#include "NativeScriptManager.h" namespace Core { namespace Scripting { NativeScriptManager::NativeScriptManager( ) { } StatusEffectScript* NativeScriptManager::getStatusEffectScript( uint32_t statusId ) { auto script = m_statusEffectScripts.find( statusId ); if( script == m_statusEffectScripts.end() ) return nullptr; return script->second; } ActionScript* NativeScriptManager::getActionScript( uint32_t actionId ) { auto script = m_actionScripts.find( actionId ); if( script == m_actionScripts.end() ) return nullptr; return script->second; } EventScript* NativeScriptManager::getEventScript( uint32_t questId ) { auto script = m_eventScripts.find( questId ); if( script == m_eventScripts.end() ) return nullptr; return script->second; } BattleNpcScript* NativeScriptManager::getBattleNpcScript( uint32_t npcId ) { auto script = m_battleNpcScripts.find( npcId ); if( script == m_battleNpcScripts.end() ) return nullptr; return script->second; } ZoneScript* NativeScriptManager::getZoneScript( uint32_t zoneId ) { auto script = m_zoneScripts.find( zoneId ); if( script == m_zoneScripts.end() ) return nullptr; return script->second; } bool NativeScriptManager::loadScript( const std::string& path ) { auto module = m_loader.loadModule( path ); if( !module ) return false; auto script = m_loader.getScriptObject( module->handle ); if( !script ) { m_loader.unloadScript( module ); return false; } module->script = script; module->script_name = script->getName(); module->type = script->getType(); switch( script->getType() ) { case ScriptType::StatusEffect: m_statusEffectScripts[ script->getId() ] = dynamic_cast< StatusEffectScript* >( script ); break; case ScriptType::Action: m_actionScripts[ script->getId() ] = dynamic_cast< ActionScript* >( script ); break; case ScriptType::Quest: m_eventScripts[ script->getId() ] = dynamic_cast< EventScript* >( script ); break; case ScriptType::BattleNpc: m_battleNpcScripts[ script->getId() ] = dynamic_cast< BattleNpcScript* >( script ); break; case ScriptType::Zone: m_zoneScripts[ script->getId() ] = dynamic_cast< ZoneScript* >( script ); break; default: m_loader.unloadScript( module ); return false; } return true; } const std::string NativeScriptManager::getModuleExtension() { return m_loader.getModuleExtension(); } bool NativeScriptManager::unloadScript( const std::string& name ) { auto info = m_loader.getScriptInfo( name ); if( !info ) return false; return unloadScript( info ); } bool NativeScriptManager::unloadScript( ScriptInfo* info ) { auto ptr = info->script; switch( info->type ) { case ScriptType::StatusEffect: removeValueFromMap< uint32_t, StatusEffectScript* >( ptr, m_statusEffectScripts ); break; case ScriptType::Action: removeValueFromMap< uint32_t, ActionScript* >( ptr, m_actionScripts ); break; case ScriptType::Quest: removeValueFromMap< uint32_t, EventScript* >( ptr, m_eventScripts ); break; case ScriptType::BattleNpc: removeValueFromMap< uint32_t, BattleNpcScript* >( ptr, m_battleNpcScripts ); break; case ScriptType::Zone: removeValueFromMap< uint32_t, ZoneScript* >( ptr, m_zoneScripts ); break; default: return false; } return m_loader.unloadScript( info ); } void NativeScriptManager::queueScriptReload( const std::string &name ) { auto info = m_loader.getScriptInfo( name ); if( !info ) return; // backup actual lib path std::string libPath( info->library_path ); if( !unloadScript( info ) ) return; m_scriptLoadQueue.push( libPath ); } void NativeScriptManager::processLoadQueue() { while( !m_scriptLoadQueue.empty() ) { auto item = m_scriptLoadQueue.front(); loadScript( item ); m_scriptLoadQueue.pop(); } } void NativeScriptManager::findScripts( std::set< Core::Scripting::ScriptInfo* >& scripts, const std::string& search ) { return m_loader.findScripts( scripts, search ); } bool NativeScriptManager::isModuleLoaded( const std::string &name ) { return m_loader.isModuleLoaded( name ); } boost::shared_ptr< NativeScriptManager > createNativeScriptMgr() { return boost::make_shared< NativeScriptManager >(); } } }