Ported over more code from FSO

- Renamed VMInstruction.cs to VMThread.cs
- Created README.md
- Added Github CI
This commit is contained in:
Anthony Foxclaw 2020-04-15 21:17:50 -04:00
parent 5620d11d95
commit 6c0d63d4bb
25 changed files with 1180 additions and 50 deletions

23
.github/workflows/build.yml vendored Normal file
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name: build
on: [push, pull_request]
jobs:
build:
runs-on: ${{ matrix.os }}
strategy:
matrix:
dotnet: [ '3.1.200', '3.1.201' ]
build_mode: [ 'Release', 'Debug' ]
os: [ubuntu-latest, windows-latest, macOS-latest]
steps:
- uses: actions/checkout@v1
- name: Setup .NET Core
uses: actions/setup-dotnet@v1
with:
dotnet-version: ${{ matrix.dotnet }}
- name: Build
run: dotnet build src -c ${{ matrix.build_mode }}
- name: Run tests
run: dotnet test src -c ${{ matrix.build_mode }}

17
.gitignore vendored
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@ -1,15 +1,5 @@
# Created by https://www.gitignore.io/api/linux,macos,windows,dotnetcore,intellij+iml,visualstudio,visualstudiocode
# Edit at https://www.gitignore.io/?templates=linux,macos,windows,dotnetcore,intellij+iml,visualstudio,visualstudiocode
### DotnetCore ###
# .NET Core build folders
/bin
/obj
# Common node modules locations
/node_modules
/wwwroot/node_modules
# Created by https://www.gitignore.io/api/linux,macos,windows,intellij+iml,visualstudio,visualstudiocode
# Edit at https://www.gitignore.io/?templates=linux,macos,windows,intellij+iml,visualstudio,visualstudiocode
### Intellij+iml ###
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and WebStorm
@ -17,6 +7,7 @@
# User-specific stuff
.idea/**
**/.idea/**
# Gradle and Maven with auto-import
# When using Gradle or Maven with auto-import, you should exclude module files,
@ -498,4 +489,4 @@ healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# End of https://www.gitignore.io/api/linux,macos,windows,dotnetcore,intellij+iml,visualstudio,visualstudiocode
# End of https://www.gitignore.io/api/linux,macos,windows,intellij+iml,visualstudio,visualstudiocode

