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JSAutoRequest is required before calling into most JSAPI methods, for GC reasons. Calling it is required and fragile as one must not forget. Further, SM52 and later make manipulating JSContext* dangerous as that can cross Compartment(Realm in SM68) barriers (and ScriptInterface now matches a Compartment). The solution to both problems is to avoid using JSContext* in 0 A.D. itself. To achieve this, a Request class is introduced, and must be used to access a JSContext* from a scriptInterface. Further, Request is passed to other ScriptInterface functions isntead of JSContext*, making it obvious that the caller has already called it, reducing errors and redundant JSAutoRequest calls. Only JSNative functions now get a naked JSContext* without protection, but the likelihood of forgetting a request is lower since many ScriptInterface functions now expect it. JSContext* is directly passed to JSAPI functions only. Part of the SM52 migration, stage: SM45 compatible Based on a patch by: Itms Tested By: Freagarach Refs #4893 Differential Revision: https://code.wildfiregames.com/D3088 This was SVN commit r24176.
87 lines
2.8 KiB
C++
87 lines
2.8 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 "ICmpAIManager.h"
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#include "simulation2/system/InterfaceScripted.h"
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#include "lib/file/vfs/vfs_util.h"
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#include "ps/Filesystem.h"
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BEGIN_INTERFACE_WRAPPER(AIManager)
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DEFINE_INTERFACE_METHOD_4("AddPlayer", void, ICmpAIManager, AddPlayer, std::wstring, player_id_t, uint8_t, std::wstring)
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DEFINE_INTERFACE_METHOD_0("TryLoadSharedComponent", void, ICmpAIManager, TryLoadSharedComponent)
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DEFINE_INTERFACE_METHOD_0("RunGamestateInit", void, ICmpAIManager, RunGamestateInit)
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END_INTERFACE_WRAPPER(AIManager)
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// Implement the static method that finds all AI scripts
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// that can be loaded via AddPlayer:
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struct GetAIsHelper
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{
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NONCOPYABLE(GetAIsHelper);
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public:
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GetAIsHelper(const ScriptInterface& scriptInterface) :
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m_ScriptInterface(scriptInterface),
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m_AIs(scriptInterface.GetJSRuntime())
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{
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ScriptInterface::Request rq(m_ScriptInterface);
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m_AIs = JS_NewArrayObject(rq.cx, 0);
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}
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void Run()
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{
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vfs::ForEachFile(g_VFS, L"simulation/ai/", Callback, (uintptr_t)this, L"*.json", vfs::DIR_RECURSIVE);
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}
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static Status Callback(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
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{
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GetAIsHelper* self = (GetAIsHelper*)cbData;
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ScriptInterface::Request rq(self->m_ScriptInterface);
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// Extract the 3rd component of the path (i.e. the directory after simulation/ai/)
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fs::wpath components = pathname.string();
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fs::wpath::iterator it = components.begin();
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std::advance(it, 2);
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std::wstring dirname = GetWstringFromWpath(*it);
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JS::RootedValue ai(rq.cx);
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ScriptInterface::CreateObject(rq, &ai);
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JS::RootedValue data(rq.cx);
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self->m_ScriptInterface.ReadJSONFile(pathname, &data);
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self->m_ScriptInterface.SetProperty(ai, "id", dirname, true);
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self->m_ScriptInterface.SetProperty(ai, "data", data, true);
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u32 length;
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JS_GetArrayLength(rq.cx, self->m_AIs, &length);
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JS_SetElement(rq.cx, self->m_AIs, length, ai);
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return INFO::OK;
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}
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JS::PersistentRootedObject m_AIs;
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const ScriptInterface& m_ScriptInterface;
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};
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JS::Value ICmpAIManager::GetAIs(const ScriptInterface& scriptInterface)
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{
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GetAIsHelper helper(scriptInterface);
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helper.Run();
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return JS::ObjectValue(*helper.m_AIs);
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}
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