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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.
128 lines
3.8 KiB
C++
128 lines
3.8 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpCommandQueue.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/JSON.h"
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#include "simulation2/system/TurnManager.h"
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class CCmpCommandQueue final : public ICmpCommandQueue
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{
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public:
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static void ClassInit(CComponentManager& UNUSED(componentManager))
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{
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}
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DEFAULT_COMPONENT_ALLOCATOR(CommandQueue)
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std::vector<SimulationCommand> m_LocalQueue;
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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void Init(const CParamNode& UNUSED(paramNode)) override
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{
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}
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void Deinit() override
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{
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}
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void Serialize(ISerializer& serialize) override
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{
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ScriptRequest rq(GetSimContext().GetScriptInterface());
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serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size());
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for (size_t i = 0; i < m_LocalQueue.size(); ++i)
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{
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serialize.NumberI32_Unbounded("player", m_LocalQueue[i].player);
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serialize.ScriptVal("data", &m_LocalQueue[i].data);
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}
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}
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void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize) override
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{
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ScriptRequest rq(GetSimContext().GetScriptInterface());
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u32 numCmds;
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deserialize.NumberU32_Unbounded("num commands", numCmds);
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for (size_t i = 0; i < numCmds; ++i)
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{
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i32 player;
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JS::RootedValue data(rq.cx);
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deserialize.NumberI32_Unbounded("player", player);
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deserialize.ScriptVal("data", &data);
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m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, data));
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}
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}
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void PushLocalCommand(player_id_t player, JS::HandleValue cmd) override
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{
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ScriptRequest rq(GetSimContext().GetScriptInterface());
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m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, cmd));
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}
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void PostNetworkCommand(JS::HandleValue cmd1) override
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{
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ScriptRequest rq(GetSimContext().GetScriptInterface());
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// TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON.
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JS::RootedValue cmd(rq.cx, cmd1.get());
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PROFILE2_EVENT("post net command");
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PROFILE2_ATTR("command: %s", Script::StringifyJSON(rq, &cmd, false).c_str());
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// TODO: would be nicer to not use globals
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if (g_Game && g_Game->GetTurnManager())
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g_Game->GetTurnManager()->PostCommand(cmd);
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}
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void FlushTurn(const std::vector<SimulationCommand>& commands) override
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{
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const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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JS::RootedValue global(rq.cx, rq.globalValue());
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std::vector<SimulationCommand> localCommands;
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m_LocalQueue.swap(localCommands);
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for (size_t i = 0; i < localCommands.size(); ++i)
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{
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bool ok = ScriptFunction::CallVoid(rq, global, "ProcessCommand", localCommands[i].player, localCommands[i].data);
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if (!ok)
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LOGERROR("Failed to call ProcessCommand() global script function");
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}
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for (size_t i = 0; i < commands.size(); ++i)
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{
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bool ok = ScriptFunction::CallVoid(rq, global, "ProcessCommand", commands[i].player, commands[i].data);
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if (!ok)
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LOGERROR("Failed to call ProcessCommand() global script function");
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}
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}
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};
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REGISTER_COMPONENT_TYPE(CommandQueue)
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