/* Copyright (C) 2010 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 . */ #include "precompiled.h" #include "ScriptComponent.h" #include "simulation2/serialization/ISerializer.h" #include "simulation2/serialization/IDeserializer.h" CComponentTypeScript::CComponentTypeScript(ScriptInterface& scriptInterface, jsval instance) : m_ScriptInterface(scriptInterface), m_Instance(instance) { debug_assert(instance); m_ScriptInterface.AddRoot(&m_Instance, "CComponentTypeScript.m_Instance"); } CComponentTypeScript::~CComponentTypeScript() { m_ScriptInterface.RemoveRoot(&m_Instance); } void CComponentTypeScript::Init(const CSimContext& UNUSED(context), const CParamNode& paramNode, entity_id_t ent) { m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true); m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true); m_ScriptInterface.CallFunctionVoid(m_Instance, "Init"); } void CComponentTypeScript::Deinit(const CSimContext& UNUSED(context)) { m_ScriptInterface.CallFunctionVoid(m_Instance, "Deinit"); } void CComponentTypeScript::HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool global) { const char* name = global ? msg.GetScriptGlobalHandlerName() : msg.GetScriptHandlerName(); CScriptVal msgVal = msg.ToJSVal(m_ScriptInterface); // TODO: repeated conversions are exceedingly inefficient. Should // cache this once per message (if it's used by >= 1 scripted component) if (!m_ScriptInterface.CallFunctionVoid(m_Instance, name, msgVal)) LOGERROR(L"Script message handler %hs failed", name); } void CComponentTypeScript::Serialize(ISerializer& serialize) { serialize.ScriptVal("object", m_Instance); // TODO: it should be possible for scripts to provide their own (de)serialization // functions, for efficiency. (e.g. "function Serialize() { return a JS object containing // just the important state for this component }") // Or alternatively perhaps just have a way to mark certain fields as transient, // and a post-deserialize callback to reinitialise them. } void CComponentTypeScript::Deserialize(const CSimContext& UNUSED(context), const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent) { // Use ScriptObjectAppend so we don't lose the carefully-constructed // prototype/parent of this object deserialize.ScriptObjectAppend(m_Instance); m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true); m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true); }