diff options
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.cpp')
-rwxr-xr-x | src/server/game/Scripting/ScriptMgr.cpp | 197 |
1 files changed, 146 insertions, 51 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp index af301738f20..f551b268b3a 100755 --- a/src/server/game/Scripting/ScriptMgr.cpp +++ b/src/server/game/Scripting/ScriptMgr.cpp @@ -17,6 +17,7 @@ */ #include "ScriptPCH.h" +#include "ScriptMgr.h" #include "Config.h" #include "DatabaseEnv.h" #include "DBCStores.h" @@ -26,6 +27,100 @@ #include "ScriptSystem.h" #include "Transport.h" +// This is the global static registry of scripts. +template<class TScript> +class ScriptRegistry +{ + // Counter used for code-only scripts. + static uint32 _scriptIdCounter; + +public: + typedef std::map<uint32, TScript*> ScriptMap; + typedef typename ScriptMap::iterator ScriptMapIterator; + + // The actual list of scripts. This will be accessed concurrently, so it must not be modified + // after server startup. + static ScriptMap ScriptPointerList; + + static void AddScript(TScript* const script) + { + ASSERT(script); + + // See if the script is using the same memory as another script. If this happens, it means that + // someone forgot to allocate new memory for a script. + for (ScriptMapIterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it) + { + if (it->second == script) + { + sLog->outError("Script '%s' has same memory pointer as '%s'.", + script->GetName().c_str(), it->second->GetName().c_str()); + + return; + } + } + + if (script->IsDatabaseBound()) + { + // Get an ID for the script. An ID only exists if it's a script that is assigned in the database + // through a script name (or similar). + uint32 id = sObjectMgr->GetScriptId(script->GetName().c_str()); + if (id) + { + // Try to find an existing script. + bool existing = false; + for (ScriptMapIterator it = ScriptPointerList.begin(); it != ScriptPointerList.end(); ++it) + { + // If the script names match... + if (it->second->GetName() == script->GetName()) + { + // ... It exists. + existing = true; + break; + } + } + + // If the script isn't assigned -> assign it! + if (!existing) + { + ScriptPointerList[id] = script; + sScriptMgr->IncrementScriptCount(); + } + else + { + // If the script is already assigned -> delete it! + sLog->outError("Script '%s' already assigned with the same script name, so the script can't work.", + script->GetName().c_str()); + + ASSERT(false); // Error that should be fixed ASAP. + } + } + else + { + // The script uses a script name from database, but isn't assigned to anything. + if (script->GetName().find("example") == std::string::npos && script->GetName().find("Smart") == std::string::npos) + sLog->outErrorDb("Script named '%s' does not have a script name assigned in database.", + script->GetName().c_str()); + } + } + else + { + // We're dealing with a code-only script; just add it. + ScriptPointerList[_scriptIdCounter++] = script; + sScriptMgr->IncrementScriptCount(); + } + } + + // Gets a script by its ID (assigned by ObjectMgr). + static TScript* GetScriptById(uint32 id) + { + ScriptMapIterator it = ScriptPointerList.find(id); + if (it != ScriptPointerList.end()) + return it->second; + + return NULL; + } +}; + // Utility macros to refer to the script registry. #define SCR_REG_MAP(T) ScriptRegistry<T>::ScriptMap #define SCR_REG_ITR(T) ScriptRegistry<T>::ScriptMapIterator @@ -1290,25 +1385,25 @@ void ScriptMgr::OnGroupDisband(Group* group) SpellScriptLoader::SpellScriptLoader(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<SpellScriptLoader>::AddScript(this); + ScriptRegistry<SpellScriptLoader>::AddScript(this); } ServerScript::ServerScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<ServerScript>::AddScript(this); + ScriptRegistry<ServerScript>::AddScript(this); } WorldScript::WorldScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<WorldScript>::AddScript(this); + ScriptRegistry<WorldScript>::AddScript(this); } FormulaScript::FormulaScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<FormulaScript>::AddScript(this); + ScriptRegistry<FormulaScript>::AddScript(this); } WorldMapScript::WorldMapScript(const