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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.
187 lines
5.4 KiB
C++
187 lines
5.4 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 "JSInterface_Game.h"
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#include "graphics/Terrain.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Replay.h"
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#include "ps/World.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/system/TurnManager.h"
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#include "simulation2/Simulation2.h"
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#include "soundmanager/SoundManager.h"
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extern void EndGame();
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bool JSI_Game::IsGameStarted(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return g_Game;
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}
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void JSI_Game::StartGame(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue attribs, int playerID)
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{
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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g_Game = new CGame(true);
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// Convert from GUI script context to sim script context
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CSimulation2* sim = g_Game->GetSimulation2();
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ScriptInterface::Request rqSim(sim->GetScriptInterface());
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JS::RootedValue gameAttribs(rqSim.cx,
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sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), attribs));
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(&gameAttribs, "");
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}
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void JSI_Game::Script_EndGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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EndGame();
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}
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int JSI_Game::GetPlayerID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (!g_Game)
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return -1;
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return g_Game->GetPlayerID();
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}
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void JSI_Game::SetPlayerID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int id)
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{
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if (!g_Game)
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return;
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g_Game->SetPlayerID(id);
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}
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void JSI_Game::SetViewedPlayer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int id)
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{
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if (!g_Game)
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return;
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g_Game->SetViewedPlayerID(id);
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}
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float JSI_Game::GetSimRate(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return g_Game->GetSimRate();
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}
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void JSI_Game::SetSimRate(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), float rate)
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{
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g_Game->SetSimRate(rate);
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}
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bool JSI_Game::IsPaused(ScriptInterface::CxPrivate* pCxPrivate)
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{
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if (!g_Game)
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{
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ScriptInterface::Request rq(pCxPrivate);
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JS_ReportError(rq.cx, "Game is not started");
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return false;
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}
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return g_Game->m_Paused;
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}
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void JSI_Game::SetPaused(ScriptInterface::CxPrivate* pCxPrivate, bool pause, bool sendMessage)
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{
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if (!g_Game)
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{
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ScriptInterface::Request rq(pCxPrivate);
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JS_ReportError(rq.cx, "Game is not started");
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return;
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}
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g_Game->m_Paused = pause;
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#if CONFIG2_AUDIO
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if (g_SoundManager)
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g_SoundManager->Pause(pause);
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#endif
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if (g_NetClient && sendMessage)
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g_NetClient->SendPausedMessage(pause);
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}
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bool JSI_Game::IsVisualReplay(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (!g_Game)
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return false;
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return g_Game->IsVisualReplay();
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}
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std::wstring JSI_Game::GetCurrentReplayDirectory(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (!g_Game)
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return std::wstring();
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if (g_Game->IsVisualReplay())
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return g_Game->GetReplayPath().Parent().Filename().string();
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return g_Game->GetReplayLogger().GetDirectory().Filename().string();
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}
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void JSI_Game::EnableTimeWarpRecording(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), unsigned int numTurns)
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{
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g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
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}
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void JSI_Game::RewindTimeWarp(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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g_Game->GetTurnManager()->RewindTimeWarp();
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}
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void JSI_Game::DumpTerrainMipmap(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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VfsPath filename(L"screenshots/terrainmipmap.png");
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g_Game->GetWorld()->GetTerrain()->GetHeightMipmap().DumpToDisk(filename);
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OsPath realPath;
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g_VFS->GetRealPath(filename, realPath);
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LOGMESSAGERENDER("Terrain mipmap written to '%s'", realPath.string8());
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}
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void JSI_Game::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<bool, &IsGameStarted>("IsGameStarted");
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scriptInterface.RegisterFunction<void, JS::HandleValue, int, &StartGame>("StartGame");
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scriptInterface.RegisterFunction<void, &Script_EndGame>("EndGame");
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scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
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scriptInterface.RegisterFunction<void, int, &SetPlayerID>("SetPlayerID");
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scriptInterface.RegisterFunction<void, int, &SetViewedPlayer>("SetViewedPlayer");
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scriptInterface.RegisterFunction<float, &GetSimRate>("GetSimRate");
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scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
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scriptInterface.RegisterFunction<bool, &IsPaused>("IsPaused");
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scriptInterface.RegisterFunction<void, bool, bool, &SetPaused>("SetPaused");
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scriptInterface.RegisterFunction<bool, &IsVisualReplay>("IsVisualReplay");
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scriptInterface.RegisterFunction<std::wstring, &GetCurrentReplayDirectory>("GetCurrentReplayDirectory");
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scriptInterface.RegisterFunction<void, unsigned int, &EnableTimeWarpRecording>("EnableTimeWarpRecording");
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scriptInterface.RegisterFunction<void, &RewindTimeWarp>("RewindTimeWarp");
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scriptInterface.RegisterFunction<void, &DumpTerrainMipmap>("DumpTerrainMipmap");
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}
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