mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
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c02a7e1a7b
This upgrade also introduces exact stack rooting (see to the wiki: JSRootingGuide) and fixes problems with moving GC. This allows us to enable generational garbage collection (GGC). Measurements a few months ago have shown a performance improvement of a non-visual replay of around 13.5%. This probably varies quite a bit, but it should be somewhere between 5-20%. Memory usage has also been improved. Check the forum thread for details. Thanks to everyone from the team who helped with this directly or indirectly (review, finding and fixing issues, the required C++11 upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey developers who helped on the #jsapi channel or elsewhere! Fixes #2462, #2415, #2428, #2684, #1374 Refs #2973, #2669 This was SVN commit r16214.
395 lines
9.9 KiB
C++
395 lines
9.9 KiB
C++
/* Copyright (C) 2013 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 "MessageHandler.h"
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#include "../GameLoop.h"
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#include "../CommandProc.h"
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#include "graphics/GameView.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/MapWriter.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/TerrainTextureManager.h"
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#include "lib/bits.h"
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#include "lib/file/file.h"
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#include "lib/tex/tex.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/Loader.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpTerrain.h"
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namespace
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{
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void InitGame()
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{
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if (g_Game)
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{
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delete g_Game;
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g_Game = NULL;
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}
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g_Game = new CGame();
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// Default to player 1 for playtesting
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g_Game->SetPlayerID(1);
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}
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void StartGame(JS::MutableHandleValue attrs)
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{
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g_Game->StartGame(attrs, "");
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// TODO: Non progressive load can fail - need a decent way to handle this
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LDR_NonprogressiveLoad();
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// Disable fog-of-war - this must be done before starting the game,
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// as visual actors cache their visibility state on first render.
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CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpRangeManager)
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cmpRangeManager->SetLosRevealAll(-1, true);
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PSRETURN ret = g_Game->ReallyStartGame();
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ENSURE(ret == PSRETURN_OK);
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}
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}
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namespace AtlasMessage {
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QUERYHANDLER(GenerateMap)
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{
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try
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{
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InitGame();
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// Random map
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::RootedValue settings(cx);
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scriptInterface.ParseJSON(*msg->settings, &settings);
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scriptInterface.SetProperty(settings, "mapType", std::string("random"));
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JS::RootedValue attrs(cx);
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scriptInterface.Eval("({})", &attrs);
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scriptInterface.SetProperty(attrs, "mapType", std::string("random"));
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scriptInterface.SetProperty(attrs, "script", std::wstring(*msg->filename));
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scriptInterface.SetProperty(attrs, "settings", settings);
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StartGame(&attrs);
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msg->status = 0;
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}
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catch (PSERROR_Game_World_MapLoadFailed&)
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{
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// Cancel loading
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LDR_Cancel();
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// Since map generation failed and we don't know why, use the blank map as a fallback
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InitGame();
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::RootedValue settings(cx);
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scriptInterface.Eval("({})", &settings);
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// Set up 8-element array of empty objects to satisfy init
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JS::RootedValue playerData(cx);
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scriptInterface.Eval("([])", &playerData);
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for (int i = 0; i < 8; ++i)
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{
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JS::RootedValue player(cx);
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scriptInterface.Eval("({})", &player);
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scriptInterface.SetPropertyInt(playerData, i, player);
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}
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scriptInterface.SetProperty(settings, "mapType", std::string("scenario"));
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scriptInterface.SetProperty(settings, "PlayerData", playerData);
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JS::RootedValue atts(cx);
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scriptInterface.Eval("({})", &atts);
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scriptInterface.SetProperty(atts, "mapType", std::string("scenario"));
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scriptInterface.SetProperty(atts, "map", std::wstring(L"maps/scenarios/_default"));
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scriptInterface.SetProperty(atts, "settings", settings);
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StartGame(&atts);
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msg->status = -1;
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}
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}
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MESSAGEHANDLER(LoadMap)
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{
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InitGame();
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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// Scenario
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CStrW map = *msg->filename;
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CStrW mapBase = map.BeforeLast(L".pmp"); // strip the file extension, if any
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JS::RootedValue attrs(cx);
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scriptInterface.Eval("({})", &attrs);
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scriptInterface.SetProperty(attrs, "mapType", std::string("scenario"));
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scriptInterface.SetProperty(attrs, "map", std::wstring(mapBase));
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StartGame(&attrs);
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}
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MESSAGEHANDLER(ImportHeightmap)
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{
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CStrW src = *msg->filename;
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size_t fileSize;
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shared_ptr<u8> fileData;
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// read in image file
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File file;
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if (file.Open(src, O_RDONLY) < 0)
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{
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LOGERROR("Failed to load heightmap.");
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return;
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}
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fileSize = lseek(file.Descriptor(), 0, SEEK_END);
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lseek(file.Descriptor(), 0, SEEK_SET);
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fileData = shared_ptr<u8>(new u8[fileSize]);
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if (read(file.Descriptor(), fileData.get(), fileSize) < 0)
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{
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LOGERROR("Failed to read heightmap image.");
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file.Close();
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return;
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}
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file.Close();
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// decode to a raw pixel format
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Tex tex;
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if (tex.decode(fileData, fileSize) < 0)
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{
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LOGERROR("Failed to decode heightmap.");
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return;
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}
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// Convert to uncompressed BGRA with no mipmaps
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if (tex.transform_to((tex.m_Flags | TEX_BGR | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)) < 0)
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{
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LOGERROR("Failed to transform heightmap.");
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return;
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}
