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Rename ScriptRuntime to ScriptContext
SM52 essentially replaces JSRuntime with JSContext (though JSContext itself was replaced with JSCompartment). To prepare for this migration, rename all Runtime-related things to Context. Part of the SM52 migration, stage: SM45 compatible. Patch by: Itms Refs #4893 Differential Revision: https://code.wildfiregames.com/D3091 This was SVN commit r24181.
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@@ -34,8 +34,8 @@
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#include "ps/Mod.h"
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#include "ps/Util.h"
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#include "ps/VisualReplay.h"
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#include "scriptinterface/ScriptContext.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptRuntime.h"
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#include "scriptinterface/ScriptStats.h"
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#include "simulation2/components/ICmpGuiInterface.h"
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#include "simulation2/helpers/Player.h"
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@@ -202,11 +202,11 @@ void CReplayPlayer::Replay(const bool serializationtest, const int rejointesttur
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g_ScriptStatsTable = new CScriptStatsTable;
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g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
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const int runtimeSize = 384 * 1024 * 1024;
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const int contextSize = 384 * 1024 * 1024;
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const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
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g_ScriptRuntime = ScriptRuntime::CreateRuntime(runtimeSize, heapGrowthBytesGCTrigger);
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g_ScriptContext = ScriptContext::CreateContext(contextSize, heapGrowthBytesGCTrigger);
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Mod::CacheEnabledModVersions(g_ScriptRuntime);
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Mod::CacheEnabledModVersions(g_ScriptContext);
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g_Game = new CGame(false);
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if (serializationtest)
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@@ -310,7 +310,7 @@ void CReplayPlayer::Replay(const bool serializationtest, const int rejointesttur
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// Must be explicitly destructed here to avoid callbacks from the JSAPI trying to use g_Profiler2 when
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// it's already destructed.
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g_ScriptRuntime.reset();
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g_ScriptContext.reset();
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// Clean up
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delete &g_TexMan;
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