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Split off StructuredClone from ScriptInterface
Follows 34b1920e7b.
This separates StructuredClone & DeepCopy logic into its own header,
reducing the size of the monolithic ScriptInterface header.
Differential Revision: https://code.wildfiregames.com/D3922
This was SVN commit r25419.
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@@ -40,6 +40,7 @@
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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#include "scriptinterface/ScriptContext.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpCinemaManager.h"
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#include "simulation2/components/ICmpGarrisonHolder.h"
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@@ -1294,11 +1295,11 @@ int CMapReader::GenerateMap()
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else if (progress == 0)
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{
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// Finished, get results as StructuredClone object, which must be read to obtain the JS::Value
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ScriptInterface::StructuredClone results = m_MapGen->GetResults();
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Script::StructuredClone results = m_MapGen->GetResults();
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// Parse data into simulation context
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JS::RootedValue data(rq.cx);
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pSimulation2->GetScriptInterface().ReadStructuredClone(results, &data);
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Script::ReadStructuredClone(rq, results, &data);
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if (data.isUndefined())
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{
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