0ad/source/simulation2/system/ComponentManager.h
wraitii fd8f5abd2e [SM52 2/2] Update to Spidermonkey 52 APIs.
No particularly noteworthy changes, as most complex API changes were
already supported in SM45 and done.
The addition of JSStructuredCloneData allows to remove our custom class.

Changes:
- InformalValueTypeName is back in the API, so remove our
implementation.
- Stop using JSRuntime entirely in favour of JSContext*
- JSPropertyDescriptor is renamed.
- CompartmentOptions are tweaked slightly (no functional changes)
- JS::Construct - API update.
- JSClass split - API update.
- A js.msg error message was removed, so we had to use a different one.
- Tests fix: fix comparison of union instances
- Disable warning in spidermonkey Vector.h
- Update error reporting to SM52 (minor API updates)
- Ignore warnings about unused return values (would come from OOM, which
isn't recoverable)

Most of the patching was done by Itms.

Tested by: Stan, Freagarach
Fixes #4893

Differential Revision: https://code.wildfiregames.com/D3095
This was SVN commit r24203.
2020-11-18 14:39:04 +00:00

342 lines
14 KiB
C++

/* Copyright (C) 2020 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/>.
*/
#ifndef INCLUDED_COMPONENTMANAGER
#define INCLUDED_COMPONENTMANAGER
#include "ps/Filesystem.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/system/Components.h"
#include "simulation2/system/Entity.h"
#include <boost/random/linear_congruential.hpp>
#include <map>
#include <set>
#include <unordered_map>
class IComponent;
class CParamNode;
class CMessage;
class CSimContext;
class CDynamicSubscription;
class CComponentManager
{
NONCOPYABLE(CComponentManager);
public:
// We can't use EInterfaceId/etc directly, since scripts dynamically generate new IDs
// and casting arbitrary ints to enums is undefined behaviour, so use 'int' typedefs
typedef int InterfaceId;
typedef int ComponentTypeId;
typedef int MessageTypeId;
private:
// Component allocation types
typedef IComponent* (*AllocFunc)(const ScriptInterface& scriptInterface, JS::HandleValue ctor);
typedef void (*DeallocFunc)(IComponent*);
// ComponentTypes come in three types:
// Native: normal C++ component
// ScriptWrapper: C++ component that wraps a JS component implementation
// Script: a ScriptWrapper linked to a specific JS component implementation
enum EComponentTypeType
{
CT_Native,
CT_ScriptWrapper,
CT_Script
};
// Representation of a component type, to be used when instantiating components
struct ComponentType
{
EComponentTypeType type;
InterfaceId iid;
AllocFunc alloc;
DeallocFunc dealloc;
std::string name;
std::string schema; // RelaxNG fragment
std::unique_ptr<JS::PersistentRootedValue> ctor; // only valid if type == CT_Script
};
public:
CComponentManager(CSimContext&, shared_ptr<ScriptContext> cx, bool skipScriptFunctions = false);
~CComponentManager();
void LoadComponentTypes();
/**
* Load a script and execute it in a new function scope.
* @param filename VFS path to load
* @param hotload set to true if this script has been loaded before, and redefinitions of
* existing components should not be considered errors
*/
bool LoadScript(const VfsPath& filename, bool hotload = false);
void RegisterMessageType(MessageTypeId mtid, const char* name);
void RegisterComponentType(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*, const std::string& schema);
void RegisterComponentTypeScriptWrapper(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*, const std::string& schema);
void MarkScriptedComponentForSystemEntity(CComponentManager::ComponentTypeId cid);
/**
* Subscribe the current component type to the given message type.
* Each component's HandleMessage will be called on any BroadcastMessage of this message type,
* or on any PostMessage of this type targeted at the component's entity.
* Must only be called by a component type's ClassInit.
*/
void SubscribeToMessageType(MessageTypeId mtid);
/**
* Subscribe the current component type to all messages of the given message type.
* Each component's HandleMessage will be called on any BroadcastMessage or PostMessage of this message type,
* regardless of the entity.
* Must only be called by a component type's ClassInit.
*/
void SubscribeGloballyToMessageType(MessageTypeId mtid);
/**
* Subscribe the given component instance to all messages of the given message type.
* The component's HandleMessage will be called on any BroadcastMessage or PostMessage of
* this message type, regardless of the entity.
*
* This can be called at any time (including inside the HandleMessage callback for this message type).
*
* The component type must not have statically subscribed to this message type in its ClassInit.
*
* The subscription status is not saved or network-synchronised. Components must remember to
