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Merge pull request #358 from NotAdam/develop

doxygen & some documentation
This commit is contained in:
Mordred 2018-07-25 09:18:06 +02:00 committed by GitHub
commit 258938d263
12 changed files with 2915 additions and 12 deletions

4
.gitignore vendored
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@ -121,3 +121,7 @@ cotire/
*objects.txt
*exports.def
# doxygen output folder
doxygen/generated/
doxygen/*.tmp

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@ -0,0 +1,129 @@
body {
background-color: #222;
color: #ccc;
overflow-x: hidden;
}
#nav-tree {
background-color: #222;
background-image: none;
}
#side-nav {
width: 300px;
}
#titlearea {
border: none;
padding: 5px;
}
div.header {
background-color: #2a2a2a !important;
}
h2.groupheader {
color: #ccc;
}
.mdescLeft, .mdescRight, .memItemLeft, .memItemRight, .memTemplItemLeft, .memTemplItemRight, .memTemplParams {
background-color: #333;
color: #ccc;
}
.directory tr.even {
background-color: #3f3f3f;
}
a, .contents a:visited {
color: #548cff;
}
.memtitle {
background-color: #555 !important;
background-image: none;
border-top: 1px solid #717171;
border-left: 1px solid #717171;
border-right: 1px solid #717171;
}
.memdoc, dl.reflist dd {
background-color: #444;
border-bottom: 1px solid #717171;
border-left: 1px solid #717171;
border-right: 1px solid #717171;
}
.memproto, dl.reflist dt {
background-color: #555;
color: #ccc;
text-shadow: 0px 1px 1px rgba(0, 0, 0, 0.9);
border-top: 1px solid #717171;
border-left: 1px solid #717171;
border-right: 1px solid #717171;
}
div.header {
border-bottom: 1px solid #717171;
background-image: none;
}
.paramname {
color: #ff5a5a;
}
.memtemplate {
color: #6e9eff;
}
.memSeparator, h2.groupheader {
border-bottom: 1px solid #545454;
}
.navelem, .navpath ul {
background-color: #333;
background-image: none;
}
.navpath ul {
border: solid 1px #717171;
}
.navpath li.footer {
color: #548cff;
}
.navpath li.navelem a, .navpath li.navelem a:visited {
color: #ccc;
text-shadow: 0px 1px 1px rgba(0, 0, 0, 0.9);
}
.ui-resizable-e {
background-image: none;
background-color: #717171;
}
.sm-dox {
background-image: none;
background-color: #333;
}
.sm-dox a {
color: #ccc;
text-shadow: 0px 1px 1px #000;
}
.sm-dox a span.sub-arrow {
border-color: #ccc transparent transparent transparent;
}
.sm-dox a, .sm-dox a:focus, .sm-dox a:active, .sm-dox a:hover, .sm-dox a.highlighted {
background-image: none;
}
#main-nav {
border-top: 1px solid #717171;
}

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@ -0,0 +1,6 @@
# Sapphire Developer Documentation
The intent is to provide developers with a sense of pride and enjoyment for documenting their code.
Please look forward to it.
![pls](https://i.imgur.com/O8NBR9X.png)

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@ -17,7 +17,12 @@ namespace Core {
enum ActorControlType : uint16_t
{
/*! Toggles weapon status -> Sheathed/UnSheathed
\param param1 status 0|1 */
ToggleWeapon = 0x00,
/*! Toggles Autoattack status on/off
\param param1 status 0|1 */
AutoAttack = 0x01,
SetStatus = 0x02,
CastStart = 0x03,
ToggleAggro = 0x04,