312
LICENSE Normal file
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Mozilla Public License Version 2.0
1. Definitions
1.1. "Contributor" means each individual or legal entity that creates, contributes
to the creation of, or owns Covered Software.
1.2. "Contributor Version" means the combination of the Contributions of others
(if any) used by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution" means Covered Software of a particular Contributor.
1.4. "Covered Software" means Source Code Form to which the initial Contributor
has attached the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case including portions
thereof.
1.5. "Incompatible With Secondary Licenses" means
(a) that the initial Contributor has attached the notice described in Exhibit
B to the Covered Software; or
(b) that the Covered Software was made available under the terms of version
1.1 or earlier of the License, but not also under the terms of a Secondary
License.
1.6. "Executable Form" means any form of the work other than Source Code Form.
1.7. "Larger Work" means a work that combines Covered Software with other
material, in a separate file or files, that is not Covered Software.
1.8. "License" means this document.
1.9. "Licensable" means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and all of the
rights conveyed by this License.
1.10. "Modifications" means any of the following:
(a) any file in Source Code Form that results from an addition to, deletion
from, or modification of the contents of Covered Software; or
(b) any new file in Source Code Form that contains any Covered Software.
1.11. "Patent Claims" of a Contributor means any patent claim(s), including
without limitation, method, process, and apparatus claims, in any patent Licensable
by such Contributor that would be infringed, but for the grant of the License,
by the making, using, selling, offering for sale, having made, import, or
transfer of either its Contributions or its Contributor Version.
1.12. "Secondary License" means either the GNU General Public License, Version
2.0, the GNU Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those licenses.
1.13. "Source Code Form" means the form of the work preferred for making modifications.
1.14. "You" (or "Your") means an individual or a legal entity exercising rights
under this License. For legal entities, "You" includes any entity that controls,
is controlled by, or is under common control with You. For purposes of this
definition, "control" means (a) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or otherwise,
or (b) ownership of more than fifty percent (50%) of the outstanding shares
or beneficial ownership of such entity.
2. License Grants and Conditions
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free, non-exclusive
license:
(a) under intellectual property rights (other than patent or trademark) Licensable
by such Contributor to use, reproduce, make available, modify, display, perform,
distribute, and otherwise exploit its Contributions, either on an unmodified
basis, with Modifications, or as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer for
sale, have made, import, and otherwise transfer either its Contributions or
its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution become
effective for each Contribution on the date the Contributor first distributes
such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under this
License. No additional rights or licenses will be implied from the distribution
or licensing of Covered Software under this License. Notwithstanding Section
2.1(b) above, no patent license is granted by a Contributor:
(a) for any code that a Contributor has removed from Covered Software; or
(b) for infringements caused by: (i) Your and any other third party's modifications
of Covered Software, or (ii) the combination of its Contributions with other
software (except as part of its Contributor Version); or
(c) under Patent Claims infringed by Covered Software in the absence of its
Contributions.
This License does not grant any rights in the trademarks, service marks, or
logos of any Contributor (except as may be necessary to comply with the notice
requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to distribute
the Covered Software under a subsequent version of this License (see Section
10.2) or under the terms of a Secondary License (if permitted under the terms
of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its Contributions
are its original creation(s) or it has sufficient rights to grant the rights
to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under applicable
copyright doctrines of fair use, fair dealing, or other equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted in
Section 2.1.
3. Responsibilities
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any Modifications
that You create or to which You contribute, must be under the terms of this
License. You must inform recipients that the Source Code Form of the Covered
Software is governed by the terms of this License, and how they can obtain
a copy of this License. You may not attempt to alter or restrict the recipients'
rights in the Source Code Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code Form,
as described in Section 3.1, and You must inform recipients of the Executable
Form how they can obtain a copy of such Source Code Form by reasonable means
in a timely manner, at a charge no more than the cost of distribution to the
recipient; and
(b) You may distribute such Executable Form under the terms of this License,
or sublicense it under different terms, provided that the license for the
Executable Form does not attempt to limit or alter the recipients' rights
in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice, provided
that You also comply with the requirements of this License for the Covered
Software. If the Larger Work is a combination of Covered Software with a work
governed by one or more Secondary Licenses, and the Covered Software is not
Incompatible With Secondary Licenses, this License permits You to additionally
distribute such Covered Software under the terms of such Secondary License(s),
so that the recipient of the Larger Work may, at their option, further distribute
the Covered Software under the terms of either this License or such Secondary
License(s).
3.4. Notices
You may not remove or alter the substance of any license notices (including
copyright notices, patent notices, disclaimers of warranty, or limitations
of liability) contained within the Source Code Form of the Covered Software,
except that You may alter any license notices to the extent required to remedy
