0ad/source/simulation2/components/CCmpCommandQueue.cpp
wraitii ee0d204bf6 Wrap JSAutoRequest and replace usage of JSContext* with the wrapper.
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.
2020-11-13 13:18:22 +00:00

126 lines
3.8 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 "simulation2/system/Component.h"
#include "ICmpCommandQueue.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "simulation2/system/TurnManager.h"
class CCmpCommandQueue : public ICmpCommandQueue
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(CommandQueue)
std::vector<SimulationCommand> m_LocalQueue;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size());
for (size_t i = 0; i < m_LocalQueue.size(); ++i)
{
serialize.NumberI32_Unbounded("player", m_LocalQueue[i].player);
serialize.ScriptVal("data", &m_LocalQueue[i].data);
}
}
virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
u32 numCmds;
deserialize.NumberU32_Unbounded("num commands", numCmds);
for (size_t i = 0; i < numCmds; ++i)
{
i32 player;
JS::RootedValue data(rq.cx);
deserialize.NumberI32_Unbounded("player", player);
deserialize.ScriptVal("data", &data);
m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, data));
}
}
virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd)
{
ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, cmd));
}
virtual void PostNetworkCommand(JS::HandleValue cmd1)
{
ScriptInterface::Request rq(GetSimContext().GetScriptInterface());
// TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON.
JS::RootedValue cmd(rq.cx, cmd1.get());
PROFILE2_EVENT("post net command");
PROFILE2_ATTR("command: %s", GetSimContext().GetScriptInterface().StringifyJSON(&cmd, false).c_str());
// TODO: would be nicer to not use globals
if (g_Game && g_Game->GetTurnManager())
g_Game->GetTurnManager()->PostCommand(cmd);
}
virtual void FlushTurn(const std::vector<SimulationCommand>& commands)
{
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
ScriptInterface::Request rq(scriptInterface);
JS::RootedValue global(rq.cx, scriptInterface.GetGlobalObject());
std::vector<SimulationCommand> localCommands;
m_LocalQueue.swap(localCommands);
for (size_t i = 0; i < localCommands.size(); ++i)
{
bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", localCommands[i].player, localCommands[i].data);
if (!ok)
LOGERROR("Failed to call ProcessCommand() global script function");
}
for (size_t i = 0; i < commands.size(); ++i)
{
bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", commands[i].player, commands[i].data);
if (!ok)
LOGERROR("Failed to call ProcessCommand() global script function");
}
}
};
REGISTER_COMPONENT_TYPE(CommandQueue)