char* name, uint32 mapId) @@ -1317,7 +1412,7 @@ WorldMapScript::WorldMapScript(const char* name, uint32 mapId) if (GetEntry() && !GetEntry()->IsContinent()) sLog->outError("WorldMapScript for map %u is invalid.", mapId); - ScriptMgr::ScriptRegistry<WorldMapScript>::AddScript(this); + ScriptRegistry<WorldMapScript>::AddScript(this); } InstanceMapScript::InstanceMapScript(const char* name, uint32 mapId) @@ -1326,7 +1421,7 @@ InstanceMapScript::InstanceMapScript(const char* name, uint32 mapId) if (GetEntry() && !GetEntry()->IsDungeon()) sLog->outError("InstanceMapScript for map %u is invalid.", mapId); - ScriptMgr::ScriptRegistry<InstanceMapScript>::AddScript(this); + ScriptRegistry<InstanceMapScript>::AddScript(this); } BattlegroundMapScript::BattlegroundMapScript(const char* name, uint32 mapId) @@ -1335,140 +1430,140 @@ BattlegroundMapScript::BattlegroundMapScript(const char* name, uint32 mapId) if (GetEntry() && !GetEntry()->IsBattleground()) sLog->outError("BattlegroundMapScript for map %u is invalid.", mapId); - ScriptMgr::ScriptRegistry<BattlegroundMapScript>::AddScript(this); + ScriptRegistry<BattlegroundMapScript>::AddScript(this); } ItemScript::ItemScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<ItemScript>::AddScript(this); + ScriptRegistry<ItemScript>::AddScript(this); } CreatureScript::CreatureScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<CreatureScript>::AddScript(this); + ScriptRegistry<CreatureScript>::AddScript(this); } GameObjectScript::GameObjectScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<GameObjectScript>::AddScript(this); + ScriptRegistry<GameObjectScript>::AddScript(this); } AreaTriggerScript::AreaTriggerScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<AreaTriggerScript>::AddScript(this); + ScriptRegistry<AreaTriggerScript>::AddScript(this); } BattlegroundScript::BattlegroundScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<BattlegroundScript>::AddScript(this); + ScriptRegistry<BattlegroundScript>::AddScript(this); } OutdoorPvPScript::OutdoorPvPScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<OutdoorPvPScript>::AddScript(this); + ScriptRegistry<OutdoorPvPScript>::AddScript(this); } CommandScript::CommandScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<CommandScript>::AddScript(this); + ScriptRegistry<CommandScript>::AddScript(this); } WeatherScript::WeatherScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<WeatherScript>::AddScript(this); + ScriptRegistry<WeatherScript>::AddScript(this); } AuctionHouseScript::AuctionHouseScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<AuctionHouseScript>::AddScript(this); + ScriptRegistry<AuctionHouseScript>::AddScript(this); } ConditionScript::ConditionScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<ConditionScript>::AddScript(this); + ScriptRegistry<ConditionScript>::AddScript(this); } VehicleScript::VehicleScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<VehicleScript>::AddScript(this); + ScriptRegistry<VehicleScript>::AddScript(this); } DynamicObjectScript::DynamicObjectScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<DynamicObjectScript>::AddScript(this); + ScriptRegistry<DynamicObjectScript>::AddScript(this); } TransportScript::TransportScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<TransportScript>::AddScript(this); + ScriptRegistry<TransportScript>::AddScript(this); } AchievementCriteriaScript::AchievementCriteriaScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<AchievementCriteriaScript>::AddScript(this); + ScriptRegistry<AchievementCriteriaScript>::AddScript(this); } PlayerScript::PlayerScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<PlayerScript>::AddScript(this); + ScriptRegistry<PlayerScript>::AddScript(this); } GuildScript::GuildScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<GuildScript>::AddScript(this); + ScriptRegistry<GuildScript>::AddScript(this); } GroupScript::GroupScript(const