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GetTypeIdByDecl() doesn't seem to be working for me. I've got a script with a global "int foo = 10;" so GetGlobalVarDeclaration() returns "int foo". If I pass that "int foo" to GetTypeIdByDecl() I get an asINVALID_TYPE error.
Hmm, I forgot about that. It returns asINVALID_TYPE because it's not expecting the variable name, only the data type.
Perhaps you'd like to add a method GetGlobalVarTypeId yourself, until version 2.15.0 comes out?
Regards,
Andreas
Perhaps you'd like to add a method GetGlobalVarTypeId yourself, until version 2.15.0 comes out?
int asCModule::GetGlobalVarTypeId(int index){ if( index < 0 || index >= (int)scriptGlobals.GetLength() ) return asINVALID_ARG; asCProperty *prop = scriptGlobals[index]; return engine->GetTypeIdFromDataType(prop->type);}
Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
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Is there a way to get at the asCModule directly or do I also need to add in a forwarding function in asIScriptEngine?
Until I expose the asIScriptModule interface you'll need a forwarding function in the script engine.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
I think something funky is going on inside of asCScriptStruct. If I run a script that creates a script object the program crashes with an access violation on program exit inside asCThreadCriticalSection::Enter() during engine clean up. I can define script classes and it won't crash unless I actually create a variable of a script class type.
Unfortunately, I can't actually reproduce this with anything less than my full executable. Creating script classes in the script run by the tutorial sample doesn't cause it to crash. It also doesn't crash if recompile with AS_NO_THREADS.
On an unrelated note, is there a good way to tell from a type id if the type is a script defined class? Right now I'm storing a list of types I register and assume everything else that's not a built-in type is defined in the script. Also, is there a reason that asIScriptStruct doesn't have a GetEngine() member function?
Unfortunately, I can't actually reproduce this with anything less than my full executable. Creating script classes in the script run by the tutorial sample doesn't cause it to crash. It also doesn't crash if recompile with AS_NO_THREADS.
On an unrelated note, is there a good way to tell from a type id if the type is a script defined class? Right now I'm storing a list of types I register and assume everything else that's not a built-in type is defined in the script. Also, is there a reason that asIScriptStruct doesn't have a GetEngine() member function?
Looks to be the same bug that BornToCode mentioned here: http://www.gamedev.net/community/forums/topic.asp?topic_id=512108
I haven't been able to reproduce it though, so I don't know what it is. However, I just checked in some changes to implement atomic reference counters, instead of using critical sections. With any luck it has fixed the bug as well. Would you mind giving it a try?
To check if a type id is for a script declared class you can check the asTYPEID_SCRIPTSTRUCT bit. This is an undocumented feature, and I don't guarantee that it will continue to work (though I have no immediate intention to change it).
No, there is no real reason the asIScriptStruct doesn't have a GetEngine() method. I'll add it for 2.15. Thanks.
I haven't been able to reproduce it though, so I don't know what it is. However, I just checked in some changes to implement atomic reference counters, instead of using critical sections. With any luck it has fixed the bug as well. Would you mind giving it a try?
To check if a type id is for a script declared class you can check the asTYPEID_SCRIPTSTRUCT bit. This is an undocumented feature, and I don't guarantee that it will continue to work (though I have no immediate intention to change it).
No, there is no real reason the asIScriptStruct doesn't have a GetEngine() method. I'll add it for 2.15. Thanks.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
Ok, I think I figured out the problem (at least my problem, no guarantees that it's also BornToCode's problem too). ~asCScriptStruct() uses the asCScriptEngine object to perform cleanup. However, at least one asCScriptStruct object is getting destroyed after the asCScriptEngine is destroyed, so since the CRITICAL_SECTION has already been cleaned up, trying to enter it causes an access violation. Adding engine->AddRef() and engine->Release() calls to asCScriptStruct's constructor and destructor seems to prevent the access violation from occurring.
edit: and bizarrely somehow an asCContext() created with holdRef = false is also managing to outlive the engine.
[Edited by - SiCrane on October 29, 2008 10:45:13 AM]
edit: and bizarrely somehow an asCContext() created with holdRef = false is also managing to outlive the engine.
[Edited by - SiCrane on October 29, 2008 10:45:13 AM]
I suspected it might be something like that. Do you have any idea where the last asCScriptStruct is being held? Is your application releasing the engine before releasing the script structs that it holds? Is it is the engine itself that somehow releases the script struct in its destructor?
Anyway, I'll look into this.
Anyway, I'll look into this.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
It looks like it's happening inside the asCScriptEngine destructor when the last engine reference is Released(), so it's not a asCScriptStruct object that my application is holding that's outliving the engine. The call stack looks like:
> AngelScript.NET.dll!AngelScript::asCThreadCriticalSection::Enter() Line 232 C++ AngelScript.NET.dll!AngelScript::asCThreadManager::GetLocalData(unsigned int threadId = 0x4a4) Line 149 C++ AngelScript.NET.dll!AngelScript::asCThreadManager::GetLocalData() Line 177 + 0xc bytes C++ AngelScript.NET.dll!AngelScript::asPushActiveContext(AngelScript::asIScriptContext* ctx = 0x06A337C0) Line 127 + 0xb bytes C++ AngelScript.NET.dll!AngelScript::asCContext::Execute() Line 978 C++ AngelScript.NET.dll!AngelScript::asCScriptStruct::Release() Line 278 + 0x1b bytes C++ AngelScript.NET.dll!AngelScript::asCScriptEngine::CallObjectMethod(void* obj = 0x06A30348, AngelScript::asSSystemFunctionInterface* func = 0x04C3CF40, AngelScript::asCScriptFunction* desc = 0x04C3E2A8) Line 3025 C++ AngelScript.NET.dll!AngelScript::asCScriptEngine::CallObjectMethod(void* obj = 0x06A30348, int func = 0x11) Line 2978 C++ AngelScript.NET.dll!AngelScript::asCModule::CallExit() Line 214 C++ AngelScript.NET.dll!AngelScript::asCModule::InternalReset() Line 241 C++ AngelScript.NET.dll!AngelScript::asCModule::~asCModule() Line 65 C++ AngelScript.NET.dll!<Module>.AngelScript.asCModule.__vecDelDtor(uint = 0x00000000) + 0x6b bytes AngelScript.NET.dll!AngelScript::asCScriptEngine::~asCScriptEngine() Line 295 + 0x69 bytes C++ AngelScript.NET.dll!<Module>.AngelScript.asCScriptEngine.__vecDelDtor(uint = 0x00000000) + 0x6b bytes AngelScript.NET.dll!AngelScript::asCScriptEngine::Release() Line 374 + 0x26 bytes C++ AngelScript.NET.dll!AngelScript::ScriptEngine::!ScriptEngine() Line 58 + 0x27 bytes C++ AngelScript.NET.dll!AngelScript::ScriptEngine::Dispose(bool = false) + 0x40 bytes C++ AngelScript.NET.dll!AngelScript.ScriptEngine.Finalize() + 0x1f bytes
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