Files
0ad/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
T
Yves c02a7e1a7b SpiderMonkey 31 upgrade
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.
2015-01-24 14:46:52 +00:00

395 lines
9.9 KiB
C++

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "../CommandProc.h"
#include "graphics/GameView.h"
#include "graphics/LOSTexture.h"
#include "graphics/MapWriter.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureEntry.h"
#include "graphics/TerrainTextureManager.h"
#include "lib/bits.h"
#include "lib/file/file.h"
#include "lib/tex/tex.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Loader.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTerrain.h"
namespace
{
void InitGame()
{
if (g_Game)
{
delete g_Game;
g_Game = NULL;
}
g_Game = new CGame();
// Default to player 1 for playtesting
g_Game->SetPlayerID(1);
}
void StartGame(JS::MutableHandleValue attrs)
{
g_Game->StartGame(attrs, "");
// TODO: Non progressive load can fail - need a decent way to handle this
LDR_NonprogressiveLoad();
// Disable fog-of-war - this must be done before starting the game,
// as visual actors cache their visibility state on first render.
CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpRangeManager)
cmpRangeManager->SetLosRevealAll(-1, true);
PSRETURN ret = g_Game->ReallyStartGame();
ENSURE(ret == PSRETURN_OK);
}
}
namespace AtlasMessage {
QUERYHANDLER(GenerateMap)
{
try
{
InitGame();
// Random map
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue settings(cx);
scriptInterface.ParseJSON(*msg->settings, &settings);
scriptInterface.SetProperty(settings, "mapType", std::string("random"));
JS::RootedValue attrs(cx);
scriptInterface.Eval("({})", &attrs);
scriptInterface.SetProperty(attrs, "mapType", std::string("random"));
scriptInterface.SetProperty(attrs, "script", std::wstring(*msg->filename));
scriptInterface.SetProperty(attrs, "settings", settings);
StartGame(&attrs);
msg->status = 0;
}
catch (PSERROR_Game_World_MapLoadFailed&)
{
// Cancel loading
LDR_Cancel();
// Since map generation failed and we don't know why, use the blank map as a fallback
InitGame();
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue settings(cx);
scriptInterface.Eval("({})", &settings);
// Set up 8-element array of empty objects to satisfy init
JS::RootedValue playerData(cx);
scriptInterface.Eval("([])", &playerData);
for (int i = 0; i < 8; ++i)
{
JS::RootedValue player(cx);
scriptInterface.Eval("({})", &player);
scriptInterface.SetPropertyInt(playerData, i, player);
}
scriptInterface.SetProperty(settings, "mapType", std::string("scenario"));
scriptInterface.SetProperty(settings, "PlayerData", playerData);
JS::RootedValue atts(cx);
scriptInterface.Eval("({})", &atts);
scriptInterface.SetProperty(atts, "mapType", std::string("scenario"));
scriptInterface.SetProperty(atts, "map", std::wstring(L"maps/scenarios/_default"));
scriptInterface.SetProperty(atts, "settings", settings);
StartGame(&atts);
msg->status = -1;
}
}
MESSAGEHANDLER(LoadMap)
{
InitGame();
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
// Scenario
CStrW map = *msg->filename;
CStrW mapBase = map.BeforeLast(L".pmp"); // strip the file extension, if any
JS::RootedValue attrs(cx);
scriptInterface.Eval("({})", &attrs);
scriptInterface.SetProperty(attrs, "mapType", std::string("scenario"));
scriptInterface.SetProperty(attrs, "map", std::wstring(mapBase));
StartGame(&attrs);
}
MESSAGEHANDLER(ImportHeightmap)
{
CStrW src = *msg->filename;
size_t fileSize;
shared_ptr<u8> fileData;
// read in image file
File file;
if (file.Open(src, O_RDONLY) < 0)
{
LOGERROR("Failed to load heightmap.");
return;
}
fileSize = lseek(file.Descriptor(), 0, SEEK_END);
lseek(file.Descriptor(), 0, SEEK_SET);
fileData = shared_ptr<u8>(new u8[fileSize]);
if (read(file.Descriptor(), fileData.get(), fileSize) < 0)
{
LOGERROR("Failed to read heightmap image.");
file.Close();
return;
}
file.Close();
// decode to a raw pixel format
Tex tex;
if (tex.decode(fileData, fileSize) < 0)
{
LOGERROR("Failed to decode heightmap.");
return;
}
// Convert to uncompressed BGRA with no mipmaps
if (tex.transform_to((tex.m_Flags | TEX_BGR | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)) < 0)
