mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
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.
432 lines
14 KiB
C++
432 lines
14 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 "BinarySerializer.h"
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#include "lib/alignment.h"
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#include "ps/CLogger.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptExtraHeaders.h" // for JSDOUBLE_IS_INT32, typed arrays
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#include "SerializedScriptTypes.h"
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static u8 GetArrayType(JSArrayBufferViewType arrayType)
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{
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switch(arrayType)
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{
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case js::ArrayBufferView::TYPE_INT8:
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return SCRIPT_TYPED_ARRAY_INT8;
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case js::ArrayBufferView::TYPE_UINT8:
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return SCRIPT_TYPED_ARRAY_UINT8;
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case js::ArrayBufferView::TYPE_INT16:
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return SCRIPT_TYPED_ARRAY_INT16;
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case js::ArrayBufferView::TYPE_UINT16:
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return SCRIPT_TYPED_ARRAY_UINT16;
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case js::ArrayBufferView::TYPE_INT32:
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return SCRIPT_TYPED_ARRAY_INT32;
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case js::ArrayBufferView::TYPE_UINT32:
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return SCRIPT_TYPED_ARRAY_UINT32;
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case js::ArrayBufferView::TYPE_FLOAT32:
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return SCRIPT_TYPED_ARRAY_FLOAT32;
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case js::ArrayBufferView::TYPE_FLOAT64:
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return SCRIPT_TYPED_ARRAY_FLOAT64;
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case js::ArrayBufferView::TYPE_UINT8_CLAMPED:
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return SCRIPT_TYPED_ARRAY_UINT8_CLAMPED;
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default:
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LOGERROR("Cannot serialize unrecognized typed array view: %d", arrayType);
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throw PSERROR_Serialize_InvalidScriptValue();
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}
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}
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CBinarySerializerScriptImpl::CBinarySerializerScriptImpl(ScriptInterface& scriptInterface, ISerializer& serializer) :
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m_ScriptInterface(scriptInterface), m_Serializer(serializer), m_ScriptBackrefs(scriptInterface.GetRuntime()),
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m_SerializablePrototypes(new ObjectIdCache<std::wstring>(scriptInterface.GetRuntime())), m_ScriptBackrefsNext(1)
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{
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m_ScriptBackrefs.init();
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m_SerializablePrototypes->init();
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}
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void CBinarySerializerScriptImpl::HandleScriptVal(JS::HandleValue val)
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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switch (JS_TypeOfValue(cx, val))
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{
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case JSTYPE_VOID:
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_VOID);
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break;
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}
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case JSTYPE_NULL: // This type is never actually returned (it's a JS2 feature)
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_NULL);
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break;
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}
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case JSTYPE_OBJECT:
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{
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if (val.isNull())
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_NULL);
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break;
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}
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JS::RootedObject obj(cx, &val.toObject());
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// If we've already serialized this object, just output a reference to it
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u32 tag = GetScriptBackrefTag(obj);
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if (tag)
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_BACKREF);
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m_Serializer.NumberU32_Unbounded("tag", tag);
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break;
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}
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// Arrays are special cases of Object
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if (JS_IsArrayObject(cx, obj))
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_ARRAY);
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// TODO: probably should have a more efficient storage format
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// Arrays like [1, 2, ] have an 'undefined' at the end which is part of the
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// length but seemingly isn't enumerated, so store the length explicitly
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uint length = 0;
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if (!JS_GetArrayLength(cx, obj, &length))
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throw PSERROR_Serialize_ScriptError("JS_GetArrayLength failed");
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m_Serializer.NumberU32_Unbounded("array length", length);
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}
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else if (JS_IsTypedArrayObject(obj))
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_TYPED_ARRAY);
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m_Serializer.NumberU8_Unbounded("array type", GetArrayType(JS_GetArrayBufferViewType(obj)));
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m_Serializer.NumberU32_Unbounded("byte offset", JS_GetTypedArrayByteOffset(obj));
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m_Serializer.NumberU32_Unbounded("length", JS_GetTypedArrayLength(obj));
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// Now handle its array buffer
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// this may be a backref, since ArrayBuffers can be shared by multiple views
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JS::RootedValue bufferVal(cx, JS::ObjectValue(*JS_GetArrayBufferViewBuffer(cx, obj)));
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HandleScriptVal(bufferVal);
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break;
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}
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else if (JS_IsArrayBufferObject(obj))
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_ARRAY_BUFFER);
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#if BYTE_ORDER != LITTLE_ENDIAN
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#error TODO: need to convert JS ArrayBuffer data to little-endian
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#endif
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u32 length = JS_GetArrayBufferByteLength(obj);
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m_Serializer.NumberU32_Unbounded("buffer length", length);
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m_Serializer.RawBytes("buffer data", (const u8*)JS_GetArrayBufferData(obj), length);
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break;
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}
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else
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{
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// Find type of object
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const JSClass* jsclass = JS_GetClass(obj);
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if (!jsclass)
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throw PSERROR_Serialize_ScriptError("JS_GetClass failed");
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JSProtoKey protokey = JSCLASS_CACHED_PROTO_KEY(jsclass);
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if (protokey == JSProto_Object)
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{
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// Object class - check for user-defined prototype
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JS::RootedObject proto(cx);
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JS_GetPrototype(cx, obj, &proto);
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if (!proto)
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throw PSERROR_Serialize_ScriptError("JS_GetPrototype failed");
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if (m_SerializablePrototypes->empty() || !IsSerializablePrototype(proto))
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{
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// Standard Object prototype
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT);
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// TODO: maybe we should throw an error for unrecognized non-Object prototypes?
