// ------------------------------------------------------------------------------------------------ #include "Core.hpp" #include "Logger.hpp" #include "SqMod.h" // ------------------------------------------------------------------------------------------------ #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" // ------------------------------------------------------------------------------------------------ #include #include #include #include #include #include // ------------------------------------------------------------------------------------------------ #include #include #include #include #include // ------------------------------------------------------------------------------------------------ namespace SqMod { // -------------------------------------------------------------------------------------------- #define SQMOD_CATCH_EVENT_EXCEPTION(action) /* */ catch (const Sqrat::Exception & e) /* */ { /* */ LogErr("Squirrel exception caught " action); /* */ Logger::Get().Debug("%s", e.what()); /* */ } /* */ catch (const std::exception & e) /* */ { /* */ LogErr("Program exception caught " action " [%s]", e.what()); /* */ } /* */ catch (...) /* */ { /* */ LogErr("Unknown exception caught " action); /* */ } /* */ // ------------------------------------------------------------------------------------------------ extern bool RegisterAPI(HSQUIRRELVM vm); // ------------------------------------------------------------------------------------------------ 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); } }; // ------------------------------------------------------------------------------------------------ Core Core::s_Inst; // ------------------------------------------------------------------------------------------------ Core::Core() : m_State(0) , m_VM(nullptr) , m_Scripts() , m_PendingScripts() , 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) , m_LockPreLoadSignal(false) , m_LockPostLoadSignal(false) , m_LockUnloadSignal(false) , m_Verbosity(1) { /* ... */ } // ------------------------------------------------------------------------------------------------ Core::~Core() { if (m_VM) { Terminate(true); } } // ------------------------------------------------------------------------------------------------ bool Core::Initialize() { // 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) { 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; } // Configure the verbosity level m_Verbosity = conf.GetLongValue("Log", "VerbosityLevel", 1); // 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)); cLogDbg(m_Verbosity >= 1, "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; } cLogDbg(m_Verbosity >= 1, "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(); cLogDbg(m_Verbosity >= 1, "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); cLogDbg(m_Verbosity >= 1, "Setting the script output function"); // Tell the VM to use these functions to output user on error messages sq_setprintfunc(m_VM, PrintFunc, ErrorFunc); cLogDbg(m_Verbosity >= 1, "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); cLogDbg(m_Verbosity >= 1, "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_PendingScripts.empty() && !conf.GetBoolValue("Squirrel", "EmptyInit", false)) { LogErr("No scripts loaded. No reason to load the plug-in"); // No point in loading the plug-in return false; } cLogDbg(m_Verbosity >= 1, "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) { cLogDbg(m_Verbosity >= 1, "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; } } } // Initialize routines InitializeRoutines(); // Initialization successful return true; } // ------------------------------------------------------------------------------------------------ bool Core::Execute() { // Are there any scripts to execute? if (cLogErr(m_PendingScripts.empty(), "No scripts to execute. Plug-in has no purpose")) { return false; // No reason to execute the plug-in } // Unlock signal containers m_LockPreLoadSignal = false; m_LockPostLoadSignal = false; m_LockUnloadSignal = false; cLogDbg(m_Verbosity >= 1, "Signaling outside plug-ins to register their API"); // Tell modules to do their monkey business _Func->SendPluginCommand(SQMOD_LOAD_CMD, ""); // Load pending scripts while we're in the bounds of the allowed recursiveness for (unsigned levels = 0; (m_PendingScripts.empty() == false) && (levels < 8); ++levels) { // Remember the last script from the pool const Scripts::size_type last = m_Scripts.size(); // Push pending scripts to the back of the list std::move(m_PendingScripts.begin(), m_PendingScripts.end(), std::back_inserter(m_Scripts)); // Clear all pending scripts, if any m_PendingScripts.clear(); // Process all pending scripts if (DoScripts(m_Scripts.begin() + last, m_Scripts.end()) == false) { return false; // One of the scripts failed to execute } cLogDbg(m_Verbosity >= 2, "Completed execution of stage (%u) scripts", levels); } // Create the null entity instances m_NullBlip = Object(new CBlip(-1)); m_NullCheckpoint = Object(new CCheckpoint(-1)); m_NullKeybind = Object(new CKeybind(-1)); m_NullObject = Object(new CObject(-1)); m_NullPickup = Object(new CPickup(-1)); m_NullPlayer = Object(new CPlayer(-1)); m_NullVehicle = Object(new CVehicle(-1)); m_LockPreLoadSignal = true; // Trigger functions that must initialize stuff before the loaded event is triggered for (FuncData & fn : m_PreLoadSignal) { Emit(fn.first, fn.second); } // Clear the functions m_PreLoadSignal.clear(); // Notify