- added compile time checks for bad state links and state label references.
- preserve a state's source line information for the postprocessing phase so that the checker can output more useful information. - added missing check for weapon psprites to DPSprite::SetState.
This commit is contained in:
parent
647e1399f1
commit
96d093d01f
10 changed files with 179 additions and 45 deletions
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@ -72,6 +72,30 @@ void InitThingdef();
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// STATIC FUNCTION PROTOTYPES --------------------------------------------
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PClassActor *QuestItemClasses[31];
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static TMap<FState *, FScriptPosition> StateSourceLines;
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static FScriptPosition unknownstatesource("unknown file", 0);
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//==========================================================================
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//
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// Saves the state's source lines for error messages during postprocessing
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//
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//==========================================================================
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void SaveStateSourceLines(FState *firststate, TArray<FScriptPosition> &positions)
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{
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for (unsigned i = 0; i < positions.Size(); i++)
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{
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StateSourceLines[firststate + i] = positions[i];
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}
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}
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FScriptPosition & GetStateSource(FState *state)
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{
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auto check = StateSourceLines.CheckKey(state);
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return check ? *check : unknownstatesource;
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}
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//==========================================================================
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//
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// SetImplicitArgs
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@ -80,7 +104,7 @@ PClassActor *QuestItemClasses[31];
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//
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//==========================================================================
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void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags)
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void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FName> *argnames, PClass *cls, DWORD funcflags, int useflags)
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{
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// Must be called before adding any other arguments.
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assert(args == nullptr || args->Size() == 0);
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@ -98,8 +122,8 @@ void SetImplicitArgs(TArray<PType *> *args, TArray<DWORD> *argflags, TArray<FNam
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// implied caller and callingstate pointers
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if (args != nullptr)
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{
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// Special treatment for weapons and CustomInventorys: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
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if (cls->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
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// Special treatment for weapons and CustomInventory flagged functions: 'self' is not the defining class but the actual user of the item, so this pointer must be of type 'Actor'
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if (useflags & (SUF_WEAPON|SUF_ITEM))
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{
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args->Insert(0, NewPointer(RUNTIME_CLASS(AActor))); // this must go in before the real pointer to the containing class.
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}
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@ -139,11 +163,14 @@ PFunction *CreateAnonymousFunction(PClass *containingclass, PType *returntype, i
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TArray<uint32_t> argflags;
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TArray<FName> argnames;
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// Functions that only get flagged for actors do not need the additional two context parameters.
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int fflags = (flags& (SUF_OVERLAY | SUF_WEAPON | SUF_ITEM)) ? VARF_Action | VARF_Method : VARF_Method;
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rets[0] = returntype != nullptr? returntype : TypeError; // Use TypeError as placeholder if we do not know the return type yet.
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SetImplicitArgs(&args, &argflags, &argnames, containingclass, flags);
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SetImplicitArgs(&args, &argflags, &argnames, containingclass, fflags, flags);
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PFunction *sym = new PFunction(containingclass, NAME_None); // anonymous functions do not have names.
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sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, flags);
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sym->AddVariant(NewPrototype(rets, args), argflags, argnames, nullptr, fflags);
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return sym;
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}
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@ -201,7 +228,7 @@ void CreateDamageFunction(PClassActor *info, AActor *defaults, FxExpression *id,
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else
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{
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auto dmg = new FxReturnStatement(new FxIntCast(id, true), id->ScriptPosition);
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auto funcsym = CreateAnonymousFunction(info, TypeSInt32, VARF_Method);
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auto funcsym = CreateAnonymousFunction(info, TypeSInt32, 0);
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defaults->DamageFunc = FunctionBuildList.AddFunction(funcsym, dmg, FStringf("%s.DamageFunction", info->TypeName.GetChars()), fromDecorate);
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}
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}
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@ -215,25 +242,24 @@ void CreateDamageFunction(PClassActor *info, AActor *defaults, FxExpression *id,
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// For such cases a runtime check in the relevant places is also present.
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//
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//==========================================================================
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static int CheckForUnsafeStates(PClassActor *obj)
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static void CheckForUnsafeStates(PClassActor *obj)
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{
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static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
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static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
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TMap<FState *, bool> checked;
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ENamedName *test;
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int errors = 0;
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if (obj->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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if (obj->Size == RUNTIME_CLASS(AWeapon)->Size) return 0; // This class cannot have user variables.
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if (obj->Size == RUNTIME_CLASS(AWeapon)->Size) return; // This class cannot have user variables.
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test = weaponstates;
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}
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else if (obj->IsDescendantOf(RUNTIME_CLASS(ACustomInventory)))
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{
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if (obj->Size == RUNTIME_CLASS(ACustomInventory)->Size) return 0; // This class cannot have user variables.
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if (obj->Size == RUNTIME_CLASS(ACustomInventory)->Size) return; // This class cannot have user variables.
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test = pickupstates;
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}
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else return 0; // something else derived from AStateProvider. We do not know what this may be.
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else return; // something else derived from AStateProvider. We do not know what this may be.