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@ -15,10 +15,14 @@
using namespace Core;
// todo: this is shit
// constant script ids for certain events
#define EVENTSCRIPT_AETHERYTE_ID 0x50000
#define EVENTSCRIPT_AETHERNET_ID 0x50001
/*!
* @brief The base class that any script should inherit from and set the type param accordingly
*/
class ScriptObject
{
protected:
@ -26,16 +30,30 @@ protected:
std::size_t m_type;
public:
/*!
* @param id an ID which uniquely identifies this script in relation to it's type
* @param type The RTTI hash code of the implementing type to uniquely identify it
*/
ScriptObject( uint32_t id, std::size_t type ) :
m_id( id ),
m_type( type )
{ }
/*!
* @brief Gets the ID set for this script
*
* @return The allocated ID of the script set during object construction
*/
virtual uint32_t getId() const
{
return m_id;
}
/*!
* @brief Gets the unique identifier (hash_code) of the script
*
* @return The hash_code of the script
*/
virtual std::size_t getType() const
{
return m_type;
@ -43,6 +61,9 @@ public:
};
/*!
* @brief The base class for any scripts that implement behaviour related to status effects.
*/
class StatusEffectScript : public ScriptObject
{
public:
@ -50,17 +71,68 @@ public:
ScriptObject( effectId, typeid( StatusEffectScript ).hash_code() )
{ }
/*!
* @brief Called on each tick that a status effect is active on an actor
*
* @param actor the actor the status effect is ticking on
*/
virtual void onTick( Entity::Chara& actor ) { }
/*!
* @brief Called when the status effect is applied to an actor
*
* @param actor the actor on which the status effect was applied to
*/
virtual void onApply( Entity::Chara& actor ) { }
/*!
* @brief Called when the actor (usually a player) removes the status effect by right clicking it
*
* @param actor The actor on which the effect was removed from
*/
virtual void onRemove( Entity::Chara& actor ) { }
/*!
* @brief Called when the status effect expires
*
* @param actor The actor on which the efect expired on
*/
virtual void onExpire( Entity::Chara& actor ) { }
/*!
* @brief Called when the player with the status effect collides with another player, eg. hot potato
*
* @param actor The actor which has status effect
* @param actorHit The actor who collided with the status effect owner
*/
virtual void onPlayerCollision( Entity::Chara& actor, Entity::Chara& actorHit ) { }
/*!
* @brief Called when the owner finishes a cast
*
* @param actor The actor who finished a cast
*/
virtual void onPlayerFinishCast( Entity::Chara& actor ) { }
/*!
* @brief Called when the status effect owner was damaged
*
* @param actor The actor that was damaged
*/
virtual void onPlayerDamaged( Entity::Chara& actor ) { }
/*!
* @brief Called when the status effect owner dies
*
* @param actor The actor that died
*/
virtual void onPlayerDeath( Entity::Chara& actor ) { }
};
/*!
* @brief The base class for any scripts that implement behaviour related to actions
*/
class ActionScript : public ScriptObject
{
public:
@ -74,6 +146,10 @@ public:
};
/*!
* @brief The base class for any scripts that implement behaviour related to the event system.
* This includes but is not limited to: NPCs, shops, some world objects
*/
class EventScript : public ScriptObject
{
protected:
@ -99,6 +175,9 @@ public:
};
/*!
* @brief The base class for any scripts that implement behaviour related to BattleNPCs
*/
class BattleNpcScript : public ScriptObject
{
public:
@ -107,6 +186,9 @@ public:
{ }
};
/*!
* @brief The base class for any scripts that implement behaviour related to zones
*/
class ZoneScript : public ScriptObject
{
public:
@ -117,6 +199,9 @@ public:
virtual void onZoneInit() { }
};
/*!
* @brief The base class for any scripts that implement behaviour related to instance content zones
*/
class InstanceContentScript : public ScriptObject
{
public:

