Introduction to GameMonkey Script Part 2
IntroductionThe first part of this two-part series covered the fundamental syntax of the GameMonkey Script language and introduced you to its basic types, including functions and the flexible table object. This part will take you into the realm of embedding GameMonkey within your game or application and aims to give you enough information to experiment with the system and expand your knowledge on your own. If you have not read the first part then please do so as it is assumed that you know the information about GM Script that was laid out in the first article. This article covers the following topics:
Get the source code for this article here. Basic Embedding ConceptsGameMonkey Script runs as a Virtual Machine environment that requires manual binding to your host application. A virtual machine, as its name implies, is a piece of software that behaves as if it were a computer itself (Wikipedia, 2005). Typically, a virtual machine will execute programs by interpreting its own bytecode which is similar to the machine code used by the CPU on the machine I'm using to write this document. The game (or application) that uses the virtual machine must interact with its interface. You cannot simply call a scripted function or access data directly from your compiler environment - you must access the correct API functions to do so. Typically, the virtual machine has a very basic set of functions and data types; it is up to your game to export an interface of its own to the script environment. As you do this, the game and scripting environment become bound in a symbiotic relationship; in this state, the game is often referred to as the native (as in non-interpreted), or host application in which the scripted machine is embedded (Varanese, 2003). Setting up your Compiler EnvironmentCompiler environments can vary quite wildly and so this section is by no means a comprehensive tutorial on setting up GameMonkey Script for your compiler. Unless you've downloaded the gmcore releases provided by the gmCommunity, you will only have the GameMonkey Script implementation as C++ source code. To embed GameMonkey script, you can either compile a static library from the source code or compile the source with your host application. For the sake of convenience, I will go the static-library route and describe the basic method of compiling a static library of the GM Script sources using a typical IDE.
Once you have the static library, you can link it to your application like a normal library and compile programs using the GM Script API (assuming, of course, that you tell your compiler where to find the headers). You will notice that step two has an asterisk next to it. The configuration file gmConfig_p.h is where all platform-specific defines and settings are kept. You can use it to specify the endian-ness of native CPU, the size of common types or even set specific compiler settings. Choosing your platform configuration is relatively simple for common Windows and Linux platforms (both MSVC and GCC), but you may need to edit your configuration file if you're using an exotic compiler and/or platform. If you have downloaded and installed the gmcore releases from the gmCommunity project, you will notice that the location of these files is different to the standard distribution. This is to make it easier to compile and use the GM environment; gmcore can even detect and load the relevant platform configuration file without needing to copy it across. Creating the GM Virtual MachineBefore you can use GameMonkey Script in any way you must embed it in your application. To do so, you must create an instance of the virtual machine, which is embodied by the gmMachine class provided by the GameMonkey API. #include "gmThread.h" int main() { // Create the GM Machine object on the stack gmMachine gm; return 0; }
Compiling and linking should proceed without a problem provided that you a) include the directory containing your GM headers in your project or global search path and b) link to the static library you created earlier. If you run this program you will see nothing special; but it's there. The GameMonkey VM is embedded in your application! Executing a String as a ScriptAn embedded virtual machine is next to useless without a script to run on it, so this next section will cover the most basic way you can execute a script on the GameMonkey VM. The gmMachine object you created earlier has a member function called ExecuteString which provides you with a method to execute a text string as a script on the GM Machine. Let's see a simple example of this in action: #include "gmThread.h" int main() { gmMachine gm; // Execute a simple script gm.ExecuteString( "print( \"Hello, world!\" );" ); return 0; }
Compiling and running this program should display the immortal words "Hello, world!" in your console window. Here, because the text of the script contains quotation marks, we need to escape the quotations in the C++ string. However, GMScript also allows backquoted strings, like so: gm.ExecuteString( "print( `Hello, world!` );" ); Backquotes are not special characters in C++ strings so they do not need to be escaped. Also, inside the backquotes, GMScript does not process escape sequences either, though it does process a double backquote as a single backquote to be embedded in the string. `fred``s` is equivalent to "fred`s" It should be noted that a backquote in GMScript is not a single quote (') and so they cannot be substituted for each other. Providing GameMonkey Script with a script string containing double-quoted string literals poses us a problem as we're using C++ and we will need to escape these elements in order to compile our program. In the following code snippet, I store my script in a const char* string and pass the data to GM for execution: #include "gmThread.h" int main() { const char *myScript = "fruits = table ( \"apple\", \"pear\", \"orange\" ); " "foreach ( frt in fruits ) { print(frt); } "; gmMachine gm; // Execute a simple script gm.ExecuteString( myScript ); return 0; }
