0ad/source/simulation2/components/CCmpCommandQueue.cpp
wraitii 4f972bc623 Split off JSON-related function from ScriptInterface, clean up headers.
Follows 34b1920e7b.

JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.

With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.


Take the opportunity to clarify some comments regarding Mutability.

Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
2021-05-14 10:18:03 +00:00

129 lines
3.8 KiB
C++

/* Copyright (C) 2021 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 "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/JSON.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)
{
ScriptRequest 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)
{
ScriptRequest 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)
{
ScriptRequest rq(GetSimContext().GetScriptInterface());
m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, cmd));
}
virtual void PostNetworkCommand(JS::HandleValue cmd1)
{
ScriptRequest 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", Script::StringifyJSON(rq, &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();
ScriptRequest rq(scriptInterface);
JS::RootedValue global(rq.cx, rq.globalValue());
std::vector<SimulationCommand> localCommands;
m_LocalQueue.swap(localCommands);
for (size_t i = 0; i < localCommands.size(); ++i)
{
bool ok = ScriptFunction::CallVoid(rq, 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 = ScriptFunction::CallVoid(rq, global, "ProcessCommand", commands[i].player, commands[i].data);
if (!ok)
LOGERROR("Failed to call ProcessCommand() global script function");
}
}
};
REGISTER_COMPONENT_TYPE(CommandQueue)