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@ -13,30 +13,101 @@
namespace Core {
namespace Scripting {
/*!
* @brief Contains all the functionality for easily loading, unloading, reloading and generally accessing scripts.
*/
class NativeScriptMgr
{
protected:
/*!
* @brief An internal list that maps script types to another list containing scripts indexed by their assoicated id
*/
std::unordered_map< std::size_t, std::unordered_map< uint32_t, ScriptObject* > > m_scripts;
ScriptLoader m_loader;
/*!
* @brief The queue that scripts to be reloaded are placed into.
*/
std::queue< std::string > m_scriptLoadQueue;
/*!
* @brief Used to unload a script
*
* Used to unload a script, clears m_scripts of any scripts assoicated with a ScriptInfo and then unloads that module
*
* @param info A pointer to the ScriptInfo object that is to be erased
* @return true if successful, false if not
*/
bool unloadScript( ScriptInfo* info );
public:
NativeScriptMgr() = default;
/*!
* @brief Loads a script from a path
*
* This will populate m_scripts if it is successful and scripts will be available as soon as this returns.
*
* @param path The path to the module to load
* @return true if successful, false if not
*/
bool loadScript( const std::string& path );
/*!
* @brief Unloads a script
*
* @param name The module name of the script to unload
* @return true if successful
*/
bool unloadScript( const std::string& name );
/*!
* @brief Queues a script module to be reloaded
*
* Due to the nature of how this works, there's no return.
* It will just silently fail over and over again to infinity and beyond until the server restarts... not that should ever happen under normal circumstances.
*
* @param name The name of the module to be reloaded.
*/
void queueScriptReload( const std::string& name );
/*!
* @brief Case-insensitive search for modules, useful for debug commands
*
* @param scripts a set of ScriptInfo ptrs
* @param search the search term
*/
void findScripts( std::set< Core::Scripting::ScriptInfo* >& scripts, const std::string& search );
/*!
* @brief Called on a regular interval, allows for scripts to be loaded from the internal load queue.
*/
void processLoadQueue();
/*!
* @brief Gets the module file extention for the current platform (windows, linux, osx)
*
* @return The file extension for the current platform
*/
const std::string getModuleExtension();
/*!
* @brief Checks to see if a module with the specified name exists
*
* @param name The module name to lookup
* @return true if loaded, false if not
*/
bool isModuleLoaded( const std::string& name );
/*!
* @brief Get a specific script from the internal table
*
* @tparam T The type of the script to search for
* @param scriptId The ID of the script to search for
* @return T* if successful, nullptr if the script doesn't exist
*/
template< typename T >
T* getScript( uint32_t scriptId )
{
@ -51,7 +122,11 @@ namespace Scripting {
};
/*!
* @brief Creates an instance of NativeScriptMgr
*
* @return a boost::shared_ptr to NativeScriptMgr
*/
boost::shared_ptr< NativeScriptMgr > createNativeScriptMgr();
} }

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@ -16,16 +16,48 @@ typedef void* ModuleHandle;
namespace Core {
namespace Scripting {
/*!
* @brief An internal class used to track information about loaded modules and their scripts.
*
* The main purpose of this is to maintain easy access to the module handle and the pointers to scripts that are loaded.
* Furthermore, allows for quick and easy cross platform access to the module paths associated with the runtime module cache and its original path.
*/
class ScriptInfo
{
public:
ScriptInfo() = default;
/*!
* @brief The file name of the loaded library.
*
* On all platforms, this will be the full filename of the module, eg:
* - script_instances.dll on Windows
* - libscript_instances.so on Linux
*/
std::string library_name;
/*!
* @brief The path to the module currently loaded in memory from the cached location.
*/
std::string cache_path;
/*!
* @brief The original path of the module before it was copied to the cache location.
*/
std::string library_path;
/*!
* @brief A handle to the module.
*
* The underlying type for this depends on platform. On Windows it's some stupid shit, on everything else it's a void*.
*/
ModuleHandle handle;
/*!
* @brief An internal list of all the pointers to each ScriptObject
*
* This is tracked so when we unload this module we can call delete on each ScriptObject and correctly free it from memory.
*/
std::vector< ScriptObject* > scripts;
};
}

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@ -14,9 +14,6 @@ extern Core::Framework g_fw;
namespace fs = boost::filesystem;
Core::Scripting::ScriptLoader::ScriptLoader()
{}
const std::string Core::Scripting::ScriptLoader::getModuleExtension()
{
#ifdef _WIN32

