Table of Contents

Class ScriptCommand

Namespace
Hi.SessionCommands
Assembly
HiNc.dll

Command for executing C# scripts in the milling process.

[CultureText("zh-Hant", "腳本")]
[CultureText("zh-Hans", "脚本")]
[CultureText("vi", "Tập lệnh")]
[CultureText("ja", "スクリプト")]
[CommandCatalog(CommandCategory.Program, Order = 3)]
public class ScriptCommand : ITitleCommand, ISessionCommand, IMakeXmlSource, IGetSelectionName
Inheritance
ScriptCommand
Implements
Inherited Members
Extension Methods

Constructors

ScriptCommand()

Ctor.

public ScriptCommand()

ScriptCommand(XElement, string, IProgress<IMessage>)

Ctor.

public ScriptCommand(XElement src, string baseDirectory, IProgress<IMessage> progress)

Parameters

src XElement

XML

baseDirectory string

Base directory for resolving relative paths

progress IProgress<IMessage>

Receives ScriptFile-Read–Failed when the <ScriptFile> of src cannot be read (see UnreadableScriptFile); null reports nothing.

Properties

ExecutionTemplate

Gets the execution template command.

public static ScriptCommand ExecutionTemplate { get; }

Property Value

ScriptCommand

OptimizationConfigurationTemplate

Gets the optimization configuration template command.

public static ScriptCommand OptimizationConfigurationTemplate { get; }

Property Value

ScriptCommand

PreSettingTemplate

Gets the pre-setting template command.

public static ScriptCommand PreSettingTemplate { get; }

Property Value

ScriptCommand

ScriptText

The script text content.

public string ScriptText { get; set; }

Property Value

string

ScriptTitle

Title or name of the script.

public string ScriptTitle { get; set; }

Property Value

string

UnreadableScriptFile

The script file, relative to the project's directory, whose text could not be read when this command was loaded (a missing file or folder, a locked file), or null. While ScriptText is empty the command plays nothing but ScriptCommand-ScriptFile–Unreadable, and a save writes the reference back (<ScriptFile>) instead of an empty text, so the next load reads the file again; a script typed in replaces it. A file that reads is taken in as ScriptText and saved inline, so this stays null for it.

public string UnreadableScriptFile { get; }

Property Value

string

XName

Name for XML IO.

public static string XName { get; }

Property Value

string

Methods

GenTemplateCommand()

Generates a template script command with default values.

public static ScriptCommand GenTemplateCommand()

Returns

ScriptCommand

A new ScriptCommand with template values

GetCommandTitle(ICommandTextSource)

Gets the title of the command — one row in a command list or a mission tree — composed from the caller's vocabulary: the command owns the composition and degradation rules, the caller owns the language.

The shape is Name, or Name [detail] once there is a detail worth showing. The NAME always leads and is never dropped: a row must say WHAT it is even when the detail is a title the user wrote, otherwise a newcomer cannot tell a command list from a script. The detail trails because these rows truncate from the right. An empty detail takes the bare-name form rather than rendering dangling brackets.

public string GetCommandTitle(ICommandTextSource text)

Parameters

text ICommandTextSource

Culture-bearing vocabulary the static words are taken from.

Returns

string

The command title.

GetSelectionName()

Gets a name that can be used for selection in UI or other contexts.

public string GetSelectionName()

Returns

string

The selection name for this object

MakeXmlSource(string, string, bool)

Creates an XML representation of the object. This method may also generate additional resources such as related files.

public XElement MakeXmlSource(string baseDirectory, string relFile, bool exhibitionOnly)

Parameters

baseDirectory string

The base directory for resolving relative paths

relFile string

The relative file path for the XML source

exhibitionOnly bool

if true, the extended file creation is suppressed.

Returns

XElement

An XML element representing the object's state

Remarks

For the demand of easy moving source folder (especially project folder) without configuration file path corruption, the relative file path is applied. The baseDirectory is typically the folder at the nearest configuration file folder. Since the folder can be moving with the configuration file.

Reg(XFactory)

Registers this type's deserializer (and its legacy alias) with the given XFactory (or Default when factory is null). Idempotent.

public static void Reg(XFactory factory = null)

Parameters

factory XFactory

Run(SessionShell)

Runs the command, delegating execution to the provided session shell.

public IEnumerable<Action> Run(SessionShell sessionShell)

Parameters

sessionShell SessionShell

Session shell that exposes the machining facade to commands.

