Allow boolean modifications JavaScript
Allow territory influence weight, and root, to be changed via tech.
Differential Revision: https://code.wildfiregames.com/D3069
This was SVN commit r24373.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.
Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.
Thanks Stan for the testing.
Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
This ugprades 0 A.D. to the latest ESR at the moment of writing.
Mostly straighforward API changes (see meta-Bug 1633145)
- js::Class is merged with JSClass
- JSNewArrayObject becomes JS::NewArrayObject
- ArrayObject-functions are moved to a new public header Array.h
- JSMSG error messages have again been changed, requiring some tweaks.
- AutoValueArray becomes RootedBalueArray (Bug 1634435)
- 'uneval' is behind a Realm flag (Bug 1565170), but no removal is
planned in the short-term future.
- Some minor GC API changes (Bugs 1569564 and 1633405)
- Error reporting has had some tweaks, and error flags have been removed
(Bug 1620583)
- StructuredClone are now always thread-safe, simplifying an API change
introduced in SM52 (Bug 1607791)
Tested by: Stan, Freagarach, mammadori
Closes#5861
Differential Revision: https://code.wildfiregames.com/D3168
This was SVN commit r24333.
Original diff D2512
Reported on forum by gameboy:
https://wildfiregames.com/forum/index.php?/topic/27384-strange-landing-on-the-island-and-unable-to-attack/
Units with goal where minrange = maxrange rarely arrive to destination,
because they miss it.
See Todo in unitmotion
Relative part:
In the meantime, one should avoid that 'Speed over a turn' > MaxRange -
MinRange, in case where min-range is not 0 and max-range is not
infinity.
For that reason avoid passing minrange = maxrange from ai.
Also warn in cpp unitmoition when getting this kind of command.
Differential revision: D3149
Reviewed by: @wraitii
This was SVN commit r24315.
C++14 deprecates and C++17 removes functions we use for random sounds.
This makes FastRand() fit the URG interface, and uses the appropriate
function.
Refs #5862
Differential Revision: https://code.wildfiregames.com/D3107
This was SVN commit r24302.
No noteworthy API changes.
Details:
- Remove UTF16 script execution since UTF8 is supported in SM68 and
going forward
- Several new headers includes are required
- Realms replace Compartments as "global holders" (see meta-Bug 1357862)
- JSRequests are removed entirely (Bug 722345), see also aae417bd29
- Trivial API updates in ProxyHandlers, ArrayBuffer, Warnings, GC
reasons, Context options, ObjectIsFunction, ValueVectors and
JSCompartment
See also the migration guide:
https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr78/docs/Migration%20Guide.md
Tested by: Freagarach, Stan, Subitaneo
Fixes#5860
Differential Revision: https://code.wildfiregames.com/D3144
This was SVN commit r24297.
Use FinishedOwnCommands, which is intented to plan commands for the N+2
turn, but can be used to run commands immediately by the replay manager,
and unlike FinishedUpdate is called before the first update.
Reported by: Freagarach
Fixes#5546
Differential Revision: https://code.wildfiregames.com/D3067
This was SVN commit r24280.
Correctly recompute the actor when something changes that could modify
it (ownership change, ...).
Make sure mirages are updated when they reappear after being hidden.
Make sure foundations have proper identity classes.
Make sure mirages don't respond to value modifications in the visual
component.
Clarify a few comments.
Earlier work by: Sandarac
Fixes#2907
Differential Revision: https://code.wildfiregames.com/D576
This was SVN commit r24279.
Fix in b1a78ce285 actually worked by accident, and introduced more
serious issue with minimal range.
Differential revision: D3148
Fixes: #5864
Reviewed by: wraitii
This was SVN commit r24264.
Introduce a DISCARD macro to ignore the warn_unused_result attribute
used by Spidermonkey, and reuse it elsewhere.
Differential Revision: https://code.wildfiregames.com/D3147
This was SVN commit r24261.
Two noteworthy changes:
- Proxies are update to the SM60 API, having an explicit reserved slot
and a private slot, in which the 'proxy data' and the C++ object are
stored. This fixes a debug assertion failure of SM52 (See bugs 1237504
and 1339411)
- The GC callback behaviour has changed slightly, and we should now only
look for GC_SLICE_BEGIN and GC_SLICE_END calls (Bug 1364547)
Other updates are minor:
- Bug 1339036: JSTYPE_VOID beomes JSTYPE_UNDEFINED
- Bug 1308236 - avoid ambiguous comparison by changing NULL to nullptr
- Bug 1421358, GC::reason::REFRESH_FRAME was removed. API is indicated
in jsapi.h so use that.