known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support, indemnity
or liability obligations to one or more recipients of Covered Software. However,
You may do so only on Your own behalf, and not on behalf of any Contributor.
You must make it absolutely clear that any such warranty, support, indemnity,
or liability obligation is offered by You alone, and You hereby agree to indemnify
every Contributor for any liability incurred by such Contributor as a result
of warranty, support, indemnity or liability terms You offer. You may include
additional disclaimers of warranty and limitations of liability specific to
any jurisdiction.
4. Inability to Comply Due to Statute or Regulation
If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Covered Software due to statute, judicial
order, or regulation then You must: (a) comply with the terms of this License
to the maximum extent possible; and (b) describe the limitations and the code
they affect. Such description must be placed in a text file included with
all distributions of the Covered Software under this License. Except to the
extent prohibited by statute or regulation, such description must be sufficiently
detailed for a recipient of ordinary skill to be able to understand it.
5. Termination
5.1. The rights granted under this License will terminate automatically if
You fail to comply with any of its terms. However, if You become compliant,
then the rights granted under this License from a particular Contributor are
reinstated (a) provisionally, unless and until such Contributor explicitly
and finally terminates Your grants, and (b) on an ongoing basis, if such Contributor
fails to notify You of the non-compliance by some reasonable means prior to
60 days after You have come back into compliance. Moreover, Your grants from
a particular Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the first
time You have received notice of non-compliance with this License from such
Contributor, and You become compliant prior to 30 days after Your receipt
of the notice.
5.2. If You initiate litigation against any entity by asserting a patent infringement
claim (excluding declaratory judgment actions, counter-claims, and cross-claims)
alleging that a Contributor Version directly or indirectly infringes any patent,
then the rights granted to You by any and all Contributors for the Covered
Software under Section 2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all end
user license agreements (excluding distributors and resellers) which have
been validly granted by You or Your distributors under this License prior
to termination shall survive termination.
6. Disclaimer of Warranty
Covered Software is provided under this License on an "as is" basis, without
warranty of any kind, either expressed, implied, or statutory, including,
without limitation, warranties that the Covered Software is free of defects,
merchantable, fit for a particular purpose or non-infringing. The entire risk
as to the quality and performance of the Covered Software is with You. Should
any Covered Software prove defective in any respect, You (not any Contributor)
assume the cost of any necessary servicing, repair, or correction. This disclaimer
of warranty constitutes an essential part of this License. No use of any Covered
Software is authorized under this License except under this disclaimer.
7. Limitation of Liability
Under no circumstances and under no legal theory, whether tort (including
negligence), contract, or otherwise, shall any Contributor, or anyone who
distributes Covered Software as permitted above, be liable to You for any
direct, indirect, special, incidental, or consequential damages of any character
including, without limitation, damages for lost profits, loss of goodwill,
work stoppage, computer failure or malfunction, or any and all other commercial
damages or losses, even if such party shall have been informed of the possibility
of such damages. This limitation of liability shall not apply to liability
for death or personal injury resulting from such party's negligence to the
extent applicable law prohibits such limitation. Some jurisdictions do not
allow the exclusion or limitation of incidental or consequential damages,
so this exclusion and limitation may not apply to You.
8. Litigation
Any litigation relating to this License may be brought only in the courts
of a jurisdiction where the defendant maintains its principal place of business
and such litigation shall be governed by laws of that jurisdiction, without
reference to its conflict-of-law provisions. Nothing in this Section shall
prevent a party's ability to bring cross-claims or counter-claims.
9. Miscellaneous
This License represents the complete agreement concerning the subject matter
hereof. If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
Any law or regulation which provides that the language of a contract shall
be construed against the drafter shall not be used to construe this License
against a Contributor.
10. Versions of the License
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section 10.3,
no one other than the license steward has the right to modify or publish new
versions of this License. Each version will be given a distinguishing version
number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version of
the License under which You originally received the Covered Software, or under
the terms of any subsequent version published by the license steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to create
a new license for such software, you may create and use a modified version
of this License if you rename the license and remove any references to the
name of the license steward (except to note that such modified license differs
from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary Licenses
If You choose to distribute Source Code Form that is Incompatible With Secondary
Licenses under the terms of this version of the License, the notice described
in Exhibit B of this License must be attached. Exhibit A - Source Code Form
License Notice
This Source Code Form is subject to the terms of the Mozilla Public License,
v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain
one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular file,
then You may include the notice in a location (such as a LICENSE file in a
relevant directory) where a recipient would be likely to look for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
This Source Code Form is "Incompatible With Secondary Licenses", as defined
by the Mozilla Public License, v. 2.0.

