0ad/source/ps/scripting/JSInterface_SavedGame.cpp
wraitii d92a2118b0 [SM78 2/2] Update to Spidermonkey 78 APIs
This ugprades 0 A.D. to the latest ESR at the moment of writing.

Mostly straighforward API changes (see meta-Bug 1633145)
- js::Class is merged with JSClass
- JSNewArrayObject becomes JS::NewArrayObject
- ArrayObject-functions are moved to a new public header Array.h
- JSMSG error messages have again been changed, requiring some tweaks.
- AutoValueArray becomes RootedBalueArray (Bug 1634435)
- 'uneval' is behind a Realm flag (Bug 1565170), but no removal is
planned in the short-term future.
- Some minor GC API changes (Bugs 1569564 and 1633405)
- Error reporting has had some tweaks, and error flags have been removed
(Bug 1620583)
- StructuredClone are now always thread-safe, simplifying an API change
introduced in SM52 (Bug 1607791)

Tested by: Stan, Freagarach, mammadori
Closes #5861

Differential Revision: https://code.wildfiregames.com/D3168
This was SVN commit r24333.
2020-12-06 14:03:02 +00:00

125 lines
4.9 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/>.
*/
#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/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/TurnManager.h"
JS::Value JSI_SavedGame::GetSavedGames(ScriptInterface::CmptPrivate* pCmptPrivate)
{
return SavedGames::GetSavedGames(*(pCmptPrivate->pScriptInterface));
}
bool JSI_SavedGame::DeleteSavedGame(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const std::wstring& name)
{
return SavedGames::DeleteSavedGame(name);
}
void JSI_SavedGame::SaveGame(ScriptInterface::CmptPrivate* pCmptPrivate, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
{
ScriptInterface::StructuredClone GUIMetadataClone = pCmptPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void JSI_SavedGame::SaveGamePrefix(ScriptInterface::CmptPrivate* pCmptPrivate, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
{
ScriptInterface::StructuredClone GUIMetadataClone = pCmptPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void JSI_SavedGame::QuickSave(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), 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 JSI_SavedGame::QuickLoad(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
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 JSI_SavedGame::StartSavedGame(ScriptInterface::CmptPrivate* pCmptPrivate, 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(pCmptPrivate->pScriptInterface);
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, *(pCmptPrivate->pScriptInterface), &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,
sim->GetScriptInterface().CloneValueFromOtherCompartment(*(pCmptPrivate->pScriptInterface), guiContextMetadata));
JS::RootedValue gameInitAttributes(rqGame.cx);
sim->GetScriptInterface().GetProperty(gameContextMetadata, "initAttributes", &gameInitAttributes);
int playerID;
sim->GetScriptInterface().GetProperty(gameContextMetadata, "playerID", playerID);
g_Game->SetPlayerID(playerID);
g_Game->StartGame(&gameInitAttributes, savedState);
}
return guiContextMetadata;
}
void JSI_SavedGame::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<JS::Value, &GetSavedGames>("GetSavedGames");
scriptInterface.RegisterFunction<bool, std::wstring, &DeleteSavedGame>("DeleteSavedGame");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGame>("SaveGame");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGamePrefix>("SaveGamePrefix");
scriptInterface.RegisterFunction<void, JS::HandleValue, &QuickSave>("QuickSave");
scriptInterface.RegisterFunction<void, &QuickLoad>("QuickLoad");
scriptInterface.RegisterFunction<JS::Value, std::wstring, &StartSavedGame>("StartSavedGame");
}