- Compartment behaviours update
- ClassOps changes (Bug 1389510 removed the getter/setter - 7c04ea0211 -
and bug 1370608 added one more before that so net minus one)
- Minor tests touchups again.
Tested by: SubitaNeo, Stan
Thanks to bellaz89 for the Shared Array fix
Closes#5859
Differential Revision: https://code.wildfiregames.com/D3116
This was SVN commit r24243.
Follows from d0fc8ff67d, 95dbb8be25.
The original diff asserted that only "real" entities would make range
queries. This proved inaccurate as building previews can too. However,
simply removing the assertion doesn't fix the issue, given that they
still aren't found and we still need to account for their size.
This fixes that properly by special-casing local entities.
Thanks s0600204 for giving this a look.
Reported by: Mr.lie
Differential Revision: https://code.wildfiregames.com/D3132
This was SVN commit r24231.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.
No major compilation time change here, though this does reduce depencies
in some headers.
Also fix up old MacOS STL-include fixes that are no longer relevant.
Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
I incorrectly assumed no local entities would be making range queries,
but some building previews do. The assert is thus incorrect.
Reported by: SubitaNeo
Fixes#5870
Differential Revision: https://code.wildfiregames.com/D3125
This was SVN commit r24223.
CCmpRangeManager queries do not take obstruction size into account,
meaning they return fewer entities than they should. This particularly
affects buildings with ranged attacks, gates, and a few other templates.
This is, unfortunately, a slight performance decrease.
Discovered following Angen's comment [[
https://code.wildfiregames.com/D2738#116269 | here ]].
Comments by: Angen
Reviewed By: bb
Refs #3381 (not marking it down as 'fixes' and I'm not entirely sure it
was the only moving part here).
Differential Revision: https://code.wildfiregames.com/D2759
This was SVN commit r24217.
No particularly noteworthy changes, as most complex API changes were
already supported in SM45 and done.
The addition of JSStructuredCloneData allows to remove our custom class.
Changes:
- InformalValueTypeName is back in the API, so remove our
implementation.
- Stop using JSRuntime entirely in favour of JSContext*
- JSPropertyDescriptor is renamed.
- CompartmentOptions are tweaked slightly (no functional changes)
- JS::Construct - API update.
- JSClass split - API update.
- A js.msg error message was removed, so we had to use a different one.
- Tests fix: fix comparison of union instances
- Disable warning in spidermonkey Vector.h
- Update error reporting to SM52 (minor API updates)
- Ignore warnings about unused return values (would come from OOM, which
isn't recoverable)
Most of the patching was done by Itms.
Tested by: Stan, Freagarach
Fixes#4893
Differential Revision: https://code.wildfiregames.com/D3095
This was SVN commit r24203.
Broken in several recent diffs.
This also fixes (very) old missing standard headers.
Differential Revision: https://code.wildfiregames.com/D3110
This was SVN commit r24200.
Includes alarm_defeated_ally.ogg by @Samulis
Reviewed by: @bb
Comments by: @Angen Freagarach
Differential Revision: https://code.wildfiregames.com/D2860
This was SVN commit r24199.
- Check for pending exceptions after function calls and script
executions.
- Call LOGERROR instead of JS_ReportError when there is a conversion
error in FromJSVal, since that can only be called from C++ (where JS
errors don't really make sense). Instead, C++ callers of FromJSVal
should handle the failure and, themselves, either report an error or
simply do something else.
- Wrap JS_ReportError since that makes updating it later easier.
This isn't a systematical fix since ToJSVal also ought return a boolean
for failures, and we probably should trigger errors instead of warnings
on 'implicit' conversions, rather a preparation diff.
Part of the SM52 migration, stage: SM45 compatible (actually SM52
incompatible, too).
Based on a patch by: Itms
Comments by: Vladislavbelov, Stan`
Refs #742, #4893
Differential Revision: https://code.wildfiregames.com/D3093
This was SVN commit r24187.
aae417bd29 made ScriptInterface not recreate a new JSContext since it
becomes a compartment wrapper, but that means we need to GC tests or
they might OOM.
