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https://gitea.wildfiregames.com/0ad/0ad
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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.
231 lines
7.2 KiB
C++
231 lines
7.2 KiB
C++
/* Copyright (C) 2011 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 "NetMessage.h"
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#include "lib/utf8.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/serialization/BinarySerializer.h"
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#include "simulation2/serialization/StdDeserializer.h"
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#include "simulation2/serialization/StdSerializer.h" // for DEBUG_SERIALIZER_ANNOTATE
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#include <sstream>
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class CBufferBinarySerializerImpl
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{
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public:
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CBufferBinarySerializerImpl(u8* buffer) :
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m_Buffer(buffer)
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{
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}
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void Put(const char* name, const u8* data, size_t len)
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{
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#if DEBUG_SERIALIZER_ANNOTATE
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std::string tag = "<";
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tag.append(name);
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tag.append(">");
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memcpy(m_Buffer, tag.c_str(), tag.length());
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m_Buffer += tag.length();
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#else
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UNUSED2(name);
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#endif
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memcpy(m_Buffer, data, len);
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m_Buffer += len;
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}
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u8* m_Buffer;
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};
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/**
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* Serializer instance that writes directly to a buffer (which must be long enough).
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*/
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class CBufferBinarySerializer : public CBinarySerializer<CBufferBinarySerializerImpl>
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{
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public:
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CBufferBinarySerializer(ScriptInterface& scriptInterface, u8* buffer) :
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CBinarySerializer<CBufferBinarySerializerImpl>(scriptInterface, buffer)
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{
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}
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u8* GetBuffer()
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{
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return m_Impl.m_Buffer;
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}
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};
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class CLengthBinarySerializerImpl
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{
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public:
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CLengthBinarySerializerImpl() :
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m_Length(0)
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{
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}
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void Put(const char* name, const u8* UNUSED(data), size_t len)
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{
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#if DEBUG_SERIALIZER_ANNOTATE
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m_Length += 2; // '<' and '>'
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m_Length += strlen(name);
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#else
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UNUSED2(name);
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#endif
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m_Length += len;
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}
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size_t m_Length;
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};
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/**
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* Serializer instance that simply counts how many bytes would be written.
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*/
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class CLengthBinarySerializer : public CBinarySerializer<CLengthBinarySerializerImpl>
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{
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public:
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CLengthBinarySerializer(ScriptInterface& scriptInterface) :
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CBinarySerializer<CLengthBinarySerializerImpl>(scriptInterface)
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{
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}
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size_t GetLength()
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{
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return m_Impl.m_Length;
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}
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};
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CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface) :
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CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(&scriptInterface), m_Data(scriptInterface.GetJSRuntime())
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{
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}
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CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface, u32 client, i32 player, u32 turn, JS::HandleValue data) :
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CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(&scriptInterface),
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m_Client(client), m_Player(player), m_Turn(turn), m_Data(scriptInterface.GetJSRuntime(), data)
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{
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}
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CSimulationMessage::CSimulationMessage(const CSimulationMessage& orig) :
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m_Data(orig.m_ScriptInterface->GetJSRuntime()),
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m_Client(orig.m_Client),
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m_Player(orig.m_Player),
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m_ScriptInterface(orig.m_ScriptInterface),
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m_Turn(orig.m_Turn),
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CNetMessage(orig)
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{
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m_Data.set(orig.m_Data);
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}
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u8* CSimulationMessage::Serialize(u8* pBuffer) const
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{
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// TODO: ought to handle serialization exceptions
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// TODO: ought to represent common commands more efficiently
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u8* pos = CNetMessage::Serialize(pBuffer);
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CBufferBinarySerializer serializer(*m_ScriptInterface, pos);
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serializer.NumberU32_Unbounded("client", m_Client);
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serializer.NumberI32_Unbounded("player", m_Player);
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serializer.NumberU32_Unbounded("turn", m_Turn);
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serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
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return serializer.GetBuffer();
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}
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const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
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{
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// TODO: ought to handle serialization exceptions
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// TODO: ought to represent common commands more efficiently
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const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
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std::istringstream stream(std::string(pos, pEnd));
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CStdDeserializer deserializer(*m_ScriptInterface, stream);
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deserializer.NumberU32_Unbounded("client", m_Client);
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deserializer.NumberI32_Unbounded("player", m_Player);
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deserializer.NumberU32_Unbounded("turn", m_Turn);
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deserializer.ScriptVal("command", &m_Data);
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return pEnd;
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}
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size_t CSimulationMessage::GetSerializedLength() const
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{
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// TODO: serializing twice is stupidly inefficient - we should just
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// do it once, store the result, and use it here and in Serialize
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CLengthBinarySerializer serializer(*m_ScriptInterface);
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serializer.NumberU32_Unbounded("client", m_Client);
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serializer.NumberI32_Unbounded("player", m_Player);
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serializer.NumberU32_Unbounded("turn", m_Turn);
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// TODO: The cast can probably be removed if and when ScriptVal can take a JS::HandleValue instead of
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// a JS::MutableHandleValue (relies on JSAPI change). Also search for other casts like this one in that case.
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serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
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return CNetMessage::GetSerializedLength() + serializer.GetLength();
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}
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CStr CSimulationMessage::ToString() const
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{
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std::string source = utf8_from_wstring(m_ScriptInterface->ToString(const_cast<JS::PersistentRootedValue*>(&m_Data)));
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std::stringstream stream;
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stream << "CSimulationMessage { m_Client: " << m_Client << ", m_Player: " << m_Player << ", m_Turn: " << m_Turn << ", m_Data: " << source << " }";
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return CStr(stream.str());
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}
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CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface) :
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CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface), m_Data(scriptInterface.GetJSRuntime())
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{
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}
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CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface, JS::HandleValue data) :
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CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface),
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m_Data(scriptInterface.GetJSRuntime(), data)
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{
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}
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u8* CGameSetupMessage::Serialize(u8* pBuffer) const
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{
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// TODO: ought to handle serialization exceptions
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u8* pos = CNetMessage::Serialize(pBuffer);
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CBufferBinarySerializer serializer(m_ScriptInterface, pos);
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serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
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return serializer.GetBuffer();
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}
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const u8* CGameSetupMessage::Deserialize(const u8* pStart, const u8* pEnd)
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{
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// TODO: ought to handle serialization exceptions
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const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
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std::istringstream stream(std::string(pos, pEnd));
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CStdDeserializer deserializer(m_ScriptInterface, stream);
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deserializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
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return pEnd;
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}
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size_t CGameSetupMessage::GetSerializedLength() const
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{
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CLengthBinarySerializer serializer(m_ScriptInterface);
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serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
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return CNetMessage::GetSerializedLength() + serializer.GetLength();
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}
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CStr CGameSetupMessage::ToString() const
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{
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std::string source = utf8_from_wstring(m_ScriptInterface.ToString(const_cast<JS::PersistentRootedValue*>(&m_Data)));
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std::stringstream stream;
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stream << "CGameSetupMessage { m_Data: " << source << " }";
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return CStr(stream.str());
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}
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