I'm making a falling sand game in Java. I want users to be able to write their own engine for it using a simpler language. Falling sand games can be very CPU intensive so I want to have the engine running as fast as possible while not having to manually compile.
I need to know how to compile rhino javascript files to .class files by at runtime to be used.
I've looked for a way but couldn't find any other than manually compiling it by using the command line which I don't want users to have to do.
There's a short tutorial here:
- Scripting: Compiling Scripts in Java
My solution here:
Has anyone used or written an Ant task to compile (Rhino) JavaScript to Java bytecode?
You can compile your scripts at runtime using Context.compileString(). This produces a Script object which you can reuse.
Script s = someContext.compileString(myScript, "<cmd>", 1, null);
// Store s, cache it in a map or something, maybe even serialize and persist it.
// Later...
Object result = s.exec(anotherContext, someScope);
The performance difference between something like this and using Context.evaluateString() could easily be multiple orders of magnitude faster.
You can try the follow sample:
void toClassFile( String script ) throws IOException {
CompilerEnvirons compilerEnv = new CompilerEnvirons();
ClassCompiler compiler = new ClassCompiler( compilerEnv );
Object[] compiled = compiler.compileToClassFiles( script, null, 1, "javascript.Test" );
for( int j = 0; j != compiled.length; j += 2 ) {
String className = (String)compiled[j];
byte[] bytes = (byte[])compiled[(j + 1)];
File file = new File( className.replace( '.', '/' ) + ".class" );
file.getParentFile().mkdirs();
try (FileOutputStream fos = new FileOutputStream( file )) {
fos.write( bytes );
}
}
}