{
LOGERROR("Failed to transform heightmap.");
return;
}
// pick smallest side of texture; truncate if not divisible by PATCH_SIZE
ssize_t terrainSize = std::min(tex.m_Width, tex.m_Height);
terrainSize -= terrainSize % PATCH_SIZE;
// resize terrain to heightmap size
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
terrain->Resize(terrainSize / PATCH_SIZE);
// copy heightmap data into map
u16* heightmap = g_Game->GetWorld()->GetTerrain()->GetHeightMap();
ssize_t hmSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
u8* mapdata = tex.get_data();
ssize_t bytesPP = tex.m_Bpp / 8;
ssize_t mapLineSkip = tex.m_Width * bytesPP;
for (ssize_t y = 0; y < terrainSize; ++y)
{
for (ssize_t x = 0; x < terrainSize; ++x)
{
int offset = y * mapLineSkip + x * bytesPP;
// pick colour channel with highest value
u16 value = std::max(mapdata[offset+bytesPP*2], std::max(mapdata[offset], mapdata[offset+bytesPP]));
heightmap[(terrainSize-y-1) * hmSize + x] = clamp(value * 256, 0, 65535);
}
}
// update simulation
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain) cmpTerrain->ReloadTerrain();
g_Game->GetView()->GetLOSTexture().MakeDirty();
}
MESSAGEHANDLER(SaveMap)
{
CMapWriter writer;
VfsPath pathname = VfsPath(*msg->filename).ChangeExtension(L".pmp");
writer.SaveMap(pathname,
g_Game->GetWorld()->GetTerrain(),
g_Renderer.GetWaterManager(), g_Renderer.GetSkyManager(),
&g_LightEnv, g_Game->GetView()->GetCamera(), g_Game->GetView()->GetCinema(),
&g_Renderer.GetPostprocManager(),
g_Game->GetSimulation2());
}
QUERYHANDLER(GetMapSettings)
{
msg->settings = g_Game->GetSimulation2()->GetMapSettingsString();
}
BEGIN_COMMAND(SetMapSettings)
{
std::string m_OldSettings, m_NewSettings;
void SetSettings(const std::string& settings)
{
g_Game->GetSimulation2()->SetMapSettings(settings);
}
void Do()
{
m_OldSettings = g_Game->GetSimulation2()->GetMapSettingsString();
m_NewSettings = *msg->settings;
SetSettings(m_NewSettings);
}
// TODO: we need some way to notify the Atlas UI when the settings are changed
// externally, otherwise this will have no visible effect
void Undo()
{
// SetSettings(m_OldSettings);
}
void Redo()
{
// SetSettings(m_NewSettings);
}
void MergeIntoPrevious(cSetMapSettings* prev)
{
prev->m_NewSettings = m_NewSettings;
}
};
END_COMMAND(SetMapSettings)
MESSAGEHANDLER(LoadPlayerSettings)
{
g_Game->GetSimulation2()->LoadPlayerSettings(msg->newplayers);
}
QUERYHANDLER(GetMapSizes)
{
msg->sizes = g_Game->GetSimulation2()->GetMapSizes();
}
QUERYHANDLER(GetRMSData)
{
msg->data = g_Game->GetSimulation2()->GetRMSData();
}
BEGIN_COMMAND(ResizeMap)
{
int m_OldTiles, m_NewTiles;
cResizeMap()
{
}
void MakeDirty()
{
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->ReloadTerrain();
// The LOS texture won't normally get updated when running Atlas
// (since there's no simulation updates), so explicitly dirty it
g_Game->GetView()->GetLOSTexture().MakeDirty();
}
void ResizeTerrain(int tiles)
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
terrain->Resize(tiles / PATCH_SIZE);
MakeDirty();
}
void Do()
{
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmpTerrain)
{
m_OldTiles = m_NewTiles = 0;
}
else
{
m_OldTiles = (int)cmpTerrain->GetTilesPerSide();
m_NewTiles = msg->tiles;
}
ResizeTerrain(m_NewTiles);
}
void Undo()
{
ResizeTerrain(m_OldTiles);
}
void Redo()
{
ResizeTerrain(m_NewTiles);
}
};
END_COMMAND(ResizeMap)
QUERYHANDLER(VFSFileExists)
{
msg->exists = VfsFileExists(*msg->path);
}
static Status AddToFilenames(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::wstring>& filenames = *(std::vector<std::wstring>*)cbData;
filenames.push_back(pathname.string().c_str());
return INFO::OK;
}
QUERYHANDLER(GetMapList)
{
std::vector<std::wstring> scenarioFilenames;
vfs::ForEachFile(g_VFS, L"maps/scenarios/", AddToFilenames, (uintptr_t)&scenarioFilenames, L"*.xml", vfs::DIR_RECURSIVE);
msg->scenarioFilenames = scenarioFilenames;
std::vector<std::wstring> skirmishFilenames;
vfs::ForEachFile(g_VFS, L"maps/skirmishes/", AddToFilenames, (uintptr_t)&skirmishFilenames, L"*.xml", vfs::DIR_RECURSIVE);
msg->skirmishFilenames = skirmishFilenames;
}
}