This makes incremental recompilation faster when changing static
interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
This removes usage of CmptPrivate outside of ScriptInterface.
ScriptRequest can now be used to safely recover the scriptInterface from
a JSContext instead of going through ScriptInterface, which allows more
code cleanup.
Follows 34b1920e7b
Differential Revision: https://code.wildfiregames.com/D3963
This was SVN commit r25442.
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.
Follows 34b1920e7b.
This splits off the object-related functions, such as
[Set/Get/Has]Property, CreateObject, CreateArray, FreezeObject.
It also puts the definitions in the header itself, which might end up
with faster code here & there, though perhaps slower compilation time
(somewhat doubtful since we already included most things anyways).
Differential Revision: https://code.wildfiregames.com/D3956
This was SVN commit r25430.
All ToJSVal/FromJSVal definitions are put in a separate header.
Remove AssignOr[To/From]JSVal duplication.
The functions were already static so this is rather straightforward.
Follows 34b1920e7b and 2bae30c454
Differential Revision: https://code.wildfiregames.com/D3953
This was SVN commit r25428.
Follows 34b1920e7b.
This separates StructuredClone & DeepCopy logic into its own header,
reducing the size of the monolithic ScriptInterface header.
Differential Revision: https://code.wildfiregames.com/D3922
This was SVN commit r25419.
I last-minuted a "X = X * Y" into a "X *= Y" but that turns out to map
to "X = Y * X" with our matrix overloads.
Reported by: langbart
This was SVN commit r25391.
XMB format is bumped to 4, invalidating all cached files. The
differences are:
- element/attribute names are stored after the elements themselves, and
not before. This allows writing XMB data in one pass instead of two.
- names themselves becomes offsets (instead of arbitrary integers),
making getting the string from the int name much more efficient.
XMBFile is renamed to XMBData to clarify that it does not, in fact,
refer to a file on disk.
XMBData::GetElementString is also changed to return a const char*, thus
not creating an std::string. A string_view version is added where
convenient.
The XML->XMB and JS->XMB conversion functions and the corresponding
storage are moved to `ps/XMB`, since that format doesn't particularly
relate to XML. CXeromyces becomes lighter and more focused as a result.
The XML->XMB conversion also benefits from the above streamlining.
Note that in a few cases, string_view gets printed to CLogger via
data(), which is generally not legal, but we know that the strings are
null-terminated here. Our libfmt (version 4) doesn't support
string_view, that would be v5.
Differential Revision: https://code.wildfiregames.com/D3909
This was SVN commit r25375.
We often only need to include ScriptRequest.h and not the full
ScriptInterface.h
Differential Revision: https://code.wildfiregames.com/D3920
This was SVN commit r25366.
TERRAIN_TILE_SIZE is now only used in relevant places in the simulation.
This also makes it mostly possible to use CFixed in constexpr contexts.
Refs #5566
Differential Revision: https://code.wildfiregames.com/D3078
This was SVN commit r25360.
- 25332f9b86 added 'override' to a method in ShaderProgram.cpp. This
adds it to the rest.
- BinarySerializer.cpp had custom JS includes, because putting those in
ScriptExtraHeaders failed. The cause is that gloox leaves "#define
lookup" up. This has been reported upstream, and fixed here.
- VS17 complains about an uninitialised variable, though the usage is
safe.
Differential Revision: https://code.wildfiregames.com/D3916
This was SVN commit r25359.
CConfigDB is no longer a singleton, and its members are no longer
static.
This makes it possible to have several instances of it, useful for
testing of if we ever want to have different config profiles.
Also updates hooks to delete themselves on destruction, to fit a more
natural RAII pattern. Long-lived objects must take care to destroy hooks
before ConfigDB is reset.
Differential Revision: https://code.wildfiregames.com/D3866
This was SVN commit r25326.
It's currently possible to trigger ENSUREs in the code if loading empty
groups, which is easy enough with LOD and shouldn't happen.
Recover gracefully from these errors instead.
Differential Revision: https://code.wildfiregames.com/D3888
This was SVN commit r25320.
Emplace does not replace existing element, insert_or_assign does.
While at it:
- Clean up the 'outdated' logic and reuse it for actors
- When an actor fails to load, return a placeholder. This improves
hotloading of broken actors, and makes Cunit behaviour more predictable.
- Some minor cleanup
Reported by: Stan
Fixes#6157
Differential Revision: https://code.wildfiregames.com/D3882
This was SVN commit r25308.
To render models, we need to know the maximum bounds it takes over the
course of an animation. This depends only on the ModelDef and the
AnimationDef (and thus the SkeletonDef).
Currently, we recompute this data for each model, which is inefficient.
Caching it in ModelDef is faster, particularly avoiding lag spikes at
game start on some maps.
The animations are referred by a unique ID to avoid pointer-related
issues. I would have preferred weak_ptr, but that cannot be stably
hashed for now.
While at it, switch to unique_ptr/vectors.
Differential Revision: https://code.wildfiregames.com/D2967
This was SVN commit r25306.
This changes ParamNode to use UTF8 values internally (XMB files are UTF8
since cb9d0733ef).
This removes the need for a lot of conversions, speeding things up and
allows cleaning up the validator interface & a few other callsites.
ConstructJSVal could be a tad slower because of UTF8->16 conversions
within Spidermonkey; but the difference is unlikely to be noticeable in
practica.
Also:
- Changes `ToXML` to `ToXMLString` for clarity.
- Add a simple "op" test & show a particular behaviour of merge nodes
that I intend to change somewhat in D3830.
- Remove Component.h from simulation2 PCH - brought in too much.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3834
This was SVN commit r25228.
This allows empty actor files -> they map to a dummy object that renders
nothing.
The use case is automatically hiding objects at lower quality levels &
LOD settings.
Differential Revision: https://code.wildfiregames.com/D3819
This was SVN commit r25224.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.
Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
- such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
- such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).
Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.
Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.
Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
This basically does two things:
- Allow turrets on moving entities (fixes serialisation in cmpPos).
- Allow an entity to be present on another when the other is created.
That makes it basically a boiled down version of a prior patch, omitting
the part where orders could be passed on.
This does allow e.g. ranged units on chariots that fire while the
chariot moves.
Original diff by: @sanderd17
Redone by: @Stan
Differential revision: D1958
Comments by: @Alexandermb, @Angen, @bb, @Langbart, @Nescio, @Stan,
@wraitii
Refs. #2577 by implementing the entity on platform case.
This was SVN commit r25192.
This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
It also makes it explicit that a directory must be passed to Mount().
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3728
This was SVN commit r25107.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3217
This was SVN commit r25104.