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  1. Yeah, plus a small tweak; with config like below game will be built only when user wants to, and totally ignored if all he wants is a library.
  2. It's a small detail really, but "game" should be available for top-level CMakeLists if AS is added there via add_subdirectory(). Speaking of using AngelScript as subproject, can you recommend any git mirror which is frequently updated and have zero modifications? I keep finding ones which sooner or later are abandoned or start changing stuff.
  3. Attached a tiny suggestion to change building samples/game/ optional [off by default] and rename it to "angelscript-game"; don't think AS should steal such a perfect name
  4. I know why i would. Not long ago i got a weird crash when loading bytecode containing funcdef array with extra comma. Nothing tried to access last element, couldn't reproduce it, happens only on linux version of application... I'd enable it just to make sure other scripters don't screwup anything - finding single comma in big codebase is not fun at all :]
  5. You may want to take a look at preprocessor written years ago by Anthony Casteel. Can't see the anything linking to it on the page itself, but fast googling shows that it's still around. Other than #define and friends, you'll also get #include and skeleton for #pragma what should be enough even for bigger scripts.
  6. tests/test_feature/source/test_stdvector.cpp still tries to use PrintException() which has been replaced in r1971 Obviously whole thing does not compile now
  7. I have this small piece of code #include "utils.h" const bool fail = true; /*/ global funcdef var (setter) + imports /*/ const char* funcdef_import_assert_as = "import void bar() from \"somewhere\";" "void test1(){ @foo = test2; }" "void test2(){ @foo = bar; }"; // the problem void set_funcdef_var(asIScriptFunction*) {} bool funcdef_import_assert() { COutStream cout; asIScriptEngine* engine = asCreateScriptEngine( ANGELSCRIPT_VERSION ); engine->SetMessageCallback( asMETHOD(COutStream,Callback), &cout, asCALL_THISCALL ); engine->RegisterFuncdef( "void MyVoid()" ); engine->RegisterGlobalFunction( "void set_foo(MyVoid@)", asFUNCTION(set_funcdef_var), asCALL_CDECL ); int r; asIScriptModule* module = engine->GetModule( "script", asGM_ALWAYS_CREATE ); module->AddScriptSection( "script", funcdef_import_assert_as ); if( module->Build() < 0 ) // assert (-DNDEBUG not present) { PRINTF( "script1 Build fail\n" ); return( fail ); } CBytecodeStream bytecode(""); if( module->SaveByteCode( &bytecode ) < 0 ) { PRINTF( "bytecode save fail\n" ); return( fail ); } asIScriptModule* module_bytecode = engine->GetModule( "script_bytecode", asGM_ALWAYS_CREATE ); if( module_bytecode->LoadByteCode( &bytecode ) < 0 ) // error (-DNDEBUG present) { PRINTF( "bytecode load fail\n" ); return( fail ); } engine->Release(); return( !fail ); } Angelscript compiled with NDEBUG (my setup) (0, 0) : Error   : LoadByteCode failed. The bytecode is invalid. Number of bytes read from stream: 187Angelscript compiled without NDEBUG testgnuc: ../../source/as_scriptfunction.cpp:468: virtual int asCScriptFunction::AddRef() const: Assertion `funcType != asFUNC_IMPORTED' failed.------------------------------------------------------- And related question: Is such code the correct way of handling global funcdefs with configuration as above? I have a feeling that blindly calling Release() without AddRef() will lead me into trouble some sunny day (yet i need it or garbare collector will complain when releasing engine).   vector<asUINT> Script::Config::runFunctions; /// called when changing script function used for loop(), draw(), etc. void Script::Config::ChangeRunFunction( asUINT type, asIScriptFunction* func ) { asIScriptContext* ctx = asGetActiveContext(); if( !ctx ) return; asIScriptEngine* engine = ctx->GetEngine(); if( !engine ) return; asUINT oldFuncId = runFunctions[type]; asIScriptFunction* oldFunc = engine->GetFunctionById( oldFuncId ); if( oldFunc ) oldFunc->Release(); int funcId = 0; if( func ) funcId = func->GetId(); runFunctions[type] = funcId; } /// called before releasing engine void Script::Config::Finish( asIScriptEngine* engine ) { for( auto funcId : runFunctions ) { if( !funcId ) continue; asIScriptFunction* func = engine->GetFunctionById( funcId ); if( func ) func->Release(); } }
  8. Thanks, definitely will be useful
  9. Is there a way to get rid of function added via asIScriptEngine::RegisterGlobalFunction()? I fail to find anything like that in docs or tests.  
