AngelScript 2.20.1 is released
There was a bug fix to the debug methods in the asIScriptContext. The call stack index used to inspect functions higher up on the call stack was inverted, so the methods were actually returning the information of the wrong function. If you are using these methods you may need to adjust your code when picking up this version.
Regards,
Andreas
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The script code is (this worked in 2.19.2) :
void testR(const Vector2∈ position)
{
print("testR " + position.x + "," + position.y + "\n");
}
void testV(Vector2 position)
{
print("testV " + position.x + "," + position.y + "\n");
}
void start()
{
FluidParticle@ p = Level.fluids.getActive(0);
testR(p.position);
testV(p.position); // Crash
}
Everytime a value is passed from a "const T&" to the value "T", it crashes with a NULL object pointer (ie. "position" is NULL in testV if I do a subtraction for example).
Here are some register functions :
r = engine->RegisterObjectType("Vector2", sizeof(Vector2f), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_CLASS_CA); assert( r >= 0 );
r = engine->RegisterObjectMethod("FluidSystem", "FluidParticle@ getActive(int i)", asMETHOD(FluidSystem, getActive), asCALL_THISCALL); assert(r >= 0);
r = engine->RegisterObjectMethod("FluidParticle", "const Vector2& get_position() const", asMETHODPR(FluidParticle, position, () const, const Vector2f&), asCALL_THISCALL); assert(r >= 0);
To implement Vector2, I took the math3d sample.
EDIT : apparently the copy constructor is called after testR has finished, probably before testV is called
void Vector2CopyConstructor(const Vector2f &other, Vector2f *self)
{
new(self) Vector2f(other);
}
and other contains { x = 0.00000, y = correct_but_is_x } and just after in the memory there is the correct y value. Also, self already has the correct values.
EDIT : actually the copy constructor is called a second time just after and this time self is not init and other has the correct values, however, just after that, the next ExecuteNext crashes here (as_context.cpp line 2414) :
case asBC_RDR4:
*(asDWORD*)(l_fp - asBC_SWORDARG0(l_bc)) = **(asDWORD**)®s.valueRegister
l_bc++;
break;
Remi Gillig.
[Edited by - speps on December 21, 2010 8:26:30 AM]
Please turn this off until I can have this fixed:
In as_compiler.cpp, function AllocateVariableNotIn, before line 3163, set the variable forceOnHeap = true. This will make the code go back to the previous behaviour and allocate all registered types on the heap.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
Remi Gillig.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
void Vector2CopyConstructor(const Vector2f &other, Vector2f *self)
{
new(self) Vector2f(other);
}
r = engine->RegisterObjectBehaviour("Vector2", asBEHAVE_CONSTRUCT, "void f(const Vector2& in)", asFUNCTION(Vector2CopyConstructor), asCALL_CDECL_OBJLAST); assert( r >= 0 );
The variable "other" points to an inaccessible portion of memory. I'll investigate further.
EDIT : The script line where this happens is :
Vector2 test = Vector2(Level.camera.lookAt);
Where Camera is registered like this :
void RegisterCamera(asIScriptEngine *engine)
{
int r;
// Register the type
r = engine->RegisterObjectType("Camera", 0, asOBJ_REF); assert(r >= 0);
r = engine->RegisterObjectBehaviour("Camera", asBEHAVE_ADDREF, "void f()", asMETHOD(Camera, addRef), asCALL_THISCALL); assert(r >= 0);
r = engine->RegisterObjectBehaviour("Camera", asBEHAVE_RELEASE, "void f()", asMETHOD(Camera, release), asCALL_THISCALL); assert(r >= 0);
r = engine->RegisterObjectMethod("Camera", "const Vector2& get_lookAt() const", asMETHODPR(Camera, lookAt, () const, const Vector2f&), asCALL_THISCALL); assert(r >= 0);
r = engine->RegisterObjectMethod("Camera", "void set_lookAt(const Vector2 &in)", asMETHODPR(Camera, lookAt, (const Vector2f&), void), asCALL_THISCALL); assert(r >= 0);
r = engine->RegisterObjectMethod("Camera", "float get_zoom() const", asMETHODPR(Camera, zoom, () const, float), asCALL_THISCALL); assert(r >= 0);
r = engine->RegisterObjectMethod("Camera", "void set_zoom(float z)", asMETHODPR(Camera, zoom, (float), void), asCALL_THISCALL); assert(r >= 0);
}
r = engine->RegisterObjectMethod("LevelType", "Camera@ get_camera()", asMETHOD(Level, camera), asCALL_THISCALL); assert(r >= 0);
BUT this works :
Vector2 test(Level.camera.lookAt);
This bug was probably quite old though, as it was related to the property accessors and not the allocation of objects on the stack.
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