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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.
126 lines
4.9 KiB
C++
126 lines
4.9 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_SavedGame.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/SavedGame.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/TurnManager.h"
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JS::Value JSI_SavedGame::GetSavedGames(ScriptInterface::CxPrivate* pCxPrivate)
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{
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return SavedGames::GetSavedGames(*(pCxPrivate->pScriptInterface));
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}
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bool JSI_SavedGame::DeleteSavedGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& name)
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{
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return SavedGames::DeleteSavedGame(name);
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}
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void JSI_SavedGame::SaveGame(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCxPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
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if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void JSI_SavedGame::SaveGamePrefix(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCxPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
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if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void JSI_SavedGame::QuickSave(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), JS::HandleValue GUIMetadata)
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{
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if (g_NetServer || g_NetClient)
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LOGERROR("Can't store quicksave during multiplayer!");
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else if (g_Game)
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g_Game->GetTurnManager()->QuickSave(GUIMetadata);
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else
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LOGERROR("Can't store quicksave if game is not running!");
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}
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void JSI_SavedGame::QuickLoad(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (g_NetServer || g_NetClient)
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LOGERROR("Can't load quicksave during multiplayer!");
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else if (g_Game)
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g_Game->GetTurnManager()->QuickLoad();
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else
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LOGERROR("Can't load quicksave if game is not running!");
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}
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JS::Value JSI_SavedGame::StartSavedGame(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name)
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{
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// We need to be careful with different compartments and contexts.
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// The GUI calls this function from the GUI context and expects the return value in the same context.
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// The game we start from here creates another context and expects data in this context.
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ScriptInterface::Request rqGui(pCxPrivate);
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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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// Load the saved game data from disk
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JS::RootedValue guiContextMetadata(rqGui.cx);
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std::string savedState;
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Status err = SavedGames::Load(name, *(pCxPrivate->pScriptInterface), &guiContextMetadata, savedState);
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if (err < 0)
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return JS::UndefinedValue();
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g_Game = new CGame(true);
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{
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CSimulation2* sim = g_Game->GetSimulation2();
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ScriptInterface::Request rqGame(sim->GetScriptInterface());
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JS::RootedValue gameContextMetadata(rqGame.cx,
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sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), guiContextMetadata));
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JS::RootedValue gameInitAttributes(rqGame.cx);
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sim->GetScriptInterface().GetProperty(gameContextMetadata, "initAttributes", &gameInitAttributes);
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int playerID;
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sim->GetScriptInterface().GetProperty(gameContextMetadata, "playerID", playerID);
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(&gameInitAttributes, savedState);
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}
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return guiContextMetadata;
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}
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void JSI_SavedGame::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<JS::Value, &GetSavedGames>("GetSavedGames");
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scriptInterface.RegisterFunction<bool, std::wstring, &DeleteSavedGame>("DeleteSavedGame");
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scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGame>("SaveGame");
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scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGamePrefix>("SaveGamePrefix");
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scriptInterface.RegisterFunction<void, JS::HandleValue, &QuickSave>("QuickSave");
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scriptInterface.RegisterFunction<void, &QuickLoad>("QuickLoad");
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scriptInterface.RegisterFunction<JS::Value, std::wstring, &StartSavedGame>("StartSavedGame");
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}
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