* resubscribe in their Deserialize methods if they still want the message.
*
* This is primarily intended for Interpolate and RenderSubmit messages, to avoid the cost of
* sending the message to components that do not currently need to do any rendering.
*/
void DynamicSubscriptionNonsync(MessageTypeId mtid, IComponent* component, bool enabled);
/**
* @param cname Requested component type name (not including any "CID" or "CCmp" prefix)
* @return The component type id, or CID__Invalid if not found
*/
ComponentTypeId LookupCID(const std::string& cname) const;
/**
* @return The name of the given component type, or "" if not found
*/
std::string LookupComponentTypeName(ComponentTypeId cid) const;
/**
* Set up an empty SYSTEM_ENTITY. Must be called after ResetState() and before GetSystemEntity().
*/
void InitSystemEntity();
/**
* Returns a CEntityHandle with id SYSTEM_ENTITY.
*/
CEntityHandle GetSystemEntity() { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; }
/**
* Returns a CEntityHandle with id @p ent.
* If @p allowCreate is true and there is no existing CEntityHandle, a new handle will be allocated.
*/
CEntityHandle LookupEntityHandle(entity_id_t ent, bool allowCreate = false);
/**
* Returns true if the entity with id @p ent exists.
*/
bool EntityExists(entity_id_t ent) const;
/**
* Returns a new entity ID that has never been used before.
* This affects the simulation state so it must only be called in network-synchronised ways.
*/
entity_id_t AllocateNewEntity();
/**
* Returns a new local entity ID that has never been used before.
* This entity will not be synchronised over the network, stored in saved games, etc.
*/
entity_id_t AllocateNewLocalEntity();
/**
* Returns a new entity ID that has never been used before.
* If possible, returns preferredId, and ensures this ID won't be allocated again.
* This affects the simulation state so it must only be called in network-synchronised ways.
*/
entity_id_t AllocateNewEntity(entity_id_t preferredId);
/**
* Constructs a component of type 'cid', initialised with data 'paramNode',
* and attaches it to entity 'ent'.
*
* @return true on success; false on failure, and logs an error message
*/
bool AddComponent(CEntityHandle ent, ComponentTypeId cid, const CParamNode& paramNode);
/**
* Add all system components to the system entity (skip the scripted components or the AI components on demand)
*/
void AddSystemComponents(bool skipScriptedComponents, bool skipAI);
/**
* Adds an externally-created component, so that it is returned by QueryInterface
* but does not get destroyed and does not receive messages from the component manager.
* (This is intended for unit tests that need to add mock objects the tested components
* expect to exist.)
*/
void AddMockComponent(CEntityHandle ent, InterfaceId iid, IComponent& component);
/**
* Allocates a component object of type 'cid', and attaches it to entity 'ent'.
* (The component's Init is not called here - either Init or Deserialize must be called
* before using the returned object.)
*/
IComponent* ConstructComponent(CEntityHandle ent, ComponentTypeId cid);
/**
* Constructs an entity based on the given template, and adds it the world with
* entity ID @p ent. There should not be any existing components with that entity ID.
* @return ent, or INVALID_ENTITY on error
*/
entity_id_t AddEntity(const std::wstring& templateName, entity_id_t ent);
/**
* Destroys all the components belonging to the specified entity when FlushDestroyedComponents is called.
* Has no effect if the entity does not exist, or has already been added to the destruction queue.
*/
void DestroyComponentsSoon(entity_id_t ent);
/**
* Does the actual destruction of components from DestroyComponentsSoon.
* This must not be called if the component manager is on the call stack (since it
* will break internal iterators).
*/
void FlushDestroyedComponents();
IComponent* QueryInterface(entity_id_t ent, InterfaceId iid) const;
using InterfacePair = std::pair<entity_id_t, IComponent*>;
using InterfaceList = std::vector<InterfacePair>;
using InterfaceListUnordered = std::unordered_map<entity_id_t, IComponent*>;
InterfaceList GetEntitiesWithInterface(InterfaceId iid) const;
const InterfaceListUnordered& GetEntitiesWithInterfaceUnordered(InterfaceId iid) const;
/**
* Send a message, targeted at a particular entity. The message will be received by any
* components of that entity which subscribed to the message type, and by any other components
* that subscribed globally to the message type.
*/
void PostMessage(entity_id_t ent, const CMessage& msg);
/**
* Send a message, not targeted at any particular entity. The message will be received by any
* components that subscribed (either globally or not) to the message type.