You could utilise GMScript's backquoted strings to make this script more manageable: const char *myScript = "fruits = table ( `apple`, `pear`, `orange` ); "
"foreach ( frt in fruits ) { print(frt); } ";
Similarly, a seemingly simple script command can become complicated without the use of backquotes when stored in a C++ string: path = "C:\Windows\System";
const char *myScript = "path = \"C:\\\\Windows\\\\System\";";
Each of the double quotes needs to be escaped inside the C++ string. Then each of the of \'s needs to escaped, once since they're inside a C++ string, and then each of those needs to be escaped since they're inside a GMScript string. Again the use of backquoted strings makes this slightly more manageable: const char *myScript = "path = `C:\\Windows\\System`;";
Now only the \'s need to be escaped since they're inside a C++ string, but they don't need to be escaped again since they're inside a GMScript backquoted string. As you can see, hard coding scripts as C++ strings can quickly become messy as you need to remember to correctly escape each special character in the context it is used. Furthermore, it actually defeats the need for a scripting language in the first place; your strings are still compiled along with the application and any changes to them forces a recompile! Executing a Script from FileIn order to overcome the need for hard-coded scripts, it is beneficial to load the scripted data from a file. However, you may notice that the gmMachine object has no member function for loading scripts from a file resource. To some, this omission may seem to be a startling oversight, but it becomes understandable when you appreciate the context that the GameMonkey Script environment is intended for - games! Games often have many weird and wonderful methods of loading file resources; some choose straight file IO, others use a zip-like format, others have encryption and some even use a network layer to receive the game content. In this context, a single LoadScript member function is fairly pointless as the majority of games embedding GM would have little use for it. The basic method of loading a script from file is as follows:
It is worth bearing in mind that steps 3, 4 and 5 can be combined into a single step because we can use ifstream and string from the C++ standard library, however I have chosen to separate out the steps should you be using a non-C++ library such as PhysicsFS or the legacy C FILE functions. With this in mind, it is simple to write our own simple implementation based on the C++ standard library. #include <fstream> #include <string> #include <iterator> int gmLoadAndExecuteScript( gmMachine &a_machine, const char *a_filename ) { std::ifstream file(a_filename); if (!file) return GM_EXCEPTION; std::string fileString = std::string(std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>()); file.close(); return a_machine.ExecuteString(fileString.c_str()); }
If you now integrate this code with the simple example code shown previously, you should now be able to load and execute scripts from a text file. GameMonkey scripts usually have a *.gm, extension, but this is obviously not required. #include "gmThread.h" int main() { gmMachine gm; // Execute a simple script file gmLoadAndExecuteScript ( gm, "scripts/hello.gm" ); return 0; } Basic Error CheckingNow that your scripts are getting more complex you may begin to experience accidental syntax errors which would cause the script compilation to fail. It is extremely important that you handle at least the basic errors that come from bad script compilation. The gmMachine object maintains an internal log of the last errors in the compilation process which will help you catch these errors should they occur. The basic way of checking an error is to catch the return from the ExecuteString member function. If the value is zero, there is no error and you can proceed as normal. However if the value is non-zero you have an error and should handle it somehow. Simply knowing that there's an error is useless in helping you track it down, so GameMonkey gives you access to the error log for your own use. You can access the compilation log using the GetLog member function of the gmMachine object. From the retrieved gmLog object you can access the GetEntry function, which allows you to iterate through the errors the log contains, popping them from the list when you're done. #include "gmThread.h" void handleErrors( gmMachine &a_machine ) { gmLog &log = a_machine.GetLog(); // Get the first error bool firstError = true; const char *err = log.GetEntry( firstError ); while ( err ) { std::cout << "Compilation error: -" << err << std::endl; err = log.GetEntry( firstError ); } }
In the code above you will notice the use of the firstError variable; this is used internally by GM Script to control the one-way iteration over the log entries. You must be set the variable to true for the first call to the function; it will be set to false on subsequent calls. int main() { const char *myScript = "fruits = table ( \"apple\", \"pear\", \"orange\" ); " "foreach ( frt in fruits ) { print(frt); } "; gmMachine gm; // Execute a simple script int ret = gm.ExecuteString( myScript ); if ( ret != 0 ) { // There were errors in the script, exit gracefully handleErrors( gm ); return 1; } return 0; }
