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forked from 0ad/0ad
0ad/source/ps/World.h
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

112 lines
2.9 KiB
C++

/* Copyright (C) 2013 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/>.
*/
/**
* File : World.h
* Project : engine
* Description : Contains the CWorld Class which contains all the entities and represents them at a specific moment in time.
*
**/
#ifndef INCLUDED_WORLD
#define INCLUDED_WORLD
#include "ps/Errors.h"
#include "scriptinterface/ScriptInterface.h"
#ifndef ERROR_GROUP_GAME_DEFINED
#define ERROR_GROUP_GAME_DEFINED
ERROR_GROUP(Game);
#endif
ERROR_SUBGROUP(Game, World);
ERROR_TYPE(Game_World, MapLoadFailed);
class CGame;
class CUnitManager;
class CTerritoryManager;
class CTerrain;
class CStrW;
/**
* CWorld is a general data class containing whatever is needed to accurately represent the world.
* This includes the map, entities, influence maps, tiles, heightmap, etc.
**/
class CWorld
{
NONCOPYABLE(CWorld);
/**
* pointer to the CGame object representing the game.
**/
CGame *m_pGame;
/**
* pointer to the CTerrain object representing the height map.
**/
CTerrain *m_Terrain;
/**
* pointer to the CUnitManager that holds all the units in the world.
**/
CUnitManager *m_UnitManager;
/**
* pointer to the CTerritoryManager that holds territory matrix for the world.
**/
CTerritoryManager *m_TerritoryManager;
public:
CWorld(CGame *pGame);
~CWorld();
/*
Initialize the World - load the map and all objects
*/
void RegisterInit(const CStrW& mapFile, JSRuntime* rt, JS::HandleValue settings, int playerID);
/*
Initialize the World - generate and load the random map
*/
void RegisterInitRMS(const CStrW& scriptFile, JSRuntime* rt, JS::HandleValue settings, int playerID);
/**
* Get the pointer to the terrain object.
*
* @return CTerrain * the value of m_Terrain.
**/
inline CTerrain *GetTerrain()
{ return m_Terrain; }
/**
* Get a reference to the unit manager object.
*
* @return CUnitManager & dereferenced m_UnitManager.
**/
inline CUnitManager &GetUnitManager()
{ return *m_UnitManager; }
/**
* Get the pointer to the territory manager object.
*
* @return CTerritoryManager * the value of m_TerritoryManager.
**/
inline CTerritoryManager *GetTerritoryManager()
{ return m_TerritoryManager; }
};
// rationale: see definition.
class CLightEnv;
extern CLightEnv g_LightEnv;
#endif