0ad/source/simulation2/components/ICmpCommandQueue.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

60 lines
2.1 KiB
C++

/* Copyright (C) 2010 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/>.
*/
#ifndef INCLUDED_ICMPCOMMANDQUEUE
#define INCLUDED_ICMPCOMMANDQUEUE
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/SimulationCommand.h"
/**
* Command queue, for sending orders to entities.
* Each command is associated with a player ID (who triggered the command, in some sense)
* and an arbitrary script value.
*
* Commands can be added to the local queue at any time, and will all be executed at the start
* of the next turn. (This will typically be used by AI scripts.)
*
* Alternatively, commands can be sent to the networking system, and they will be executed
* at the start of some later turn by all players simultaneously. (This will typically be
* used for user inputs.)
*/
class ICmpCommandQueue : public IComponent
{
public:
/**
* Pushes a new command onto the local queue. @p cmd does not need to be rooted.
*/
virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd) = 0;
/**
* Send a command associated with the current player to the networking system.
*/
virtual void PostNetworkCommand(JS::HandleValue cmd) = 0;
/**
* Calls the ProcessCommand(player, cmd) global script function for each command in the
* local queue and in @p commands, and empties the local queue.
*/
virtual void FlushTurn(const std::vector<SimulationCommand>& commands) = 0;
DECLARE_INTERFACE_TYPE(CommandQueue)
};
#endif // INCLUDED_ICMPCOMMANDQUEUE