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# Rewrite of the game's simulation system
Giant merge from http://svn.wildfiregames.com/hg-source/file/5fb522019d5e Infrastructure is largely complete, gameplay is largely missing Disabled by default; use command-line flag "-sim2" (Second attempt at commit...) This was SVN commit r7259.
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ScriptComponent.h"
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#include "simulation2/serialization/ISerializer.h"
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#include "simulation2/serialization/IDeserializer.h"
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CComponentTypeScript::CComponentTypeScript(ScriptInterface& scriptInterface, jsval instance) :
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m_ScriptInterface(scriptInterface), m_Instance(instance)
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{
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debug_assert(instance);
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m_ScriptInterface.AddRoot(&m_Instance, "CComponentTypeScript.m_Instance");
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}
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CComponentTypeScript::~CComponentTypeScript()
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{
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m_ScriptInterface.RemoveRoot(&m_Instance);
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}
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void CComponentTypeScript::Init(const CSimContext& UNUSED(context), const CParamNode& paramNode, entity_id_t ent)
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{
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m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true);
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m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true);
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m_ScriptInterface.CallFunctionVoid(m_Instance, "Init");
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}
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void CComponentTypeScript::Deinit(const CSimContext& UNUSED(context))
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{
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m_ScriptInterface.CallFunctionVoid(m_Instance, "Deinit");
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}
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void CComponentTypeScript::HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg)
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{
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const char* name = msg.GetScriptHandlerName();
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CScriptVal msgVal = msg.ToJSVal(m_ScriptInterface);
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// TODO: repeated conversions are exceedingly inefficient. Should
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// cache this once per message (if it's used by >= 1 scripted component)
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m_ScriptInterface.CallFunctionVoid(m_Instance, name, msgVal);
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}
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void CComponentTypeScript::Serialize(ISerializer& serialize)
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{
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serialize.ScriptVal("object", m_Instance);
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// TODO: it should be possible for scripts to provide their own (de)serialization
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// functions, for efficiency. (e.g. "function Serialize() { return a JS object containing
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// just the important state for this component }")
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// Or alternatively perhaps just have a way to mark certain fields as transient,
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// and a post-deserialize callback to reinitialise them.
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}
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void CComponentTypeScript::Deserialize(const CSimContext& UNUSED(context), const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
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{
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// Use ScriptObjectAppend so we don't lose the carefully-constructed
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// prototype/parent of this object
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deserialize.ScriptObjectAppend(m_Instance);
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m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true);
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m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true);
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}
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