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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.
470 lines
13 KiB
C++
470 lines
13 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 "Game.h"
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#include "graphics/GameView.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/ParticleManager.h"
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#include "graphics/UnitManager.h"
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#include "gui/GUIManager.h"
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#include "gui/CGUI.h"
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#include "lib/config2.h"
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#include "lib/timer.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Profile.h"
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#include "ps/Replay.h"
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#include "ps/Shapes.h"
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#include "ps/World.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "renderer/Renderer.h"
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#include "renderer/TimeManager.h"
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#include "renderer/WaterManager.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/system/ReplayTurnManager.h"
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#include "soundmanager/ISoundManager.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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extern bool g_GameRestarted;
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extern GameLoopState* g_AtlasGameLoop;
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/**
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* Globally accessible pointer to the CGame object.
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**/
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CGame *g_Game=NULL;
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const CStr CGame::EventNameSimulationUpdate = "SimulationUpdate";
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/**
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* Constructor
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*
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**/
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CGame::CGame(bool replayLog):
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m_World(new CWorld(this)),
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m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), g_ScriptRuntime, m_World->GetTerrain())),
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m_GameView(CRenderer::IsInitialised() ? new CGameView(this) : nullptr),
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m_GameStarted(false),
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m_Paused(false),
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m_SimRate(1.0f),
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m_PlayerID(-1),
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m_ViewedPlayerID(-1),
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m_IsSavedGame(false),
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m_IsVisualReplay(false),
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m_ReplayStream(NULL)
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{
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// TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps?
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if (replayLog)
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m_ReplayLogger = new CReplayLogger(m_Simulation2->GetScriptInterface());
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else
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m_ReplayLogger = new CDummyReplayLogger();
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// Need to set the CObjectManager references after various objects have
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// been initialised, so do it here rather than via the initialisers above.
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if (m_GameView)
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m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager());
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m_TurnManager = new CLocalTurnManager(*m_Simulation2, GetReplayLogger()); // this will get replaced if we're a net server/client
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m_Simulation2->LoadDefaultScripts();
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}
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/**
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* Destructor
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*
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**/
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CGame::~CGame()
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{
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// Again, the in-game call tree is going to be different to the main menu one.
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if (CProfileManager::IsInitialised())
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g_Profiler.StructuralReset();
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if (m_ReplayLogger && m_GameStarted)
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m_ReplayLogger->SaveMetadata(*m_Simulation2);
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delete m_TurnManager;
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delete m_GameView;
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delete m_Simulation2;
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delete m_World;
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delete m_ReplayLogger;
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delete m_ReplayStream;
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}
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void CGame::SetTurnManager(CTurnManager* turnManager)
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{
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if (m_TurnManager)
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delete m_TurnManager;
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m_TurnManager = turnManager;
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if (m_TurnManager)
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m_TurnManager->SetPlayerID(m_PlayerID);
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}
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int CGame::LoadVisualReplayData()
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{
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ENSURE(m_IsVisualReplay);
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ENSURE(!m_ReplayPath.empty());
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ENSURE(m_ReplayStream);
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CReplayTurnManager* replayTurnMgr = static_cast<CReplayTurnManager*>(GetTurnManager());
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u32 currentTurn = 0;
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std::string type;
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while ((*m_ReplayStream >> type).good())
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{
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if (type == "turn")
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{
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u32 turn = 0;
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u32 turnLength = 0;
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*m_ReplayStream >> turn >> turnLength;
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ENSURE(turn == currentTurn && "You tried to replay a commands.txt file of a rejoined client. Please use the host's file.");
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replayTurnMgr->StoreReplayTurnLength(currentTurn, turnLength);
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}
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else if (type == "cmd")
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{
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player_id_t player;
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*m_ReplayStream >> player;
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std::string line;
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std::getline(*m_ReplayStream, line);
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replayTurnMgr->StoreReplayCommand(currentTurn, player, line);
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}
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else if (type == "hash" || type == "hash-quick")
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{
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bool quick = (type == "hash-quick");
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std::string replayHash;
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*m_ReplayStream >> replayHash;
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replayTurnMgr->StoreReplayHash(currentTurn, replayHash, quick);
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}
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else if (type == "end")
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++currentTurn;
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else
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CancelLoad(L"Failed to load replay data (unrecognized content)");
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}
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SAFE_DELETE(m_ReplayStream);
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m_FinalReplayTurn = currentTurn > 0 ? currentTurn - 1 : 0;
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replayTurnMgr->StoreFinalReplayTurn(m_FinalReplayTurn);
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return 0;
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}
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bool CGame::StartVisualReplay(const OsPath& replayPath)
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{
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debug_printf("Starting to replay %s\n", replayPath.string8().c_str());
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m_IsVisualReplay = true;
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SetTurnManager(new CReplayTurnManager(*m_Simulation2, GetReplayLogger()));
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m_ReplayPath = replayPath;
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m_ReplayStream = new std::ifstream(OsString(replayPath).c_str());
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std::string type;
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ENSURE((*m_ReplayStream >> type).good() && type == "start");
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std::string line;
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std::getline(*m_ReplayStream, line);
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const ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface();
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedValue attribs(rq.cx);
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scriptInterface.ParseJSON(line, &attribs);
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StartGame(&attribs, "");
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return true;
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}
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/**
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* Initializes the game with the set of attributes provided.
