0ad/source/ps/scripting/JSInterface_SavedGame.cpp

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/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "JSInterface_SavedGame.h"
#include "lib/debug.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/SavedGame.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptRequest.h"
#include "scriptinterface/StructuredClone.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/TurnManager.h"
#include <js/PropertyAndElement.h>
#include <js/RootingAPI.h>
#include <js/TypeDecls.h>
#include <js/Value.h>
#include <optional>
#include <string>
class ScriptInterface;
namespace JSI_SavedGame
{
JS::Value GetSavedGames(const ScriptInterface& scriptInterface)
{
return SavedGames::GetSavedGames(scriptInterface);
}
bool DeleteSavedGame(const std::wstring& name)
{
return SavedGames::DeleteSavedGame(name);
}
void SaveGame(const ScriptRequest& rq, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
{
Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void SaveGamePrefix(const ScriptRequest& rq, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
{
Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void QuickSave(JS::HandleValue GUIMetadata)
{
if (g_NetServer || g_NetClient)
LOGERROR("Can't store quicksave during multiplayer!");
else if (g_Game)
g_Game->GetTurnManager()->QuickSave(GUIMetadata);
else
LOGERROR("Can't store quicksave if game is not running!");
}
void QuickLoad()
{
if (g_NetServer || g_NetClient)
LOGERROR("Can't load quicksave during multiplayer!");
else if (g_Game)
g_Game->GetTurnManager()->QuickLoad();
else
LOGERROR("Can't load quicksave if game is not running!");
}
JS::Value LoadSavedGameMetadata(const ScriptInterface& scriptInterface, const std::wstring& name)
{
std::optional<SavedGames::LoadResult> data{SavedGames::Load(scriptInterface, name)};
return data ? data->metadata : JS::UndefinedValue();
}
JS::Value StartSavedGame(const ScriptInterface& scriptInterface, const std::wstring& name)
{
// We need to be careful with different compartments and contexts.
// The GUI calls this function from the GUI context and expects the return value in the same context.
// The game we start from here creates another context and expects data in this context.
ScriptRequest rqGui(scriptInterface);
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
std::optional<SavedGames::LoadResult> data{SavedGames::Load(scriptInterface, name)};
if (!data)
return JS::UndefinedValue();
JS::RootedValue guiContextMetadata{rqGui.cx, data->metadata};
Remove default CGame constructor values to make the code less error-prone, use CRenderer::IsInitialised() to test if the CGame should be rendered to remove indirection/proxies, making the code easier to read. 1c0536bf08 introduced a disableGraphics bool with a default value and relied on the default being reasonable except for the few needed cases. be93b31411 introduced the replayLog argument with a default value and relied on the default being reasonable except for the few needed cases. 5747619c39 fixed a bug in that commit because the default value hadn't actually been considered to be correct for all CGame constructor calls and was wrong for two. By requiring callers to specify the value, authors are forced to establish thought which value is the correct one, as opposed to hoping that a default value will be good by default. As you can see in the diff, it also makes it easier to compare what values changed if they are always defined in the caller. Use CRenderer::IsInitialised() to determine if this is a non-visual CGame, for the purpose of removing less transparent proxy functions that are unneeded as long as there are about 30 other calls testing for CRenderer::IsInitialised() to determine if the Game should be rendered. Supersedes: * CGame constructor argument bool disableGraphics from 1c0536bf08. * CGame::IsGraphicsDisabled() proxy from a533fff883 to the proxy from 1c0536bf08 and two local nonVisual = args.Has("autostart-nonvisual") variables in GameSetup.cpp from a533fff883. Call the Renderer destructor instead of calling delete on the non-pointer (SAFE_DELETE would not be supported for instance). Started as a preparation for D2197, but actually independent. Differential Revision: https://code.wildfiregames.com/D2211 This was SVN commit r22785.
2019-08-25 04:02:55 -07:00
g_Game = new CGame(true);
{
CSimulation2* sim = g_Game->GetSimulation2();
ScriptRequest rqGame(sim->GetScriptInterface());
JS::RootedValue gameContextMetadata(rqGame.cx, Script::CloneValueFromOtherCompartment(sim->GetScriptInterface(), scriptInterface, guiContextMetadata));
JS::RootedValue gameInitAttributes(rqGame.cx);
Script::GetProperty(rqGame, gameContextMetadata, "initAttributes", &gameInitAttributes);
int playerID;
Script::GetProperty(rqGame, gameContextMetadata, "playerID", playerID);
g_Game->SetPlayerID(playerID);
g_Game->StartGame(&gameInitAttributes, data->savedState);
}
return guiContextMetadata;
}
void ActivateRejoinTest()
{
if (!g_Game || !g_Game->GetSimulation2() || !g_Game->GetTurnManager())
return;
g_Game->GetSimulation2()->ActivateRejoinTest(g_Game->GetTurnManager()->GetCurrentTurn() + 1);
}
void RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&GetSavedGames>(rq, "GetSavedGames");
ScriptFunction::Register<&DeleteSavedGame>(rq, "DeleteSavedGame");
ScriptFunction::Register<&SaveGame>(rq, "SaveGame");
ScriptFunction::Register<&SaveGamePrefix>(rq, "SaveGamePrefix");
ScriptFunction::Register<&QuickSave>(rq, "QuickSave");
ScriptFunction::Register<&QuickLoad>(rq, "QuickLoad");
ScriptFunction::Register<&ActivateRejoinTest>(rq, "ActivateRejoinTest");
ScriptFunction::Register<&LoadSavedGameMetadata>(rq, "LoadSavedGameMetadata");
ScriptFunction::Register<&StartSavedGame>(rq, "StartSavedGame");
}
}