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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Simply pass the JS value to the Save functions instead of letting those
obtain the data later from the topmost GUI page.
The JS hack incidence appears to be unused since 4b1297b328.
Differential Revision: https://code.wildfiregames.com/D2302
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22922.
123 lines
4.7 KiB
C++
123 lines
4.7 KiB
C++
/* Copyright (C) 2019 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 "JSInterface_SavedGame.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/SavedGame.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/TurnManager.h"
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JS::Value JSI_SavedGame::GetSavedGames(ScriptInterface::CxPrivate* pCxPrivate)
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{
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return SavedGames::GetSavedGames(*(pCxPrivate->pScriptInterface));
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}
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bool JSI_SavedGame::DeleteSavedGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& name)
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{
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return SavedGames::DeleteSavedGame(name);
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}
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void JSI_SavedGame::SaveGame(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCxPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
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if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void JSI_SavedGame::SaveGamePrefix(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCxPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata);
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if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void JSI_SavedGame::QuickSave(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), JS::HandleValue GUIMetadata)
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{
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if (g_Game)
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g_Game->GetTurnManager()->QuickSave(GUIMetadata);
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else
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LOGERROR("Can't store quicksave if game is not running!");
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}
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void JSI_SavedGame::QuickLoad(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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if (g_Game)
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g_Game->GetTurnManager()->QuickLoad();
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else
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LOGERROR("Can't load quicksave if game is not running!");
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}
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JS::Value JSI_SavedGame::StartSavedGame(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name)
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{
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// We need to be careful with different compartments and contexts.
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// The GUI calls this function from the GUI context and expects the return value in the same context.
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// The game we start from here creates another context and expects data in this context.
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JSContext* cxGui = pCxPrivate->pScriptInterface->GetContext();
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JSAutoRequest rq(cxGui);
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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// Load the saved game data from disk
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JS::RootedValue guiContextMetadata(cxGui);
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std::string savedState;
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Status err = SavedGames::Load(name, *(pCxPrivate->pScriptInterface), &guiContextMetadata, savedState);
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if (err < 0)
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return JS::UndefinedValue();
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g_Game = new CGame(true);
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{
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CSimulation2* sim = g_Game->GetSimulation2();
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JSContext* cxGame = sim->GetScriptInterface().GetContext();
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JSAutoRequest rq(cxGame);
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JS::RootedValue gameContextMetadata(cxGame,
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sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), guiContextMetadata));
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JS::RootedValue gameInitAttributes(cxGame);
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sim->GetScriptInterface().GetProperty(gameContextMetadata, "initAttributes", &gameInitAttributes);
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int playerID;
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sim->GetScriptInterface().GetProperty(gameContextMetadata, "playerID", playerID);
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(&gameInitAttributes, savedState);
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}
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return guiContextMetadata;
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}
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void JSI_SavedGame::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<JS::Value, &GetSavedGames>("GetSavedGames");
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scriptInterface.RegisterFunction<bool, std::wstring, &DeleteSavedGame>("DeleteSavedGame");
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scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGame>("SaveGame");
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scriptInterface.RegisterFunction<void, std::wstring, std::wstring, JS::HandleValue, &SaveGamePrefix>("SaveGamePrefix");
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scriptInterface.RegisterFunction<void, JS::HandleValue, &QuickSave>("QuickSave");
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scriptInterface.RegisterFunction<void, &QuickLoad>("QuickLoad");
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scriptInterface.RegisterFunction<JS::Value, std::wstring, &StartSavedGame>("StartSavedGame");
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}
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