Now that you know how to handle script compilation errors I will set you the task of updating the gmLoadAndExecuteScript function by adding better error handling and reporting compilation errors to the user. More on Script ExecutionAll of the examples we've looked at so far have assumed that you want to execute a script immediately; this can often not be the case in games where data and scripts need to be loaded and compiled at a specific time, usually while a loading screen is presented. GameMonkey has two ways of preventing a compiled script from immediate execution; the first is to set the optional a_now parameter of the gmMachine::ExecuteString member function to false when you call it. This will compile the string but not execute it until you call the Execute member function on the gmMachine object. An example of this follows: #include "gmThread.h" int main() { gmMachine gm; // Compile a simple script without running it gm.ExecuteString( "print( \"Hello, world!\" );", 0, false ); // The text wasn't printed! // Wait for a key press getchar(); // The script will now execute! gm.Execute( 0 ); return 0; }
A task for you, the reader, is to create an enhanced version of the gmLoadAndExecuteScript function which allows you to specify when the code is actually executed by specifying the a_now parameter appropriately. The second method of controlling when a script is executed involves compiling it down to raw bytecode and executing the stream as a library. This method is useful in games as the script is converted into a form that isn't as easily readable as a script stored in a text file. One common use for scripting in games is to execute a script within a game level when the a certain event is triggered; by using a bytecode version of your scripts you can easily include compiled script code within your game level file. This is beyond the scope of this article and will not be explored further, however if you wish to explore this on your own, you should refer to the functions CompileStringToLib and ExecuteLib which are members of gmMachine. Like using text files, you are responsible for writing your own loading and saving routines for the gmStream objects that contain the compiled scripts. In the example code execution_1.cpp you were introduced to a new member function of the gmMachine object, namely Execute. This function effectively tells the machine to execute all active threads in turn. As you can appreciate, it is extremely powerful when it comes to running scripted threads, as you can now update the GameMonkey virtual machine along with the rest of your game logic. Using scripted threads, or co-routines, is out of this article's scope but I will introduce you to the basic concept of how they work. Everything within the GameMonkey virtual machine runs in a gmThread object, which has its own executable bytecode, stack and scope. The virtual machine can hold many of these threads in memory at any one time, preserving the states of them until the threads are next 'ticked' by the machine. What happens behind the scenes of the ExecuteString function is that GameMonkey will spawn a new GM Script thread, compile the script into the thread and populate its internal structures with references to the functions and variables contained within this script. If a_now is true, the thread will execute immediately on the gmMachine, causing the bytecode to be interpreted until there is no more code or the thread yields control back to the virtual machine. If a_now is false, the thread will be pushed into the queue along with the other threads and will only be updated on an Execute cycle, again executing until there is no more code or the thread yields. The GM Script ObjectsIf you look back to the first article you will recall that I said GameMonkey Script has several built-in types, namely integers, floats, strings, functions, tables and null. All variables within GMScript are held and accessed initially by gmVariable objects, which is a catch-all type. Because some GameMonkey Script objects are reference types we must allocate them through the virtual machine; this rule applies to all but the three basic types - integers, floats and the null type. Therefore, if you need to create a function, string, Table or a user-data type you must use request them from the gmMachine in the form of the gmFunctionObject, gmStringObject, gmTableObject and gmUserObject C++ objects. I am not going to detail exactly how to use these types because you can glean this information from the GM API docs, but I will say that every time you need GM to handle any of these types you must allocate them via the gmMachine object. For example, if you need to pass a string as a function parameter you cannot just pass the literal or a pointer to the null-terminated string data. Instead, you must allocate a new gmStringObject using gmMachine::AllocStringObject and populate the data accordingly. Likewise, if you are creating a bound type which needs to reference a native structure you must allocate a gmUserObject and set its data as your native pointer. You will see examples of these operations in the following section. gmVariable ObjectThe gmVariable type is important in many areas when accessing the VM API. Instead of having to provide multiple API functions to handle every conceivable object type GM has provided the gmVariable. The gmVariable is used in everything from function parameters and return data to table data objects; this object holds the variable data and can be passed to and from the VM as it holds information about the type of data as