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// (requires fixing AI serialization first and excluding component scripts)
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}
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else
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{
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// User-defined custom prototype
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_PROTOTYPE);
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const std::wstring prototypeName = GetPrototypeName(proto);
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m_Serializer.String("proto name", prototypeName, 0, 256);
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// Does it have custom Serialize function?
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// if so, we serialize the data it returns, rather than the object's properties directly
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bool hasCustomSerialize;
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if (!JS_HasProperty(cx, obj, "Serialize", &hasCustomSerialize))
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throw PSERROR_Serialize_ScriptError("JS_HasProperty failed");
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if (hasCustomSerialize)
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{
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JS::RootedValue serialize(cx);
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if (!JS_LookupProperty(cx, obj, "Serialize", &serialize))
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throw PSERROR_Serialize_ScriptError("JS_LookupProperty failed");
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// If serialize is null, so don't serialize anything more
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if (!serialize.isNull())
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{
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JS::RootedValue data(cx);
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if (!m_ScriptInterface.CallFunction(val, "Serialize", &data))
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throw PSERROR_Serialize_ScriptError("Prototype Serialize function failed");
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HandleScriptVal(data);
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}
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break;
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}
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}
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}
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else if (protokey == JSProto_Number)
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{
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// Standard Number object
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_NUMBER);
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// Get primitive value
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double d;
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if (!JS::ToNumber(cx, val, &d))
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throw PSERROR_Serialize_ScriptError("JS::ToNumber failed");
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m_Serializer.NumberDouble_Unbounded("value", d);
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break;
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}
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else if (protokey == JSProto_String)
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{
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// Standard String object
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_STRING);
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// Get primitive value
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JS::RootedString str(cx, JS::ToString(cx, val));
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if (!str)
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throw PSERROR_Serialize_ScriptError("JS_ValueToString failed");
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ScriptString("value", str);
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break;
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}
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else if (protokey == JSProto_Boolean)
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{
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// Standard Boolean object
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_BOOLEAN);
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// Get primitive value
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bool b = JS::ToBoolean(val);
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m_Serializer.Bool("value", b);
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break;
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}
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else if (protokey == JSProto_Map)
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{
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// TODO: There's no C++ API (yet) to work with maps. This code relies on the internal
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// structure of the Iterator object returned by Map.entries(). This is not ideal
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// because the structure could change in the future (and actually does change with v31).
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// Change this code if SpiderMonkey gets such an API.
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u32 mapSize;
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m_ScriptInterface.GetProperty(val, "size", mapSize);
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_MAP);
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m_Serializer.NumberU32_Unbounded("map size", mapSize);
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JS::RootedValue keyValueIterator(cx);
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m_ScriptInterface.CallFunction(val, "entries", &keyValueIterator);
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for (u32 i=0; i<mapSize; ++i)
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{
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JS::RootedValue currentIterator(cx);
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JS::RootedValue keyValuePair(cx);
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ENSURE(m_ScriptInterface.CallFunction(keyValueIterator, "next", ¤tIterator));
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// the Iterator has a property called "value" that contains the key-value pair of the map
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m_ScriptInterface.GetProperty(currentIterator, "value", &keyValuePair);
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JS::RootedObject keyValuePairObj(cx, &keyValuePair.toObject());
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JS::RootedValue key(cx);
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JS::RootedValue value(cx);
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ENSURE(JS_GetElement(cx, keyValuePairObj, 0, &key));
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ENSURE(JS_GetElement(cx, keyValuePairObj, 1, &value));
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HandleScriptVal(key);
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HandleScriptVal(value);
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}
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break;
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}
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else
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{
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// Unrecognized class
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LOGERROR("Cannot serialise JS objects with unrecognized class '%s'", jsclass->name);
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throw PSERROR_Serialize_InvalidScriptValue();
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}
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}
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// Find all properties (ordered by insertion time)
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// (Note that we don't do any rooting, because we assume nothing is going to trigger GC.
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// I'm not absolute certain that's necessarily a valid assumption.)
