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forked from 0ad/0ad
0ad/source/scripting/ScriptGlue.cpp
2013-05-02 13:58:28 +00:00

449 lines
13 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/>.
*/
// This module defines the table of all functions callable from JS.
// it's required by the interpreter; we make use of the opportunity to
// document them all in one spot. we thus obviate having to dig through
// all the other headers. most of the functions are implemented here;
// as for the rest, we only link to their docs (duplication is bad).
#include "precompiled.h"
#include "ScriptGlue.h"
#include "JSConversions.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapWriter.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "gui/GUIManager.h"
#include "gui/IGUIObject.h"
#include "lib/frequency_filter.h"
#include "lib/svn_revision.h"
#include "lib/timer.h"
#include "lib/sysdep/sysdep.h" // sys_OpenFile
#include "maths/scripting/JSInterface_Vector3D.h"
#include "network/NetServer.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/Globals.h" // g_frequencyFilter
#include "ps/GameSetup/GameSetup.h"
#include "ps/Hotkey.h"
#include "ps/ProfileViewer.h"
#include "ps/World.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "renderer/Renderer.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "soundmanager/SoundManager.h"
// rationale: the function table is now at the end of the source file to
// avoid the need for forward declarations for every function.
// all normal function wrappers have the following signature:
// JSBool func(JSContext* cx, JSObject* globalObject, uintN argc, jsval* argv, jsval* rval);
// all property accessors have the following signature:
// JSBool accessor(JSContext* cx, JSObject* globalObject, jsval id, jsval* vp);
//-----------------------------------------------------------------------------
// Timer
//-----------------------------------------------------------------------------
// Script profiling functions: Begin timing a piece of code with StartJsTimer(num)
// and stop timing with StopJsTimer(num). The results will be printed to stdout
// when the game exits.
static const size_t MAX_JS_TIMERS = 20;
static TimerUnit js_start_times[MAX_JS_TIMERS];
static TimerUnit js_timer_overhead;
static TimerClient js_timer_clients[MAX_JS_TIMERS];
static wchar_t js_timer_descriptions_buf[MAX_JS_TIMERS * 12]; // depends on MAX_JS_TIMERS and format string below
static void InitJsTimers()
{
wchar_t* pos = js_timer_descriptions_buf;
for(size_t i = 0; i < MAX_JS_TIMERS; i++)
{
const wchar_t* description = pos;
pos += swprintf_s(pos, 12, L"js_timer %d", (int)i)+1;
timer_AddClient(&js_timer_clients[i], description);
}
// call several times to get a good approximation of 'hot' performance.
// note: don't use a separate timer slot to warm up and then judge
// overhead from another: that causes worse results (probably some
// caching effects inside JS, but I don't entirely understand why).
static const char* calibration_script =
"startXTimer(0);\n"
"stopXTimer (0);\n"
"\n";
g_ScriptingHost.RunMemScript(calibration_script, strlen(calibration_script));
// slight hack: call RunMemScript twice because we can't average several
// TimerUnit values because there's no operator/. this way is better anyway
// because it hopefully avoids the one-time JS init overhead.
g_ScriptingHost.RunMemScript(calibration_script, strlen(calibration_script));
js_timer_overhead = js_timer_clients[0].sum;
js_timer_clients[0].sum.SetToZero();
}
JSBool StartJsTimer(JSContext* cx, uintN argc, jsval* vp)
{
ONCE(InitJsTimers());
JSU_REQUIRE_PARAMS(1);
size_t slot = ToPrimitive<size_t>(JS_ARGV(cx, vp)[0]);
if (slot >= MAX_JS_TIMERS)
return JS_FALSE;
js_start_times[slot].SetFromTimer();
JS_SET_RVAL(cx, vp, JSVAL_VOID);
return JS_TRUE;
}
JSBool StopJsTimer(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_PARAMS(1);
size_t slot = ToPrimitive<size_t>(JS_ARGV(cx, vp)[0]);
if (slot >= MAX_JS_TIMERS)
return JS_FALSE;
TimerUnit now;
now.SetFromTimer();
now.Subtract(js_timer_overhead);
BillingPolicy_Default()(&js_timer_clients[slot], js_start_times[slot], now);
js_start_times[slot].SetToZero();
JS_SET_RVAL(cx, vp, JSVAL_VOID);
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Game Setup
//-----------------------------------------------------------------------------
// Immediately ends the current game (if any).
// params:
// returns:
JSBool EndGame(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_NO_PARAMS();
EndGame();
JS_SET_RVAL(cx, vp, JSVAL_VOID);
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Misc. Engine Interface
//-----------------------------------------------------------------------------
// Return the global frames-per-second value.
// params:
// returns: FPS [int]
// notes:
// - This value is recalculated once a frame. We take special care to
// filter it, so it is both accurate and free of jitter.
JSBool GetFps(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_NO_PARAMS();
int freq = 0;
if (g_frequencyFilter)
freq = g_frequencyFilter->StableFrequency();
JS_SET_RVAL(cx, vp, INT_TO_JSVAL(freq));
return JS_TRUE;
}
// Cause the game to exit gracefully.
// params:
// returns:
// notes:
// - Exit happens after the current main loop iteration ends
// (since this only sets a flag telling it to end)
JSBool ExitProgram(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_NO_PARAMS();
kill_mainloop();
JS_SET_RVAL(cx, vp, JSVAL_VOID);
return JS_TRUE;
}
// Change the mouse cursor.