24
README.md Normal file
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# SimAntics
SimAntics is a port of FreeSO's reimplementation to .NET Standard.
## Build Status
| Service | Status |
| ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Github | [![Build](https://img.shields.io/github/workflow/status/simtactics/SimAntics/build/master?logo=github)](https://github.com/simtactics/SimAntics/actions) |
## Authors
- **Anthony Foxclaw** - _Maintainer_ - [tonytins](https://github.com/tonytins)
- **Rhys Simpson** - _Original work_ - [riperiperi](https://github.com/riperiperi)
See also the list of [contributors](https://github.com/simtactics/SimAntics/contributors) who participated in this project.
## License
This project is licensed under the MPL 2.0 or later license - see the [LICENSE](LICENSE) file for details.
## Disclaimer
This project is not affiliated with or endorsed by Electronic Arts or Maxis.

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@ -8,9 +8,13 @@
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.5.0" />
<PackageReference Include="xunit" Version="2.4.0" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.4.0" />
<PackageReference Include="coverlet.collector" Version="1.2.0" />
<PackageReference Include="xunit" Version="2.4.1" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.4.1"><IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="coverlet.collector" Version="1.2.1"><IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
<PrivateAssets>all</PrivateAssets>
</PackageReference>
</ItemGroup>
<ItemGroup>

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@ -1,4 +1,5 @@
using System;
using System.Diagnostics;
using Xunit;
namespace SimAntics.Tests
@ -8,6 +9,10 @@ namespace SimAntics.Tests
[Fact]
public void Test1()
{
var clock = new VMClock();
Console.WriteLine(clock.Ticks);
clock.Tick();
Console.WriteLine(clock.Ticks);
}
}
}

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@ -0,0 +1,12 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAntics.Tests
{
public class VMTest
{
public VMTest()
{
}
}
}