To make it mostly seamless, GC on any test setup. The JS tests are
pretty close to the 16Mb limit as it stands so GC them manually too, for
good measure.
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3101
This was SVN commit r24182.
SM52 essentially replaces JSRuntime with JSContext (though JSContext
itself was replaced with JSCompartment).
To prepare for this migration, rename all Runtime-related things to
Context.
Part of the SM52 migration, stage: SM45 compatible.
Patch by: Itms
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3091
This was SVN commit r24181.
ScriptInterface is now a wrapper around a JSCompartment, and thus always
has a well-defined global.
The error reporter is moved to ScriptRuntime in anticipation of that
handling JSContext in a later diff.
Part of the SM52 migration, stage: SM45 compatible.
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3090
This was SVN commit r24180.
As part of the SM45->52 migration, a ScriptInterface becomes a wrapper
around a JSCompartment, not a JSContext, thus we ought to store private
data for the compartment and not the context.
This is a mass rename of CxPrivate to CmptPrivate to match that before
the actual changes.
Part of the SM52 migration, stage: SM45 compatible
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3089
This was SVN commit r24177.
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.
DefPersistentRooted is essentially a wrapper around unique_ptr and has
no real reason to exist.
Part of SM52 migration, stage: SM45 compatible.
Patch by: Itms
Tested by: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3086
This was SVN commit r24170.
When serialising JS objects, we keep track of any encountered object,
and serialize it only once. Any further serialisation instead stores an
ID referring to the original object (essentially an opaque pointer).
The trouble of course is to have a unique, persistent identifier for
such an object.
svn uses an ObjectIDCache, essentially a "JS Object -> ID" map (which
internally is essentially a "JS heap pointer -> ID" map).
JS, since ES15, includes a "Symbol" primitive type, which is a unique,
immutable identifier. They are also not iterable by for..in or
GetOwnPropertyName or related.
This means they can be used to store the tag directly on the object
(since it's impossible overwrite a user property).
Thanks to this, we can forgo ObjectIDCache in the serializers, and since
following D2897 it becomes unused, we can delete it, along with the
Finalization code it used.
Part of SM52 migration, stage: SM45-compatible changes.
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3085
This was SVN commit r24167.
Follow up on 8bfb449375. Allows saving turret positions in the map file,
instead of relying on the order in which the entities are added.
Differential Revision: D2614
Reviewed by: @wraitii
Comments by: @Angen, @bb, @vladislavbelov.
This was SVN commit r24161.
The script interface has code to serialize/deserialize JS objects with a
user-defined prototype. That code is usable in the AI, but currently
unused (and there are no plans to use it in the long run).
Removing it allows removing more code down the line, which helps with
the SM45-52 migration.
Collaboration with itms.
Refs #4893
Differential Revision: https://code.wildfiregames.com/D2897
This was SVN commit r24157.
ComputeTargetPosition called Dot() with large enough vectors that it
overflowed. Avoid that by not actually doing the full dot product.
Reported by: Itms
Fixes#5852
Differential Revision: https://code.wildfiregames.com/D3061
This was SVN commit r24152.
Following d592bf9cb6, paths requested at turn N were set-up to be
computed between the end of turn N and the start of turn N+1 (which
would ultimately allow threading this computation), via calls to
'StartProcessingMoves' and 'FetchAsyncResultsAndSendMessages'.
However, the call to UpdateGrid() remained at the start of turn N+1,
between the 'start' and 'fetch' calls. Since all paths are currently
computed on the 'start' call, this means all paths are computed on a
(possibly) dirty pathfinder grid.
In particular, this leads to OOS on rejoin since the rejoiner will
recompute the grid before computing the outstanding paths.
This would also obviously be buggy in a threaded environment, since some
paths might be computed on the fresh and some on the dirty grid.
Finally, MT_TurnStart was sent before the paths were computed, which
might lead to further pathfinder grid changes (not a crashing problem
without threading, but still conceptually odd). The 'fetch' call is thus
moved before it.
This thus fixes d592bf9cb6/D1918, after 92ad6a61fa already fixed a first
issue.