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JS::AutoIdArray ida (cx, JS_Enumerate(cx, obj));
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if (!ida)
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throw PSERROR_Serialize_ScriptError("JS_Enumerate failed");
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m_Serializer.NumberU32_Unbounded("num props", (u32)ida.length());
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for (size_t i = 0; i < ida.length(); ++i)
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{
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JS::RootedId id(cx, ida[i]);
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JS::RootedValue idval(cx);
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JS::RootedValue propval(cx);
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// Get the property name as a string
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if (!JS_IdToValue(cx, id, &idval))
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throw PSERROR_Serialize_ScriptError("JS_IdToValue failed");
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JS::RootedString idstr(cx, JS::ToString(cx, idval));
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if (!idstr)
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throw PSERROR_Serialize_ScriptError("JS_ValueToString failed");
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ScriptString("prop name", idstr);
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// Use LookupProperty instead of GetProperty to avoid the danger of getters
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// (they might delete values and trigger GC)
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if (!JS_LookupPropertyById(cx, obj, id, &propval))
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throw PSERROR_Serialize_ScriptError("JS_LookupPropertyById failed");
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HandleScriptVal(propval);
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}
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break;
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}
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case JSTYPE_FUNCTION:
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{
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// We can't serialise functions, but we can at least name the offender (hopefully)
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std::wstring funcname(L"(unnamed)");
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JS::RootedFunction func(cx, JS_ValueToFunction(cx, val));
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if (func)
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{
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JS::RootedString string(cx, JS_GetFunctionId(func));
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if (string)
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{
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size_t length;
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const jschar* ch = JS_GetStringCharsAndLength(cx, string, &length);
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if (ch && length > 0)
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funcname = std::wstring(ch, ch + length);
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}
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}
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LOGERROR("Cannot serialise JS objects of type 'function': %s", utf8_from_wstring(funcname));
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throw PSERROR_Serialize_InvalidScriptValue();
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}
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case JSTYPE_STRING:
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_STRING);
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JS::RootedString stringVal(cx, val.toString());
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ScriptString("string", stringVal);
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break;
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}
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case JSTYPE_NUMBER:
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{
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// To reduce the size of the serialized data, we handle integers and doubles separately.
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// We can't check for val.isInt32 and val.isDouble directly, because integer numbers are not guaranteed
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// to be represented as integers. A number like 33 could be stored as integer on the computer of one player
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// and as double on the other player's computer. That would cause out of sync errors in multiplayer games because
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// their binary representation and thus the hash would be different.
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double d;
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d = val.toNumber();
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i32 integer;
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if (JS_DoubleIsInt32(d, &integer))
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_INT);
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m_Serializer.NumberI32_Unbounded("value", integer);
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}
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else
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_DOUBLE);
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m_Serializer.NumberDouble_Unbounded("value", d);
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}
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break;
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}
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case JSTYPE_BOOLEAN:
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{
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m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_BOOLEAN);
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bool b = JSVAL_TO_BOOLEAN(val);
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m_Serializer.NumberU8_Unbounded("value", b ? 1 : 0);
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break;
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}
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default:
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{
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debug_warn(L"Invalid TypeOfValue");
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throw PSERROR_Serialize_InvalidScriptValue();
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}
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}
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}
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void CBinarySerializerScriptImpl::ScriptString(const char* name, JS::HandleString string)
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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size_t length;
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const jschar* chars = JS_GetStringCharsAndLength(cx, string, &length);
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if (!chars)
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throw PSERROR_Serialize_ScriptError("JS_GetStringCharsAndLength failed");
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#if BYTE_ORDER != LITTLE_ENDIAN
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#error TODO: probably need to convert JS strings to little-endian
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#endif
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// Serialize strings directly as UTF-16, to avoid expensive encoding conversions
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m_Serializer.NumberU32_Unbounded("string length", (u32)length);
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m_Serializer.RawBytes(name, (const u8*)chars, length*2);
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}
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u32 CBinarySerializerScriptImpl::GetScriptBackrefTag(JS::HandleObject obj)
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{
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// To support non-tree structures (e.g. "var x = []; var y = [x, x];"), we need a way
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// to indicate multiple references to one object(/array). So every time we serialize a
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// new object, we give it a new non-zero tag; when we serialize it a second time we just
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// refer to that tag.
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//
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// The tags are stored in a map. Maybe it'd be more efficient to store it inline in the object
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// somehow? but this works okay for now
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// If it was already there, return the tag
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u32 tag;
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if (m_ScriptBackrefs.find(obj, tag))
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return tag;
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m_ScriptBackrefs.add(m_ScriptInterface.GetContext(), obj, m_ScriptBackrefsNext);
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m_ScriptBackrefsNext++;
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// Return a non-tag number so callers know they need to serialize the object
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return 0;
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}
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bool CBinarySerializerScriptImpl::IsSerializablePrototype(JS::HandleObject prototype)
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{
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return m_SerializablePrototypes->has(prototype);
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}
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std::wstring CBinarySerializerScriptImpl::GetPrototypeName(JS::HandleObject prototype)
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{
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std::wstring ret;
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bool found = m_SerializablePrototypes->find(prototype, ret);
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ENSURE(found);
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return ret;
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}
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void CBinarySerializerScriptImpl::SetSerializablePrototypes(shared_ptr<ObjectIdCache<std::wstring> > prototypes)
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{
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m_SerializablePrototypes = prototypes;
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}
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