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forked from mirrors/0ad

Correctly serialize/deserialize user-defined JS objects.

Generalize component/AI serialization system to any user-defined JS
object. This includes Vector2D/3D, fixing an old issue.
As with components/AI, JS Objects may implement a Serialize/Deserialize
function to store custom data instead of the default, which attemps to
serialize all enumerable properties.

Fixes #4698

Differential Revision: https://code.wildfiregames.com/D2746
This was SVN commit r24462.
This commit is contained in:
wraitii
2020-12-27 17:18:13 +00:00
parent 1432343eeb
commit 9fc6c3c897
19 changed files with 316 additions and 165 deletions
@@ -25,19 +25,6 @@
CComponentTypeScript::CComponentTypeScript(const ScriptInterface& scriptInterface, JS::HandleValue instance) :
m_ScriptInterface(scriptInterface), m_Instance(scriptInterface.GetGeneralJSContext(), instance)
{
// Cache the property detection for efficiency
ScriptRequest rq(m_ScriptInterface);
m_HasCustomSerialize = m_ScriptInterface.HasProperty(m_Instance, "Serialize");
m_HasCustomDeserialize = m_ScriptInterface.HasProperty(m_Instance, "Deserialize");
m_HasNullSerialize = false;
if (m_HasCustomSerialize)
{
JS::RootedValue val(rq.cx);
if (m_ScriptInterface.GetProperty(m_Instance, "Serialize", &val) && val.isNull())
m_HasNullSerialize = true;
}
}
void CComponentTypeScript::Init(const CParamNode& paramNode, entity_id_t ent)
@@ -66,54 +53,18 @@ void CComponentTypeScript::HandleMessage(const CMessage& msg, bool global)
void CComponentTypeScript::Serialize(ISerializer& serialize)
{
// If the component set Serialize = null, then do no work here
if (m_HasNullSerialize)
return;
ScriptRequest rq(m_ScriptInterface);
// Support a custom "Serialize" function, which returns a new object that will be
// serialized instead of the component itself
if (m_HasCustomSerialize)
{
JS::RootedValue val(rq.cx);
if (!m_ScriptInterface.CallFunction(m_Instance, "Serialize", &val))
LOGERROR("Script Serialize call failed");
serialize.ScriptVal("object", &val);
}
else
{
serialize.ScriptVal("object", &m_Instance);
}
serialize.ScriptVal("comp", &m_Instance);
}
void CComponentTypeScript::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
{
ScriptRequest rq(m_ScriptInterface);
deserialize.ScriptObjectAssign("comp", m_Instance);
m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
// Support a custom "Deserialize" function, to which we pass the deserialized data
// instead of automatically adding the deserialized properties onto the object
if (m_HasCustomDeserialize)
{
JS::RootedValue val(rq.cx);
// If Serialize = null, we'll still call Deserialize but with undefined argument
if (!m_HasNullSerialize)
deserialize.ScriptVal("object", &val);
if (!m_ScriptInterface.CallFunctionVoid(m_Instance, "Deserialize", val))
LOGERROR("Script Deserialize call failed");
}
else
{
if (!m_HasNullSerialize)
{
// Use ScriptObjectAppend so we don't lose the carefully-constructed
// prototype/parent of this object
deserialize.ScriptObjectAppend("object", m_Instance);
}
}
}