well as the data itself. The GM machine will read off the variable type before deciding how to proceed with handling the data it contains so it is vitally important that you set the appropriate type when manipulating your variables. Let's have a look at how you can create and manipulate a new variable: int main() { gmMachine gm; // Allocate a string from the machine and set it as a variable gmVariable stringVar( gm.AllocStringObject("Hello, World") ); // Allocate a variable containing an int and a float // note it doesn't need to be created from the machine gmVariable intVar( 100 ); gmVariable floatVar( 1.5f ); // Create a variable with a newly created table gmVariable tableVar( gm.AllocTableObject() ); // Reset table var as an int, losing the table data it contained tableVar.SetInt( 200 ); // Variable copying intVar = floatVar; // Make 'null' stringVar.Nullify(); return 0; }
As mentioned previously, you need to allocate String and Table objects from the gmMachine object, but because floats and integers are native types, you are not required to perform any extra allocation to hold the data they contain. The variables created in the example don't actually do anything, but they are all ready to be pushed as a function parameter or set in a table. As you can see above, like in GMScript itself, you are free to assign variables, reset variables with new data or even completely nullify them. Sometimes you will be presented with a gmVariable from the machine; it may be come as a function parameter or as the result of a Get on a gmTableObject. In these situations you will need to know how to retrieve the data. If you look in the gmVariable.h header you will see the following code in the gmVariable class. gmType m_type; union { int m_int; float m_float; gmptr m_ref; } m_value; This should give you a hint in how to retrieve the data. Before you can do anything else you must check the m_type member. This holds the appropriate enumeration and will be either GM_NULL, GM_INT, GM_FLOAT, GM_STRING, GM_FUNCTION, GM_TABLE or an integer for your own types which increment from GM_USER. Once you have ascertained the type you can retrieve the value from the m_value union; in the case of integers and floats this is as simple as accessing m_int and m_float respectively, but what happens for other types? The answer should be obvious - you need to cast the m_ref pointer to your appropriate type. It should be noted, however, that there are no runtime checks to ensure you're casting to the correct type; it is for this precise reason that you should always check the type before you attempt to cast. In a dynamically typed environment such as GameMonkey Script there are no guarantees about the type of data you will receive, so you must place it upon yourself to check before you access the data in the variable. The following example will highlight how to check for the type and access the data accordingly. As an exercise, try experimenting by changing the value you place in the var gmVariable and examine the results you get back. using namespace std; int main() { gmMachine gm; // Try setting your own variable here gmVariable var( gm.AllocStringObject("Hello, World") ); switch (var.m_type) { case GM_NULL: cout << "Variable is NULL type" << endl; break; case GM_INT: cout << "Variable is INT type" << endl; cout << "Value:" << var.m_value.m_int << endl; break; case GM_FLOAT: cout << "Variable is FLOAT type" << endl; cout << "Value:" << var.m_value.m_float << endl; break; case GM_STRING: cout << "Variable is STRING type" << endl; cout << "Value:" << static_cast<gmStringObject *>(var.m_value.m_ref)->GetString() << endl; break; case GM_TABLE: cout << "Variable is TABLE type" << endl; cout << "Items:" << static_cast<gmTableObject *>(var.m_value.m_ref)->Count() << endl; break; case GM_FUNCTION: cout << "Variable is FUNCTION type" << endl; break; default: cout << "Variable is USER type" << endl; // retrieve native pointer from user object void *ptr = static_cast<gmUserObject *>(var.m_value.m_ref)->m_user; }; return 0; }
A final word of caution about gmVariables; numeric data can be stored with either the GM_INT or the GM_FLOAT type depending on whether it has a decimal or not. For example, imagine a script which uses a loop to count from 0 to 10 in increments of 0.5f. The variable will initially hold data of int type (zero is an int), and will alternate between being a float and an int on every second iteration. Because of this, it is important that any function that expects numeric float data performs a check to see if the variable is either a GM_INT or a GM_FLOAT. Calling a Scripted FunctionThere will often be times that you would like to call a known scripted function from your application; perhaps you specify that your game will need to call an InitialiseGame scripted function, or perhaps the Attack function in scoping_6.gm that was originally presented in part one's scripts. In GameMonkey Script there are currently two ways to call a scripted function from native code; the manual way which uses the raw API to push variables and prepare the stack, and the simple way which uses a utility called gmCall. I will take you through calling a scripted function using gmCall, since that is the simplest and most common way you'll need to call a function. For purists, I have included some example source that doesn't use gmCall with this article, but for most purposes I advise using gmCall. Using gmCallThe authors of GameMonkey Script realised that the manual way of calling functions can be long-winded and prone to error and so have thoughtfully provided gmCall to vastly simplify the calling of scripted functions.