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// pick smallest side of texture; truncate if not divisible by PATCH_SIZE
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ssize_t terrainSize = std::min(tex.m_Width, tex.m_Height);
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terrainSize -= terrainSize % PATCH_SIZE;
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// resize terrain to heightmap size
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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terrain->Resize(terrainSize / PATCH_SIZE);
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// copy heightmap data into map
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u16* heightmap = g_Game->GetWorld()->GetTerrain()->GetHeightMap();
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ssize_t hmSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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u8* mapdata = tex.get_data();
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ssize_t bytesPP = tex.m_Bpp / 8;
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ssize_t mapLineSkip = tex.m_Width * bytesPP;
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for (ssize_t y = 0; y < terrainSize; ++y)
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{
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for (ssize_t x = 0; x < terrainSize; ++x)
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{
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int offset = y * mapLineSkip + x * bytesPP;
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// pick colour channel with highest value
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u16 value = std::max(mapdata[offset+bytesPP*2], std::max(mapdata[offset], mapdata[offset+bytesPP]));
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heightmap[(terrainSize-y-1) * hmSize + x] = clamp(value * 256, 0, 65535);
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}
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}
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// update simulation
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CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpTerrain) cmpTerrain->ReloadTerrain();
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g_Game->GetView()->GetLOSTexture().MakeDirty();
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}
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MESSAGEHANDLER(SaveMap)
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{
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CMapWriter writer;
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VfsPath pathname = VfsPath(*msg->filename).ChangeExtension(L".pmp");
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writer.SaveMap(pathname,
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g_Game->GetWorld()->GetTerrain(),
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g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
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&g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema(),
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&g_Renderer.GetPostprocManager(),
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g_Game->GetSimulation2());
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}
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QUERYHANDLER(GetMapSettings)
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{
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msg->settings = g_Game->GetSimulation2()->GetMapSettingsString();
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}
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BEGIN_COMMAND(SetMapSettings)
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{
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std::string m_OldSettings, m_NewSettings;
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void SetSettings(const std::string& settings)
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{
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g_Game->GetSimulation2()->SetMapSettings(settings);
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}
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void Do()
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{
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m_OldSettings = g_Game->GetSimulation2()->GetMapSettingsString();
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m_NewSettings = *msg->settings;
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SetSettings(m_NewSettings);
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}
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// TODO: we need some way to notify the Atlas UI when the settings are changed
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// externally, otherwise this will have no visible effect
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void Undo()
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{
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// SetSettings(m_OldSettings);
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}
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void Redo()
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{
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// SetSettings(m_NewSettings);
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}
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void MergeIntoPrevious(cSetMapSettings* prev)
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{
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prev->m_NewSettings = m_NewSettings;
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}
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};
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END_COMMAND(SetMapSettings)
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MESSAGEHANDLER(LoadPlayerSettings)
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{
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g_Game->GetSimulation2()->LoadPlayerSettings(msg->newplayers);
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}
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QUERYHANDLER(GetMapSizes)
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{
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msg->sizes = g_Game->GetSimulation2()->GetMapSizes();
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}
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QUERYHANDLER(GetRMSData)
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{
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msg->data = g_Game->GetSimulation2()->GetRMSData();
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}
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BEGIN_COMMAND(ResizeMap)
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{
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int m_OldTiles, m_NewTiles;
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cResizeMap()
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{
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}
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void MakeDirty()
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{
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CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpTerrain)
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cmpTerrain->ReloadTerrain();
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// The LOS texture won't normally get updated when running Atlas
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// (since there's no simulation updates), so explicitly dirty it
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g_Game->GetView()->GetLOSTexture().MakeDirty();
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}
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void ResizeTerrain(int tiles)
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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terrain->Resize(tiles / PATCH_SIZE);
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MakeDirty();
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}
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void Do()
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{
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CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (!cmpTerrain)
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{
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m_OldTiles = m_NewTiles = 0;
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}
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else
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{
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m_OldTiles = (int)cmpTerrain->GetTilesPerSide();
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m_NewTiles = msg->tiles;
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}
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ResizeTerrain(m_NewTiles);
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}
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void Undo()
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{
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ResizeTerrain(m_OldTiles);
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}
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void Redo()
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{
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ResizeTerrain(m_NewTiles);
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}
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};
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END_COMMAND(ResizeMap)
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QUERYHANDLER(VFSFileExists)
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{
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msg->exists = VfsFileExists(*msg->path);
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}
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static Status AddToFilenames(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
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{
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std::vector<std::wstring>& filenames = *(std::vector<std::wstring>*)cbData;
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filenames.push_back(pathname.string().c_str());
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return INFO::OK;
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}
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QUERYHANDLER(GetMapList)
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{
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std::vector<std::wstring> scenarioFilenames;
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vfs::ForEachFile(g_VFS, L"maps/scenarios/", AddToFilenames, (uintptr_t)&scenarioFilenames, L"*.xml", vfs::DIR_RECURSIVE);
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msg->scenarioFilenames = scenarioFilenames;
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std::vector<std::wstring> skirmishFilenames;
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vfs::ForEachFile(g_VFS, L"maps/skirmishes/", AddToFilenames, (uintptr_t)&skirmishFilenames, L"*.xml", vfs::DIR_RECURSIVE);
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msg->skirmishFilenames = skirmishFilenames;
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}
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}
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