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* Makes calls to initialize the game view, world, and simulation objects.
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* Calls are made to facilitate progress reporting of the initialization.
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**/
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void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& savedState)
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{
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const ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface();
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ScriptInterface::Request rq(scriptInterface);
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m_InitialSavedState = savedState;
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m_IsSavedGame = !savedState.empty();
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m_Simulation2->SetInitAttributes(attribs);
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std::string mapType;
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scriptInterface.GetProperty(attribs, "mapType", mapType);
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float speed;
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if (scriptInterface.HasProperty(attribs, "gameSpeed") && scriptInterface.GetProperty(attribs, "gameSpeed", speed))
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SetSimRate(speed);
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LDR_BeginRegistering();
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RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000);
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// RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization
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// overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default
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// values. At the minute, it's just lighting settings, but could be extended to store camera position.
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// Storing lighting settings in the game view seems a little odd, but it's no big deal; maybe move it at
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// some point to be stored in the world object?
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if (m_GameView)
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m_GameView->RegisterInit();
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if (mapType == "random")
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{
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// Load random map attributes
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std::wstring scriptFile;
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JS::RootedValue settings(rq.cx);
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scriptInterface.GetProperty(attribs, "script", scriptFile);
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scriptInterface.GetProperty(attribs, "settings", &settings);
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m_World->RegisterInitRMS(scriptFile, scriptInterface.GetJSRuntime(), settings, m_PlayerID);
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}
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else
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{
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std::wstring mapFile;
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JS::RootedValue settings(rq.cx);
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scriptInterface.GetProperty(attribs, "map", mapFile);
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scriptInterface.GetProperty(attribs, "settings", &settings);
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m_World->RegisterInit(mapFile, scriptInterface.GetJSRuntime(), settings, m_PlayerID);
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}
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if (m_GameView)
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RegMemFun(g_Renderer.GetSingletonPtr()->GetWaterManager(), &WaterManager::LoadWaterTextures, L"LoadWaterTextures", 80);
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if (m_IsSavedGame)
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RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000);
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if (m_IsVisualReplay)
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RegMemFun(this, &CGame::LoadVisualReplayData, L"Loading visual replay data", 1000);
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LDR_EndRegistering();
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}
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int CGame::LoadInitialState()
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{
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ENSURE(m_IsSavedGame);
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ENSURE(!m_InitialSavedState.empty());
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std::string state;
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m_InitialSavedState.swap(state); // deletes the original to save a bit of memory
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std::stringstream stream(state);
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bool ok = m_Simulation2->DeserializeState(stream);
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if (!ok)
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{
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CancelLoad(L"Failed to load saved game state. It might have been\nsaved with an incompatible version of the game.");
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return 0;
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}
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return 0;
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}
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/**
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* Game initialization has been completed. Set game started flag and start the session.
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*
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* @return PSRETURN 0
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**/
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PSRETURN CGame::ReallyStartGame()
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{
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// Call the script function InitGame only for new games, not saved games
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if (!m_IsSavedGame)
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{
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// Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
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// that needs to be done before setting up the AI and shouldn't be done in Atlas
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if (!g_AtlasGameLoop->running)
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m_Simulation2->PreInitGame();
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m_Simulation2->InitGame();
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}
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// We need to do an initial Interpolate call to set up all the models etc,
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// because Update might never interpolate (e.g. if the game starts paused)
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// and we could end up rendering before having set up any models (so they'd
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// all be invisible)
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Interpolate(0, 0);
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m_GameStarted=true;
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// Render a frame to begin loading assets
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if (CRenderer::IsInitialised())
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Render();
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if (g_NetClient)
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g_NetClient->LoadFinished();
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// Call the reallyStartGame GUI function, but only if it exists
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if (g_GUI && g_GUI->GetPageCount())
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{
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shared_ptr<ScriptInterface> scriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface();
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedValue global(rq.cx, scriptInterface->GetGlobalObject());
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if (scriptInterface->HasProperty(global, "reallyStartGame"))
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scriptInterface->CallFunctionVoid(global, "reallyStartGame");
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}
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debug_printf("GAME STARTED, ALL INIT COMPLETE\n");
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// The call tree we've built for pregame probably isn't useful in-game.