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@ -1,5 +1,6 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimAntics", "SimAntics\SimAntics.csproj", "{6B758449-9D5A-456A-A733-31B7841E538A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimAntics.Tests", "SimAntics.Tests\SimAntics.Tests.csproj", "{4B7461A4-982A-4D89-92E3-E4D4A3EC85FB}"
@ -19,4 +20,9 @@ Global
{4B7461A4-982A-4D89-92E3-E4D4A3EC85FB}.Release|Any CPU.ActiveCfg = Release|Any CPU
{4B7461A4-982A-4D89-92E3-E4D4A3EC85FB}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
Policies = $0
$0.StandardHeader = $1
$1.Text = @This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.\nIf a copy of the MPL was not distributed with this file, You can obtain one at\nhttp://mozilla.org/MPL/2.0/.
EndGlobalSection
EndGlobal

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@ -0,0 +1,18 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAntics
{
public enum Direction
{
NORTH,
NORTHEAST,
EAST,
SOUTHEAST,
SOUTH,
SOUTHWEST,
WEST,
NORTHWEST
}
}

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@ -1,19 +0,0 @@
namespace SimAntics.Engine
{
/// <summary>
/// Compatibility class
/// </summary>
public class VMThread : VMInstruction { }
/// <summary>
/// Handles instruction sets
/// </summary>
public class VMInstruction
{
public static int MAX_USER_ACTIONS = 20;
public VMContext Context;
public bool IsCheck;
}
}

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@ -0,0 +1,12 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAntics.Engine
{
public class VMMemory
{
public VMMemory()
{
}
}
}

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@ -0,0 +1,32 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using System.Collections.Generic;
using SimAntics.Engine.Entities;
namespace SimAntics.Engine
{
public class VMScheduler
{
VM VM { get; set; }
Dictionary<uint, List<VMEntity>> _tickScheduler = new Dictionary<uint, List<VMEntity>>();
List<VMEntity> _tickThisFrame;
public HashSet<VMEntity> PendingDeletion { get; set; } = new HashSet<VMEntity>();
public uint CurrentTickID { get; set; }
public short CurrentObjectID { get; set; }
public bool RunningNow { get; set; }
public VMScheduler(VM vm)
{
VM = vm;
}
public void ScheduleTickIn(VMEntity _ent, uint delay)
{
}
}
}

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@ -0,0 +1,178 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using SimAntics.Engine.Entities;
using SimAntics.Marshals;
namespace SimAntics.Engine
{
/// <summary>
/// Holds information about the execution of a routine
/// </summary>
public class VMStackFrame
{
public VMStackFrame() { }
/** Thread executing this routine **/
public VMThread Thread;
/** Routine that this context relates to **/
// public VMRoutine Routine;
/** Current instruction **/
public ushort InstructionPointer;
/** The object who executed this behavior **/
public VMEntity Caller;
/** The object the code is running on **/
public VMEntity Callee;
/** An object selected by the code to perform operations on. **/
public VMEntity StackObject
{
get { return _StackObject; }
set
{
_StackObject = value;
_StackObjectID = value?.ObjectID ?? 0;
}
}
public short StackObjectID
{
get { return _StackObjectID; }
set
{
_StackObjectID = value;
_StackObject = VM.GetObjectById(value);
}
}
VMEntity _StackObject;
public short _StackObjectID;
/** If true, this stack frame is not a subroutine. Return with a continue. **/
public bool DiscardResult;
/** Indicates that the current stack frame is part of an action tree.
** Set by "idle for input, allow push", when an interaction is selected.
** Used to stop recursive interactions, is only false when within "main".
**/
public bool ActionTree;
/** Used to get strings and other resources (for primitives) from the code owner, as it may not be the callee but instead a semiglobal or global. **/
//public GameIffResource ScopeResource
//{
// get
// {
// return CodeOwner.Resource;
// }
//}
//public GameObject CodeOwner;
/**
* Routine locals
*/
public short[] Locals;
/**
* Arguments
*/
public short[] Args;
//public GameObjectResource CallerPrivate
//{
// get
// {
// return Caller.Object.Resource;
// }
//}
//public GameObjectResource CalleePrivate
//{
// get
// {
// return Callee.Object.Resource;
// }
//}
//public GameObjectResource StackObjPrivate
//{
// get
// {
// return StackObject.Object.Resource;
// }
//}
//public GameGlobal Global
//{
// get
// {
// return Thread.Context.Globals;
// }
//}
public VM VM
{
get
{
return Thread.Context.VM;
}
}
/** Utilities **/
//public VMInstruction GetCurrentInstruction()
//{
// return Routine.Instructions[InstructionPointer];
//}
//public T GetCurrentOperand<T>()
//{
// return (T)GetCurrentInstruction().Operand;
//}
#region VM Marshalling Functions
//public virtual VMStackFrameMarshal Save()
//{
// return new VMStackFrameMarshal
// {
// RoutineID = Routine?.ID ?? 0,
// InstructionPointer = InstructionPointer,
// Caller = (Caller == null) ? (short)0 : Caller.ObjectID,
// Callee = (Callee == null) ? (short)0 : Callee.ObjectID,
// StackObject = StackObjectID,
// CodeOwnerGUID = CodeOwner.OBJ.GUID,
// Locals = (short[])Locals?.Clone(),
// Args = (short[])Args?.Clone(),
// DiscardResult = DiscardResult,
// ActionTree = ActionTree,
// };
//}
public virtual void Load(VMStackFrameMarshal input, VMContext context)
{
// CodeOwner = GameContent.Get.WorldObjects.Get(input.CodeOwnerGUID);
// Routine = null;
//if (input.RoutineID >= 8192) Routine = (VMRoutine)ScopeResource.SemiGlobal.GetRoutine(input.RoutineID);
//else if (input.RoutineID >= 4096) Routine = (VMRoutine)ScopeResource.GetRoutine(input.RoutineID);
//else Routine = (VMRoutine)Global.Resource.GetRoutine(input.RoutineID);
InstructionPointer = input.InstructionPointer;
Caller = context.VM.GetObjectById(input.Caller);
Callee = context.VM.GetObjectById(input.Callee);
StackObjectID = input.StackObject;
Locals = input.Locals;
Args = input.Args;
DiscardResult = input.DiscardResult;
ActionTree = input.ActionTree;
}
public VMStackFrame(VMStackFrameMarshal input, VMContext context, VMThread thread)
{
Thread = thread;
// Load(input, context);
}
#endregion
}
}

