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docs/advanced/concepts.md
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---
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title: Concepts
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parent: Advanced
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nav_order: 01
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---
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# Concepts
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{: .no_toc }
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1. Table of contents
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{:toc}
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If you want to get deeper into Moose, you will encounter a few terms and
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concepts that we will explain here. You will need them for the later pages.
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# Git and GitHub
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Moose has about 260.000 lines of code and the amount is increasing each week.
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To maintain such a big code base a vcs (version control system) is needed.
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Moose uses [GitHub] as developer platform to create, store, and manage the code.
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[GitHub] uses [Git] as version control system and provides additional
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functionality like access control, bug tracking, feature requests and much more.
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As a Moose user you don't need to learn how to use [Git]. You can download the
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files on [GitHub] with a browser. But using [Git] will ease up the steps to keep
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the Moose version on your hard disk up to date.
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You will need to interact with [GitHub]. At least to download the Moose files.
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For non-developers the page can be confusing. Take your time and read this
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documentation. We are not able to explain every single detail on using [GitHub]
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and [Git]. Especially because it is changing really quick and this documentation
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will not. So try to use the help system of [GitHub] or find some videos on
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[YouTube]. If you get stuck ask for help in the [Moose Discord].
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Moose uses more than one repository on [GitHub] which doesn't exactly make it
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any clearer. A list can be found on the [reposities] page.
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# Branches: master & develop
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As already explained in the [overview] two branches are used:
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- Branch [master]: Stable release branch.
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- Branch [develop]: Newest development with more OPS classes.
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As a starter it is okay to begin your journey with the `master` branch.
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If you are interested in some newer classes you need to use the `develop`
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branch. The later one is also very stable, but it's missing more detailed
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documentation and example missions for some of the new OPS classes.
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You can switch between these branches with a drop down in the upper left corner
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of the [GitHub] repository page. The list of branches is long. So it is a best
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practice to save a bookmark in your browser with the links above.
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Both branches are available on most of the different repositories. But because
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of a limitation of [GitHub pages], we had to split the documentation in two
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different repositories:
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- Documentation of `master` branch: [MOOSE_DOCS]
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- Documentation of `develop` branch: [MOOSE_DOCS_DEVELOP]
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# Build result vs. source files
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Moose consists of more than 140 individual files with the file extension `.lua`.
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They are places in a [directory tree], which makes it more organized and its
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semantic is pre-defined for [IntelliSense] to work.
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On every change which is pushed to [GitHub] a build job will combine all of
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these files to a single file called `Moose.lua`. In a second step all
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comments will be removed to decrease the file size and the result will be saved
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as `Moose_.lua`. These both files are created for users of Moose to include in
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your missions.
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The individual `.lua` files are used by the Moose developers and power users.
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It is complicated to use them, but in combination with an IDE and a debugger it
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is very useful to analyze even complex problems or write new additions to the
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Moose framework.
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# Static loading
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If you add a script file with a `DO SCRIPT FILE` trigger, like we described in
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[Create your own Hello world], the script file will be copied into the mission
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file. This mission file (file extension .MIZ) is only a compressed ZIP archive
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with another file ending.
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If you change the script file after adding it to the mission, the changes are
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not available on mission start. You have to re-add the script after each change.
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This can be very annoying and often leads to forgetting to add the change again.
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Then you wonder why the mission does not deliver the desired result.
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But when the mission is finished you can upload it to your dedicated DCS server
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or give it to a friend and it should run without problems. This way of embedding
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the scripts do we call `static loading` and the resulting mission is very
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portable.
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# Dynamic loading of mission scripts
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The other way of loading scripts is by using `DO SCRIPT`. This time the mission
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editor don't show a file browse button. Instead you see a (very small) text
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field to enter the code directly into it. It is only useful for very small
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script snippets. But we can use it to load a file from your hard drive like
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this:
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```lua
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dofile('C:/MyScripts/hello-world.lua')
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dofile('C:\\MyScripts\\hello-world.lua')
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dofile([[C:\MyScripts\hello-world.lua]])
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```
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So all lines above do the same. In [Lua] you need to specify the path with
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slashes, escape backslashes or use double square brackets around the string.