*/
void BroadcastMessage(const CMessage& msg);
/**
* Resets the dynamic simulation state (deletes all entities, resets entity ID counters;
* doesn't unload/reload component scripts).
*/
void ResetState();
/**
* Initializes the random number generator with a seed determined by the host.
*/
void SetRNGSeed(u32 seed);
// Various state serialization functions:
bool ComputeStateHash(std::string& outHash, bool quick) const;
bool DumpDebugState(std::ostream& stream, bool includeDebugInfo) const;
// FlushDestroyedComponents must be called before SerializeState (since the destruction queue
// won't get serialized)
bool SerializeState(std::ostream& stream) const;
bool DeserializeState(std::istream& stream);
std::string GenerateSchema() const;
ScriptInterface& GetScriptInterface() { return m_ScriptInterface; }
private:
// Implementations of functions exposed to scripts
static void Script_RegisterComponentType_Common(ScriptInterface::CmptPrivate* pCmptPrivate, int iid, const std::string& cname, JS::HandleValue ctor, bool reRegister, bool systemComponent);
static void Script_RegisterComponentType(ScriptInterface::CmptPrivate* pCmptPrivate, int iid, const std::string& cname, JS::HandleValue ctor);
static void Script_RegisterSystemComponentType(ScriptInterface::CmptPrivate* pCmptPrivate, int iid, const std::string& cname, JS::HandleValue ctor);
static void Script_ReRegisterComponentType(ScriptInterface::CmptPrivate* pCmptPrivate, int iid, const std::string& cname, JS::HandleValue ctor);
static void Script_RegisterInterface(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& name);
static void Script_RegisterMessageType(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& name);
static void Script_RegisterGlobal(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& name, JS::HandleValue value);
static IComponent* Script_QueryInterface(ScriptInterface::CmptPrivate* pCmptPrivate, int ent, int iid);
static std::vector<int> Script_GetEntitiesWithInterface(ScriptInterface::CmptPrivate* pCmptPrivate, int iid);
static std::vector<IComponent*> Script_GetComponentsWithInterface(ScriptInterface::CmptPrivate* pCmptPrivate, int iid);
static void Script_PostMessage(ScriptInterface::CmptPrivate* pCmptPrivate, int ent, int mtid, JS::HandleValue data);
static void Script_BroadcastMessage(ScriptInterface::CmptPrivate* pCmptPrivate, int mtid, JS::HandleValue data);
static int Script_AddEntity(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& templateName);
static int Script_AddLocalEntity(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& templateName);
static void Script_DestroyEntity(ScriptInterface::CmptPrivate* pCmptPrivate, int ent);
static void Script_FlushDestroyedEntities(ScriptInterface::CmptPrivate* pCmptPrivate);
CMessage* ConstructMessage(int mtid, JS::HandleValue data);
void SendGlobalMessage(entity_id_t ent, const CMessage& msg);
void FlattenDynamicSubscriptions();
void RemoveComponentDynamicSubscriptions(IComponent* component);
ComponentTypeId GetScriptWrapper(InterfaceId iid);
CEntityHandle AllocateEntityHandle(entity_id_t ent);
ScriptInterface m_ScriptInterface;
CSimContext& m_SimContext;
CEntityHandle m_SystemEntity;
ComponentTypeId m_CurrentComponent; // used when loading component types
bool m_CurrentlyHotloading;
// TODO: some of these should be vectors
std::map<ComponentTypeId, ComponentType> m_ComponentTypesById;
std::vector<CComponentManager::ComponentTypeId> m_ScriptedSystemComponents;
std::vector<std::unordered_map<entity_id_t, IComponent*> > m_ComponentsByInterface; // indexed by InterfaceId
std::map<ComponentTypeId, std::map<entity_id_t, IComponent*> > m_ComponentsByTypeId;
std::map<MessageTypeId, std::vector<ComponentTypeId> > m_LocalMessageSubscriptions;
std::map<MessageTypeId, std::vector<ComponentTypeId> > m_GlobalMessageSubscriptions;
std::map<std::string, ComponentTypeId> m_ComponentTypeIdsByName;
std::map<std::string, MessageTypeId> m_MessageTypeIdsByName;
std::map<MessageTypeId, std::string> m_MessageTypeNamesById;
std::map<std::string, InterfaceId> m_InterfaceIdsByName;
std::map<MessageTypeId, CDynamicSubscription> m_DynamicMessageSubscriptionsNonsync;
std::map<IComponent*, std::set<MessageTypeId> > m_DynamicMessageSubscriptionsNonsyncByComponent;
std::unordered_map<entity_id_t, SEntityComponentCache*> m_ComponentCaches;
// TODO: maintaining both ComponentsBy* is nasty; can we get rid of one,
// while keeping QueryInterface and PostMessage sufficiently efficient?
std::vector<entity_id_t> m_DestructionQueue;
ComponentTypeId m_NextScriptComponentTypeId;
entity_id_t m_NextEntityId;
entity_id_t m_NextLocalEntityId;
boost::rand48 m_RNG;
friend class TestComponentManager;
};
#endif // INCLUDED_COMPONENTMANAGER