The first header was used to include the SpiderMonkey JS API at once,
with safeguards and preprocessor defines. Nowadays, SpiderMonkey
provides modular headers allowing us to include what we use, refs #8086.
Some defines have to be moved to compiler options but it is apparently
a mistake from the SM developers:
https://bugzilla.mozilla.org/show_bug.cgi?id=1987876
Make include-what-you-use happy with some files in source/simulatation2
and fix what needs to be fixed.
source/simulation2/system/ComponentTest.h uses cxxtest, so add cxxtest
to the deps for simulation2 target.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/simulation2
and fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/simulation2
and fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/ps and fix
what needs to be fixed.
Delete source/ps/FutureForward.h as it is no longer used.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with files in source/network and
fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
CParamNodes can be quite large, thus we usually cache the JS::Value when
converting them. The AIInterface makes heavy use of it as detected in #7404.
However, the cached values are re-frozen everytime, which is a
significant waste of time on a large number of templates.
Script component wrapper attempted to subscribe to messages before the
script component has been registered.
This defect existed since 7c2e9027c2 but was never noticed since there
is no script component wrapper which subscribes to messages. (Only the
script component it wrapps does.)
- Shallow-freezing of objects is never used in our codebase, so remove
that code path.
- Deep-freeze is bugged in recent versions of SpiderMonkey (see bug
https://bugzilla.mozilla.org/show_bug.cgi?id=1930258). Until a fix
and/or a better API is provided, reimplement this feature by
recusively freezing object properties.
- Add tests for the deepfreeze function.
When building a JS::Value from CParamNode, strings have been "interned"
since the conversion was written in dd501b2a5a. This means that the JS
string object could be used outside a JS realm, and also that those
strings could be compared efficiently instead of char-by-char.
This was unnecessary, and the only place in the code where we used
"interned" strings. The upgrade to SpiderMonkey 45 (64b477625d) changed
the name of related methods, and some of them are removed from the
public API in SM 102, so stop pinning and atomizing those strings.
Additionally, the switch of CParamNode to utf8 in 35ed55cfd6 missed one
of the two utf16 handlings, so fix that as well.
`CSimulationImpl` doesn't has to be a friend anymore.
Comments by: @Stan
Differential Revision: https://code.wildfiregames.com/D5296
This was SVN commit r28138.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
The previous code was constructing un-necessary ScriptRequest objects.
Minor optimisation from not entering/leaving realms.
Differential Revision: https://code.wildfiregames.com/D5026
This was SVN commit r27728.
Follows 8eecc39e71.
Piping the autostart through a GUI page is easy but requires using the
GUI in non-visual mode, which is problematic since it's not initialized.
The GUI is not needed, only its ability to load scripts, so this diff
fixes the problem by adding an 'entrypoint' script in the new
`autostart` folder that gets called with this unique ability, setting
things up properly. The mod mod gets a placeholder.
Other changes:
- Fix some issues with networked autostart:
- Players were not assigned slots.
- The host didn't actually wait for other players.
- Move gamesettings from `gui/gamesettings/` to `gamesettings/`. This
moves attributes as well.
- Move autostart files from `gui/autostart/` to ` autostart/`. Note that
`gui/autostart/` still exists as it's used in the tutorial button from
the main menu.
- Rename the JSI_VFS functions to be explicitly about their function:
the ability to write and the potential restricted folders.
- Don't require `autostart` when using `--autostart-client` in
non-visual mode.
Starting the autostart client/host has poor UX in some situations, but
improving that feature is beyond the scope of this diff.
Suggestions for future work:
- Some files in gui/common should probably be moved elsewhere
- Template loading code is duplicated
- The gamesetup code still needs work for proper UI/logic separation.
Help & comments by: smiley
Reported by: vladislav / Langbart
Fixes#6513
Differential Revision: https://code.wildfiregames.com/D4628
This was SVN commit r26879.
Follows ea72437739. Fixes it by providing a convenience function in the
component Manager that matches the API in the GUI / AI
Refs #6444
Differential Revision: https://code.wildfiregames.com/D4630
This was SVN commit r26867.
The main change is the introduction of a 'pushing pressure' counter on
units. This counter increases when units get pushed around, and
decreases over time. In essence, units under high pressure move slower &
are harder to push around.
The major effect is that units can now get bogged down when very dense
groups start colliding. This makes movement more realistic, makes unit
movement more 'chokepointy', and generally improves the mathematical
soundness of the system (lower values are easier to handle for our 200ms
turns).
