The debug serializer currently outputs data even for components where `Serialize = null`.
This leads to useless data being output, especially in OOS debug states which makes diffing more annoying.
Noted in #7634
When marking a tag dirty, the obstruction manager checks it has not already done so. This is un-necessary when the global state is marked dirty, and this check is rather slow since we do it once per entity, effectively leading to an o(n^2) runtime.
Reading `second` on the end of the range is undefined behavior. Invoking
`test.find` in the test never evaluates to the past the end iterator.
GCC doesn't know that and issues a "maybe-uninitialized" warning.
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.)
Observers have the ability to change the currently displayed player, and this broke the logic of commit f3f695b90e.
By instead storing the displayed player in CmpOverlayRenderer, we can remove the workaround to set a 'dirty' flag as well.
Since 71a61d5f50, formations regularly regroup. However, units already at their correct offset should remain idle. This doesn't happen as we cannot check if we are at destination.
This exposes that and handles things properly... Unfortunately UnitAI has already left the IDLE state at this point, so we still get counted as no-longer idle for a turn.
To fix this, try and detect that particular situation without triggering infinite loops.
based on a patch by: aeonios
`off` means that the territory visibility cannot be changed
`hidden` means that it's hidden by default but can be enabled
`visible` means it's visible by default
This replaces all links pointing to trac with their corresponding links
to gitea. Also replace http with https while at it.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
- 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.
Some return values can be assigned to a `const auto`, somewhere `dir` is
mutated so the whole result has to be assigned to a non `const` variable
and once only dir is used, so structured binding isn't used there.
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.
To disable tests we carry a patch which allows disabling test by
appending DISABLED to the test function name. Instead just do as
upstream says and prepend the test function so it won't be recognized as
a test any longer.
The docs suggest to prepend x but anything will do. Continue to use
DISABLED_ but as prefix which is actually already in use in one case.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
It's now possible te get an exception from a function in a task.
The interface is like std::future: if you call .Get() you will get the
result (as before) or the exception will be thrown.
When calling `Engine.PushGuiPage` a promise is returned. The promise is
settled when the "child" page is closed. That allows to `await` it
inside `async` functions.
Previously the callback was run right inside the call to
`Engine.PopGuiPage`. Now the continuation of the promise is called at
the end of the "tick".
This won't help performance. It will more likely make things worse.
Since gui pages aren't opened or closed that frequently, it doesn't
matter that much.
Refs: 86c151ebaa
For the engine side:
The promise is stored in the `CGUIManager::SGUIPage` (like previously
the callback). When the promise is fulfilled it enqueues a callback in
the `JobQueue` of the `JSContext`.
Original patch by: @wraitii
Comments by: @wraitii, @Stan, @Polakrity, @lyv, @elexis, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3807
This was SVN commit r28145.
`CSimulationImpl` doesn't has to be a friend anymore.
Comments by: @Stan
Differential Revision: https://code.wildfiregames.com/D5296
This was SVN commit r28138.
Summary:
Most of the times the callback stores a reference to a variable in scope
where the `Future` is in. When the scope is left the reference get's
dangling. `CancelOrWait` is called in multiple places (mostly
destructors) to ensure the callback isn't executed anymore.
This patch deduplicates thous calls to `CancelOrWait`.
Refs: #5874
Comments by: @Stan, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5208
This was SVN commit r28128.
Also move the "origin-handling" in to the loop.
Comments by: @sera, @vladislavbelov, @Stan
Differential Revision: https://code.wildfiregames.com/D5189
This was SVN commit r28087.
Since 1bccfef6fb the `CSimulation2` uses the `std::shared_ptr` only in
the constructor and stores a `ScriptContext&` (inside it's members).
That's a bit dangerous: A caller might think `CSimulation2` takes
ownership of the `ScriptContext`.
With this commit the caller has to pass an `ScriptContext&` to the
constructor.
Comments By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5223
This was SVN commit r28046.
This fixes an issue revealed by 7350b9042e that affected deserialized
games.
Adding tests further highlighted a bug in the calculations, which is
fixed.
Reviewed By: phosit
Fixes#6883
Differential Revision: https://code.wildfiregames.com/D5181
This was SVN commit r27928.
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.
Two changes to the vertex pathfinder that should generally improve
performance:
- Sort unaligned edges by distance like we did aligned edges. This
isn't very scientific, but the idea is generally sound, and empirically
it seems to do OK.
- Relax the optimality by using a weighted heuristic, with weight 4/3
or 5/3 depending on the number of obstacles around. In the worst cases,
A* will return paths that are this many times less optimal, but search
should be faster in general (and sometimes much faster).
Both of these optimisations might increase the constant-cost slightly,
but should decrease the worst-case runtimes.
Differential Revision: https://code.wildfiregames.com/D5034
This was SVN commit r27724.
Following the AI unthreading in 4df03ed2d2 / D3769, structured clones
are no longer needed to pass the gamestate around.
This is much faster, about 10-15% wall time on an AI 1v1 profile.
This also potentially reduces memory fragmentation and GC needs, as
writing clones allocated a lot of data.
Differential Revision: https://code.wildfiregames.com/D5019
This was SVN commit r27698.
FaceTowardsTarget is called quite often by UnitAI, and we can skip some
un-necessary messages as an optimisation.
Differential Revision: https://code.wildfiregames.com/D5005
This was SVN commit r27695.