Slight refractor

- Bumped unit tests to .NET 8
This commit is contained in:
Tony Bark 2025-02-18 08:17:56 -05:00
parent 3e3958c67f
commit e7184729df
19 changed files with 617 additions and 614 deletions

View file

@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
<IsPackable>false</IsPackable>
@ -9,18 +9,19 @@
<RootNamespace>SimAntics.Tests</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.5.0" />
<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>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.7.1" />
<PackageReference Include="xunit" Version="2.4.1" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.4.3">
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="coverlet.collector" Version="1.3.0">
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
<PrivateAssets>all</PrivateAssets>
</PackageReference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SimAI\SimAI.csproj" />

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@ -1,16 +1,17 @@
using System.Diagnostics;
using SimAI;
using Xunit;
namespace SimAI.Tests;
namespace SimAntics.Tests;
public class VMClockTest
{
[Fact]
public void TickTest()
{
var clock = new VMClock();
Debug.WriteLine(clock.Ticks);
clock.Tick();
Debug.WriteLine(clock.Ticks);
}
[Fact]
public void TickTest()
{
var clock = new VMClock();
Debug.WriteLine(clock.Ticks);
clock.Tick();
Debug.WriteLine(clock.Ticks);
}
}

View file

@ -5,7 +5,7 @@ namespace SimAI.Tests;
public class VMTest
{
public VMTest()
{
}
public VMTest()
{
}
}

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@ -1,16 +1,16 @@
// 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 SimAI;
namespace SimAntics;
public enum Direction
{
NORTH,
NORTHEAST,
EAST,
SOUTHEAST,
SOUTH,
SOUTHWEST,
WEST,
NORTHWEST
NORTH,
NORTHEAST,
EAST,
SOUTHEAST,
SOUTH,
SOUTHWEST,
WEST,
NORTHWEST
}

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@ -1,132 +1,130 @@
// 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 SimAI;
namespace SimAntics.Engine.Entities;
public class VMEntityRTTI
{
public string[]? AttributeLabels;
public string[]? AttributeLabels;
}
public abstract class VMEntity
{
public static bool UseWorld = true;
public VMEntityRTTI? RTTI;
public bool GhostImage;
public static bool UseWorld = true;
public VMEntityRTTI? RTTI;
public bool GhostImage;
public short ObjectID;
public uint PersistID;
public short ObjectID;
public uint PersistID;
public short[]? ObjectData;
public LinkedList<short> MyList = new();
// public List<VMSoundEntry> SoundThreads;
public short[]? ObjectData;
public LinkedList<short> MyList = new();
// public List<VMSoundEntry> SoundThreads;
// public VMRuntimeHeadline Headline;
/// <summary>
/// IS NOT serialized, but rather regenerated on deserialize.
/// </summary>
// public VMHeadlineRenderer HeadlineRenderer;
// 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 GameObject Object;
public VMThread? Thread;
// public VMMultitileGroup MultitileGroup;
public short MainParam; //parameters passed to main on creation.
public short MainStackOBJ;
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;
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();
/** 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();
//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();
//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();
public ulong DynamicSpriteFlags; /** Used to show/hide dynamic sprites **/
public ulong DynamicSpriteFlags2;
//public VMObstacle Footprint;
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;
//LotTilePos _Position = new LotTilePos(LotTilePos.OUT_OF_WORLD);
//public EntityComponent WorldUI;
public uint TimestampLockoutCount = 0;
//public Color LightColor = Color.White;
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);
// }
//}
//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;
// }
//}
//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;
// }
//}
//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");
//}
//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
//positioning properties
protected static Direction[] DirectionNotches = new Direction[]
{
protected static Direction[] DirectionNotches = new Direction[]
{
Direction.NORTH,
Direction.NORTHEAST,
Direction.EAST,
@ -135,23 +133,23 @@ public abstract class VMEntity
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 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; }
// public abstract Vector3 VisualPosition { get; set; }
public abstract Direction Direction { get; set; }
public abstract float RadianDirection { get; set; }
}

