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As no default values got set, some game settings became NaN, which triggered exceptions. This sets sane default. This also includes better debugging logic in case of exception, so it's easier to know what happens. Fixes #6200 Reported by: langbart Differential Revision: https://code.wildfiregames.com/D4113 This was SVN commit r25736.
89 lines
2.9 KiB
C++
89 lines
2.9 KiB
C++
/* Copyright (C) 2021 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 "ScriptComponent.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/JSON.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/Object.h"
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#include "simulation2/serialization/ISerializer.h"
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#include "simulation2/serialization/IDeserializer.h"
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CComponentTypeScript::CComponentTypeScript(const ScriptInterface& scriptInterface, JS::HandleValue instance) :
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m_ScriptInterface(scriptInterface)
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{
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m_Instance.init(ScriptRequest(m_ScriptInterface).cx, instance);
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}
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void CComponentTypeScript::Init(const CParamNode& paramNode, entity_id_t ent)
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{
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ScriptRequest rq(m_ScriptInterface);
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Script::SetProperty(rq, m_Instance, "entity", (int)ent, true, false);
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Script::SetProperty(rq, m_Instance, "template", paramNode, true, false);
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ScriptFunction::CallVoid(rq, m_Instance, "Init");
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}
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void CComponentTypeScript::Deinit()
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{
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ScriptRequest rq(m_ScriptInterface);
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ScriptFunction::CallVoid(rq, m_Instance, "Deinit");
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}
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void CComponentTypeScript::HandleMessage(const CMessage& msg, bool global)
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{
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ScriptRequest rq(m_ScriptInterface);
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const char* name = global ? msg.GetScriptGlobalHandlerName() : msg.GetScriptHandlerName();
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JS::RootedValue msgVal(rq.cx, msg.ToJSValCached(m_ScriptInterface));
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if (!ScriptFunction::CallVoid(rq, m_Instance, name, msgVal))
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LOGERROR("Script message handler %s failed", name);
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}
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void CComponentTypeScript::Serialize(ISerializer& serialize)
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{
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ScriptRequest rq(m_ScriptInterface);
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try
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{
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serialize.ScriptVal("comp", &m_Instance);
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}
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catch(PSERROR_Serialize& err)
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{
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int ent = INVALID_ENTITY;
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Script::GetProperty(rq, m_Instance, "entity", ent);
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std::string name = "(error)";
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Script::GetObjectClassName(rq, m_Instance, name);
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LOGERROR("Script component %s of entity %i failed to serialize: %s\nSerializing:\n%s", name, ent, err.what(), Script::ToString(rq, &m_Instance));
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// Rethrow now that we added more details
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throw;
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}
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}
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void CComponentTypeScript::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
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{
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ScriptRequest rq(m_ScriptInterface);
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Script::SetProperty(rq, m_Instance, "entity", (int)ent, true, false);
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Script::SetProperty(rq, m_Instance, "template", paramNode, true, false);
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deserialize.ScriptObjectAssign("comp", m_Instance);
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}
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