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@ -0,0 +1,56 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
#if !Server
#define IDE_COMPAT
#endif
using System.Collections.Generic;
using SimAntics.Engine.Entities;
namespace SimAntics.Engine
{
/// <summary>
/// Compatibility class
/// </summary>
public class VMThread : VMInstruction { }
/// <summary>
/// Handles instruction sets
/// </summary>
public class VMInstruction
{
public static int MAX_USER_ACTIONS = 20;
public VMContext Context;
//check tree only vars
public bool IsCheck;
VMEntity Entity;
public List<VMStackFrame> Stack;
bool ContinueExecution;
public string ThreadBreakString;
public int BreakFrame; //frame the last breakpoint was performed on
public bool RoutineDirty;
public bool Interrupt;
ushort ActionUID;
// Exception handling variables
// Don't need to be serialized.
public int DialogCooldown = 0;
// the number of ticks that have executed so far this frame. If this exceeds the allowed max,
// the thread resets, and a SimAntics Error pops up.
public int TicksThisFrame = 0;
// the maximum number of primitives a thread can execute in one frame. Tweak appropriately.
// variables for internal scheduler
public uint ScheduleIdleStart; // keep track of tick when we started idling for an object. must be synced!
public uint ScheduleIdleEnd;
}
}

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@ -0,0 +1,158 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using System.Collections.Generic;
namespace SimAntics.Engine.Entities
{
public class VMEntityRTTI
{
public string[] AttributeLabels;
}
public abstract class VMEntity
{
public static bool UseWorld = true;
public VMEntityRTTI RTTI;
public bool GhostImage;
public short ObjectID;
public uint PersistID;
public short[] ObjectData;
public LinkedList<short> MyList = new LinkedList<short>();
// public List<VMSoundEntry> SoundThreads;
// public VMRuntimeHeadline Headline;
/// <summary>
/// IS NOT serialized, but rather regenerated on deserialize.
/// </summary>
// public VMHeadlineRenderer HeadlineRenderer;
// public GameObject Object;
public VMThread Thread;
// public VMMultitileGroup MultitileGroup;
public short MainParam; //parameters passed to main on creation.
public short MainStackOBJ;
public VMEntity[] Contained = new VMEntity[0];
public VMEntity Container;
public short ContainerSlot;
/// <summary>
/// set when the entity is removed, threads owned by this object or with this object as callee will be cancelled/have their stack emptied
/// </summary>
public bool Dead;
/** Relationship variables **/
public Dictionary<ushort, List<short>> MeToObject;
public Dictionary<uint, List<short>> MeToPersist;
//a runtime cache for objects that have relationships to us. Used to get a quick reference to objects
//that may need to delete a relationship to us.
//note this can point to false positives, but the worst case is a slow deletion if somehow every object is added.
public HashSet<ushort> MayHaveRelToMe = new HashSet<ushort>();
//signals which relationships have changed since the last time this was reset
//used to partial update relationships when doing an avatar save to db
public HashSet<uint> ChangedRels = new HashSet<uint>();
public ulong DynamicSpriteFlags; /** Used to show/hide dynamic sprites **/
public ulong DynamicSpriteFlags2;
//public VMObstacle Footprint;
//LotTilePos _Position = new LotTilePos(LotTilePos.OUT_OF_WORLD);
//public EntityComponent WorldUI;
public uint TimestampLockoutCount = 0;
//public Color LightColor = Color.White;
//inferred properties (from object resource)
//public GameGlobalResource SemiGlobal;
//public TTAB TreeTable;
//public TTAs TreeTableStrings;
//public Dictionary<string, VMTreeByNameTableEntry> TreeByName;
//public SLOT Slots;
//public OBJD MasterDefinition; //if this object is multitile, its master definition will be stored here.
//public OBJfFunctionEntry[] EntryPoints; /** Entry points for specific events, eg. init, main, clean... **/
//public virtual bool MovesOften
//{
// get
// {
// if (Container != null) return true;
// if (Slots == null) return false;
// if (!Slots.Slots.ContainsKey(3)) return false;
// var slots = Slots.Slots[3];
// return (slots.Count > 7);
// }
//}
//public string Name
//{
// get
// {
// if (MultitileGroup.Name != "") return MultitileGroup.Name;
// else return this.ToString();
// }
// set
// {
// MultitileGroup.Name = value;
// }
//}
//bool DynamicMultitile
//{
// get
// {
// return EntryPoints[8].ActionFunction >= 256;
// }
//}
//public override string ToString()
//{
// if (MultitileGroup.Name != "") return MultitileGroup.Name;
// var strings = Object.Resource.Get<CTSS>(Object.OBJ.CatalogStringsID);
// if (strings != null)
// {
// return strings.GetString(0);
// }
// var label = Object.OBJ.ChunkLabel;
// if (label != null && label.Length > 0)
// {
// return label;
// }
// return Object.OBJ.GUID.ToString("X");
//}
//positioning properties
protected static Direction[] DirectionNotches = new Direction[]
{
Direction.NORTH,
Direction.NORTHEAST,
Direction.EAST,
Direction.SOUTHEAST,
Direction.SOUTH,
Direction.SOUTHWEST,
Direction.WEST,
Direction.NORTHWEST
};
//public LotTilePos Position
//{
// get { return _Position; }
// set
// {
// _Position = value;
// if (UseWorld) WorldUI.Level = Position.Level;
// if (this is VMAvatar) ((VMAvatar)this).VisualPositionStart = null;
// VisualPosition = new Vector3(_Position.x / 16.0f, _Position.y / 16.0f, (_Position.Level - 1) * 2.95f);
// }
// }
// public abstract Vector3 VisualPosition { get; set; }
public abstract Direction Direction { get; set; }
public abstract float RadianDirection { get; set; }
}
}

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@ -1,4 +1,8 @@
namespace SimAntics
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAntics
{
public interface IVM
{

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@ -0,0 +1,10 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAntics.Interfaces
{
public interface VMIMotiveDecay : VMSerializable
{
// void Tick(VMAvatar avatar, VMContext context);
}
}

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@ -0,0 +1,9 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAntics.Interfaces
{
public interface VMSerializable
{
}
}

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@ -0,0 +1,13 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using System;
namespace SimAntics.Marshals
{
public class VMMarshal
{
public VMMarshal()
{
}
}
}