char* name) : ScriptObject(name) { - ScriptMgr::ScriptRegistry<GroupScript>::AddScript(this); + ScriptRegistry<GroupScript>::AddScript(this); } -// Instantiate static members of ScriptMgr::ScriptRegistry. -template<class TScript> std::map<uint32, TScript*> ScriptMgr::ScriptRegistry<TScript>::ScriptPointerList; -template<class TScript> uint32 ScriptMgr::ScriptRegistry<TScript>::_scriptIdCounter = 0; +// Instantiate static members of ScriptRegistry. +template<class TScript> std::map<uint32, TScript*> ScriptRegistry<TScript>::ScriptPointerList; +template<class TScript> uint32 ScriptRegistry<TScript>::_scriptIdCounter = 0; // Specialize for each script type class like so: -template class ScriptMgr::ScriptRegistry<SpellScriptLoader>; -template class ScriptMgr::ScriptRegistry<ServerScript>; -template class ScriptMgr::ScriptRegistry<WorldScript>; -template class ScriptMgr::ScriptRegistry<FormulaScript>; -template class ScriptMgr::ScriptRegistry<WorldMapScript>; -template class ScriptMgr::ScriptRegistry<InstanceMapScript>; -template class ScriptMgr::ScriptRegistry<BattlegroundMapScript>; -template class ScriptMgr::ScriptRegistry<ItemScript>; -template class ScriptMgr::ScriptRegistry<CreatureScript>; -template class ScriptMgr::ScriptRegistry<GameObjectScript>; -template class ScriptMgr::ScriptRegistry<AreaTriggerScript>; -template class ScriptMgr::ScriptRegistry<BattlegroundScript>; -template class ScriptMgr::ScriptRegistry<OutdoorPvPScript>; -template class ScriptMgr::ScriptRegistry<CommandScript>; -template class ScriptMgr::ScriptRegistry<WeatherScript>; -template class ScriptMgr::ScriptRegistry<AuctionHouseScript>; -template class ScriptMgr::ScriptRegistry<ConditionScript>; -template class ScriptMgr::ScriptRegistry<VehicleScript>; -template class ScriptMgr::ScriptRegistry<DynamicObjectScript>; -template class ScriptMgr::ScriptRegistry<TransportScript>; -template class ScriptMgr::ScriptRegistry<AchievementCriteriaScript>; -template class ScriptMgr::ScriptRegistry<PlayerScript>; -template class ScriptMgr::ScriptRegistry<GuildScript>; -template class ScriptMgr::ScriptRegistry<GroupScript>; +template class ScriptRegistry<SpellScriptLoader>; +template class ScriptRegistry<ServerScript>; +template class ScriptRegistry<WorldScript>; +template class ScriptRegistry<FormulaScript>; +template class ScriptRegistry<WorldMapScript>; +template class ScriptRegistry<InstanceMapScript>; +template class ScriptRegistry<BattlegroundMapScript>; +template class ScriptRegistry<ItemScript>; +template class ScriptRegistry<CreatureScript>; +template class ScriptRegistry<GameObjectScript>; +template class ScriptRegistry<AreaTriggerScript>; +template class ScriptRegistry<BattlegroundScript>; +template class ScriptRegistry<OutdoorPvPScript>; +template class ScriptRegistry<CommandScript>; +template class ScriptRegistry<WeatherScript>; +template class ScriptRegistry<AuctionHouseScript>; +template class ScriptRegistry<ConditionScript>; +template class ScriptRegistry<VehicleScript>; +template class ScriptRegistry<DynamicObjectScript>; +template class ScriptRegistry<TransportScript>; +template class ScriptRegistry<AchievementCriteriaScript>; +template class ScriptRegistry<PlayerScript>; +template class ScriptRegistry<GuildScript>; +template class ScriptRegistry<GroupScript>; // Undefine utility macros. #undef GET_SCRIPT_RET |