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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.
244 lines
8.0 KiB
C++
244 lines
8.0 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 "JSInterface_Network.h"
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#include "lib/external_libraries/enet.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/types.h"
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#include "lobby/IXmppClient.h"
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#include "network/NetClient.h"
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#include "network/NetMessage.h"
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#include "network/NetServer.h"
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#include "network/StunClient.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "scriptinterface/ScriptInterface.h"
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u16 JSI_Network::GetDefaultPort(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return PS_DEFAULT_PORT;
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}
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bool JSI_Network::HasNetServer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return g_NetServer;
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}
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bool JSI_Network::HasNetClient(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return g_NetClient;
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}
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JS::Value JSI_Network::FindStunEndpoint(ScriptInterface::CxPrivate* pCxPrivate, int port)
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{
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return StunClient::FindStunEndpointHost(*(pCxPrivate->pScriptInterface), port);
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}
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void JSI_Network::StartNetworkHost(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName)
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{
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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// Always use lobby authentication for lobby matches to prevent impersonation and smurfing, in particular through mods that implemented an UI for arbitrary or other players nicknames.
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g_NetServer = new CNetServer(static_cast<bool>(g_XmppClient));
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if (!g_NetServer->SetupConnection(serverPort))
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{
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pCxPrivate->pScriptInterface->ReportError("Failed to start server");
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SAFE_DELETE(g_NetServer);
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return;
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}
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game, true);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetHostingPlayerName(hostLobbyName);
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if (!g_NetClient->SetupConnection("127.0.0.1", serverPort, nullptr))
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{
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pCxPrivate->pScriptInterface->ReportError("Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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}
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void JSI_Network::StartNetworkJoin(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool useSTUN, const CStr& hostJID)
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{
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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ENetHost* enetClient = nullptr;
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if (g_XmppClient && useSTUN)
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{
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// Find an unused port
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for (int i = 0; i < 5 && !enetClient; ++i)
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{
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// Ports below 1024 are privileged on unix
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u16 port = 1024 + rand() % (UINT16_MAX - 1024);
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ENetAddress hostAddr{ENET_HOST_ANY, port};
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enetClient = enet_host_create(&hostAddr, 1, 1, 0, 0);
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++hostAddr.port;
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}
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if (!enetClient)
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{
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pCxPrivate->pScriptInterface->ReportError("Could not find an unused port for the enet STUN client");
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return;
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}
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StunClient::StunEndpoint stunEndpoint;
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if (!StunClient::FindStunEndpointJoin(*enetClient, stunEndpoint))
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{
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pCxPrivate->pScriptInterface->ReportError("Could not find the STUN endpoint");
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return;
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}
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g_XmppClient->SendStunEndpointToHost(stunEndpoint, hostJID);
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SDL_Delay(1000);
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}
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game, false);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
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if (g_XmppClient && useSTUN)
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StunClient::SendHolePunchingMessages(*enetClient, serverAddress, serverPort);
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if (!g_NetClient->SetupConnection(serverAddress, serverPort, enetClient))
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{
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pCxPrivate->pScriptInterface->ReportError("Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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}
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void JSI_Network::DisconnectNetworkGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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// TODO: we ought to do async reliable disconnections
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SAFE_DELETE(g_NetServer);
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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CStr JSI_Network::GetPlayerGUID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (!g_NetClient)
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return "local";
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return g_NetClient->GetGUID();
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}
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JS::Value JSI_Network::PollNetworkClient(ScriptInterface::CxPrivate* pCxPrivate)
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{
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if (!g_NetClient)
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return JS::UndefinedValue();
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// Convert from net client context to GUI script context
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ScriptInterface::Request rqNet(g_NetClient->GetScriptInterface());
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JS::RootedValue pollNet(rqNet.cx);
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g_NetClient->GuiPoll(&pollNet);
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return pCxPrivate->pScriptInterface->CloneValueFromOtherContext(g_NetClient->GetScriptInterface(), pollNet);
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}
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void JSI_Network::SetNetworkGameAttributes(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs1)
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{
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ENSURE(g_NetClient);
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// TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere (with no obvious reason).
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ScriptInterface::Request rq(pCxPrivate);
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JS::RootedValue attribs(rq.cx, attribs1);
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g_NetClient->SendGameSetupMessage(&attribs, *(pCxPrivate->pScriptInterface));
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}
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void JSI_Network::AssignNetworkPlayer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int playerID, const CStr& guid)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendAssignPlayerMessage(playerID, guid);
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}
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void JSI_Network::KickPlayer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const CStrW& playerName, bool ban)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendKickPlayerMessage(playerName, ban);
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}
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void JSI_Network::SendNetworkChat(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const CStrW& message)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendChatMessage(message);
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}
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void JSI_Network::SendNetworkReady(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int message)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendReadyMessage(message);
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}
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void JSI_Network::ClearAllPlayerReady (ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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ENSURE(g_NetClient);
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g_NetClient->SendClearAllReadyMessage();
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}
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void JSI_Network::StartNetworkGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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ENSURE(g_NetClient);
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g_NetClient->SendStartGameMessage();
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}
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void JSI_Network::SetTurnLength(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int length)
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{
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if (g_NetServer)
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g_NetServer->SetTurnLength(length);
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else
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LOGERROR("Only network host can change turn length");
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}
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void JSI_Network::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<u16, &GetDefaultPort>("GetDefaultPort");
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scriptInterface.RegisterFunction<bool, &HasNetServer>("HasNetServer");
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scriptInterface.RegisterFunction<bool, &HasNetClient>("HasNetClient");
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scriptInterface.RegisterFunction<JS::Value, int, &FindStunEndpoint>("FindStunEndpoint");
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scriptInterface.RegisterFunction<void, CStrW, u16, CStr, &StartNetworkHost>("StartNetworkHost");
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scriptInterface.RegisterFunction<void, CStrW, CStr, u16, bool, CStr, &StartNetworkJoin>("StartNetworkJoin");
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scriptInterface.RegisterFunction<void, &DisconnectNetworkGame>("DisconnectNetworkGame");
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scriptInterface.RegisterFunction<CStr, &GetPlayerGUID>("GetPlayerGUID");
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scriptInterface.RegisterFunction<JS::Value, &PollNetworkClient>("PollNetworkClient");
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scriptInterface.RegisterFunction<void, JS::HandleValue, &SetNetworkGameAttributes>("SetNetworkGameAttributes");
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scriptInterface.RegisterFunction<void, int, CStr, &AssignNetworkPlayer>("AssignNetworkPlayer");
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scriptInterface.RegisterFunction<void, CStrW, bool, &KickPlayer>("KickPlayer");
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scriptInterface.RegisterFunction<void, CStrW, &SendNetworkChat>("SendNetworkChat");
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scriptInterface.RegisterFunction<void, int, &SendNetworkReady>("SendNetworkReady");
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scriptInterface.RegisterFunction<void, &ClearAllPlayerReady>("ClearAllPlayerReady");
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scriptInterface.RegisterFunction<void, &StartNetworkGame>("StartNetworkGame");
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scriptInterface.RegisterFunction<void, int, &SetTurnLength>("SetTurnLength");
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}
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