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An [[SQF Syntax|SQF]] {{Link|https://en.wikipedia.org/wiki/Bytecode|bytecode}} is a file that contains the instructions to be executed in an SQF script. | |||
The bytecode is obtained after parsing the SQF script, which is written in a human-readable text-based file. Unlike an SQF script, SQF bytecode is not human-readable. | |||
As of | As of {{arma}} 3 v2.04, it is possible to use SQF bytecode files (with the {{hl|.sqfc}} extension) as compilation sources of in-game scripts instead of normal .sqf scripts, using the [[compileScript]] command. | ||
The [[Arma 3: Functions Library|Functions Library]] has also been modified to use this command. | |||
== | {| class="wikitable valign-top" style="margin: auto; max-width: 80em" | ||
A bytecode is not human-readable and thus cannot be easily modified. | |+ Using bytecode as opposed to raw scripts | ||
! style="width: 66%" | Pros | |||
! Cons | |||
|- | |||
| style="padding-right: 3em" | | |||
* Since the script is already parsed, parsing is skipped during compilation, which reduces compilation time. This improvement can be quite significant if the script uses [[PreProcessor Commands]]. | |||
* Certain optimisations - that would take a long time to detect by the in-game compiler - can be detected and included in the bytecode, which improves execution performance. | |||
| | |||
* A bytecode is not human-readable and thus cannot be easily modified. | |||
|} | |||
== How to use SQF Bytecode == | == How to use SQF Bytecode == | ||
In order to use bytecode, a SQF script compiler is needed. See {{Link|https://github.com/dedmen/ArmaScriptCompiler|Dedmen's Arma Script Compiler}} for an example of an SQF compiler. | |||
To compile | |||
# Mount the [[ | To compile an SQF script into SQF Bytecode using Arma Script Compiler: | ||
# Mount the [[P drive]] (called "Mount the Project Drive" in [[Arma 3: Tools Installation|Arma 3 Tools]]) | |||
# Copy the script files into a folder on the P drive. They can be organized into sub-folders if needed. | # Copy the script files into a folder on the P drive. They can be organized into sub-folders if needed. | ||
# Download | # Download {{Link|https://github.com/dedmen/ArmaScriptCompiler/releases|Arma Script Compiler}} and extract the files into a folder. | ||
# Create a '''sqfc.json''' file | # Create a '''sqfc.json''' file next to the script compiler's executable file ('''ArmaScriptCompiler.exe'''). | ||
# Edit the '''sqfc.json''' file according to the following template: | # Edit the '''sqfc.json''' file according to the following template:<syntaxhighlight lang="json"> | ||
<syntaxhighlight lang=" | |||
{ | { | ||
"inputDirs": [ | |||
"P:/folder1/", | |||
"P:/folder2/" | |||
], | |||
"includePaths": [ | |||
"P:/" | |||
], | |||
"excludeList": [ | |||
"subfolder1", | |||
"subfolder2", | |||
"subfolder3/subfolder4" | |||
], | |||
"outputDir": "P:/", | |||
"workerThreads": 8 | |||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</ | #* inputDirs: List of folders that should be searched for .sqf scripts. Search is performed recursively (sub-folders are searched as well) | ||
#* includePaths: list of paths that contain the [[PreProcessor Commands#.23include|#include]]d files into the scripts. This should be set the same as the P drive path {{hl|P:\}} to work correctly. If an external file is being [[PreProcessor Commands#.23include|#include]]d by the .sqf script, such as <syntaxhighlight lang="cpp" inline>#include "\a3\ui_f\hpp\definedikcodes.inc"</syntaxhighlight>, you need to create that file on the P drive, such as: {{hl|P:\a3\ui_f\hpp\definedikcodes.inc}} | |||
#* outputDir: Set this the same as P drive if you want the .sqfc files to be created next to each .sqf file. | |||
#* excludeList: List of folders to be excluded from searching. | |||
#* workerThreads: How many threads will compile the scripts. Each thread will compile one file at a time | |||
# Execute '''ArmaScriptCompiler.exe'''. It will compile the scripts and create an '''.sqfc''' file next to each '''.sqf''' file. | # Execute '''ArmaScriptCompiler.exe'''. It will compile the scripts and create an '''.sqfc''' file next to each '''.sqf''' file. | ||
# In order to use the bytecode as compilation source in the game, use the [[compileScript]] command, or the [[Arma_3:_Functions_Library|Functions Library]]. | # In order to use the bytecode as compilation source in the game, use the [[compileScript]] command, or the [[Arma_3:_Functions_Library|Functions Library]]. | ||
{{GameCategory|arma3|Editing}} |
Latest revision as of 19:44, 12 November 2024
An SQF bytecode is a file that contains the instructions to be executed in an SQF script. The bytecode is obtained after parsing the SQF script, which is written in a human-readable text-based file. Unlike an SQF script, SQF bytecode is not human-readable.
As of Arma 3 v2.04, it is possible to use SQF bytecode files (with the .sqfc extension) as compilation sources of in-game scripts instead of normal .sqf scripts, using the compileScript command. The Functions Library has also been modified to use this command.
Pros | Cons |
---|---|
|
|
How to use SQF Bytecode
In order to use bytecode, a SQF script compiler is needed. See Dedmen's Arma Script Compiler for an example of an SQF compiler.
To compile an SQF script into SQF Bytecode using Arma Script Compiler:
- Mount the P drive (called "Mount the Project Drive" in Arma 3 Tools)
- Copy the script files into a folder on the P drive. They can be organized into sub-folders if needed.
- Download Arma Script Compiler and extract the files into a folder.
- Create a sqfc.json file next to the script compiler's executable file (ArmaScriptCompiler.exe).
- Edit the sqfc.json file according to the following template:
{ "inputDirs": [ "P:/folder1/", "P:/folder2/" ], "includePaths": [ "P:/" ], "excludeList": [ "subfolder1", "subfolder2", "subfolder3/subfolder4" ], "outputDir": "P:/", "workerThreads": 8 }
- inputDirs: List of folders that should be searched for .sqf scripts. Search is performed recursively (sub-folders are searched as well)
- includePaths: list of paths that contain the #included files into the scripts. This should be set the same as the P drive path P:
\ to work correctly. If an external file is being #included by the .sqf script, such as #include "\a3\ui_f\hpp\definedikcodes.inc"
, you need to create that file on the P drive, such as: P:\a3 \ui_f \hpp \definedikcodes.inc - outputDir: Set this the same as P drive if you want the .sqfc files to be created next to each .sqf file.
- excludeList: List of folders to be excluded from searching.
- workerThreads: How many threads will compile the scripts. Each thread will compile one file at a time
- Execute ArmaScriptCompiler.exe. It will compile the scripts and create an .sqfc file next to each .sqf file.
- In order to use the bytecode as compilation source in the game, use the compileScript command, or the Functions Library.