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@ -0,0 +1,70 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using System;
using System.IO;
namespace SimAntics.Marshals
{
public class VMStackFrameMarshal
{
public ushort RoutineID { get; set; }
public ushort InstructionPointer { get; set; }
public short Caller { get; set; }
public short Callee { get; set; }
public short StackObject { get; set; }
public uint CodeOwnerGUID { get; set; }
public short[] Locals { get; set; }
public short[] Args { get; set; }
public bool DiscardResult { get; set; }
public bool ActionTree { get; set; }
public int Version { get; set; }
public VMStackFrameMarshal() { }
public VMStackFrameMarshal(int version) { Version = version; }
public virtual void Deserialize(BinaryReader reader)
{
RoutineID = reader.ReadUInt16();
InstructionPointer = reader.ReadUInt16();
Caller = reader.ReadInt16();
Callee = reader.ReadInt16();
StackObject = reader.ReadInt16();
CodeOwnerGUID = reader.ReadUInt32();
var localN = reader.ReadInt32();
if (localN > -1)
{
Locals = new short[localN];
for (var i = 0; i < localN; i++) Locals[i] = reader.ReadInt16();
}
var argsN = reader.ReadInt32();
if (argsN > -1)
{
Args = new short[argsN];
for (var i = 0; i < argsN; i++) Args[i] = reader.ReadInt16();
}
if (Version > 3) DiscardResult = reader.ReadBoolean();
ActionTree = reader.ReadBoolean();
}
public virtual void SerializeInto(BinaryWriter writer)
{
writer.Write(RoutineID);
writer.Write(InstructionPointer);
writer.Write(Caller);
writer.Write(Callee);
writer.Write(StackObject);
writer.Write(CodeOwnerGUID);
writer.Write((Locals == null) ? -1 : Locals.Length);
//if (Locals != null) writer.Write(VMSerializableUtils.ToByteArray(Locals));
//writer.Write((Args == null) ? -1 : Args.Length);
//if (Args != null) writer.Write(VMSerializableUtils.ToByteArray(Args));
writer.Write(DiscardResult);
writer.Write(ActionTree);
}
}
}

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@ -4,4 +4,9 @@
<TargetFramework>netstandard2.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<Folder Include="Entities\" />
<Folder Include="Interfaces\" />
<Folder Include="Marshals\" />
</ItemGroup>
</Project>

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@ -1,4 +1,10 @@
using System;
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using System;
using System.Collections.Generic;
using SimAntics.Engine;
using SimAntics.Engine.Entities;
namespace SimAntics
{
@ -10,32 +16,129 @@ namespace SimAntics
public bool IsTS1 { get; set; }
public bool Ready { get; set; }
public bool BHAVDirty { get; set; }
public VMContext Context { get; internal set; }
public VMScheduler Scheduler { set; get; }
public delegate void VMRefreshHandler();
public delegate void VMLotSwitchHandler(uint lotId);
public void Init()
Dictionary<short, VMEntity> ObjectsById = new Dictionary<short, VMEntity>();
short ObjectId = 1;
public List<VMEntity> Entities = new List<VMEntity>();
public HashSet<VMEntity> SoundEntities = new HashSet<VMEntity>();
public short[] GlobalState;
int GameTickRate = 60;
int GameTickNum = 0;
public int SpeedMultiplier = 1;
public int LastSpeedMultiplier;
int LastFrameSpeed = 1;
float Fraction;
public VMEntity GlobalBlockingDialog;
/// <summary>
/// Gets an entity from this VM.
/// </summary>
/// <param name="id">The entity's ID.</param>
/// <returns>A VMEntity instance associated with the ID.</returns>
public VMEntity GetObjectById(short id)
{
return ObjectsById.ContainsKey(id) ? ObjectsById[id] : null;
}
/// <summary>
/// Constructs a new Virtual Machine instance.
/// </summary>
/// <param name="context">The VMContext instance to use.</param>
public VM(VMContext context)
{
context.VM = this;
Context = context;
Scheduler = new VMScheduler(this);
}
public VMEntity GetObjectByPersist(uint id)
{
// return Entities.FirstOrDefault(x => x.PersistID == id);
throw new VMSimanticsException();
}
public virtual void Init()
{
// PlatformState = (TS1)?(VMAbstractLotState)new VMTS1LotState():new VMTSOLotState();
GlobalState = new short[38];
GlobalState[20] = 255; //Game Edition. Basically, what "expansion packs" are running. Let's just say all of them.
GlobalState[25] = 4; //as seen in EA-Land edith's simulator globals, this needs to be set for people to do their idle interactions.
GlobalState[17] = 4; //Runtime Code Version, is this in EA-Land.
// if (Driver is VMServerDriver) EODHost = new VMEODHost();
}
public virtual void Reset()
{
throw new NotImplementedException();
}
public virtual void Update()
{
throw new NotImplementedException();
}
public void Reset()
{
throw new NotImplementedException();
}
public void Update()
public virtual void Tick()
{
throw new NotImplementedException();
}
public void Tick()
public virtual void InternalTick(uint tickId)
{
throw new NotImplementedException();
}
public void InternalTick(uint tickId)
/// <summary>
/// Adds an entity to this Virtual Machine.
/// </summary>
/// <param name="entity">The entity to add.</param>
public void AddEntity(VMEntity entity)
{
throw new NotImplementedException();
entity.ObjectID = ObjectId;
ObjectsById.Add(entity.ObjectID, entity);
// AddToObjList(this.Entities, entity);
// if (!entity.GhostImage) Context.ObjectQueries.NewObject(entity);
// ObjectId = NextObjID();
}
public static void AddToObjList(List<VMEntity> list, VMEntity entity)
{
if (list.Count == 0) { list.Add(entity); return; }
int id = entity.ObjectID;
var max = list.Count;
var min = 0;
while (max>min)
{
var mid = (max+min) / 2;
int nid = list[mid].ObjectID;
if (id < nid) max = mid;
else if (id == nid) return; //do not add dupes
else min = mid+1;
}
list.Insert(min, entity);
// list.Insert((list[min].ObjectID>id)?min:((list[max].ObjectID > id)?max:max+1), entity);
}
/// <summary>
/// Removes an entity from this Virtual Machine.
/// </summary>
/// <param name="entity">The entity to remove.</param>
public void RemoveEntity(VMEntity entity)
{
if (Entities.Contains(entity))
{
// Context.ObjectQueries.RemoveObject(entity);
this.Entities.Remove(entity);
ObjectsById.Remove(entity.ObjectID);
// Scheduler.DescheduleTick(entity);
if (entity.ObjectID < ObjectId) ObjectId = entity.ObjectID; //this id is now the smallest free object id.
}
entity.Dead = true;
}
}
}

