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ee0d204bf6
JSAutoRequest is required before calling into most JSAPI methods, for GC reasons. Calling it is required and fragile as one must not forget. Further, SM52 and later make manipulating JSContext* dangerous as that can cross Compartment(Realm in SM68) barriers (and ScriptInterface now matches a Compartment). The solution to both problems is to avoid using JSContext* in 0 A.D. itself. To achieve this, a Request class is introduced, and must be used to access a JSContext* from a scriptInterface. Further, Request is passed to other ScriptInterface functions isntead of JSContext*, making it obvious that the caller has already called it, reducing errors and redundant JSAutoRequest calls. Only JSNative functions now get a naked JSContext* without protection, but the likelihood of forgetting a request is lower since many ScriptInterface functions now expect it. JSContext* is directly passed to JSAPI functions only. Part of the SM52 migration, stage: SM45 compatible Based on a patch by: Itms Tested By: Freagarach Refs #4893 Differential Revision: https://code.wildfiregames.com/D3088 This was SVN commit r24176.
126 lines
3.6 KiB
C++
126 lines
3.6 KiB
C++
/* Copyright (C) 2020 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 "ReplayTurnManager.h"
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#include "gui/GUIManager.h"
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#include "ps/CLogger.h"
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#include "ps/Util.h"
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#include "simulation2/Simulation2.h"
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const CStr CReplayTurnManager::EventNameReplayFinished = "ReplayFinished";
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const CStr CReplayTurnManager::EventNameReplayOutOfSync = "ReplayOutOfSync";
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CReplayTurnManager::CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay)
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: CLocalTurnManager(simulation, replay)
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{
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}
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void CReplayTurnManager::StoreReplayCommand(u32 turn, int player, const std::string& command)
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{
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// Using the pair we make sure that commands per turn will be processed in the correct order
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m_ReplayCommands[turn].emplace_back(player, command);
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}
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void CReplayTurnManager::StoreReplayHash(u32 turn, const std::string& hash, bool quick)
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{
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m_ReplayHash[turn] = std::make_pair(hash, quick);
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}
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void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
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{
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m_ReplayTurnLengths[turn] = turnLength;
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// Initialize turn length
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if (turn == 0)
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m_TurnLength = m_ReplayTurnLengths[0];
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}
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void CReplayTurnManager::StoreFinalReplayTurn(u32 turn)
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{
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m_FinalTurn = turn;
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}
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void CReplayTurnManager::NotifyFinishedUpdate(u32 turn)
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{
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if (turn == 1 && m_FinalTurn == 0)
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g_GUI->SendEventToAll(EventNameReplayFinished);
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if (turn > m_FinalTurn)
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return;
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DoTurn(turn);
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// Compare hash if it exists in the replay and if we didn't have an OOS already
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std::map<u32, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
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if (m_HasSyncError || turnHashIt == m_ReplayHash.end())
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return;
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std::string expectedHash = turnHashIt->second.first;
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bool quickHash = turnHashIt->second.second;
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// Compute hash
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std::string hash;
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ENSURE(m_Simulation2.ComputeStateHash(hash, quickHash));
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hash = Hexify(hash);
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if (hash == expectedHash)
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return;
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m_HasSyncError = true;
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LOGERROR("Replay out of sync on turn %d", turn);
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const ScriptInterface& scriptInterface = m_Simulation2.GetScriptInterface();
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ScriptInterface::Request rq(scriptInterface);
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JS::AutoValueVector paramData(rq.cx);
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paramData.append(JS::NumberValue(turn));
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JS::RootedValue hashVal(rq.cx);
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scriptInterface.ToJSVal(rq, &hashVal, hash);
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paramData.append(hashVal);
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JS::RootedValue expectedHashVal(rq.cx);
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scriptInterface.ToJSVal(rq, &expectedHashVal, expectedHash);
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paramData.append(expectedHashVal);
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g_GUI->SendEventToAll(EventNameReplayOutOfSync, paramData);
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}
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void CReplayTurnManager::DoTurn(u32 turn)
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{
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debug_printf("Executing turn %u of %u\n", turn, m_FinalTurn);
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m_TurnLength = m_ReplayTurnLengths[turn];
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ScriptInterface::Request rq(m_Simulation2.GetScriptInterface());
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// Simulate commands for that turn
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for (const std::pair<player_id_t, std::string>& p : m_ReplayCommands[turn])
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{
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JS::RootedValue command(rq.cx);
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m_Simulation2.GetScriptInterface().ParseJSON(p.second, &command);
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AddCommand(m_ClientId, p.first, command, m_CurrentTurn + 1);
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}
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if (turn == m_FinalTurn)
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g_GUI->SendEventToAll(EventNameReplayFinished);
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}
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