Esempio n. 1
0
 private UserFunction GetUserFunction(string userFuncIdentifier, ParseNode declaredWith)
 {
     if (userFuncs.ContainsKey(userFuncIdentifier))
     {
         return(userFuncs[userFuncIdentifier]);
     }
     if (declaredWith != null)
     {
         var userFuncObject = new UserFunction(userFuncIdentifier, declaredWith);
         userFuncs.Add(userFuncIdentifier, userFuncObject);
         newUserFuncs.Add(userFuncObject);
         return(userFuncObject);
     }
     return(null); // shouldn't happen - must call with declaredWith = something.
 }
Esempio n. 2
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 private UserFunction GetUserFunction(string userFuncIdentifier, ParseNode declaredWith)
 {
     if (userFuncs.ContainsKey(userFuncIdentifier))
     {
         return userFuncs[userFuncIdentifier];
     }
     if (declaredWith != null)
     {
         var userFuncObject = new UserFunction(userFuncIdentifier, declaredWith);
         userFuncs.Add(userFuncIdentifier, userFuncObject);
         newUserFuncs.Add(userFuncObject);
         return userFuncObject;
     }
     return null; // shouldn't happen - must call with declaredWith = something.
 }
Esempio n. 3
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        /// <summary>
        /// Returns true if the given user function is one of the ones that was just
        /// declared during the current compile and not one that was leftover from
        /// a previous compile.
        /// <br/>
        /// Returns false if either the function exists and is old, or the function
        /// doesn't even exist in the collection at all.
        /// </summary>
        /// <param name="func"></param>
        /// <returns></returns>
        public bool IsNew(UserFunction func)
        {
            // Possible opportuinity for an optimization refactor here:
            // -------------------------------------------
            // newUserFuncs is purely a flat sequential list with
            // no sort order or hash mapping.  Therefore seeing if a
            // function is new or not requires a sequential walk of all
            // the functions built during the current compile.
            // If people start writing library scripts containing upwards
            // of 20 or more functions in one file, that could become
            // inefficient.  It may be possible to refactor newUserFuncs
            // into some sort of hashmap or at least sorted list. That way
            // Contains() would be a faster search.

            return(newUserFuncs.Contains(func));
        }
Esempio n. 4
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 /// <summary>
 /// Returns true if the given user function is one of the ones that was just 
 /// declared during the current compile and not one that was leftover from
 /// a previous compile.
 /// <br/>
 /// Returns false if either the function exists and is old, or the function
 /// doesn't even exist in the collection at all.
 /// </summary>
 /// <param name="func"></param>
 /// <returns></returns>
 public bool IsNew(UserFunction func)
 {
     // Possible opportuinity for an optimization refactor here:
     // -------------------------------------------
     // newUserFuncs is purely a flat sequential list with
     // no sort order or hash mapping.  Therefore seeing if a
     // function is new or not requires a sequential walk of all
     // the functions built during the current compile.
     // If people start writing library scripts containing upwards
     // of 20 or more functions in one file, that could become
     // inefficient.  It may be possible to refactor newUserFuncs
     // into some sort of hashmap or at least sorted list. That way
     // Contains() would be a faster search.
     
     return newUserFuncs.Contains(func);
 }
Esempio n. 5
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        /// <summary>
        /// Build the system trigger to go with a user function (lock)
        /// such as LOCK STEERING or LOCK THROTTLE
        /// </summary>
        /// <param name="func">Represents the lock object, which might not be fully populated yet.</param>
        private void BuildSystemTrigger(UserFunction func)
        {
            string triggerIdentifier = "lock-" + func.ScopelessIdentifier;
            Trigger triggerObject = context.Triggers.GetTrigger(triggerIdentifier);

            if (triggerObject.IsInitialized())
                return;

            short rememberLastLine = lastLine;
            lastLine = -1; // special flag telling the error handler that these opcodes came from the system itself, when reporting the error
            List<Opcode> rememberCurrentCodeSection = currentCodeSection;
            currentCodeSection = triggerObject.Code;
            AddOpcode(new OpcodePush("$" + func.ScopelessIdentifier));
            AddOpcode(new OpcodePush(new KOSArgMarkerType())); // need these for all locks now.
            AddOpcode(new OpcodeCall(func.ScopelessPointerIdentifier));
            AddOpcode(new OpcodeStoreGlobal());
            AddOpcode(new OpcodeEOF());
            lastLine = rememberLastLine;
            currentCodeSection = rememberCurrentCodeSection;
        }
Esempio n. 6
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        private void UnlockIdentifier(UserFunction lockObject)
        {
            if (lockObject.IsSystemLock())
            {
                // disable this FlyByWire parameter
                AddOpcode(new OpcodePush(new KOSArgMarkerType()));
                AddOpcode(new OpcodePush(lockObject.ScopelessIdentifier));
                AddOpcode(new OpcodePush(false));
                AddOpcode(new OpcodeCall("toggleflybywire()"));
                // add a pop to clear out the dummy return value from toggleflybywire()
                AddOpcode(new OpcodePop());

                // remove update trigger
                string triggerIdentifier = "lock-" + lockObject.ScopelessIdentifier;
                if (context.Triggers.Contains(triggerIdentifier))
                {
                    Trigger triggerObject = context.Triggers.GetTrigger(triggerIdentifier);
                    AddOpcode(new OpcodePushRelocateLater(null), triggerObject.GetFunctionLabel());
                    AddOpcode(new OpcodeRemoveTrigger());
                }
            }

            // unlock variable
            // Really, we should unlock a variable by unsetting it's pointer var so it's an error to use it:
            AddOpcode(new OpcodePush(lockObject.ScopelessPointerIdentifier));
            AddOpcode(new OpcodePushRelocateLater(null), lockObject.DefaultLabel);
            if (allowLazyGlobal)
                AddOpcode(new OpcodeStore());
            else
                AddOpcode(new OpcodeStoreExist());
        }