Yves
c02a7e1a7b
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.
130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
/* Copyright (C) 2010 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 "network/NetTurnManager.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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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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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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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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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(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, 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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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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m_LocalQueue.emplace_back(SimulationCommand(player, cx, cmd));
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}
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virtual void PostNetworkCommand(JS::HandleValue cmd1)
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{
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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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JSAutoRequest rq(cx);
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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(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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ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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JSAutoRequest rq(cx);
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JS::RootedValue global(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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