Since the grid is now only updated at the end of a turn, we need to
ensure that it is correct on Turn 0, thus the pathfinder recomputes it
on InitGame.
Refs D14
Reported by: Itms
Fixes#5851
Differential Revision: https://code.wildfiregames.com/D3064
This was SVN commit r24142.
939002f0dc changed from vectors to grid which broke resetting when
terrain size changed.
Also use SAFE_ARRAY_DELETE for simplicity.
Reported by: vladislavbelov
Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2961
This was SVN commit r24117.
Introduced in 5fbb224dc0
rewrite 3 ifs to 1 if
merge 2 member variables into 1 member variable
remove 2 function local variables
save one call for CComponentManager as both ifs would or execute or not
code is shorter and looks nicer
Differential Revision: D3009
Reviewed by: bb
This was SVN commit r24072.
Summary:
As reported by @bb and @Angen , 375c319639 broke formation walking in a
few situations.
The issue is that f489ab3a16/D2871 requires formation members to get no
messages until the controller is stopped, but 375c319639 didn't use the
correct function (on account of a missed rebase), so members stopped too
early.
Reported by: bb, Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D3006
This was SVN commit r24029.
Splash falloff was calculated using centre-to-point distance, where
nearest-edge to nearest-edge ought to have been used.
Use DistanceToPoint to correct for that.
Make sure the damage multiplier cannot go negative.
Remove GetUnitSize in favour of GetSize.
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D2963
This was SVN commit r24010.
As reported by Freagarach following a7da40ac2f.
32e8ed51aa introduced a "MoveObstructed" message, that could be sent
when the entity ran into obstructions, to stop early.
In HandleObstructedMove, my intention, as written in the comment, was
that the caller would do its thing (call StopMoving(), move out of the
world etc.) and thus ComputeGoal would return early.
However, I mistakenly left the `cmpPosition->GetPosition2D()` in between
that and ComputeGoal, which would then fail.
This fixes that by moving it after the `ComputeGoal` call.
Also add a sanity StopMoving() call to a7da40ac2f's move-out-of-world
call.
Reported by: Freagarach
Differential Revision: https://code.wildfiregames.com/D2935
This was SVN commit r23940.
Improve unitAI: don't move if the requester can reach us and we are
close enough. This avoids an issue where ships moved more than necessary
when picking up many units.
Also improve requester UnitAI -> retry pickup if the target entity is
Idle.
Improve unitMotion: periodically recompute paths in "known bad path"
mode to adapt to moving targets.
Expose UnitMotion reachability to scripts and other code.
This adds a test map for some common and some tricky pickup cases, using
triggers.
Based on a patch by: causative
Reviewed By: Freagarach
Fixes#3472
Differential Revision: https://code.wildfiregames.com/D665
This was SVN commit r23925.
Implement a simple HTTP server to start games, receive the gamestate and
pass commands to the simulation.
This is mainly intended for training reinforcement learning agents in 0
AD. As such, a python client and a small example are included.
This option can be enabled using the -rl-interface flag.
Patch by: irishninja
Reviewed By: wraitii, Itms
Fixes#5548
Differential Revision: https://code.wildfiregames.com/D2199
This was SVN commit r23917.
Removing strict binding of selection to footprint by adding optional
choice similar in footprint. If present, that one will be used, else it
will fallback to footprint size.
Allowing to use any selection shape without affecting gameplay, because
foorprint is used for projectile hit detection.
Differential revision: https://code.wildfiregames.com/D2844
Reviewed by: wraitii
This was SVN commit r23900.
Units in formation can occasionally request many short paths (and thus
introduce crippling lag) if their offset is obstructed.
This particularly happen when the formation is idle, since the offset
then always remains obstructed.
To prevent this, it is OK to immediately stop pathing on any motion
message (obstructed, failure, success). This does not break formation
movement since messages are only sent when the formation controller is
not moving (this finishes what was started in 0535eb9b92).
Ideally, this hack could be removed if the short-pathfinder was quick
enough / units were better at aborting.
Fixes concern raised by Freagarach on a7da40ac2f.
Refs #5624 in that the max-short-path range is the source of the lag.
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D2871
This was SVN commit r23867.
Patch By: pcpa and wraitii
Tested By: Nescio, andy5995 and others
Differential Revision: https://code.wildfiregames.com/D2745
This was SVN commit r23794.