  10. Another dark secrets of funcdefs found, sorry! ;) We call start() function and expect to reach end().   Let's start from crash in cfuncdef1_1::crashme(). [spoiler]  funcdef void funcdef1( ifuncdef1_1& i ); shared interface ifuncdef1_1 {     ifuncdef1_2@ events { get; set; }     void crashme(); } shared interface ifuncdef1_2 {     funcdef1@ f { get; set; } } class cfuncdef1_1 : ifuncdef1_1 {     ifuncdef1_2@ _events_;     cfuncdef1_1() { @this._events_ = cfuncdef1_2(); }     ifuncdef1_2@ get_events() { return( this._events_ ); }     void set_events( ifuncdef1_2@ events ) { @this._events_ = events; }     void crashme()     {          if( @this._events_ != null && @this._events_.f != null )             this.events.f( this );     } } class cfuncdef1_2 : ifuncdef1_2 {     funcdef1@ ff;     cfuncdef1_2() { @ff = null; }     funcdef1@ get_f() { return( @this.ff ); }     void set_f( funcdef1@ _f ) { @this.ff = _f; } } void start() {     ifuncdef1_1@ i = cfuncdef1_1();     i.events.f = end;     i.crashme(); } void end( ifuncdef1_1& i  ) {     Log( "you win!" ); } [/spoiler]   If we change crashme() a bit, everything looks like it works without any problems (we can reach end()), but generated bytecode cannot be loaded (LoadByteCode() returns -1).      void crashme()     {         if( @this._events_ != null && @this._events_.f != null )         {             funcdef1@ crash = this.events.f;             crash( this );         }     }  And finally, different edit makes "GC cannot free an object of type '_builtin_function_', it is kept alive by the application." error show up.cfuncdef1_1() { @this._events_ = null; }
  11. Two modules with same code; both need to be loaded from bytecode or error won't show up. funcdef void fdef(); shared interface iface { fdef@ dummy(); }
  12. Hm, looks like there are still problems when loading from bytecode (shared type doesn't match the original declaration).
  13. Default argument ignored(?) when imported function is using it. In case of int, no matter what value was given in function declaration, it's always 0.// module 1 import void test2( bool dummy, int x = -1 ) from "test2"; void test( bool dummy, int x = -1 ) { Log( "x = "+x ); } void check() { Log( "TEST" ); test( true ); test( true, -2 ); test( true, 2 ); Log( "TEST2" ); test2( false ); test2( false, -2 ); test2( false, 2 ); } // module 2 void test2( bool dummy, int x = -1 ) { Log( "x = "+x ); } Output is: TEST x = -1 x = -2 x = 2 TEST2 x = 0 x = 0 x = 0 Code above may refuse to compile for some reason. I got or crashes, or infinite loop (or maybe it just looks like this for me) on scripts loading (with both loading from source or bytecode), or no problems at all. Tested with r1558 and r1563.
  14. 1st thing-- // module 1 funcdef void Func(); shared interface ielement {     Func@ f { get; set; } } // module 2 funcdef void Func(); shared interface ielement {     Func@ f { get; set; } } class celement : ielement { Func@ fdef;     Func@ get_f() { return( this.fdef ); }     void set_f( Func@ newF ) { @this.fdef = newF; } } Used that way, makes  "Missing implementation of ..." error for both, getter and setter. So i tried to use "normal" functions.   // module 1   funcdef void Func(); shared interface ielement {     Func@ fGet(); void fSet( Func@ ); } // module 2 funcdef void Func(); shared interface ielement {    Func@ fGet(); void fSet( Func@ ); } class celement : ielement { Func@ fdef;     Func@ fGet() { return( this.fdef ); }     void fSet( Func@ newF ) { @this.fdef = newF; } } Error changed to " Shared type 'ielement' doesn't match the original declaration in other module"   ---- 2nd thing-- shared interface ielement { void dummy1(); } shared interface isprite : ielement { void dummy2(); } class celement : ielement { void dummy1() {} } class csprite : celement, isprite { csprite() { super(); } void dummy2() {} } Makes warning "The interface 'ielement' is already implemented" - is that possible to make this warning go away? EDIT: everything was tested with r1563
  15. shared interface ielement {     void func1(); } shared interface iscreen : ielement {     void func2(); } mixin class celementbase {     void func1()     {     } } class cscreen : celementbase, iscreen {     void func2()     {     } } void stuff( iscreen@ scr ) {     scr.func1(); } "No matching signatures to 'iscreen::func1()'". rev1558