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This upgrade also introduces exact stack rooting (see to the wiki: JSRootingGuide) and fixes problems with moving GC. This allows us to enable generational garbage collection (GGC). Measurements a few months ago have shown a performance improvement of a non-visual replay of around 13.5%. This probably varies quite a bit, but it should be somewhere between 5-20%. Memory usage has also been improved. Check the forum thread for details. Thanks to everyone from the team who helped with this directly or indirectly (review, finding and fixing issues, the required C++11 upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey developers who helped on the #jsapi channel or elsewhere! Fixes #2462, #2415, #2428, #2684, #1374 Refs #2973, #2669 This was SVN commit r16214.
130 lines
4.1 KiB
C++
130 lines
4.1 KiB
C++
/* Copyright (C) 2014 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 "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptVal.h"
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#include "lib/file/file_system.h"
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#include "lib/file/vfs/vfs.h"
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#include "lib/utf8.h"
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#include "ps/Filesystem.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/GameSetup/Paths.h"
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#include "ps/Mod.h"
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#include "ps/scripting/JSInterface_Mod.h"
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#include <algorithm>
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extern void restart_engine();
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/**
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* Returns a JS object containing a listing of available mods that
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* have a modname.json file in their modname folder. The returned
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* object looks like { modname1: json1, modname2: json2, ... } where
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* jsonN is the content of the modnameN/modnameN.json file as a JS
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* object.
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*
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* @return JS object with available mods as the keys of the modname.json
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* properties.
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*/
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JS::Value JSI_Mod::GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate)
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{
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ScriptInterface* scriptInterface = pCxPrivate->pScriptInterface;
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JSContext* cx = scriptInterface->GetContext();
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JSAutoRequest rq(cx);
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JS::RootedObject obj(cx, JS_NewObject(cx, nullptr, JS::NullPtr(), JS::NullPtr()));
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const Paths paths(g_args);
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// loop over all possible paths
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OsPath modPath = paths.RData()/"mods";
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OsPath modUserPath = paths.UserData()/"mods";
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DirectoryNames modDirs;
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DirectoryNames modDirsUser;
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GetDirectoryEntries(modPath, NULL, &modDirs);
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// Sort modDirs so that we can do a fast lookup below
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std::sort(modDirs.begin(), modDirs.end());
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PIVFS vfs = CreateVfs(1); // No cache needed; TODO but 0 crashes
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for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
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{
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vfs->Clear();
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if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
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continue;
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CVFSFile modinfo;
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if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
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continue;
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JS::RootedValue json(cx);
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if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
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continue;
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// Valid mod, add it to our structure
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JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
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}
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GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
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bool dev = InDevelopmentCopy();
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for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
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{
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// If we are in a dev copy we do not mount mods in the user mod folder that
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// are already present in the mod folder, thus we skip those here.
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if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
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continue;
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vfs->Clear();
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if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
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continue;
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CVFSFile modinfo;
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if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
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continue;
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JS::RootedValue json(cx);
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if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
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continue;
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// Valid mod, add it to our structure
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JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
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}
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return JS::ObjectValue(*obj);
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}
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void JSI_Mod::RestartEngine(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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restart_engine();
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}
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void JSI_Mod::SetMods(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::vector<CStr> mods)
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{
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g_modsLoaded = mods;
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}
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void JSI_Mod::RegisterScriptFunctions(ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<JS::Value, &JSI_Mod::GetAvailableMods>("GetAvailableMods");
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scriptInterface.RegisterFunction<void, &JSI_Mod::RestartEngine>("RestartEngine");
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scriptInterface.RegisterFunction<void, std::vector<CStr>, &JSI_Mod::SetMods>("SetMods");
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}
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