mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-20 21:43:50 +00:00
ec8b420abc
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
ScriptContext.* → Context.*
ScriptInterface.* → Interface.*
ScriptRequest.* → Request.*
ScriptEngine.* → Engine.*
ScriptConversions.* → Conversions.*
ScriptExceptions.* → Exceptions.*
ScriptForward.* → ForwardDeclarations.*
ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
ScriptInterface_impl → Interface_impl
ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
macro) by adding them to suppressions-list.txt (these are not caused
by this refactor)
Fixes #7516
128 lines
4.0 KiB
C++
128 lines
4.0 KiB
C++
/* Copyright (C) 2026 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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#ifndef INCLUDED_VISUAL_REPLAY
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#define INCLUDED_VISUAL_REPLAY
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#include "lib/os_path.h"
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#include <js/TypeDecls.h>
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class CStrW;
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namespace JS { class Value; }
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namespace Script { class Interface; }
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/**
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* Contains functions for visually replaying past games.
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*/
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namespace VisualReplay
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{
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/**
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* Returns the absolute path to the sim-log directory (that contains the directories with the replay files.
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*/
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OsPath GetDirectoryPath();
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/**
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* Returns the absolute path to the replay cache file.
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*/
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OsPath GetCacheFilePath();
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/**
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* Returns the absolute path to the temporary replay cache file used to
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* always have a valid cache file in place even if bad things happen.
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*/
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OsPath GetTempCacheFilePath();
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/**
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* Replays the commands.txt file in the given subdirectory visually.
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*/
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bool StartVisualReplay(const OsPath& directory);
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/**
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* Reads the replay Cache file and parses it into a jsObject
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*
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* @param scriptInterface - the Script::Interface in which to create the return data.
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* @param cachedReplaysObject - the cached replays.
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* @return true on succes
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*/
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bool ReadCacheFile(const Script::Interface& scriptInterface, JS::MutableHandleObject cachedReplaysObject);
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/**
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* Stores the replay list in the replay cache file
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*
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* @param scriptInterface - the Script::Interface in which to create the return data.
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* @param replays - the replay list to store.
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*/
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void StoreCacheFile(const Script::Interface& scriptInterface, JS::HandleObject replays);
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/**
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* Load the replay cache and check if there are new/deleted replays. If so, update the cache.
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*
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* @param scriptInterface - the Script::Interface in which to create the return data.
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* @param compareFiles - compare the directory name and the FileSize of the replays and the cache.
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* @return cache entries
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*/
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JS::HandleObject ReloadReplayCache(const Script::Interface& scriptInterface, bool compareFiles);
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/**
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* Get a list of replays to display in the GUI.
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*
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* @param scriptInterface - the Script::Interface in which to create the return data.
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* @param compareFiles - reload the cache, which takes more time,
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* but nearly ensures, that no changed replay is missed.
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* @return array of objects containing replay data
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*/
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JS::Value GetReplays(const Script::Interface& scriptInterface, bool compareFiles);
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/**
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* Parses a commands.txt file and extracts metadata.
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* Works similarly to CGame::LoadReplayData().
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*/
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JS::Value LoadReplayData(const Script::Interface& scriptInterface, const OsPath& directory);
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/**
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* Permanently deletes the visual replay (including the parent directory)
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*
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* @param replayFile - path to commands.txt, whose parent directory will be deleted.
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* @return true if deletion was successful, false on error
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*/
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bool DeleteReplay(const OsPath& replayFile);
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/**
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* Returns the parsed header of the replay file (commands.txt).
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*/
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JS::Value GetReplayAttributes(const Script::Interface& scriptInterface, const OsPath& directoryName);
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/**
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* Returns whether or not the metadata / summary screen data has been saved properly when the game ended.
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*/
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bool HasReplayMetadata(const OsPath& directoryName);
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/**
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* Returns the metadata of a replay.
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*/
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JS::Value GetReplayMetadata(const Script::Interface& scriptInterface, const OsPath& directoryName);
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/**
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* Adds a replay to the replayCache.
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*/
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void AddReplayToCache(const Script::Interface& scriptInterface, const CStrW& directoryName);
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}
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#endif
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