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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.
156 lines
4.4 KiB
C++
156 lines
4.4 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 "ps/Mod.h"
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#include <algorithm>
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#include "lib/file/file_system.h"
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#include "lib/file/vfs/vfs.h"
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#include "lib/utf8.h"
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#include "ps/Filesystem.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/GameSetup/Paths.h"
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#include "ps/Pyrogenesis.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptRuntime.h"
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std::vector<CStr> g_modsLoaded;
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std::vector<std::vector<CStr>> g_LoadedModVersions;
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CmdLineArgs g_args;
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JS::Value Mod::GetAvailableMods(const ScriptInterface& scriptInterface)
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{
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedObject obj(rq.cx, JS_NewPlainObject(rq.cx));
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const Paths paths(g_args);
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// loop over all possible paths
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OsPath modPath = paths.RData()/"mods";
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OsPath modUserPath = paths.UserData()/"mods";
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DirectoryNames modDirs;
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DirectoryNames modDirsUser;
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GetDirectoryEntries(modPath, NULL, &modDirs);
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// Sort modDirs so that we can do a fast lookup below
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std::sort(modDirs.begin(), modDirs.end());
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PIVFS vfs = CreateVfs();
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for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
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{
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vfs->Clear();
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if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
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continue;
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CVFSFile modinfo;
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if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
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continue;
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JS::RootedValue json(rq.cx);
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if (!scriptInterface.ParseJSON(modinfo.GetAsString(), &json))
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continue;
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// Valid mod, add it to our structure
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JS_SetProperty(rq.cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
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}
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GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
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bool dev = InDevelopmentCopy();
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for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
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{
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// If we are in a dev copy we do not mount mods in the user mod folder that
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// are already present in the mod folder, thus we skip those here.
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if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
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continue;
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vfs->Clear();
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if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
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continue;
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CVFSFile modinfo;
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if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
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continue;
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JS::RootedValue json(rq.cx);
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if (!scriptInterface.ParseJSON(modinfo.GetAsString(), &json))
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continue;
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// Valid mod, add it to our structure
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JS_SetProperty(rq.cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
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}
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return JS::ObjectValue(*obj);
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}
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void Mod::CacheEnabledModVersions(const shared_ptr<ScriptRuntime>& scriptRuntime)
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{
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ScriptInterface scriptInterface("Engine", "CacheEnabledModVersions", scriptRuntime);
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedValue availableMods(rq.cx, GetAvailableMods(scriptInterface));
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g_LoadedModVersions.clear();
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for (const CStr& mod : g_modsLoaded)
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{
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// Ignore user and mod mod as they are irrelevant for compatibility checks
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if (mod == "mod" || mod == "user")
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continue;
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CStr version;
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JS::RootedValue modData(rq.cx);
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if (scriptInterface.GetProperty(availableMods, mod.c_str(), &modData))
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scriptInterface.GetProperty(modData, "version", version);
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g_LoadedModVersions.push_back({mod, version});
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}
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}
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JS::Value Mod::GetLoadedModsWithVersions(const ScriptInterface& scriptInterface)
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{
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedValue returnValue(rq.cx);
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scriptInterface.ToJSVal(rq, &returnValue, g_LoadedModVersions);
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return returnValue;
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}
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JS::Value Mod::GetEngineInfo(const ScriptInterface& scriptInterface)
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{
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedValue mods(rq.cx, Mod::GetLoadedModsWithVersions(scriptInterface));
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JS::RootedValue metainfo(rq.cx);
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ScriptInterface::CreateObject(
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rq,
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&metainfo,
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"engine_version", engine_version,
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"mods", mods);
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scriptInterface.FreezeObject(metainfo, true);
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return metainfo;
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}
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