Here is an example that calls a scripted function myMultiply which takes two numbers as parameters and returns their sum. int main() { gmMachine gm; // Execute a simple script file gmLoadAndExecuteScript ( gm, "scripts/function_test.gm" ); gmCall call; if ( call.BeginGlobalFunction( &gm, "myMultiply" ) ) { // Push the parameters // with a plain int call.AddParamInt( 10 ); // with a gmVariable gmVariable var( 2 ); call.AddParam( var ); // Execute the call call.End(); // Handle the return value int myReturn = 0; if (call.GetReturnedInt( myReturn ) ) { std::cout << "myMultiply returned " << myReturn << std::endl; } else { std::cout << "myMultiply returned an incorrect value" << std::endl; } } else { std::cout << "Error calling 'myMultiply'" << std::endl; } return 0; } The gmCall AddParam* functions allow you add parameters without having to deal with gmVariable objects (although it is entirely possible to pass your own gmVariables). Any required allocations and validations are performed automatically for you, allowing you to quickly access the scripted functions you need. Creating a host-bound functionNow that you know how to call a scripted function from native code, you may be wondering how you export your own functions to GameMonkey Script. The reasons for wanting to do so are understandable; some people may want the speed of native code (although GM is fast, it's still slower than native code), others may want to expose aspects of their game or engine to the script. Whatever your reasons, you need to know how to export your own functions. Unlike some scripting languages (for example, AngelScript), functions must be wrapped for use by the VM. The GM Script VM doesn't have the ability to translate the parameters from the script into a form understandable by your native compiled code - one reason being that function calls and their parameters aren't known until runtime, unlike in C++ where everything is checked during compilation. The process within the wrapped a function usually involves the following steps:
Here's the code I will be examining for a simple native version of myMultiply: int GM_CDECL gm_myMultiply( gmThread *a_thread ) { // Check the number of parameters passed is correct if (a_thread->GetNumParams() != 2 ) return GM_EXCEPTION; // Local vars to hold data from params int a_x = 0; int a_y = 0; // Check params are valid types if (a_thread->ParamType(0) != GM_INT) return GM_EXCEPTION; if (a_thread->ParamType(1) != GM_INT) return GM_EXCEPTION; // Get data from params a_x = a_thread->Param(0).m_value.m_int; a_x = a_thread->Param(1).m_value.m_int; // perform calculation int ret = a_x * a_y; // return value a_thread->PushInt( ret ); return GM_OK; } Like its scripted counterpart, this function takes two parameters and returns the sum of their values. The 'wrapped' function first checks that the number of parameters it has been passed is correct; if not we return a scripted exception, next it checks to see that the parameters are the correct type (in this case, int). It then reads the values of these parameters from the thread - you will notice that the parameters are held again in the gmVariable structure. After the parameter data has been collected and converted you can now perform the main body of the function; in this example it is a simple multiplication but in your games it is likely that you will call another function in your engine. You will notice that a lot of the code to check parameters is repetitive and can be cumbersome to write. Fortunately for us, the GameMonkey authors have provided several macros to aid our task. int GM_CDECL gm_myMultiply( gmThread *a_thread ) { GM_CHECK_NUM_PARAMS(2); GM_CHECK_INT_PARAM( a_x, 0 ); GM_CHECK_INT_PARAM( a_y, 1 ); int ret = a_x * a_y; a_thread->PushInt( ret ); return GM_OK; } The GM_CHECK_NUM_PARAMS macro is fairly self-explanatory; it checks the number of parameters from the thread and will return a GM_EXCEPTION if the number of supplied parameters is lower than those you want. It should be noted, however, that if you pass more parameters than you are requesting then you will not get this error. One assumes that this feature is provided to allow for variable argument functions to be used with the macro. The GM_CHECK_*_PARAM macros are similar, but they also declare the variables and fill them for you. These macros make the code much simpler to read while still performing the same function. However it must be noted that as these are macros they require specific variable names to work. In the example above, your thread pointer must be stored in the variable a_thread, this naming convention is used throughout GameMonkey Script and I have stuck to it in these articles. Creating a simple typeMany game developers will want to expose their own types to a scripting system, and GameMonkey Script is no exception. Imagine a simple class that is in most 3d applications, the Vector class. This can be as simple as a structure composed of 3 floats for x, y and z or can be as complex as a class which holds member functions to perform operations and calculations on the vector data. Sometimes it is possible to use the integral table object for custom-bound objects, but in some situations you require the application to have more control over the object - perhaps by providing extra validation, data conversion or updating another object in your game when the data is changed on the object. With a simple table this sort of control is impossible, hence the need for user-defined types. Choosing what to bindWhen choosing to bind your type you must consider how it will be used in script. For example, the simple Vector type could be easily represented as a fixed array of 3 floats, it could have the constituent items stored in named members (such as x, y and z), or it could be comprised of both. For example: v = Vector( 10, 20, 50 ); // Create vector // Vector could be represented using 3 floats v[0] = 20; v[2] = v[1]; // Access vector using named members v.X = 20; // Set X member to 20 v.Z = v.Y; You could choose to provide the exact same interface as your engine's vector class, you could simplify it somewhat, or you could even