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Double square brackets are usefull, because you can copy paste the path
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without any modification.
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If you upload a mission with this code, you need to create the folder
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`C:\MyScripts\` on the server file system and upload the newest version of
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`hello-world.lua`, too. The same applies, if you give the mission to a friend.
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This makes the mission less portable, but on the other hand the mission uses the
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file on the hard disk, without the need to add it to the mission again.
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All you need to do is save the file and restart the mission.
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The following can be used to increase portability:
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```lua
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dofile(lfs.writedir() .. '/Missions/hello-world.lua')
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```
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The function `lfs.writedir()` will return your [Saved Games folder].
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So you place the scripts in the subfolder Missions. This way the folder
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structure is already available on all target systems. But you need to ensure
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mission and script are both in sync to avoid problems. If you changed both and
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upload only one of them to your server, you may get trouble.
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There is another method you may find useful to dynamically load scripts:
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```lua
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assert(loadfile('C:/MyScripts/hello-world.lua'))()
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assert(loadfile('C:\\MyScripts\\hello-world.lua'))()
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assert(loadfile([[C:\MyScripts\hello-world.lua]]))()
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```
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It is a little bit harder to read and write because of all these different
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brackets. Especially the one on line 3. But it is a little safer than `dofile`.
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Because of readability I prefer to use `dofile`.
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# Dynamic loading of Moose
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Of course you can use the same method to load Moose. This way you can place one
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Moose file in your [Saved Games folder], which is used by multiple missions.
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If you want to update Moose you just need to replace the file and all missions
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will use the new version. But I prefer to add Moose by a `DO SCRIPT FILE`
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trigger so I can add and test the new version for each mission step by step.
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But we added two different ways to load the Moose source files automatically.
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This is useful for Moose developers and it is a requirement to use a debugger.
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This will be explained later in the [Debugger Guide].
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# Automatic dynamic loading
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With the code below you can have the advantages of both approaches.
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- Copy the code into your mission script at the beginning.
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- Save the mission script into the folder Missions in your [Saved Games folder].
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- Change script filename in line 2 to match to your script.
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- [De-Sanitize] your `MissionScripting.lua`.
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Now the mission will use the script on your hard drive instead of the script
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embedded in th MIZ file, as long as it is available. So you can chnge the
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script, save it and restart the mission, without the need to readd it after each
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change.
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If you reach a stable state in your script development and want to upload the
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mission to your server or give it to a friend, then just add the script again
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like in the static method and save the mission.
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{: .important }
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> Do not forget to readd the script, prior uploading or sharing the mission,
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> or it will run with an outdated version of your script and may fail if the
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> objects in the mission don't match to this old version.
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```lua
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-- Use script file from hard disk instead of the one included in the .miz file
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if lfs and io then
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MissionScript = lfs.writedir() .. '/Missions/hello-world-autodyn.lua'
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-- Check if the running skript is from temp directory to avoid an endless loop
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if string.find( debug.getinfo(1).source, lfs.tempdir() ) then
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local f=io.open(MissionScript,"r")
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if f~=nil then
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io.close(f)
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env.info( '*** LOAD MISSION SCRIPT FROM HARD DISK *** ' )
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dofile(MissionScript)
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do return end
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end
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end
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else
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env.error( '*** LOAD MISSION SCRIPT FROM HARD DISK FAILED (Desanitize lfs and io)*** ' )
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end
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--
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-- Simple example mission to show the very basics of MOOSE
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--
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MESSAGE:New( "Hello World! This messages is printed by MOOSE!", 35, "INFO" ):ToAll():ToLog()
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```
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# IDE vs. Notepad++
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As a beginner you should start with a good text editor, which supports syntax
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highlighting of [Lua] code. This must not be [Notepad++]. It can be any other
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powerful editor of your choice. Do yourself a favor and don't use the Windows
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editor.