Returns

IEnumerable<Action>

Sequence of actions to be executed. A command may do its work as it is enumerated and yield null between the pieces of it. The player invokes each action in order and paces after it – a Pause holds there, jobs queued for the run's pace point run there, and a Stop of its run ends the run there – and it ends a stopped run at a null item too, and before the next row of a ListCommand. An action is not checked for a Stop before it runs: one handed over after the Stop runs, and the run ends at the pace after it. Where the run ends, the player disposes the enumeration: the command's code after that item does not run, and what must run whatever happens belongs in a finally of the iterator. An exception that leaves the enumeration while the run is live ends the run as a fault: the player reports it as Player-Run–Fault, the run ends there as not finished, and no later row of a ListCommand runs; a command that catches and reports its own failure (a ScriptCommand‘s ScriptCommand-Run–Fault, the CSV mapping commands’ Map-SingleCsv–Fault and Map-SeriesCsv–Fault) lets the mission go on. Once the run is stopped, whatever leaves the enumeration – the run's own cancellation, or an exception its unwinding throws – is the Stop, and no message is said for it. A command that catches and reports its own failure still says it after the Stop: a ScriptCommand reports any exception other than a cancellation that comes out of its script's body – the body's own, or one the stopped run's unwinding throws inside the body – as ScriptCommand-Run–Fault, and the CSV mapping commands' catches let a cancellation through alone; the stopped run then starts no later row.

Remarks

A row that holds no script text because its script file could not be read runs nothing and says so (ScriptCommand-ScriptFile–Unreadable, UnreadableScriptFile); every other row is Run(SessionShell, string) on ScriptText, whose remarks state what a script that does not compile, throws or meets a Stop does.

Run(SessionShell, string)

Runs scriptText as a C# script on sessionShell – the shell is the script's globals, ScriptOptions its references and imports – and yields the actions the script returns. The script's body runs whole when the enumeration starts, before its first item: it starts on the thread that enumerates (the player's, in a mission), which waits for it to end; the actions it returns run as they are yielded.

public IEnumerable<Action> Run(SessionShell sessionShell, string scriptText)

Parameters

sessionShell SessionShell

The session shell that scripts delegate to.

scriptText string

The script text to run; null runs nothing.

Returns

IEnumerable<Action>

The actions the script returned (an IEnumerable<T> of Action), in order; none when it returned anything else, did not compile or was reported as faulted (the remarks).

Remarks

A script that does not compile is reported on the shell sink as ScriptCommand-Compile–Failed, with every diagnostic, and runs nothing. One whose body throws is reported once as ScriptCommand-Run–Fault, with the script's title, the exception's message and the exception itself as the detail, whether the body threw before or after an await that did not complete at once: the report is said on the thread that enumerates, before the enumeration ends – in a mission within the script's row, before the next row starts – and the ListCommand goes on to its next row. So is a cancellation the body throws while the player's run is live: its own OperationCanceledException, or the TaskCanceledException of a task it awaited on a token of its own. An exception other than a cancellation is reported whether or not the run has been stopped – after a Stop it is said as the script's, the body's own or one the stopped run's unwinding throws inside the body – and a stopped run starts no later row. The sequence the script returned is enumerated, and its actions run, outside this method's catch, as any command's actions are: an exception from either ends a live run with Player-Run–Fault.

The run's own stop is not a fault of the script. A Stop while the script runs is seen at the next play or act the script makes – its pace point throws the run's cancellation; so may a mapping the script awaits, when the stop cancels it – and ends the script there with nothing reported: the cancellation goes on to the player, which ends the run as stopped, and no later row runs, the rule of an NC-embedded script (ProcAct(IAct, MachiningSession, IMachiningService, ISentenceCarrier, CancellationToken, StepDiagnosticProgress)). The stop is told from the script's own cancellation by the player's run token as it stands when the cancellation comes back: in a mission the live run's; on an idle player None, so a script run off the player reports every cancellation as its own. A Stop that lands in the same instant as the script's own cancellation, before the token is read, is taken as the stop, and the script's own is not reported. A script that waits on a mapping with .Wait() instead of awaiting it gets the stop inside that task's AggregateException, which is reported as a fault of the script.