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if (CProfileManager::IsInitialised())
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g_Profiler.StructuralReset();
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g_GameRestarted = true;
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return 0;
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}
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int CGame::GetPlayerID()
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{
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return m_PlayerID;
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}
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void CGame::SetPlayerID(player_id_t playerID)
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{
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m_PlayerID = playerID;
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m_ViewedPlayerID = playerID;
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if (m_TurnManager)
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m_TurnManager->SetPlayerID(m_PlayerID);
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}
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int CGame::GetViewedPlayerID()
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{
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return m_ViewedPlayerID;
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}
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void CGame::SetViewedPlayerID(player_id_t playerID)
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{
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m_ViewedPlayerID = playerID;
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}
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void CGame::StartGame(JS::MutableHandleValue attribs, const std::string& savedState)
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{
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if (m_ReplayLogger)
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m_ReplayLogger->StartGame(attribs);
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RegisterInit(attribs, savedState);
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}
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// TODO: doInterpolate is optional because Atlas interpolates explicitly,
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// so that it has more control over the update rate. The game might want to
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// do the same, and then doInterpolate should be redundant and removed.
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void CGame::Update(const double deltaRealTime, bool doInterpolate)
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{
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if (m_Paused || !m_TurnManager)
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return;
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const double deltaSimTime = deltaRealTime * m_SimRate;
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if (deltaSimTime)
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{
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// To avoid confusing the profiler, we need to trigger the new turn
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// while we're not nested inside any PROFILE blocks
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if (m_TurnManager->WillUpdate(deltaSimTime))
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g_Profiler.Turn();
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// At the normal sim rate, we currently want to render at least one
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// frame per simulation turn, so let maxTurns be 1. But for fast-forward
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// sim rates we want to allow more, so it's not bounded by framerate,
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// so just use the sim rate itself as the number of turns per frame.
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size_t maxTurns = (size_t)m_SimRate;
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if (m_TurnManager->Update(deltaSimTime, maxTurns))
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{
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{
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PROFILE3("gui sim update");
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g_GUI->SendEventToAll(EventNameSimulationUpdate);
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}
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GetView()->GetLOSTexture().MakeDirty();
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}
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if (CRenderer::IsInitialised())
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g_Renderer.GetTimeManager().Update(deltaSimTime);
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}
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if (doInterpolate)
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m_TurnManager->Interpolate(deltaSimTime, deltaRealTime);
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}
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void CGame::Interpolate(float simFrameLength, float realFrameLength)
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{
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if (!m_TurnManager)
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return;
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m_TurnManager->Interpolate(simFrameLength, realFrameLength);
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}
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static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
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void CGame::CachePlayerColors()
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{
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m_PlayerColors.clear();
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY);
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if (!cmpPlayerManager)
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return;
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int numPlayers = cmpPlayerManager->GetNumPlayers();
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m_PlayerColors.resize(numPlayers);
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for (int i = 0; i < numPlayers; ++i)
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{
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CmpPtr<ICmpPlayer> cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i));
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if (!cmpPlayer)
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m_PlayerColors[i] = BrokenColor;
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else
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m_PlayerColors[i] = cmpPlayer->GetDisplayedColor();
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}
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}
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CColor CGame::GetPlayerColor(player_id_t player) const
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{
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if (player < 0 || player >= (int)m_PlayerColors.size())
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return BrokenColor;
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return m_PlayerColors[player];
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}
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bool CGame::IsGameFinished() const
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{
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for (const std::pair<entity_id_t, IComponent*>& p : m_Simulation2->GetEntitiesWithInterface(IID_Player))
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{
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CmpPtr<ICmpPlayer> cmpPlayer(*m_Simulation2, p.first);
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if (cmpPlayer && cmpPlayer->GetState() == "won")
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return true;
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}
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return false;
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}
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