Other changes:
- The logic to detect units crossing each other's path has been
reworked. Units that run towards each other should not more obviously
avoid each other.
- New parameters: 'Spread' is a measure of how strong the pushing effect
is based on distance. With the current settings, static-pushing is
rather 'on/off', whereas moving-pushing is more gradual (and thus the
max influence distance was increased when moving).
- Default values have been tweaked for lower overlap.
- Units only looked at other units within their grid region. This led to
overlap near grid-borders. Units now look at neighboring grid elements,
which largely removes this issue. While this may be slower, the
performance of pushing was largely negligible before, so it is unlikely
to become a main cause of lag (and overlap was generally disliked by
players).
- Units no longer orient in the direction of pushing, but instead keep
facing their target. This can look slightly odd under very heavy pushing
forces, but vastly improves behaviour of very slow units such as rams
(since they spend much less time turning around). As a side-effect,
clean up angle code following acc780bcbb .
Engine changes:
- Add a debug rendering mode at compile-time to help understand what is
happening.
- Make it possible to constexpr initialise fractional fixed numbers by
using FromFraction
The 'pressure' change was inspired by alre's suggestion at
https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987
Refs #6127
Differential Revision: https://code.wildfiregames.com/D4439
This was SVN commit r26245.
This makes incremental recompilation faster when changing static
interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
ScriptComponent does not use ComponentManager, and its derived classes
(most ICMP*.cpp files) do not either. Therefore, we can skip a lot of
transitive inclusions and speed up recompiling by not including it
there.
Differential Revision: https://code.wildfiregames.com/D3962
This was SVN commit r25447.
This removes usage of CmptPrivate outside of ScriptInterface.
ScriptRequest can now be used to safely recover the scriptInterface from
a JSContext instead of going through ScriptInterface, which allows more
code cleanup.
Follows 34b1920e7b
Differential Revision: https://code.wildfiregames.com/D3963
This was SVN commit r25442.
Follows 34b1920e7b.
JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.
With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.
Take the opportunity to clarify some comments regarding Mutability.
Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
Follows 34b1920e7b.
This splits off the object-related functions, such as
[Set/Get/Has]Property, CreateObject, CreateArray, FreezeObject.
It also puts the definitions in the header itself, which might end up
with faster code here & there, though perhaps slower compilation time
(somewhat doubtful since we already included most things anyways).
Differential Revision: https://code.wildfiregames.com/D3956
This was SVN commit r25430.
All ToJSVal/FromJSVal definitions are put in a separate header.
Remove AssignOr[To/From]JSVal duplication.
The functions were already static so this is rather straightforward.
Follows 34b1920e7b and 2bae30c454
Differential Revision: https://code.wildfiregames.com/D3953
This was SVN commit r25428.
Follows 34b1920e7b.
This separates StructuredClone & DeepCopy logic into its own header,
reducing the size of the monolithic ScriptInterface header.
Differential Revision: https://code.wildfiregames.com/D3922
This was SVN commit r25419.
XMB format is bumped to 4, invalidating all cached files. The
differences are:
- element/attribute names are stored after the elements themselves, and
not before. This allows writing XMB data in one pass instead of two.
- names themselves becomes offsets (instead of arbitrary integers),
making getting the string from the int name much more efficient.
XMBFile is renamed to XMBData to clarify that it does not, in fact,
refer to a file on disk.
XMBData::GetElementString is also changed to return a const char*, thus
not creating an std::string. A string_view version is added where
convenient.
The XML->XMB and JS->XMB conversion functions and the corresponding
storage are moved to `ps/XMB`, since that format doesn't particularly
relate to XML. CXeromyces becomes lighter and more focused as a result.
The XML->XMB conversion also benefits from the above streamlining.
Note that in a few cases, string_view gets printed to CLogger via
data(), which is generally not legal, but we know that the strings are
null-terminated here. Our libfmt (version 4) doesn't support
string_view, that would be v5.
Differential Revision: https://code.wildfiregames.com/D3909
This was SVN commit r25375.
We often only need to include ScriptRequest.h and not the full
ScriptInterface.h
Differential Revision: https://code.wildfiregames.com/D3920
This was SVN commit r25366.
The main benefits are more convenient code in the component interfaces
TU and no limit on the # of arguments that can be passed.
Differential Revision: https://code.wildfiregames.com/D3910
This was SVN commit r25350.