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- 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.
125 lines
4.9 KiB
C++
125 lines
4.9 KiB
C++
/* Copyright (C) 2020 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 "JSInterface_SavedGame.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/SavedGame.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/TurnManager.h"
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JS::Value JSI_SavedGame::GetSavedGames(ScriptInterface::CmptPrivate* pCmptPrivate)
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{
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return SavedGames::GetSavedGames(*(pCmptPrivate->pScriptInterface));
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}
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bool JSI_SavedGame::DeleteSavedGame(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const std::wstring& name)
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{
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return SavedGames::DeleteSavedGame(name);
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}
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void JSI_SavedGame::SaveGame(ScriptInterface::CmptPrivate* pCmptPrivate, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCmptPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
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if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void JSI_SavedGame::SaveGamePrefix(ScriptInterface::CmptPrivate* pCmptPrivate, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCmptPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
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if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void JSI_SavedGame::QuickSave(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), JS::HandleValue GUIMetadata)
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{
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if (g_NetServer || g_NetClient)
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LOGERROR("Can't store quicksave during multiplayer!");
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else if (g_Game)
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g_Game->GetTurnManager()->QuickSave(GUIMetadata);
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else
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LOGERROR("Can't store quicksave if game is not running!");
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}
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void JSI_SavedGame::QuickLoad(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
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{
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if (g_NetServer || g_NetClient)
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LOGERROR("Can't load quicksave during multiplayer!");
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else if (g_Game)
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g_Game->GetTurnManager()->QuickLoad();
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else
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LOGERROR("Can't load quicksave if game is not running!");
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}
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JS::Value JSI_SavedGame::StartSavedGame(ScriptInterface::CmptPrivate* pCmptPrivate, const std::wstring& name)
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{
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// We need to be careful with different compartments and contexts.
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// The GUI calls this function from the GUI context and expects the return value in the same context.
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// The game we start from here creates another context and expects data in this context.
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ScriptRequest rqGui(pCmptPrivate->pScriptInterface);
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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// Load the saved game data from disk
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JS::RootedValue guiContextMetadata(rqGui.cx);
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std::string savedState;
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Status err = SavedGames::Load(name, *(pCmptPrivate->pScriptInterface), &guiContextMetadata, savedState);
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if (err < 0)
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return JS::UndefinedValue();
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g_Game = new CGame(true);
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{
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CSimulation2* sim = g_Game->GetSimulation2();
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ScriptRequest rqGame(sim->GetScriptInterface());
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JS::RootedValue gameContextMetadata(rqGame.cx,
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sim->GetScriptInterface().CloneValueFromOtherCompartment(*(pCmptPrivate->pScriptInterface), guiContextMetadata));
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JS::RootedValue gameInitAttributes(rqGame.cx);
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sim->GetScriptInterface().GetProperty(gameContextMetadata, "initAttributes", &gameInitAttributes);
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int playerID;
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sim->GetScriptInterface().GetProperty(gameContextMetadata, "playerID", playerID);
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(&gameInitAttributes, savedState);
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}
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return guiContextMetadata;
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}
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void JSI_SavedGame::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<JS::Value, &GetSavedGames>("GetSavedGames");
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scriptInterface.RegisterFunction<bool, std::wstring, &DeleteSavedGame>("DeleteSavedGame");
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scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGame>("SaveGame");
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scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGamePrefix>("SaveGamePrefix");
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scriptInterface.RegisterFunction<void, JS::HandleValue, &QuickSave>("QuickSave");
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scriptInterface.RegisterFunction<void, &QuickLoad>("QuickLoad");
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scriptInterface.RegisterFunction<JS::Value, std::wstring, &StartSavedGame>("StartSavedGame");
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}
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