provide an entirely different interface. For example, some people may wish to access vector maths functions using the dot operator, whereas others may wish to keep the vector type as data-only and provide specialized functions to manipulate the data. For example: v = Vector( 10, 20, 50 ); // Create vector v.Normalise(); // Call normalise using dot operator NormaliseVector( v ); // Normalise using a specialist function Many game developers seem to think they need to expose their entire C++ class to the scripting environment. While this is possible, it is often unnecessary; there could be many member functions that are useless in a scripting context so it makes little sense to include them. Even more so, there may be member functions and data that you do not want your script to be able to access, so exposing the full C++ class would be undesirable. Unfortunately, the decisions about what to bind are entirely context dependant and will change for every game project, game system or even game class you wish to bind to a scripting language. In my personal experience, I have found it useful to provide a simplified and refactored interface to the scripting environment. The more complicated it is to use the scripted interface the more likely it is to confuse people and create problems for them whilst using it. If the interface is simple, you can also spend less time documenting it and writing code to debug it. Binding a simple Vector typeThe discussion around type binding will continue by expanding the Vector example examined previously. I will outline a simple 3d vector class and create a type binding for the GameMonkey Script environment. Imagine a typical game engine's vector type (simplified): class Vector { public: Vector() : x(0), y(0), z(0) { } Vector( float a_x, float a_y, float a_z ) : x(a_x), y(a_y), z(a_z) { } float x, y, z; }; There are three constructors; one default constructor, one taking the values to initialise the vector with and a copy constructor, which is implicitly created by the C++ compiler. The first thing to do to bind this vector type to GM Script is to specify the basic type library. The 'library' is nothing more than a global function declared within the machine global context and an instruction to the gmMachine to register this function with a specified type name. This global function effectively becomes the type's constructor and is the ideal place to begin creating our bound type. The constructor entry point is specified in a gmFunctionEntry table as such: namespace gmVector { // Declare a type ID gmType Type = GM_NULL; int GM_CDECL libentry( gmThread *a_thread ) { Vector *p = new Vector(); a_thread->PushNewUser( p, Type ); return GM_EXCEPTION; } gmFunctionEntry lib[] = { { "Vector", libentry } // type name, entry point }; }; // end of namespace gmVector
You will notice the global declaration of a gmType variable named Type; this is to hold the GM type ID once the type is registered with the gmMachine. You are free to name the constructor whatever you want, but for organisational reasons I have named it libentry and placed it within the gmVector namespace. The libentry function is where the first step of the binding is done; we create an instance of the native class object and return it to GM by pushing it onto the thread as a new gmUserObject but with the type ID stored within our library. Now that the initial structure of the library is laid out we can register it with the gmMachine. Initialisation is done with 2 simple function calls: namespace gmVector { void BindLib( gmMachine *a_machine ) { // Register one function (the entry point) a_machine->RegisterLibrary( lib, 1 ); Type = a_machine->CreateUserType( lib[0].m_name ); } }; // end of namespace gmVector
Just like function binding, you need to register the library with the machine. After doing so you create your type and store it away for use in the rest of the library. The CreateUserType member function simply takes the name of a type to register; in this case I've retrieved it directly from the library constructor's name as you should ensure that it corresponds with the function you just registered as the constructor. Constructor with ParametersAt present, this type is pretty useless as there is no way of accessing the data the Vector contains. The decision about how to access the data is an important one; shall we allow the user to access it via named properties (e.g.: x, y, z members) or via an array of floats. I shall answer this question shortly, but first we need a way of initialising the data on construction of the type. As in the C++ class, we want to allow the user to specify a constructor with several parameters to initialise the data in the vector as well as providing a default constructor. namespace gmVector { int GM_CDECL default_constructor( gmThread *a_thread ) { // Create a native object with default params Vector *p = new Vector(); a_thread->PushNewUser( p, Type ); return GM_OK; } /// This is the constructor for passed data items int GM_CDECL data_constructor( gmThread *a_thread ) { // Check for a valid number of parameters if (a_thread->GetNumParams() != 3 ) return GM_EXCEPTION; // Loop through and grab the params, checking their types float v[3]; for (int i = 0; i < 3; ++i) { switch (a_thread->Param(i).m_type) { case GM_INT: v[i] = a_thread->Param(i).m_value.m_int; break; case GM_FLOAT: v[i] = a_thread->Param(i).m_value.m_float; break; default: a_thread->GetMachine()->GetLog().LogEntry( "Vector: Param %d error - expected int or float", i ); return GM_EXCEPTION; } } // Create a native object with default params Vector *p = new Vector( v[0], v[1], v[2] ); // Return to GM a_thread->PushNewUser( p, Type ); return GM_OK; } /// Entry point for the library; this is effectively the constructor int GM_CDECL libentry( gmThread *a_thread ) { // Delegate the appropriate call based on the arg count switch (a_thread->GetNumParams()) { case 0: return default_constructor( a_thread ); case 3: return data_constructor( a_thread ); }; // Not handled, log an error and return an exception a_thread->GetMachine()->GetLog().LogEntry( "Vector: Bad number of parameters passed" ); return GM_EXCEPTION; } }; // end namespace gmVector