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@ -1,11 +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 SimAI.Engine;
namespace SimAntics.Engine;
public class VMMemory
{
public VMMemory()
{
}
public VMMemory()
{
}
}

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@ -3,25 +3,25 @@
// http://mozilla.org/MPL/2.0/.
using SimAntics.Engine.Entities;
namespace SimAI.Engine;
namespace SimAntics.Engine;
public class VMScheduler
{
VM VM { get; set; }
VM VM { get; set; }
Dictionary<uint, List<VMEntity>> _tickScheduler = new();
List<VMEntity> _tickThisFrame;
Dictionary<uint, List<VMEntity>> _tickScheduler = new();
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 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 VMScheduler(VM vm) => VM = vm;
public void ScheduleTickIn(VMEntity _ent, uint delay)
{
public void ScheduleTickIn(VMEntity _ent, uint delay)
{
}
}
}

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@ -3,171 +3,172 @@
// http://mozilla.org/MPL/2.0/.
using SimAntics.Engine.Entities;
using SimAntics.Marshals;
namespace SimAI.Engine;
namespace SimAntics.Engine;
/// <summary>
/// Holds information about the execution of a routine
/// </summary>
public class VMStackFrame
{
public VMStackFrame() { }
{
public VMStackFrame() { }
/** Thread executing this routine **/
public VMThread Thread;
/** Thread executing this routine **/
public VMThread Thread;
/** Routine that this context relates to **/
// public VMRoutine Routine;
/** Routine that this context relates to **/
// public VMRoutine Routine;
/** Current instruction **/
public ushort InstructionPointer;
/** Current instruction **/
public ushort InstructionPointer;
/** The object who executed this behavior **/
public VMEntity Caller;
/** The object who executed this behavior **/
public VMEntity Caller;
/** The object the code is running on **/
public VMEntity Callee;
/** 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);
}
}
/** 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;
VMEntity _StackObject;
public short _StackObjectID;
/** If true, this stack frame is not a subroutine. Return with a continue. **/
public bool DiscardResult;
/** 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;
/** 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;
// }
//}
/** 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;
//public GameObject CodeOwner;
/**
* Routine locals
*/
public short[] Locals;
/**
* Arguments
*/
public short[] Args;
/**
* Arguments
*/
public short[] Args;
//public GameObjectResource CallerPrivate
//{
// get
// {
// return Caller.Object.Resource;
// }
//}
//public GameObjectResource CallerPrivate
//{
// get
// {
// return Caller.Object.Resource;
// }
//}
//public GameObjectResource CalleePrivate
//{
// get
// {
// return Callee.Object.Resource;
// }
//}
//public GameObjectResource CalleePrivate
//{
// get
// {
// return Callee.Object.Resource;
// }
//}
//public GameObjectResource StackObjPrivate
//{
// get
// {
// return StackObject.Object.Resource;
// }
//}
//public GameObjectResource StackObjPrivate
//{
// get
// {
// return StackObject.Object.Resource;
// }
//}
//public GameGlobal Global
//{
// get
// {
// return Thread.Context.Globals;
// }
//}
//public GameGlobal Global
//{
// get
// {
// return Thread.Context.Globals;
// }
//}
public VM VM
{
get
{
return Thread.Context.VM;
}
}
public VM VM
{
get
{
return Thread.Context.VM;
}
}
/** Utilities **/
//public VMInstruction GetCurrentInstruction()
//{
// return Routine.Instructions[InstructionPointer];
//}
/** Utilities **/
//public VMInstruction GetCurrentInstruction()
//{
// return Routine.Instructions[InstructionPointer];
//}
//public T GetCurrentOperand<T>()
//{
// return (T)GetCurrentInstruction().Operand;
//}
//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,
// };
//}
#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);
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);
// 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;
}
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
public VMStackFrame(VMStackFrameMarshal input, VMContext context, VMThread thread) => Thread = thread;// Load(input, context);
#endregion
}

