constants can take effect
for (auto & s : m_Scripts)
{
// Is this script already compiled?
if (!s.mExec.IsNull())
{
continue; // Already compiled!
}
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// Attempt to load and compile the script file
try
{
s.mExec.CompileFile(s.mPath);
}
catch (const Sqrat::Exception & e)
{
LogFtl("Unable to compile: %s", s.mPath.c_str());
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// Failed to execute properly
return false;
}
LogDbg("Successfully compiled script: %s", s.mPath.c_str());
// Should we delay the execution of this script?
if (s.mDelay)
{
continue; // Execute later!
}
// Attempt to execute the compiled script code
try
{
s.mExec.Run();
}
catch (const Sqrat::Exception & e)
{
LogFtl("Unable to execute: %s", s.mPath.c_str());
// Failed to execute properly
return false;
}
LogScs("Successfully executed script: %s", s.mPath.c_str());
}
LogDbg("Attempting to execute the specified scripts");
// Execute scripts only after compilation successful
for (auto & s : m_Scripts)
{
// Was this script delayed from execution?
if (!s.mDelay)
{
continue; // Already executed!
}
// Attempt to execute the compiled script code
try
{
s.mExec.Run();
}
catch (const Sqrat::Exception & e)
{
LogFtl("Unable to execute: %s", s.mPath.c_str());
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// Failed to execute properly
return false;
}
LogScs("Successfully executed script: %s", s.mPath.c_str());
}
// Notify the script callback that the scripts were loaded
EmitScriptLoaded();
// Import already existing entities
ImportPlayers();
ImportBlips();
ImportCheckpoints();
ImportKeybinds();
ImportObjects();
ImportPickups();
ImportVehicles();
// Successfully executed
return (m_Executed = true);
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}
// ------------------------------------------------------------------------------------------------
void Core::Terminate(bool shutdown)
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{
m_Shutdown = shutdown;
// Is there a virtual machine present?
if (m_VM)
{
LogDbg("Signaling outside plug-ins to release their resources");
// Tell modules to do their monkey business
_Func->SendPluginCommand(SQMOD_TERMINATE_CMD, "");
}
LogDbg("Clearing the entity containers");
// Release all entity resources by clearing the containers
const ContainerCleaner cc_players(m_Players, ENT_PLAYER, !shutdown);
const ContainerCleaner cc_vehicles(m_Vehicles, ENT_VEHICLE, !shutdown);
const ContainerCleaner cc_objects(m_Objects, ENT_OBJECT, !shutdown);
const ContainerCleaner cc_pickups(m_Pickups, ENT_PICKUP, !shutdown);
const ContainerCleaner cc_checkpoints(m_Checkpoints, ENT_CHECKPOINT, !shutdown);
const ContainerCleaner cc_blips(m_Blips, ENT_BLIP, !shutdown);
const ContainerCleaner cc_keybinds(m_Keybinds, ENT_KEYBIND, !shutdown);
LogDbg("Terminating routines an commands");
// Release all resources from routines
TerminateRoutines();
// Release all resources from command managers
TerminateCommands();
// In case there's a payload for reload
m_ReloadPayload.Release();
// Release null objects in case any reference to valid objects is stored in them
NullArray().Release();
NullTable().Release();
NullObject().Release();
NullFunction().ReleaseGently();
// Is there a VM to close?
if (m_VM)
{
LogDbg("Closing the virtual machine");
// Release all script callbacks
ResetFunc();
// Release the script instances
m_Scripts.clear();
// Specify that no scripts are left executed
m_Executed = false;
// Assertions during close may cause double delete/close!
HSQUIRRELVM sq_vm = m_VM;
m_VM = nullptr;
// Attempt to close the VM
sq_close(sq_vm);
LogDbg("Signaling outside plug-ins to release the virtual machine");
// Tell modules to do their monkey business
_Func->SendPluginCommand(SQMOD_RELEASED_CMD, "");
}
LogDbg("Squirrel plugin was successfully terminated");
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}
// ------------------------------------------------------------------------------------------------
bool Core::Reload()
{
// Are we already reloading?
if (m_CircularLocks & CCL_RELOAD_SCRIPTS)
{
return false; // Already reloading!
}
// Prevent circular reloads when we send plug-in commands
const BitGuardU32 bg(m_CircularLocks, static_cast< Uint32 >(CCL_RELOAD_SCRIPTS));
// Allow reloading by default
Core::Get().SetState(1);
// Emit the reload event
Core::Get().EmitScriptReload(m_ReloadHeader, m_ReloadPayload);
// Are we allowed to reload?
if (!Core::Get().GetState())
{
return false; // Request denied!