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@ -1,7 +1,6 @@
#ifndef CORE_SCRIPTLOADER_H
#define CORE_SCRIPTLOADER_H
#include <string>
#include <unordered_map>
#include <set>
@ -21,28 +20,87 @@ using ModuleHandle = void*;
namespace Core {
namespace Scripting {
/*!
* @brief Provides low level functionality for loading modules on different platforms along with managing those loaded modules.
*/
class ScriptLoader
{
protected:
/*!
* @brief The internal list of all modules that are loaded.
*/
std::unordered_map< std::string, ScriptInfo* > m_scriptMap;
/*!
* @brief Unload a loaded module from it's ModuleHandle
*
* @return true if the unload was successful, false if not
*/
bool unloadModule( ModuleHandle );
public:
ScriptLoader();
ScriptLoader() = default;
/*!
* @brief Gets the module file extention for the current platform (windows, linux, osx)
*
* @return The file extension for the current platform
*/
const std::string getModuleExtension();
/*!
* @brief Load a module from a path
*
* Internally, this will also copy the module from it's original folder into the cache folder.
*
* @return A pointer to ScriptInfo if the load was successful, nullptr if it failed
*/
ScriptInfo* loadModule( const std::string& );
/*!
* @brief Unload a script from it's ScriptInfo object
*
* @return true if successful, false if not
*/
bool unloadScript( ScriptInfo* );
/*!
* @brief Unload a script via it's module handle
*
* @return true if successful, false if not
*/
bool unloadScript( ModuleHandle );
/*!
* @brief Look up a ScriptInfo* by a module name
*
* @param name The exact module name to search for, case-sensitive
* @return The ScriptInfo ptr if successful, nullptr if it wasn't found
*/
ScriptInfo* getScriptInfo( std::string name );
/*!
* @brief Get all scripts assoicated with a module
*
* @param handle The handle to the module
* @return An array of unknown size ending with nullptr if success, nullptr if not
*/
ScriptObject** getScripts( ModuleHandle handle );
/*!
* @brief Checks to see if a module with the specified name exists
*
* @param name The module name to lookup
* @return true if loaded, false if not
*/
bool isModuleLoaded( std::string name );
/*!
* @brief Case-insensitive search for modules, useful for debug commands
*
* @param scripts a set of ScriptInfo ptrs
* @param search the search term
*/
void findScripts( std::set< Core::Scripting::ScriptInfo* >& scripts, const std::string& search );
};

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@ -16,23 +16,41 @@ namespace Core
class ScriptMgr
{
private:
/*!
* @brief A shared ptr to NativeScriptMgr, used for accessing and managing the native script system.
*/
boost::shared_ptr< NativeScriptMgr > m_nativeScriptMgr;
std::function< std::string( Entity::Player& ) > m_onFirstEnterWorld;
// auto fn = m_pChaiHandler->eval< std::function<const std::string( Entity::Player ) > >( "onFirstEnterWorld" );
/*!
* @brief Used to ignore the first change notification that Watchdog emits.
* Because reasons, it likes to emit an initial notification with all the files that match the filter, we don't want that so we ignore it.
*/
bool m_firstScriptChangeNotificiation;
public:
ScriptMgr();
~ScriptMgr();
/*!
* @brief Loads all the script modules and readies the ScriptMgr
*
* This gets all the modules inside the specified scripts folder and then attempts to load each one.
* After that, it starts the directory watcher so the server can reload modules at runtime when changes occur.
*
* @return true if init success
*/
bool init();
void reload();
/*!
* @brief Called on each tick or at a regular interval. Allows for the NativeScriptMgr to process module loading and reloading.
*/
void update();
/*!
* @brief Registers a directory watcher which allows for script modules to be reloaded when changes to the modules occur
*/
void watchDirectories();
void onPlayerFirstEnterWorld( Entity::Player& player );