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@ -5,9 +5,7 @@
#define IDE_COMPAT
#endif
using SimAntics.Engine.Entities;
namespace SimAI.Engine;
namespace SimAntics.Engine;
/// <summary>
/// Compatibility class
@ -19,36 +17,36 @@ public class VMThread : VMInstruction { }
/// </summary>
public class VMInstruction
{
public static int MAX_USER_ACTIONS = 20;
public static int MAX_USER_ACTIONS = 20;
public VMContext? Context;
public VMContext? Context;
//check tree only vars
public bool IsCheck;
//check tree only vars
public bool IsCheck;
VMEntity? Entity;
VMEntity? Entity;
public List<VMStackFrame>? Stack;
bool ContinueExecution;
public List<VMStackFrame>? Stack;
bool ContinueExecution;
public string? ThreadBreakString;
public int BreakFrame; //frame the last breakpoint was performed on
public bool RoutineDirty;
public string? ThreadBreakString;
public int BreakFrame; //frame the last breakpoint was performed on
public bool RoutineDirty;
public bool Interrupt;
public bool Interrupt;
ushort ActionUID;
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 SimAI Error pops up.
public int TicksThisFrame = 0;
// the maximum number of primitives a thread can execute in one frame. Tweak appropriately.
// 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 SimAI 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;
// 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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@ -1,2 +1,3 @@
global using SimAI.Engine;
global using SimAI.Marshals;
global using SimAntics.Engine;
global using SimAntics.Marshals;
global using SimAntics.Engine.Entities;

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@ -1,13 +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/.
namespace SimAI;
namespace SimAntics;
public interface IVM
{
void Init();
void Reset();
void Update();
void Tick();
void InternalTick(uint tickId);
void Init();
void Reset();
void Update();
void Tick();
void InternalTick(uint tickId);
}

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@ -1,9 +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 SimAI.Interfaces;
namespace SimAntics.Interfaces;
public interface VMIMotiveDecay : VMSerializable
{
// void Tick(VMAvatar avatar, VMContext context);
// void Tick(VMAvatar avatar, VMContext context);
}

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@ -1,7 +1,7 @@
// 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 SimAI.Interfaces;
namespace SimAntics.Interfaces;
public interface VMSerializable
{

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@ -1,11 +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 SimAI.Marshals;
namespace SimAntics.Marshals;
public class VMMarshal
{
public VMMarshal()
{
}
public VMMarshal()
{
}
}