}
// Terminate the current VM and release resources
Terminate(false);
// Reset the reload header after termination
m_ReloadHeader = -1;
// Attempt to initialize the central core and load resources
return (Initialize() && Execute());
}
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// ------------------------------------------------------------------------------------------------
CSStr Core::GetOption(CSStr name) const
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{
Options::const_iterator elem = m_Options.find(name);
return (elem == m_Options.end()) ? _SC("") : elem->second.c_str();
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}
// ------------------------------------------------------------------------------------------------
CSStr Core::GetOption(CSStr name, CSStr value) const
{
Options::const_iterator elem = m_Options.find(name);
return (elem == m_Options.end()) ? value : elem->second.c_str();
}
// ------------------------------------------------------------------------------------------------
void Core::SetOption(CSStr name, CSStr value)
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{
m_Options[name] = value;
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}
// ------------------------------------------------------------------------------------------------
bool Core::LoadScript(CSStr filepath, bool delay)
{
// Is the specified path empty?
if (!filepath || *filepath == '\0')
{
LogErr("Cannot load script with empty or invalid path");
// Failed to load
return false;
}
Buffer bpath;
// Attempt to get the real file path
try
{
bpath = GetRealFilePath(filepath);
}
catch (const Sqrat::Exception & e)
{
LogErr("Unable to load script: %s", e.what());
// Failed to load
return false;
}
catch (const std::exception & e)
{
LogErr("Unable to load script: %s", e.what());
// Failed to load
return false;
}
// Make the path into a string
String path(bpath.Data(), bpath.Position());
// See if it wasn't already loaded
if (std::find_if(m_Scripts.cbegin(), m_Scripts.cend(), [&path](Scripts::const_reference s) {
return (s.mPath == path);
}) != m_Scripts.end())
{
LogWrn("Script was specified before: %s", path.c_str());
}
// Were the scripts already executed? Then there's no need to queue them
else if (m_Executed)
{
// Create a new script container and insert it into the script pool
m_Scripts.emplace_back(m_VM, std::move(path), delay, m_Debugging);
// Attempt to load and compile the script file
try
{
m_Scripts.back().mExec.CompileFile(m_Scripts.back().mPath);
}
catch (const Sqrat::Exception & e)
{
LogFtl("Unable to compile: %s", m_Scripts.back().mPath.c_str());
// Failed to execute properly
return false;
}
// At this point the script should be completely loaded
LogDbg("Successfully compiled script: %s", m_Scripts.back().mPath.c_str());
// Attempt to execute the compiled script code
try
{
m_Scripts.back().mExec.Run();
}
catch (const Sqrat::Exception & e)
{
LogFtl("Unable to execute: %s", m_Scripts.back().mPath.c_str());
// Failed to execute properly
return false;
}
// At this point the script should be completely loaded
LogScs("Successfully executed script: %s", m_Scripts.back().mPath.c_str());
}
// We don't compile the scripts yet. We just store their path and prepare the objects
else
{
// Create a new script container and insert it into the script pool
m_Scripts.emplace_back(m_VM, std::move(path), delay, m_Debugging);
}
// At this point the script exists in the pool
return true;
}
// ------------------------------------------------------------------------------------------------
void Core::SetIncomingName(CSStr name)
{
// Is there an incoming connection buffer that we can write to?
if (!m_IncomingNameBuffer)
{
STHROWF("No incoming player name buffer available");
}
// Is the specified name valid?
else if (!name || *name == '\0')
{
STHROWF("Invalid player name for incoming connection");
}
// Calculate the length of the specified name
const size_t len = std::strlen(name);
// Is the length of the name out of bounds?
if (len > m_IncomingNameCapacity)
{
STHROWF("The specified name exceeds the designated buffer");
}
// Does the name satisfy the minimum length required?
else if (len < 2)
{
STHROWF("The specified name needs to be at least 2 characters: %zu", len);
}
// Copy the specified name to the assigned buffer
std::strncpy(m_IncomingNameBuffer, name, m_IncomingNameCapacity);
// Make sure that the name inside the buffer is null terminated
m_IncomingNameBuffer[len] = '\0';
}
// ------------------------------------------------------------------------------------------------
void Core::PrintFunc(HSQUIRRELVM /*vm*/, CSStr msg, ...)
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{
// Initialize the variable argument list
va_list args;
va_start(args, msg);
// Forward the message to the logger
Logger::Get().Send(LOGL_USR, false, msg, args);
// Finalize the variable argument list
va_end(args);
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}
// ------------------------------------------------------------------------------------------------
void Core::ErrorFunc(HSQUIRRELVM /*vm*/, CSStr msg, ...)