the script callback that the scripts were loaded EmitScriptLoaded(); m_LockPostLoadSignal = true; // Trigger functions that must initialize stuff after the loaded event is triggered for (FuncData & fn : m_PostLoadSignal) { Emit(fn.first, fn.second); } // Clear the functions m_PostLoadSignal.clear(); // Import already existing entities ImportPlayers(); ImportBlips(); ImportCheckpoints(); ImportKeybinds(); ImportObjects(); ImportPickups(); ImportVehicles(); // Successfully executed return (m_Executed = true); } // ------------------------------------------------------------------------------------------------ void Core::Terminate(bool shutdown) { m_Shutdown = shutdown; // Is there a virtual machine present? if (m_VM) { m_LockUnloadSignal = true; // Trigger functions that must de-initialize stuff before the scripts are unloaded for (FuncData & fn : m_UnloadSignal) { Emit(fn.first, fn.second, shutdown); } // Clear the functions m_UnloadSignal.clear(); cLogDbg(m_Verbosity >= 1, "Signaling outside plug-ins to release their resources"); // Tell modules to do their monkey business _Func->SendPluginCommand(SQMOD_TERMINATE_CMD, ""); } cLogDbg(m_Verbosity >= 1, "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); cLogDbg(m_Verbosity >= 1, "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(); // Release null entity instances m_NullBlip.Release(); m_NullCheckpoint.Release(); m_NullKeybind.Release(); m_NullObject.Release(); m_NullPickup.Release(); m_NullPlayer.Release(); m_NullVehicle.Release(); // Clear any functions added during shutdown m_PreLoadSignal.clear(); m_PostLoadSignal.clear(); m_UnloadSignal.clear(); // Is there a VM to close? if (m_VM) { cLogDbg(m_Verbosity >= 1, "Closing the virtual machine"); // Release all script callbacks ResetFunc(); // Release the script instances m_Scripts.clear(); m_PendingScripts.clear(); // Just in case // 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); cLogDbg(m_Verbosity >= 1, "Signaling outside plug-ins to release the virtual machine"); // Tell modules to do their monkey business _Func->SendPluginCommand(SQMOD_RELEASED_CMD, ""); } OutputMessage("Squirrel plug-in was successfully terminated"); } // ------------------------------------------------------------------------------------------------ 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()); } // ------------------------------------------------------------------------------------------------ CSStr Core::GetOption(CSStr name) const { Options::const_iterator elem = m_Options.find(name); return (elem == m_Options.end()) ? _SC("") : elem->second.c_str(); } // ------------------------------------------------------------------------------------------------ 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) { m_Options[name] = value; } // ------------------------------------------------------------------------------------------------ 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()); } // Also check the pending scripts container else if (std::find_if(m_PendingScripts.cbegin(), m_PendingScripts.cend(), [&path](Scripts::const_reference s) { return (s.mPath == path); }) != m_PendingScripts.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()); // Remove the script container since it's invalid m_Scripts.pop_back(); // Failed to compile properly return false; } // At this point the script should be completely loaded cLogDbg(m_Verbosity >= 3, "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()); // Remove the script container since it's invalid m_Scripts.pop_back(); // Failed to execute properly return false; } // At this point the script should be completely loaded cLogScs(m_Verbosity >= 2, "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 pending script pool m_PendingScripts.emplace_back(m_VM, std::move(path), delay, m_Debugging); } // At this point the script exists in one of the pools 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'; } // ------------------------------------------------------------------------------------------------ bool Core::DoScripts(Scripts::iterator itr, Scripts::iterator end) { Scripts::iterator itr_state = itr; cLogDbg(Get().m_Verbosity >= 1, "Attempting to compile the specified scripts"); // Compile scripts first so that the constants can take effect for (; itr != end; ++itr) { // Is this script already compiled? if (!(*itr).mExec.IsNull()) { continue; // Already compiled! } // Attempt to load and compile the script file try { (*itr).mExec.CompileFile((*itr).mPath); } catch (const Sqrat::Exception & e) { LogFtl("Unable to compile: %s", (*itr).mPath.c_str()); // Failed to execute properly return false; } cLogDbg(Get().m_Verbosity >= 3, "Successfully compiled script: %s", (*itr).mPath.c_str()); // Should we delay the execution of this script? if ((*itr).mDelay) { continue; // Execute later! } // Attempt to execute the compiled script code try { (*itr).mExec.Run(); } catch (const Sqrat::Exception & e) { LogFtl("Unable to execute: %s", (*itr).mPath.c_str()); // Failed to execute properly return false; } cLogScs(Get().m_Verbosity >= 2, "Successfully executed script: %s", (*itr).mPath.c_str()); } cLogDbg(Get().m_Verbosity >= 1, "Attempting to execute the specified scripts"); // Execute scripts only after compilation successful for (itr = itr_state; itr != end; ++itr) { // Was this script delayed from execution? if (!