Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
- block creation of actors with the 'new' instruction. Unlike the above these cannot be made abstract because without ConstructNative they cannot be serialized.
The code for constants was not optimal because the first operand of the instructions cannot be constant. This was solved by swapping it with the second choice which will always be non-constant.
The code for local variables did not allocate a new destination register and would overwrite the first parameter's variable.
It now uses a dedicated opcode instead of piggybacking on OP_CALL and it passes data that is closer to the VM. Symbols should be avoided at this level.
It also will skip the scope instruction if the code generator detects that both calling function and the self pointer type have the same scope, this assumes that subclasses cannot flip between UI and Play.
They are not needed for OP_NEW_K which can evaluate the class relations at compile time and for OP_NEW the calling function can also be checked at compile time, passing only the scope value itself.
Note that this completely disables the newly added keywords 'play' and 'ui' for unversioned code to allow using them as identifiers as I have found at least one mod that uses a variable named 'play' that would have been rendered broken otherwise.
This also disables many ZScript only keywords for other parsing jobs.
- made the self pointer of const functions readonly.
This seems to work fine. Both calling a non-const function and trying to assign a value to a member fail with an error message.
Clearscope is a dangerous context and should be limited to the minimum extent possible and preferably be blocked in user code.
This may still need some work on const functions but better have it in now.
This is to block modification of the planes directly. For future-proofness with renderer changes everything that alters these values should go through he function interface.
src/scripting/zscript/zcc_compile.cpp: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
src/p_acs.cpp: warning: format specifies type 'char *' but the argument has type 'PClass *' [-Wformat]
- use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary.
- made CameraHeight a modifiable actor property - it was readonly before.
- allow accessing the type constants from ZScript, this required quite a bit of explicit coding because the type system has no capabilities to search for basic types by name.
This will store class meta properties in a separate memory block so that it won't have to muck around with PClass - which made the implementation from the scripting branch relatively useless because extending the data wasn't particularly easy and also not well implemented. This can now be handled just like the defaults.
- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently.
- added a new ZSDF userstring property to dialog pages to give mods more means for customization.
- allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
Like the symbols and the VM functions this is data that is static from startup until shutdown and has no need to be subjected to garbage collection. All things combined this reduces the amount of GC-sensitive objects at startup from 9600 to 600.
Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
Now all actors have the same metaclass and therefore it will always be the same size which will finally allow some needed changes to the type system which couldn't be done because it was occasionally necessary to replace tentatively created classes due to size mismatches.
There's simply never enough of them and they are used far too infrequently to justify the hassle of tagging along two TMaps per class.
For what they provide, single global lists that handle all player classes at once are fully sufficient.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored
This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
Symbols are very easy to manage once they are in a symbol table and there's lots of them so this reduces the amount of work the GC needs to do quite considerably.
After cleaning out compile-time-only symbols there will still be more than 2000 left, one for each function and one for each member variable of a class or struct.
This means more than 2000 object that won't need to tracked constantly by the garbage collector.
Note that loose fields which do occur during code generation will be GC'd just as before.
- removed all pointer declarations to types from the symbols. All types must be placed into the type table which means that they can be considered static.
As it stood, just compiling the internal ZScript code created more than 9000 DObjects, none of which really need to be subjected to garbage collection, aside from allowing lazy deallocation.
This puts an incredible drag on the garbage collector which often needs several minutes to finish processing before actual deletion can start.
The VM functions with roughly 1800 of these objects were by far the easiest to refactor so they are now. They also use a memory arena now which significantly reduces their memory footprint.
- use a memory arena to store flat pointers so that the messed up cleanup can be avoided by deallocating this in bulk.
- added a new SO opcode to the VM to execute a write barrier. This is necessary for all objects that are not linked into one global table, i.e. everything except thinkers and class types.
- always use the cheaper LOS opcode for reading pointers to classes and defaults because these cannot be destroyed during normal operation.
- removed the pointless validation from String.Mid. If the values are read as unsigned the internal validation of FString::Mid will automatically ensure proper results.
- removed some code repetition by inherit all variable types which reference a PField for a variable offset from a base class so that PField replacements can be done with one set of code.
error: use of undeclared identifier 'op'
error: no matching function for call to 'ListEnd'
error: no matching function for call to 'ListGetInt'
error: no matching function for call to 'ListGetDouble'
...
This isn't done for register based variables so for consistency it should not be done for stack based variables, too.
This difference in handling made it impossible to check the target of a hitscan attack if it was destroyed by getting damaged.
This function will truncate everything that is larger than LONG_MAX or smaller than LONG_MIN to fit into a long variable, but longs are 32 bit on Windows and 64 bit elsewhere, so to ensure consistency and the ability to parse larger values better use strtoll which does not truncate 32 bit values.
The general rule is as follows: A class name as a string will always be looked up fully, even if the class name gets shadows by another variable because strings are not identifiers.
It is only class names as identifiers that must obey the rule that if it is not known yet or hidden by something else that it may not be found to ensure that the older variable does not take over the name if it gets reused.
If a later module reused an existing name for a different class or struct type, this new name would completely shadow the old one, even in the base files.
Changed it so that each compilation unit (i.e. each ZScript and DECORATE lump) get their own symbol table and can only see the symbol tables that got defined in lower numbered resource files so that later definitions do not pollute the available list of symbols when running the compiler backend and code generator - which happens after everything has been parsed.
Another effect of this is that a mod that reuses the name of an internal global constant will only see its own constant, again reducing the risk of potential errors in case the internal definitions add some new values.
Global constants are still discouraged from being used because what this does not and can not handle is the case that a mod defines a global constant with the same name as a class variable. In such a case the class variable will always take precedence for code inside that class.
Note that the internal struct String had to be renamed for this because the stricter checks did not let the type String pass on the left side of a '.' anymore.
- made PEnum inherit from PInt and not from PNamedType.
The old inheritance broke nearly every check for integer compatibility in the compiler, so this hopefully leads to a working enum implementation.
- load internal shaders only from file 0. This does not contain aborts, like most of the other checks,but it will now refuse to load any core shader file from anything but gzdoom.pk3.
- fixed the return type checks in CallStateChain. These made some bogus assumptions about what return prototypes to support and would have skipped any multi-return function whose first argument was actually usable.
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.
- fixed: Passing local variables by reference did not work in the VM.