0ad/source/ps/scripting/JSInterface_Game.cpp
wraitii 25490bfec3 Improve JS Exception handling.
- 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.
2020-11-15 18:29:17 +00:00

186 lines
5.5 KiB
C++

/* Copyright (C) 2020 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "JSInterface_Game.h"
#include "graphics/Terrain.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Replay.h"
#include "ps/World.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/system/TurnManager.h"
#include "simulation2/Simulation2.h"
#include "soundmanager/SoundManager.h"
extern void EndGame();
bool JSI_Game::IsGameStarted(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return g_Game;
}
void JSI_Game::StartGame(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue attribs, int playerID)
{
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
g_Game = new CGame(true);
// Convert from GUI script context to sim script context
CSimulation2* sim = g_Game->GetSimulation2();
ScriptRequest rqSim(sim->GetScriptInterface());
JS::RootedValue gameAttribs(rqSim.cx,
sim->GetScriptInterface().CloneValueFromOtherCompartment(*(pCmptPrivate->pScriptInterface), attribs));
g_Game->SetPlayerID(playerID);
g_Game->StartGame(&gameAttribs, "");
}
void JSI_Game::Script_EndGame(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
EndGame();
}
int JSI_Game::GetPlayerID(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
if (!g_Game)
return -1;
return g_Game->GetPlayerID();
}
void JSI_Game::SetPlayerID(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), int id)
{
if (!g_Game)
return;
g_Game->SetPlayerID(id);
}
void JSI_Game::SetViewedPlayer(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), int id)
{
if (!g_Game)
return;
g_Game->SetViewedPlayerID(id);
}
float JSI_Game::GetSimRate(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return g_Game->GetSimRate();
}
void JSI_Game::SetSimRate(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), float rate)
{
g_Game->SetSimRate(rate);
}
bool JSI_Game::IsPaused(ScriptInterface::CmptPrivate* pCmptPrivate)
{
if (!g_Game)
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Game is not started");
return false;
}
return g_Game->m_Paused;
}
void JSI_Game::SetPaused(ScriptInterface::CmptPrivate* pCmptPrivate, bool pause, bool sendMessage)
{
if (!g_Game)
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Game is not started");
return;
}
g_Game->m_Paused = pause;
#if CONFIG2_AUDIO
if (g_SoundManager)
g_SoundManager->Pause(pause);
#endif
if (g_NetClient && sendMessage)
g_NetClient->SendPausedMessage(pause);
}
bool JSI_Game::IsVisualReplay(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
if (!g_Game)
return false;
return g_Game->IsVisualReplay();
}
std::wstring JSI_Game::GetCurrentReplayDirectory(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
if (!g_Game)
return std::wstring();
if (g_Game->IsVisualReplay())
return g_Game->GetReplayPath().Parent().Filename().string();
return g_Game->GetReplayLogger().GetDirectory().Filename().string();
}
void JSI_Game::EnableTimeWarpRecording(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), unsigned int numTurns)
{
g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
}
void JSI_Game::RewindTimeWarp(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
g_Game->GetTurnManager()->RewindTimeWarp();
}
void JSI_Game::DumpTerrainMipmap(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
VfsPath filename(L"screenshots/terrainmipmap.png");
g_Game->GetWorld()->GetTerrain()->GetHeightMipmap().DumpToDisk(filename);
OsPath realPath;
g_VFS->GetRealPath(filename, realPath);
LOGMESSAGERENDER("Terrain mipmap written to '%s'", realPath.string8());
}
void JSI_Game::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<bool, &IsGameStarted>("IsGameStarted");
scriptInterface.RegisterFunction<void, JS::HandleValue, int, &StartGame>("StartGame");
scriptInterface.RegisterFunction<void, &Script_EndGame>("EndGame");
scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
scriptInterface.RegisterFunction<void, int, &SetPlayerID>("SetPlayerID");
scriptInterface.RegisterFunction<void, int, &SetViewedPlayer>("SetViewedPlayer");
scriptInterface.RegisterFunction<float, &GetSimRate>("GetSimRate");
scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
scriptInterface.RegisterFunction<bool, &IsPaused>("IsPaused");
scriptInterface.RegisterFunction<void, bool, bool, &SetPaused>("SetPaused");
scriptInterface.RegisterFunction<bool, &IsVisualReplay>("IsVisualReplay");
scriptInterface.RegisterFunction<std::wstring, &GetCurrentReplayDirectory>("GetCurrentReplayDirectory");
scriptInterface.RegisterFunction<void, unsigned int, &EnableTimeWarpRecording>("EnableTimeWarpRecording");
scriptInterface.RegisterFunction<void, &RewindTimeWarp>("RewindTimeWarp");
scriptInterface.RegisterFunction<void, &DumpTerrainMipmap>("DumpTerrainMipmap");
}