(*itr).mDelay) { continue; // Already executed! } // Attempt to execute the compiled script code try { (*itr).mExec.Run(); } catch (const Sqrat::Exception & e) { LogFtl("Unable to execute: %s", (*itr).mPath.c_str()); // Failed to execute properly return false; } cLogScs(Get().m_Verbosity >= 2, "Successfully executed script: %s", (*itr).mPath.c_str()); } // At this point the scripts were loaded and executed successfully return true; } // ------------------------------------------------------------------------------------------------ void Core::PrintFunc(HSQUIRRELVM /*vm*/, CSStr msg, ...) { // 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); } // ------------------------------------------------------------------------------------------------ void Core::ErrorFunc(HSQUIRRELVM /*vm*/, CSStr msg, ...) { // 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); } // ------------------------------------------------------------------------------------------------ SQInteger Core::RuntimeErrorHandler(HSQUIRRELVM vm) { // 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; } // ------------------------------------------------------------------------------------------------ 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::BindPreLoad(Object & env, Function & func, Object & payload) { if (m_LockPreLoadSignal) { STHROWF("Cannot bind functions to pre-load signal anymore"); } else if (func.IsNull()) { STHROWF("Cannot bind null as callback to pre-load signal"); } // Does this function need a custom environment? else if (env.IsNull()) { m_PreLoadSignal.emplace_back(func, payload); } // Assign the specified environment and function else { m_PreLoadSignal.emplace_back(Function(env.GetVM(), env, func.GetFunc()), payload); } } // ------------------------------------------------------------------------------------------------ void Core::BindPostLoad(Object & env, Function & func, Object & payload) { if (m_LockPostLoadSignal) { STHROWF("Cannot bind functions to post-load signal anymore"); } else if (func.IsNull()) { STHROWF("Cannot bind null as callback to post-load signal"); } // Does this function need a custom environment? else if (env.IsNull()) { m_PostLoadSignal.emplace_back(func, payload); } // Assign the specified environment and function else { m_PostLoadSignal.emplace_back(Function(env.GetVM(), env, func.GetFunc()), payload); } } // ------------------------------------------------------------------------------------------------ void Core::BindUnload(Object & env, Function & func, Object & payload) { if (m_LockUnloadSignal) { STHROWF("Cannot bind functions to unload signal anymore"); } else if (func.IsNull()) { STHROWF("Cannot bind null as callback to unload signal"); } // Does this function need a custom environment? else if (env.IsNull()) { m_UnloadSignal.emplace_back(func, payload); } // Assign the specified environment and function else { m_UnloadSignal.emplace_back(Function(env.GetVM(), env, func.GetFunc()), payload); } } // ------------------------------------------------------------------------------------------------ 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)) { // Don't leave exceptions to prevent us from releasing this instance try { Core::Get().EmitBlipDestroyed(mID, header, payload); } SQMOD_CATCH_EVENT_EXCEPTION("while destroying blip") } // 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)) { // Don't leave exceptions to prevent us from releasing this instance try { Core::Get().EmitCheckpointDestroyed(mID, header, payload); } SQMOD_CATCH_EVENT_EXCEPTION("while destroying checkpoint") } // 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)) { // Don't leave exceptions to prevent us from releasing this instance try { Core::Get().EmitKeybindDestroyed(mID, header, payload); } SQMOD_CATCH_EVENT_EXCEPTION("while destroying keybind") } // 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) { // Should we notify that this entity is being cleaned up? if (VALID_ENTITY(mID)) { // Don't leave exceptions to prevent us from releasing this instance try { Core::Get().EmitObjectDestroyed(mID, header, payload); } SQMOD_CATCH_EVENT_EXCEPTION("while destroying object") } // 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)) { // Don't leave exceptions to prevent us from releasing this instance try { Core::Get().EmitPickupDestroyed(mID, header, payload); } SQMOD_CATCH_EVENT_EXCEPTION("while destroying pickup") } // 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); } // ------------------------------------------------------------------------------------------------ void Core::PlayerInst::Destroy(bool /*destroy*/, Int32 header, Object & payload) { // Should we notify that this entity is being cleaned up? if (VALID_ENTITY(mID)) { // Don't leave exceptions to prevent us from releasing this instance try { Core::Get().EmitPlayerDestroyed(mID, header, payload); } SQMOD_CATCH_EVENT_EXCEPTION("while destroying player") } // 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); } // ------------------------------------------------------------------------------------------------ void Core::VehicleInst::Destroy(bool destroy, Int32 header, Object & payload) { // Should we notify that this entity is being cleaned up? if (VALID_ENTITY(mID)) { // Don't leave exceptions to prevent us from releasing this instance try { Core::Get().EmitVehicleDestroyed(mID, header, payload); } SQMOD_CATCH_EVENT_EXCEPTION("while destroying vehicle") } // 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); } } // Namespace:: SqMod