0ad/source/ps/scripting/JSInterface_SavedGame.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
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.
2023-07-27 20:54:46 +00:00

136 lines
4.6 KiB
C++
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/* Copyright (C) 2021 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_SavedGame.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/SavedGame.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/StructuredClone.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/TurnManager.h"
namespace JSI_SavedGame
{
JS::Value GetSavedGames(const ScriptInterface& scriptInterface)
{
return SavedGames::GetSavedGames(scriptInterface);
}
bool DeleteSavedGame(const std::wstring& name)
{
return SavedGames::DeleteSavedGame(name);
}
void SaveGame(const ScriptRequest& rq, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
{
Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void SaveGamePrefix(const ScriptRequest& rq, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
{
Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void QuickSave(JS::HandleValue GUIMetadata)
{
if (g_NetServer || g_NetClient)
LOGERROR("Can't store quicksave during multiplayer!");
else if (g_Game)
g_Game->GetTurnManager()->QuickSave(GUIMetadata);
else
LOGERROR("Can't store quicksave if game is not running!");
}
void QuickLoad()
{
if (g_NetServer || g_NetClient)
LOGERROR("Can't load quicksave during multiplayer!");
else if (g_Game)
g_Game->GetTurnManager()->QuickLoad();
else
LOGERROR("Can't load quicksave if game is not running!");
}
JS::Value StartSavedGame(const ScriptInterface& scriptInterface, const std::wstring& name)
{
// We need to be careful with different compartments and contexts.
// The GUI calls this function from the GUI context and expects the return value in the same context.
// The game we start from here creates another context and expects data in this context.
ScriptRequest rqGui(scriptInterface);
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
// Load the saved game data from disk
JS::RootedValue guiContextMetadata(rqGui.cx);
std::string savedState;
Status err = SavedGames::Load(name, scriptInterface, &guiContextMetadata, savedState);
if (err < 0)
return JS::UndefinedValue();
g_Game = new CGame(true);
{
CSimulation2* sim = g_Game->GetSimulation2();
ScriptRequest rqGame(sim->GetScriptInterface());
JS::RootedValue gameContextMetadata(rqGame.cx, Script::CloneValueFromOtherCompartment(sim->GetScriptInterface(), scriptInterface, guiContextMetadata));
JS::RootedValue gameInitAttributes(rqGame.cx);
Script::GetProperty(rqGame, gameContextMetadata, "initAttributes", &gameInitAttributes);
int playerID;
Script::GetProperty(rqGame, gameContextMetadata, "playerID", playerID);
g_Game->SetPlayerID(playerID);
g_Game->StartGame(&gameInitAttributes, savedState);
}
return guiContextMetadata;
}
void ActivateRejoinTest()
{
if (!g_Game || !g_Game->GetSimulation2() || !g_Game->GetTurnManager())
return;
g_Game->GetSimulation2()->ActivateRejoinTest(g_Game->GetTurnManager()->GetCurrentTurn() + 1);
}
void RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&GetSavedGames>(rq, "GetSavedGames");
ScriptFunction::Register<&DeleteSavedGame>(rq, "DeleteSavedGame");
ScriptFunction::Register<&SaveGame>(rq, "SaveGame");
ScriptFunction::Register<&SaveGamePrefix>(rq, "SaveGamePrefix");
ScriptFunction::Register<&QuickSave>(rq, "QuickSave");
ScriptFunction::Register<&QuickLoad>(rq, "QuickLoad");
ScriptFunction::Register<&ActivateRejoinTest>(rq, "ActivateRejoinTest");
ScriptFunction::Register<&StartSavedGame>(rq, "StartSavedGame");
}
}