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JSAutoRequest is required before calling into most JSAPI methods, for GC reasons. Calling it is required and fragile as one must not forget. Further, SM52 and later make manipulating JSContext* dangerous as that can cross Compartment(Realm in SM68) barriers (and ScriptInterface now matches a Compartment). The solution to both problems is to avoid using JSContext* in 0 A.D. itself. To achieve this, a Request class is introduced, and must be used to access a JSContext* from a scriptInterface. Further, Request is passed to other ScriptInterface functions isntead of JSContext*, making it obvious that the caller has already called it, reducing errors and redundant JSAutoRequest calls. Only JSNative functions now get a naked JSContext* without protection, but the likelihood of forgetting a request is lower since many ScriptInterface functions now expect it. JSContext* is directly passed to JSAPI functions only. Part of the SM52 migration, stage: SM45 compatible Based on a patch by: Itms Tested By: Freagarach Refs #4893 Differential Revision: https://code.wildfiregames.com/D3088 This was SVN commit r24176.
126 lines
3.8 KiB
C++
126 lines
3.8 KiB
C++
/* Copyright (C) 2020 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 "simulation2/system/Component.h"
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#include "ICmpCommandQueue.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "simulation2/system/TurnManager.h"
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class CCmpCommandQueue : public ICmpCommandQueue
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{
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public:
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static void ClassInit(CComponentManager& UNUSED(componentManager))
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{
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}
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DEFAULT_COMPONENT_ALLOCATOR(CommandQueue)
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std::vector<SimulationCommand> m_LocalQueue;
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& serialize)
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{
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size());
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for (size_t i = 0; i < m_LocalQueue.size(); ++i)
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{
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serialize.NumberI32_Unbounded("player", m_LocalQueue[i].player);
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serialize.ScriptVal("data", &m_LocalQueue[i].data);
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}
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}
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virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
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{
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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u32 numCmds;
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deserialize.NumberU32_Unbounded("num commands", numCmds);
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for (size_t i = 0; i < numCmds; ++i)
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{
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i32 player;
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JS::RootedValue data(rq.cx);
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deserialize.NumberI32_Unbounded("player", player);
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deserialize.ScriptVal("data", &data);
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m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, data));
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}
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}
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virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd)
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{
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, cmd));
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}
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virtual void PostNetworkCommand(JS::HandleValue cmd1)
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{
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ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
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// TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON.
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JS::RootedValue cmd(rq.cx, cmd1.get());
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PROFILE2_EVENT("post net command");
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PROFILE2_ATTR("command: %s", GetSimContext().GetScriptInterface().StringifyJSON(&cmd, false).c_str());
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// TODO: would be nicer to not use globals
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if (g_Game && g_Game->GetTurnManager())
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g_Game->GetTurnManager()->PostCommand(cmd);
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}
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virtual void FlushTurn(const std::vector<SimulationCommand>& commands)
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{
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const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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ScriptInterface::Request rq(scriptInterface);
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JS::RootedValue global(rq.cx, scriptInterface.GetGlobalObject());
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std::vector<SimulationCommand> localCommands;
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m_LocalQueue.swap(localCommands);
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for (size_t i = 0; i < localCommands.size(); ++i)
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{
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bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", localCommands[i].player, localCommands[i].data);
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if (!ok)
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LOGERROR("Failed to call ProcessCommand() global script function");
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}
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for (size_t i = 0; i < commands.size(); ++i)
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{
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bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", commands[i].player, commands[i].data);
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if (!ok)
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LOGERROR("Failed to call ProcessCommand() global script function");
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}
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}
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};
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REGISTER_COMPONENT_TYPE(CommandQueue)
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