I have adjusted the libentry function to delegate the actual constructor operation based on the number of parameters passed. The default_constructor function is the same as the previous libentry function, but in data_constructor you can see that I engage in an operation to retrieve the parameters from the thread. This is exactly the same as if you were binding a regular function, so I won't dwell on how it works. The new constructor validates that the parameters are either integers or floats and stores them for passing to the native Vector class' constructor. The data constructor could be extended to allow for copy construction of objects, allowing you to pass a variable of your Vector type and use it to create a copy of itself. This is important to remember as GameMonkey Script user-bound variables are reference types; if you assign a variable with another they will reference each other and any changes made to one will be visible in the other. As a learning exercise, I will leave the addition of the copy constructor as an extension for you to pursue on your own - you should be able to code it yourself with the information I've given you so far. If you get stuck you may refer to example vector_2a.cpp for my implementation. Now that there's some actual data in the vector object you need to allow scripts to retrieve it for use in other operations. It is at this point that we must decide the data access method; I have chosen to provide the members x, y z as this is familiar to many people and I feel best represents how I will use the vector in script. As I said previously, the decision is entirely yours and the methods I will describe can be adapted to use the indexed access method if you choose. Operator OverridesIf you have ever overridden a class operator in C++ you will know how powerful this feature is - operator overriding allows you to specify a function to control the behaviour of a type when certain script operators are used. The operators you can override for a type in GM Script are:
In this simple example I will only override the dot operators to provide access to the simulated member access method of the Vector data. Operator overriding follows the same structure for each operator so it is simple to adapt my example to use the index operators. Operator functions all have the same signature: void GM_CDECL operator_func(gmThread * a_thread, gmVariable * a_operands);
GetDot OperatorThe operands passed to the operators vary on the type of operator. For the GetDot operator the operands are as follows:
The following code details the GetDot function we will be using: void GM_CDECL OpGetDot(gmThread * a_thread, gmVariable * a_operands) { GM_ASSERT(a_operands[0].m_type == Type); Vector* thisVec = static_cast<Vector*>(static_cast<gmUserObject*>(GM_OBJECT(a_operands[0].m_value.m_ref))->m_user); GM_ASSERT(a_operands[1].m_type == GM_STRING); gmStringObject* stringObj = static_cast<gmStringObject*>(GM_OBJECT(a_operands[1].m_value.m_ref)); const char* propName = stringObj->GetString(); // Resolve the member name if(::stricmp(propName, "x") == 0) { a_operands[0].SetFloat(thisVec->x); } else if(::stricmp(propName, "y") == 0) { a_operands[0].SetFloat(thisVec->y); } else if(::stricmp(propName, "z") == 0) { a_operands[0].SetFloat(thisVec->z); } else { a_operands[0].Nullify(); } }
The process is simple; first we check that the type of the variable being operated on matches that of the newly bound Vector type. Afterwards, the string name of the member is retrieved and checked against the members we wish to export. Confusingly operand zero is also the return variable, so it must be set with the relevant value from the bound class. This is as simple as copying the value from the 'real' member in our class to the variable represented by operand zero. If there is a problem, you should nullify the return variable, which returns null to GameMonkey Script. With the Get Dot operator function created, it's time to add its registration to the BindLib function we looked as earlier. This is as simple as calling the RegisterTypeOperator on the newly bound type, passing the relevant operator and function handler as parameters: a_machine->RegisterTypeOperator(Type, O_GETDOT, NULL, OpGetDot); SetDot OperatorIf you experiment with some scripts on the new Vector type, you will notice that you can read data from it but not alter the data in any way outside of actual construction of the variable. We will now provide a SetDot operator override to handle the setting of the member data. The operands are similar to that of GetDot:
A function to handle the Set Dot operator for our vector class is as follows: void GM_CDECL OpSetDot(gmThread * a_thread, gmVariable * a_operands) { GM_ASSERT(a_operands[0].m_type == Type); Vector* thisVec = static_cast<Vector*>(static_cast<gmUserObject*>(GM_OBJECT(a_operands[0].m_value.m_ref))->m_user); GM_ASSERT(a_operands[2].m_type == GM_STRING); gmStringObject* stringObj = static_cast<gmStringObject*>(GM_OBJECT(a_operands[2].m_value.m_ref)); const char* propname = stringObj->GetString(); // Create a variable to hold the data to assign // handle both ints and floats float newFloat = 0.0f; if(a_operands[1].m_type == GM_FLOAT) { newFloat = a_operands[1].m_value.m_float; } else if(a_operands[1].m_type == GM_INT) { newFloat = (float)a_operands[1].m_value.m_int; } // Assign the data if(::stricmp( propname, "x") == 0) { thisVec->x = newFloat; } else if(::stricmp( propname, "y") == 0) { thisVec->y = newFloat; } else if(::stricmp( propname, "z") == 0) { thisVec->z = newFloat; } }