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If you are a developer of [Lua] or another programming language, then your are
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most likely familiar with an IDE (Integrated Develop Environment).
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Otherwise you should know, that an IDE may help you with code completion,
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Refactoring, Autocorrection, Formatting Source Code, showing documentation
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as popup on mouse hover over keywords and Debugging.
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There are different IDEs available. And not all IDEs support all features.
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The three most important for Moose are:
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- [Eclipse LDT]
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- [Visual Studio Code]
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- [PyCharm] (or [IntelliJ IDEA])
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Eclipse has the best support for hover documentation and [IntelliSense] with
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Moose. The Inventor of Moose (FlightControl) did an amazing job by adding an
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integration to Eclipse LDT (a special version for Lua).
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Unfortunately Eclipse LDT is not maintained any longer (last release 2018).
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And the debugger doesn't work anymore, since an update of DCS.
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In Visual Studio Code the support of Lua can be added by an addon.
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The debugger works with Moose and DCS, but showing the LuaDoc and [IntelliSense]
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is very limited.
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PyCharm supports Lua also with an addon. The debugger works with Moose and DCS,
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but showing the LuaDoc and [IntelliSense] is very limited.
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It is up to you to choose the IDE according to your taste. Guides on how to
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setup Moose with different IDEs and Debuggers are provided later in this
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documentation.
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[Git]: https://en.wikipedia.org/wiki/Git
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[GitHub]: https://github.com/
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[YouTube]: https://www.youtube.com/
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[Moose Discord]: https://discord.gg/gj68fm969S
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[overview]: ../index.md
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[reposities]: ../repositories.md
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[master]: https://github.com/FlightControl-Master/MOOSE/tree/master
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[develop]: https://github.com/FlightControl-Master/MOOSE/tree/develop
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[GitHub pages]: https://pages.github.com/
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[MOOSE_DOCS]: https://flightcontrol-master.github.io/MOOSE_DOCS/
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[MOOSE_DOCS_DEVELOP]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/
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[directory tree]: https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Development/Moose
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[Saved Games folder]: ../beginner/tipps-and-tricks.md#find-the-saved-games-folder
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[Lua]: https://www.lua.org/
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[Create your own Hello world]: ../beginner/hello-world-build.md
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[Debugger Guide]: debugger.md
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[IntelliSense]: https://en.wikipedia.org/wiki/IntelliSense
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[De-Sanitize]: desanitize-dcs.md
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[Notepad++]: https://notepad-plus-plus.org/downloads/
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[Eclipse LDT]: https://projects.eclipse.org/projects/tools.ldt
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[Visual Studio Code]: https://code.visualstudio.com/
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[PyCharm]: https://www.jetbrains.com/pycharm/
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[IntelliJ IDEA]: https://www.jetbrains.com/idea/
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8
docs/advanced/debugger.md
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8
docs/advanced/debugger.md
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---
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title: Debugger
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parent: Advanced
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||||
nav_order: 100
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---
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||||
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{: .warning }
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> THIS DOCUMENT IS STILL WORK IN PROGRESS!
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@ -1,7 +1,7 @@
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---
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title: De-Sanitize DCS
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parent: Advanced
|
||||
nav_order: 2
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nav_order: 98
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---
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# De-Sanitize the DCS scripting environment
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{: .no_toc }
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@ -1,6 +1,6 @@
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---
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parent: Advanced
|
||||
nav_order: 1
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nav_order: 97
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---
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# Eclipse Installation
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||||
{: .no_toc }
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@ -1,6 +1,6 @@
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---
|
||||
parent: Advanced
|
||||
nav_order: 2
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nav_order: 99
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---
|
||||
# Text to Speech
|
||||
{: .no_toc }
|
||||
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||||
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