Replace WarningsAsErrors usage with ScriptAssert usage.

For recoverable errors, add some recovery behaviour and logging so a level designer can see in the log what was done as a result of the error.

Warn about default behaviour if no callbacks are added.
This commit is contained in:
hispidence 2021-08-04 16:51:28 +01:00
parent 052b03ec96
commit ead31e63f2
9 changed files with 36 additions and 61 deletions

View file

@ -650,7 +650,7 @@ unsigned CALLBACK GameMain(void *)
// Initialise legacy memory buffer and game timer
init_game_malloc();
TIME_Init();
if (g_GameFlow->IntroImagePath.empty() && WarningsAsErrors)
if (g_GameFlow->IntroImagePath.empty())
{
throw TENScriptException("Intro image path is not set.");
}

View file

@ -1,5 +1,6 @@
#include "framework.h"
#include "GameLogicScript.h"
#include "ScriptAssert.h"
#include "items.h"
#include "box.h"
#include "lara.h"
@ -28,7 +29,6 @@ functions and callbacks for game specific scripts
extern GameFlow* g_GameFlow;
GameScript* g_GameScript;
extern bool const WarningsAsErrors = true;
GameScript::GameScript(sol::state* lua) : LuaHandler{ lua }, m_itemsMapId{}, m_itemsMapName{}, m_meshesMapName{}
{
@ -621,8 +621,7 @@ void LuaVariables::SetVariable(std::string key, sol::object value)
variables[key] = value;
break;
default:
if (WarningsAsErrors)
throw std::runtime_error("unsupported variable type");
ScriptAssert(false, "Variable " + key + " has an unsupported type.", ERROR_MODE::TERMINATE);
break;
}
}
@ -631,19 +630,19 @@ void GameScript::ExecuteFunction(std::string const & name)
{
sol::protected_function func = (*m_lua)[name.c_str()];
auto r = func();
if (WarningsAsErrors && !r.valid())
if (!r.valid())
{
sol::error err = r;
throw TENScriptException(err.what());
ScriptAssert(false, err.what(), ERROR_MODE::TERMINATE);
}
}
static void doCallback(sol::protected_function const & func) {
auto r = func();
if (WarningsAsErrors && !r.valid())
if (!r.valid())
{
sol::error err = r;
throw TENScriptException(err.what());
ScriptAssert(false, err.what(), ERROR_MODE::TERMINATE);
}
}
@ -679,16 +678,14 @@ void GameScript::OnEnd()
void GameScript::InitCallbacks()
{
auto assignCB = [this](sol::protected_function& func, char const* luaFunc) {
auto assignCB = [this](sol::protected_function& func, std::string const & luaFunc) {
func = (*m_lua)[luaFunc];
if (WarningsAsErrors && !func.valid())
{
std::string err{ "Level's script file requires callback \"" };
err += std::string{ luaFunc };
err += "\"";
throw TENScriptException(err);
std::string err{ "Level's script does not define callback " + luaFunc};
if (!ScriptAssert(func.valid(), err)) {
TENLog("Defaulting to no " + luaFunc + " behaviour.", LogLevel::Warning, LogConfig::All);
}
};
assignCB(m_onStart, "OnStart");
assignCB(m_onLoad, "OnLoad");
assignCB(m_onControlPhase, "OnControlPhase");

View file

@ -1,6 +1,7 @@
#pragma once
#include "framework.h"
#include "GameScriptAIObject.h"
#include "ScriptAssert.h"
#include "GameScriptPosition.h"
#include <sol.hpp>
/***
@ -10,7 +11,6 @@ AI object
@pragma nostrip
*/
extern bool const WarningsAsErrors;
constexpr auto LUA_CLASS_NAME{ "AIObject" };
@ -105,8 +105,7 @@ std::string GameScriptAIObject::GetName() const
void GameScriptAIObject::SetName(std::string const & id)
{
if (id.empty() && WarningsAsErrors)
throw TENScriptException("Name cannot be blank");
ScriptAssert(!id.empty(), "Name cannot be blank", ERROR_MODE::TERMINATE);
// remove the old name if we have one
s_callbackRemoveName(m_aiObject.luaName);

View file

@ -1,4 +1,5 @@
#include "framework.h"
#include "ScriptAssert.h"
#include "GameScriptCameraInfo.h"
#include "GameScriptPosition.h"
/***
@ -8,8 +9,6 @@ Camera info
@pragma nostrip
*/
extern bool const WarningsAsErrors;
static constexpr auto LUA_CLASS_NAME{ "CameraInfo" };
static auto index_error = index_error_maker(GameScriptCameraInfo, LUA_CLASS_NAME);
@ -63,8 +62,7 @@ std::string GameScriptCameraInfo::GetName() const
void GameScriptCameraInfo::SetName(std::string const & id)
{
if (id.empty() && WarningsAsErrors)
throw TENScriptException("Name cannot be blank");
ScriptAssert(!id.empty(), "Name cannot be blank", ERROR_MODE::TERMINATE);
// remove the old name if we have one
s_callbackRemoveName(m_camera.luaName);