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@ -1,3 +1,6 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using System;
namespace SimAntics
@ -20,7 +23,7 @@ namespace SimAntics
public int TimeOfDay => (Hours >= 6 && Hours < 18) ? 0 : 1;
public int Seconds => MinuteFractions * 60 / TicksPerMinute;
public DateTime UTCNow => (new DateTime(UTCStart)).AddSeconds(Ticks / 30.0);
public DateTime UTCNow => new DateTime(UTCStart).AddSeconds(Ticks / 30.0);
public VMClock() {}

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@ -1,8 +1,11 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAntics
{
public class VMContext
{
public static bool useWorld = true;
public VM Vm;
}
public VM VM { get; set; }
}
}

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@ -0,0 +1,98 @@
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0.
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
using System;
using System.Collections.Generic;
using System.Text;
using SimAntics.Engine;
namespace SimAntics
{
public class VMSimanticsException : Exception
{
readonly string _message;
VMStackFrame _context;
public VMSimanticsException() { }
public VMSimanticsException(string message, VMStackFrame context) : base(message)
{
_context = context;
_message = message;
}
public override string ToString()
{
var output = new StringBuilder();
output.Append(_message);
output.AppendLine();
output.AppendLine();
output.Append(GetStackTrace());
return output.ToString();
}
public string GetStackTrace()
{
if (_context == null) return "No Stack Info.";
var stack = _context.Thread.Stack;
return GetStackTrace(stack);
}
public static string GetStackTrace(List<VMStackFrame> stack)
{
var output = new StringBuilder();
var prevEE = "";
var prevER = "";
for (var i = stack.Count - 1; i >= 0; i--)
{
if (i == 9 && i <= stack.Count - 8)
{
output.Append("...");
output.AppendLine();
}
if (i > 8 && i <= stack.Count - 8) continue;
var frame = stack[i];
//run in tree:76
var callerStr = frame.Caller.ToString();
var calleeStr = frame.Callee?.ToString();
if (callerStr != prevER || calleeStr != prevEE)
{
output.Append('(');
output.Append(callerStr);
output.Append(':');
output.Append(calleeStr);
output.Append(") ");
output.AppendLine();
prevEE = calleeStr;
prevER = callerStr;
}
output.Append(" > ");
/*if (frame is VMRoutingFrame)
{
output.Append("VMRoutingFrame with state: ");
output.Append(((VMRoutingFrame)frame).State.ToString());
}
else
{
output.Append(frame.Routine.Rti.Name.TrimEnd('\0'));
output.Append(':');
output.Append(frame.InstructionPointer);
output.Append(" (");
var opcode = frame.GetCurrentInstruction().Opcode;
var primitive = (opcode > 255) ? null : VMContext.Primitives[opcode];
output.Append((primitive == null) ? opcode.ToString() : primitive.Name);
output.Append(")");
}*/
output.AppendLine();
}
return output.ToString();
}
}
}