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{
// Initialize the variable argument list
va_list args;
va_start(args, msg);
// Tell the logger to display debugging information
Logger::Get().Debug(msg, args);
// Finalize the variable argument list
va_end(args);
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}
// ------------------------------------------------------------------------------------------------
SQInteger Core::RuntimeErrorHandler(HSQUIRRELVM vm)
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{
// Was there a value thrown?
if (sq_gettop(vm) < 1)
{
return SQ_OK; // No error to display!
}
// Temporary variable for the thrown error
CSStr err_msg = nullptr;
// Attempt to obtain the thrown value as a string
if (SQ_SUCCEEDED(sq_getstring(vm, 2, &err_msg)))
{
Logger::Get().Debug(_SC("%s"), err_msg);
}
else
{
Logger::Get().Debug(_SC("Unknown runtime error has occurred"));
}
// We handled the error
return SQ_OK;
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}
// ------------------------------------------------------------------------------------------------
void Core::CompilerErrorHandler(HSQUIRRELVM /*vm*/, CSStr desc, CSStr src, SQInteger line, SQInteger column)
{
LogFtl("Message: %s\n[\n=>Location: %s\n=>Line: %d\n=>Column: %d\n]", desc, src, line, column);
}
// ------------------------------------------------------------------------------------------------
void Core::BindEvent(Int32 id, Object & env, Function & func)
{
// Obtain the function instance called for this event
Function & event = GetEvent(id);
// Is the specified callback function null?
if (func.IsNull())
{
event.ReleaseGently(); // Then release the current callback
}
// Does this function need a custom environment?
else if (env.IsNull())
{
event = func;
}
// Assign the specified environment and function
else
{
event = Function(env.GetVM(), env, func.GetFunc());
}
}
// ------------------------------------------------------------------------------------------------
void Core::BlipInst::Destroy(bool destroy, Int32 header, Object & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
Core::Get().EmitBlipDestroyed(mID, header, payload);
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU16 bg(mFlags, static_cast< Uint16 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DestroyCoordBlip(mID);
}
// Reset the instance to it's initial state
Core::ResetInst(*this);
// Don't release the callbacks abruptly
Core::ResetFunc(*this);
}
// ------------------------------------------------------------------------------------------------
void Core::CheckpointInst::Destroy(bool destroy, Int32 header, Object & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
Core::Get().EmitCheckpointDestroyed(mID, header, payload);
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU16 bg(mFlags, static_cast< Uint16 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeleteCheckPoint(mID);
}
// Reset the instance to it's initial state
Core::ResetInst(*this);
// Don't release the callbacks abruptly
Core::ResetFunc(*this);
}
// ------------------------------------------------------------------------------------------------
void Core::KeybindInst::Destroy(bool destroy, Int32 header, Object & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
Core::Get().EmitKeybindDestroyed(mID, header, payload);
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU16 bg(mFlags, static_cast< Uint16 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->RemoveKeyBind(mID);
}
// Reset the instance to it's initial state
Core::ResetInst(*this);
// Don't release the callbacks abruptly
Core::ResetFunc(*this);
}
// ------------------------------------------------------------------------------------------------
void Core::ObjectInst::Destroy(bool destroy, Int32 header, Object & payload)
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{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
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{
Core::Get().EmitObjectDestroyed(mID, header, payload);
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU16 bg(mFlags, static_cast< Uint16 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeleteObject(mID);
}
// Reset the instance to it's initial state
Core::ResetInst(*this);
// Don't release the callbacks abruptly
Core::ResetFunc(*this);
}
// ------------------------------------------------------------------------------------------------
void Core::PickupInst::Destroy(bool destroy, Int32 header, Object & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
Core::Get().EmitPickupDestroyed(mID, header, payload);
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU16 bg(mFlags, static_cast< Uint16 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeletePickup(mID);
}
// Reset the instance to it's initial state
Core::ResetInst(*this);
// Don't release the callbacks abruptly
Core::ResetFunc(*this);
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}
// ------------------------------------------------------------------------------------------------
void Core::PlayerInst::Destroy(bool /*destroy*/, Int32 header, Object & payload)
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{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
Core::Get().EmitPlayerDestroyed(mID, header, payload);
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
// Release the used memory buffer
mInst->m_Buffer.ResetAll();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Reset the instance to it's initial state
Core::ResetInst(*this);
// Don't release the callbacks abruptly
Core::ResetFunc(*this);
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}
// ------------------------------------------------------------------------------------------------
void Core::VehicleInst::Destroy(bool destroy, Int32 header, Object & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
Core::Get().EmitVehicleDestroyed(mID, header, payload);
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU16 bg(mFlags, static_cast< Uint16 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeleteVehicle(mID);
}
// Reset the instance to it's initial state
Core::ResetInst(*this);
// Don't release the callbacks abruptly
Core::ResetFunc(*this);
}
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} // Namespace:: SqMod