View file

@ -1,4 +1,5 @@
#include "framework.h"
#include "ScriptAssert.h"
#include "GameScriptItemInfo.h"
#include "items.h"
#include "objectslist.h"
@ -19,8 +20,6 @@ pickups, and Lara herself.
@pragma nostrip
*/
extern bool const WarningsAsErrors;
constexpr auto LUA_CLASS_NAME{ "ItemInfo" };
static auto index_error = index_error_maker(GameScriptItemInfo, LUA_CLASS_NAME);
@ -294,8 +293,7 @@ std::string GameScriptItemInfo::GetName() const
void GameScriptItemInfo::SetName(std::string const & id)
{
if (id.empty() && WarningsAsErrors)
throw std::runtime_error("Name cannot be blank");
ScriptAssert(!id.empty(), "Name cannot be blank", ERROR_MODE::TERMINATE);
// remove the old name if we have one
s_callbackRemoveName(m_item->luaName);
@ -347,8 +345,7 @@ void GameScriptItemInfo::SetHP(short hp)
if(Objects[m_item->objectNumber].intelligent &&
(hp < 0 || hp > Objects[m_item->objectNumber].hitPoints))
{
if (WarningsAsErrors)
throw TENScriptException("invalid HP");
ScriptAssert(false, "Invalid value: " + hp);
if (hp < 0)
{
hp = 0;
@ -484,8 +481,8 @@ void GameScriptItemInfo::SetRoom(short room)
{
if (room < 0 || static_cast<size_t>(room) >= g_Level.Rooms.size())
{
if (WarningsAsErrors)
throw TENScriptException("invalid room number");
ScriptAssert(false, "Invalid room number: " + room);
TENLog("Room number will not be set", LogLevel::Warning, LogConfig::All);
return;
}

View file

@ -1,5 +1,6 @@
#pragma once
#include "framework.h"
#include "ScriptAssert.h"
#include "GameScriptMeshInfo.h"
#include "GameScriptPosition.h"
#include "GameScriptColor.h"
@ -11,8 +12,6 @@ Mesh info
@pragma nostrip
*/
extern bool const WarningsAsErrors;
constexpr auto LUA_CLASS_NAME{ "MeshInfo" };
static auto index_error = index_error_maker(GameScriptMeshInfo, LUA_CLASS_NAME);
@ -88,8 +87,7 @@ std::string GameScriptMeshInfo::GetName() const
void GameScriptMeshInfo::SetName(std::string const & id)
{
if (id.empty() && WarningsAsErrors)
throw TENScriptException("Name cannot be blank");
ScriptAssert(!id.empty(), "Name cannot be blank", ERROR_MODE::TERMINATE);
// remove the old name if we have one
s_callbackRemoveName(m_mesh.luaName);

View file

@ -1,16 +1,13 @@
#pragma once
#include "ScriptAssert.h"
#include <functional>
#include <string>
extern bool const WarningsAsErrors;
#define index_error_maker(CPP_TYPE, LUA_CLASS_NAME) [](CPP_TYPE & item, sol::object key) \
{ \
if (WarningsAsErrors) \
{ \
std::string err = "Attempted to read non-existant var \"" + key.as<std::string>() + "\" from " + LUA_CLASS_NAME; \
throw std::runtime_error(err); \
} \
throw TENScriptException(err); \
}
template <typename S> using callbackSetName = std::function<bool(std::string const&, S identifier)>;
@ -37,20 +34,13 @@ protected:
// default callbacks
template <typename T, typename S> callbackSetName<S> GameScriptNamedBase<T, S>::s_callbackSetName = [](std::string const& n, S identifier) {
std::string err = "\"Set Name\" callback is not set.";
if (WarningsAsErrors)
{
throw TENScriptException(err);
}
return false;
};
template <typename T, typename S> callbackRemoveName GameScriptNamedBase<T, S>::s_callbackRemoveName = [](std::string const& n) {
std::string err = "\"Remove Name\" callback is not set.";
if (WarningsAsErrors)
{
throw TENScriptException(err);
}
return false;
};

View file

@ -1,5 +1,6 @@
#pragma once
#include "framework.h"
#include "ScriptAssert.h"
#include "GameScriptSinkInfo.h"
#include "GameScriptPosition.h"
#include <sol.hpp>
@ -10,8 +11,6 @@ Sink info
@pragma nostrip
*/
extern bool const WarningsAsErrors;
constexpr auto LUA_CLASS_NAME{ "SinkInfo" };
static auto index_error = index_error_maker(GameScriptSinkInfo, LUA_CLASS_NAME);
@ -71,8 +70,7 @@ std::string GameScriptSinkInfo::GetName() const
void GameScriptSinkInfo::SetName(std::string const & id)
{
if (id.empty() && WarningsAsErrors)
throw TENScriptException("Name cannot be blank");
ScriptAssert(!id.empty(), "Name cannot be blank", ERROR_MODE::TERMINATE);
// remove the old name if we have one
s_callbackRemoveName(m_sink.luaName);

View file

@ -1,4 +1,5 @@
#include "framework.h"
#include "ScriptAssert.h"
#include "GameScriptSoundSourceInfo.h"
#include "GameScriptPosition.h"
/***
@ -8,8 +9,6 @@ Sound source info
@pragma nostrip
*/
extern bool const WarningsAsErrors;
static constexpr auto LUA_CLASS_NAME{ "SoundSourceInfo" };
static auto index_error = index_error_maker(GameScriptSoundSourceInfo, LUA_CLASS_NAME);
@ -67,8 +66,7 @@ std::string GameScriptSoundSourceInfo::GetName() const
void GameScriptSoundSourceInfo::SetName(std::string const & id)
{
if (id.empty() && WarningsAsErrors)
throw TENScriptException("Name cannot be blank");
ScriptAssert(!id.empty(), "Name cannot be blank", ERROR_MODE::TERMINATE);
// remove the old name if we have one
s_callbackRemoveName(m_soundSource.luaName);