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for (; *test != NAME_None; test++)
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{
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@ -245,14 +271,87 @@ static int CheckForUnsafeStates(PClassActor *obj)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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auto owner = FState::StaticFindStateOwner(state);
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Printf(TEXTCOLOR_RED "Unsafe state call in state %s.%d to %s, reached by %s.%s which accesses user variables.\n",
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owner->TypeName.GetChars(), state - owner->OwnedStates, static_cast<VMScriptFunction *>(state->ActionFunc)->PrintableName.GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
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errors++;
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s.%d which accesses user variables, reached by %s.%s.\n",
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owner->TypeName.GetChars(), state - owner->OwnedStates, obj->TypeName.GetChars(), FName(*test).GetChars());
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}
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state = state->NextState;
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}
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}
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return errors;
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}
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//==========================================================================
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//
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// CheckStates
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//
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// Checks if states link to ones with proper restrictions
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// Checks that all base labels refer a string with proper restrictions.
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// For these cases a runtime check in the relevant places is also present.
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//
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//==========================================================================
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static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName statename, const char *descript)
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{
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auto state = slb->State;
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if (state != nullptr)
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{
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if (!(state->UseFlags & useflag))
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{
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auto owner = FState::StaticFindStateOwner(state);
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s.%d as %s state, but this state is not flagged for use as %s.\n",
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obj->TypeName.GetChars(), owner->TypeName.GetChars(), int(state - owner->OwnedStates), statename.GetChars(), descript);
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}
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}
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if (slb->Children != nullptr)
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{
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for (int i = 0; i < slb->Children->NumLabels; i++)
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{
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auto state = slb->Children->Labels[i].State;
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CheckLabel(obj, &slb->Children->Labels[i], useflag, statename, descript);
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}
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}
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}
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static void CheckStateLabels(PClassActor *obj, ENamedName *test, int useflag, const char *descript)
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{
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FStateLabels *labels = obj->StateList;
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for (; *test != NAME_None; test++)
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{
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auto label = labels->FindLabel(*test);
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if (label != nullptr)
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{
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CheckLabel(obj, label, useflag, *test, descript);
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}
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}
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}
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static void CheckStates(PClassActor *obj)
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{
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static ENamedName actorstates[] = { NAME_Spawn, NAME_See, NAME_Melee, NAME_Missile, NAME_Pain, NAME_Death, NAME_Wound, NAME_Raise, NAME_Yes, NAME_No, NAME_Greetings, NAME_None };
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static ENamedName weaponstates[] = { NAME_Ready, NAME_Deselect, NAME_Select, NAME_Fire, NAME_AltFire, NAME_Hold, NAME_AltHold, NAME_Flash, NAME_AltFlash, NAME_None };
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static ENamedName pickupstates[] = { NAME_Pickup, NAME_Drop, NAME_Use, NAME_None };
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TMap<FState *, bool> checked;
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CheckStateLabels(obj, actorstates, SUF_ACTOR, "actor sprites");
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if (obj->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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CheckStateLabels(obj, weaponstates, SUF_WEAPON, "weapon sprites");
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}
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else if (obj->IsDescendantOf(RUNTIME_CLASS(ACustomInventory)))
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{
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CheckStateLabels(obj, pickupstates, SUF_ITEM, "CustomInventory state chain");
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}
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for (int i = 0; i < obj->NumOwnedStates; i++)
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{
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auto state = obj->OwnedStates + i;
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if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
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{
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s.%d links to a state with incompatible restrictions.\n",
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obj->TypeName.GetChars(), int(state - obj->OwnedStates));
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}
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}
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}
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//==========================================================================
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@ -285,41 +384,44 @@ void LoadActors ()
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{
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I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter);
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}
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FScriptPosition::ResetErrorCounter();
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int errorcount = 0;
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for (auto ti : PClassActor::AllActorClasses)
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{
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if (ti->Size == TentativeClass)
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{
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Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars());
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errorcount++;
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FScriptPosition::ErrorCounter++;
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continue;
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}
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if (GetDefaultByType(ti) == nullptr)
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{
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Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
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errorcount++;
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FScriptPosition::ErrorCounter++;
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continue;
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}
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CheckStates(ti);
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if (ti->bDecorateClass && ti->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
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{
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// either a DECORATE based weapon or CustomInventory.
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// These are subject to relaxed rules for user variables in states.
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// Although there is a runtime check for bogus states, let's do a quick analysis if any of the known entry points
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// hits an unsafe state. If we can find something here it can be handled wuth a compile error rather than a runtime error.
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errorcount += CheckForUnsafeStates(ti);
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CheckForUnsafeStates(ti);
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}
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}
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if (errorcount > 0)
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if (FScriptPosition::ErrorCounter > 0)
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{
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I_Error("%d errors during actor postprocessing", errorcount);
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I_Error("%d errors during actor postprocessing", FScriptPosition::ErrorCounter);
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}
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timer.Unclock();
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if (!batchrun) Printf("DECORATE parsing took %.2f ms\n", timer.TimeMS());
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// Base time: ~52 ms
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if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
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// Since these are defined in DECORATE now the table has to be initialized here.
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for (int i = 0; i < 31; i++)
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@ -328,4 +430,5 @@ void LoadActors ()
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mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1);
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QuestItemClasses[i] = PClass::FindActor(fmt);
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}
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StateSourceLines.Clear();
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}
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