As you can see, it follows a similar progression from the previous example, except this time we need to retrieve the value passed to the function by the script (operand #1). As before, the member is compared to the exported members and the assignment made accordingly. Adding the following line to the BindLib function will complete the simple type. a_machine->RegisterTypeOperator(Type, O_SETDOT, NULL, OpSetDot); I mentioned previously that GameMonkey Script user variables are reference types; this becomes evident now that you have working dot operators. For example, if one were to write a script such as: a = Vector( 20, 20, 30 ); b = a; b.x = 10; print(a.x); print(b.x); You would see that updating the value of b.x would also update the value of a.x as they both reference the same data. The solution to this would be to implement a copy constructor for the Vector type (or add a Copy function to the type) which would be used as such: a = Vector( 20, 20, 30 ); b = Vector( a ); b.x = 10; print(a.x); print(b.x); In this case you would notice that the data is copied and the two variables retain their own data. And there we have it; an almost complete simple vector type for you to use in your scripts. It is almost complete because we have not yet touched on the subject of Garbage Collection, which plays an important role in any bound type you create. Garbage CollectionGameMonkey Script, like many other scripting languages, has an built-in garbage collector (GC). A garbage collector will periodically examine the data within the machine and determine whether an object is being referenced or not - if an object is deemed to have no referencing objects, the machine can assume it is no longer in use and will delete it to free memory. The GameMonkey machine uses an incremental mark & sweep garbage collector which has two main phases of operation. The first stage will examine all of the objects in the machine and mark the unreferenced objects for deletion. Once this phase is complete, the sweep stage is executed which calls the destructors (or more correctly finalizers) on all the marked objects and removed them from the machine. The GC is said to be incremental as it performs a little work on each execution cycle to reduce the amount of time the script execution cycle of the machine is paused for a full collection sweep. Garbage collection is important when binding your own types as you can often create a memory leak if an object is garbage collected without cleaning up any native objects it creates. Even more dangerously, if your object references other objects internally the GM machine may delete them and leave you with a bad pointer which could cause your game to crash. Both of these scenarios are undesirable so you need to make the garbage collector aware of your new object and tell it how to handle it. In order to handle the garbage collection on your bound type you must provide two things to the GameMonkey machine; a trace callback and a destruct callback. The trace callback is used during the mark phase of the GC and is used to tell the garbage collector which objects your native type is referencing. If you examine the code for the gmTableObject you will notice that its trace method will trace each of the objects the table holds; without doing this, the GC may remove some of the items from the machine erroneously. The destruct callback is used when the sweep stage is operational; it is used to free up any memory used by your bound type. I will complete my simple Vector type example by providing it with full garbage collection callbacks: /// Effectively the destructor for the object void GM_CDECL gc_destruct(gmMachine * a_machine, gmUserObject* a_object) { std::cout << "Vector: destructing\n"; GM_ASSERT(a_object->m_userType == Type); Vector* object = static_cast<Vector*>(a_object->m_user); delete object; } // Trace the object in the mark phase bool GM_CDECL gc_trace( gmMachine * a_machine, gmUserObject* a_object, gmGarbageCollector* a_gc, const int a_workLeftToGo, int& a_workDone ) { // Make sure this is the correct type GM_ASSERT(a_object->m_userType == m_gmType); // If your object immediately references other gmObjects, you should call GetNextObject for each member here // mark 'me' as done a_workDone++; return true; }
The gc_destruct destructor is simple; it merely calls delete on the memory we allocated in the constructor. The trace callback, gc_trace, is also simple for this particular type, but can get complicated as your type begins to reference more objects. Each immediate member object your type references should be pointed to using the GC method GetNextObject, which will allow GM to build the tree of referenced objects. You should also update the a_workDone parameter reference to indicate how many objects you are currently holding a reference to; this allows the incremental GC to effectively govern its own workload. Finally, we must register these callbacks in the BindLib function: a_machine->RegisterUserCallbacks(Type, gc_trace, gc_destruct, NULL); In this call we tell the gmMachine to register both a trace and destruct callback for this type. If you don't need them you can always pass NULL, but in the majority of times you will need to specify these callbacks. Further ExplorationThis article has provided you with enough information to begin exploring GameMonkey Script on your own. I have tried to cover as much of the important information as possible without getting too complicated or in depth and so there will invariably be areas that some people wish to expand upon. The topic of binding, for example, can fill many more pages and is a subject that many people will wish to explore. If you are such a person, I will set you the task of building on the simple vector example I provided here. Some example experiments may be:
You are urged to experiment further with the examples I have provided for you and begin looking further into what GameMonkey has to offer. Your game may wish to take advantage of scripted threads to remove many synchronous operations, a subject which is useful but has not been covered here in this introductory article. I wish you the best of luck in your future endeavours with GameMonkey Script. Thanks for reading and happy scripting! AcknowledgementsThe author would like to thank both Matthew Riek and Greg Douglas for their hard work in making GameMonkey Script what it is today. Thanks also to Howard Jeng for his hard work and eternal patience as my editor for this series and to Jack Hoxley for his help in making this article more accessible. References
Discuss this article in the forums
See Also: © 1999-2011 Gamedev.net. All rights reserved. Terms of Use Privacy Policy
|