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@ -1,66 +1,66 @@
// 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 SimAI.Marshals;
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 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 int Version { get; set; }
public VMStackFrameMarshal() { }
public VMStackFrameMarshal(int version) => Version = version;
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();
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 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();
}
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();
}
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);
}
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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@ -1,140 +1,142 @@
// 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 SimAI;
using SimAntics.Engine;
using SimAntics.Engine.Entities;
namespace SimAI;
namespace SimAntics;
/// <summary>
/// VM is an abstract class that contains the
/// </summary>
public abstract class VM : IVM
{
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 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 delegate void VMRefreshHandler();
public delegate void VMLotSwitchHandler(uint lotId);
Dictionary<short, VMEntity> ObjectsById = new();
short ObjectId = 1;
Dictionary<short, VMEntity> ObjectsById = new();
short ObjectId = 1;
public List<VMEntity> Entities = new();
public HashSet<VMEntity> SoundEntities = new();
public short[] GlobalState;
public List<VMEntity> Entities = new();
public HashSet<VMEntity> SoundEntities = new();
public short[] GlobalState;
int GameTickRate = 60;
int GameTickNum = 0;
public int SpeedMultiplier = 1;
public int LastSpeedMultiplier;
int LastFrameSpeed = 1;
float Fraction;
public VMEntity GlobalBlockingDialog;
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>
/// 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);
}
/// <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 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 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 virtual void Reset()
{
throw new NotImplementedException();
}
public virtual void Update()
{
throw new NotImplementedException();
}
public virtual void Tick()
{
throw new NotImplementedException();
}
public virtual void Tick()
{
throw new NotImplementedException();
}
public virtual void InternalTick(uint tickId)
{
throw new NotImplementedException();
}
public virtual void InternalTick(uint tickId)
{
throw new NotImplementedException();
}
/// <summary>
/// Adds an entity to this Virtual Machine.
/// </summary>
/// <param name="entity">The entity to add.</param>
public void AddEntity(VMEntity entity)
{
entity.ObjectID = ObjectId;
ObjectsById.Add(entity.ObjectID, entity);
// AddToObjList(this.Entities, entity);
// if (!entity.GhostImage) Context.ObjectQueries.NewObject(entity);
// ObjectId = NextObjID();
}
/// <summary>
/// Adds an entity to this Virtual Machine.
/// </summary>
/// <param name="entity">The entity to add.</param>
public void AddEntity(VMEntity entity)
{
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);
}
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;
}
/// <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);
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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@ -2,43 +2,43 @@
// If a copy of the MPL was not distributed with this file, You can obtain one at
// http://mozilla.org/MPL/2.0/.
namespace SimAI;
namespace SimAntics;
public class VMClock
{
public long Ticks { get; set; }
public int MinuteFractions { get; set; }
public int TicksPerMinute { get; set; }
public int Minutes { get; set; }
public int Hours { get; set; }
public long Ticks { get; set; }
public int MinuteFractions { get; set; }
public int TicksPerMinute { get; set; }
public int Minutes { get; set; }
public int Hours { get; set; }
public int DayOfMonth = 1;
public int Month = 6;
public int Year = 1997;
public int DayOfMonth = 1;
public int Month = 6;
public int Year = 1997;
public int FirePercent { get; set; }
public long UTCStart = DateTime.UtcNow.Ticks;
public int FirePercent { get; set; }
public long UTCStart = DateTime.UtcNow.Ticks;
public int TimeOfDay => (Hours >= 6 && Hours < 18) ? 0 : 1;
public int Seconds => MinuteFractions * 60 / TicksPerMinute;
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() { }
public VMClock() { }
public void Tick()
{
if (FirePercent < 2000) FirePercent++;
if (++MinuteFractions < TicksPerMinute) return;
MinuteFractions = 0;
if (++Minutes < 60) return;
Minutes = 0;
if (++DayOfMonth <= 30) return;
DayOfMonth = 1;
if (++Month <= 12) return;
Month = 1;
Year++;
public void Tick()
{
if (FirePercent < 2000) FirePercent++;
if (++MinuteFractions < TicksPerMinute) return;
MinuteFractions = 0;
if (++Minutes < 60) return;
Minutes = 0;
if (++DayOfMonth <= 30) return;
DayOfMonth = 1;
if (++Month <= 12) return;
Month = 1;
Year++;
Ticks++;
}
Ticks++;
}
}

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@ -1,10 +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 SimAI;
namespace SimAntics;
public class VMContext
{
public static bool useWorld = true;
public VM? VM { get; set; }
public static bool useWorld = true;
public VM? VM { get; set; }
}

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@ -2,93 +2,94 @@
// 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.Text;
using SimAntics.Engine;
namespace SimAI;
namespace SimAntics;
public class VMSimanticsException : Exception
{
readonly string _message;
VMStackFrame _context;
readonly string _message;
VMStackFrame _context;
public VMSimanticsException() { }
public VMSimanticsException() { }
public VMSimanticsException(string message, VMStackFrame context) : base(message)
{
_context = context;
_message = message;
}
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 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.";
public string GetStackTrace()
{
if (_context == null) return "No Stack Info.";
var stack = _context.Thread.Stack;
return GetStackTrace(stack);
}
var stack = _context.Thread.Stack;
return GetStackTrace(stack);
}
public static string GetStackTrace(List<VMStackFrame> stack)
{
var output = new StringBuilder();
var prevEE = "";
var prevER = "";
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
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();
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;
}
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(" > ");
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();
}
/*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();
}
return output.ToString();
}
}