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# Conflicts: # source/CMakeLists.txt # source/common/utility/basics.h # source/core/serializer.h
224 lines
No EOL
7.1 KiB
C++
224 lines
No EOL
7.1 KiB
C++
/*
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** scopebarrier.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2017 ZZYZX
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "dobject.h"
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#include "scopebarrier.h"
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#include "types.h"
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#include "vmintern.h"
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// Note: the same object can't be both UI and Play. This is checked explicitly in the field construction and will cause esoteric errors here if found.
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int FScopeBarrier::SideFromFlags(int flags)
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{
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if (flags & VARF_UI)
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return Side_UI;
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if (flags & VARF_Play)
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return Side_Play;
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if (flags & VARF_VirtualScope)
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return Side_Virtual;
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if (flags & VARF_ClearScope)
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return Side_Clear;
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return Side_PlainData;
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}
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// same as above, but from object flags
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int FScopeBarrier::SideFromObjectFlags(EScopeFlags flags)
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{
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if (flags & Scope_UI)
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return Side_UI;
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if (flags & Scope_Play)
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return Side_Play;
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return Side_PlainData;
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}
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//
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int FScopeBarrier::FlagsFromSide(int side)
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{
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switch (side)
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{
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case Side_Play:
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return VARF_Play;
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case Side_UI:
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return VARF_UI;
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case Side_Virtual:
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return VARF_VirtualScope;
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case Side_Clear:
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return VARF_ClearScope;
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default:
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return 0;
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}
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}
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EScopeFlags FScopeBarrier::ObjectFlagsFromSide(int side)
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{
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switch (side)
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{
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case Side_Play:
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return Scope_Play;
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case Side_UI:
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return Scope_UI;
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default:
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return Scope_All;
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}
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}
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// used for errors
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const char* FScopeBarrier::StringFromSide(int side)
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{
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switch (side)
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{
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case Side_PlainData:
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return "data";
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case Side_UI:
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return "ui";
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case Side_Play:
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return "play";
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case Side_Virtual:
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return "virtualscope"; // should not happen!
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case Side_Clear:
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return "clearscope"; // should not happen!
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default:
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return "unknown";
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}
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}
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// this modifies VARF_ flags and sets the side properly.
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int FScopeBarrier::ChangeSideInFlags(int flags, int side)
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{
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flags &= ~(VARF_UI | VARF_Play | VARF_VirtualScope | VARF_ClearScope);
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flags |= FlagsFromSide(side);
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return flags;
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}
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// this modifies OF_ flags and sets the side properly.
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EScopeFlags FScopeBarrier::ChangeSideInObjectFlags(EScopeFlags flags, int side)
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{
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int f = int(flags);
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f &= ~(Scope_UI | Scope_Play);
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f |= ObjectFlagsFromSide(side);
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return (EScopeFlags)f;
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}
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FScopeBarrier::FScopeBarrier()
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{
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sidefrom = -1;
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sidelast = -1;
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callable = true;
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readable = true;
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writable = true;
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}
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FScopeBarrier::FScopeBarrier(int flags1, int flags2, const char* name)
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{
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sidefrom = -1;
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sidelast = -1;
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callable = true;
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readable = true;
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writable = true;
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AddFlags(flags1, flags2, name);
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}
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// AddFlags modifies ALLOWED actions by flags1->flags2.
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// This is used for comparing a.b.c.d access - if non-allowed field is seen anywhere in the chain, anything after it is non-allowed.
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// This struct is used so that the logic is in a single place.
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void FScopeBarrier::AddFlags(int flags1, int flags2, const char* name)
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{
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// note: if it's already non-readable, don't even try advancing
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if (!readable)
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return;
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// we aren't interested in any other flags
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// - update: including VARF_VirtualScope. inside the function itself, we treat it as if it's PlainData.
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flags1 &= VARF_UI | VARF_Play;
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flags2 &= VARF_UI | VARF_Play | VARF_ReadOnly;
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if (sidefrom < 0) sidefrom = SideFromFlags(flags1);
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if (sidelast < 0) sidelast = sidefrom;
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// flags1 = what's trying to access
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// flags2 = what's being accessed
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int sideto = SideFromFlags(flags2);
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// plain data inherits whatever scope modifiers that context or field container has.
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// i.e. play String bla; is play, and all non-specified methods/fields inside it are play as well.
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if (sideto != Side_PlainData)
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sidelast = sideto;
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else sideto = sidelast;
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if ((sideto == Side_UI) && (sidefrom != Side_UI)) // only ui -> ui is readable
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{
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readable = false;
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if (name) readerror.Format("Can't read %s field %s from %s context", StringFromSide(sideto), name, StringFromSide(sidefrom));
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}
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if (!readable)
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{
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writable = false;
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callable = false;
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if (name)
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{
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writeerror.Format("Can't write %s field %s from %s context (not readable)", StringFromSide(sideto), name, StringFromSide(sidefrom));
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callerror.Format("Can't call %s function %s from %s context (not readable)", StringFromSide(sideto), name, StringFromSide(sidefrom));
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}
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return;
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}
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if (writable && (sidefrom != sideto)) // only matching types are writable (plain data implicitly takes context type by default, unless overridden)
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{
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writable = false;
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if (name) writeerror.Format("Can't write %s field %s from %s context", StringFromSide(sideto), name, StringFromSide(sidefrom));
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}
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if (callable && (sidefrom != sideto) && !(flags2 & VARF_ReadOnly)) // readonly on methods is used for plain data stuff that can be called from ui/play context.
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{
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callable = false;
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if (name) callerror.Format("Can't call %s function %s from %s context", StringFromSide(sideto), name, StringFromSide(sidefrom));
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}
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}
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// these are for vmexec.h
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void FScopeBarrier::ValidateNew(PClass* cls, int outerside)
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{
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int innerside = FScopeBarrier::SideFromObjectFlags(cls->VMType->ScopeFlags);
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if ((outerside != innerside) && (innerside != FScopeBarrier::Side_PlainData)) // "cannot construct ui class ... from data context"
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ThrowAbortException(X_OTHER, "Cannot construct %s class %s from %s context", FScopeBarrier::StringFromSide(innerside), cls->TypeName.GetChars(), FScopeBarrier::StringFromSide(outerside));
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}
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void FScopeBarrier::ValidateCall(PClass* selftype, VMFunction *calledfunc, int outerside)
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{
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int innerside = FScopeBarrier::SideFromObjectFlags(selftype->VMType->ScopeFlags);
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if ((outerside != innerside) && (innerside != FScopeBarrier::Side_PlainData))
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ThrowAbortException(X_OTHER, "Cannot call %s function %s from %s context", FScopeBarrier::StringFromSide(innerside), calledfunc->PrintableName.GetChars(), FScopeBarrier::StringFromSide(outerside));
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} |