// params: cursor name [string] (i.e. basename of definition file and texture)
// returns:
// notes:
// - Cursors are stored in "art\textures\cursors"
JSBool SetCursor(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_PARAMS(1);
g_CursorName = g_ScriptingHost.ValueToUCString(JS_ARGV(cx, vp)[0]);
JS_SET_RVAL(cx, vp, JSVAL_VOID);
return JS_TRUE;
}
JSBool GetGUIObjectByName(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_PARAMS(1);
try
{
CStr name = ToPrimitive<CStr>(cx, JS_ARGV(cx, vp)[0]);
IGUIObject* guiObj = g_GUI->FindObjectByName(name);
if (guiObj)
JS_SET_RVAL(cx, vp, OBJECT_TO_JSVAL(guiObj->GetJSObject()));
else
JS_SET_RVAL(cx, vp, JSVAL_NULL);
return JS_TRUE;
}
catch (PSERROR_Scripting&)
{
return JS_FALSE;
}
}
//-----------------------------------------------------------------------------
// Miscellany
//-----------------------------------------------------------------------------
// Return the date/time at which the current executable was compiled.
// params: none (-> "date time (svn revision)") OR an integer specifying
// what to display: 0 for date, 1 for time, 2 for svn revision
// returns: string with the requested timestamp info
// notes:
// - Displayed on main menu screen; tells non-programmers which auto-build
// they are running. Could also be determined via .EXE file properties,
// but that's a bit more trouble.
// - To be exact, the date/time returned is when scriptglue.cpp was
// last compiled, but the auto-build does full rebuilds.
// - svn revision is generated by calling svnversion and cached in
// lib/svn_revision.cpp. it is useful to know when attempting to
// reproduce bugs (the main EXE and PDB should be temporarily reverted to
// that revision so that they match user-submitted crashdumps).
JSBool GetBuildTimestamp(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_MAX_PARAMS(1);
char buf[200];
// see function documentation
const int mode = argc? JSVAL_TO_INT(JS_ARGV(cx, vp)[0]) : -1;
switch(mode)
{
case -1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s %s (%ls)", __DATE__, __TIME__, svn_revision);
break;
case 0:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __DATE__);
break;
case 1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __TIME__);
break;
case 2:
sprintf_s(buf, ARRAY_SIZE(buf), "%ls", svn_revision);
break;
}
JS_SET_RVAL(cx, vp, STRING_TO_JSVAL(JS_NewStringCopyZ(cx, buf)));
return JS_TRUE;
}
#if MOZJS_DEBUG_ABI
void DumpHeap(const char* basename, int idx, JSContext* cx)
{
char filename[64];
sprintf_s(filename, ARRAY_SIZE(filename), "%s.%03d.txt", basename, idx);
OsPath pathname = psLogDir() / filename;
FILE* f = sys_OpenFile(pathname, "w");
ENSURE(f);
JS_DumpHeap(cx, f, NULL, 0, NULL, (size_t)-1, NULL);
fclose(f);
}
#endif
JSBool DumpHeaps(JSContext* cx, uintN argc, jsval* vp)
{
UNUSED2(cx);
UNUSED2(argc);
#if MOZJS_DEBUG_ABI
static int i = 0;
if (ScriptingHost::IsInitialised())
DumpHeap("gui", i, g_ScriptingHost.GetContext());
if (g_Game)
DumpHeap("sim", i, g_Game->GetSimulation2()->GetScriptInterface().GetContext());
++i;
#else
debug_warn(L"DumpHeaps only available in DEBUG mode");
#endif
JS_SET_RVAL(cx, vp, JSVAL_VOID);
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Is the game paused?
JSBool IsPaused(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_NO_PARAMS();
if (!g_Game)
{
JS_ReportError(cx, "Game is not started");
return JS_FALSE;
}
JS_SET_RVAL(cx, vp, g_Game->m_Paused ? JSVAL_TRUE : JSVAL_FALSE);
return JS_TRUE;
}
// Pause/unpause the game
JSBool SetPaused(JSContext* cx, uintN argc, jsval* vp)
{
JSU_REQUIRE_PARAMS( 1 );
if (!g_Game)
{
JS_ReportError(cx, "Game is not started");
return JS_FALSE;
}
try
{
g_Game->m_Paused = ToPrimitive<bool> (JS_ARGV(cx, vp)[0]);
#if CONFIG2_AUDIO
if ( g_SoundManager )
g_SoundManager->Pause(g_Game->m_Paused);
#endif
}
catch (PSERROR_Scripting_ConversionFailed)
{
JS_ReportError(cx, "Invalid parameter to SetPaused");
}
JS_SET_RVAL(cx, vp, JSVAL_VOID);
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// function table
//-----------------------------------------------------------------------------
// the JS interpreter expects the table to contain 5-tuples as follows:
// - name the function will be called as from script;
// - function which will be called;
// - number of arguments this function expects
// - Flags (deprecated, always zero)
// - Extra (reserved for future use, always zero)
//
// we simplify this a bit with a macro:
#define JS_FUNC(script_name, cpp_function, min_params) { script_name, cpp_function, min_params, 0 },
JSFunctionSpec ScriptFunctionTable[] =
{
// Profiling
JS_FUNC("startXTimer", StartJsTimer, 1)
JS_FUNC("stopXTimer", StopJsTimer, 1)
// Game Setup
JS_FUNC("endGame", EndGame, 0)
// VFS (external)
JS_FUNC("buildDirEntList", JSI_VFS::BuildDirEntList, 1)
JS_FUNC("getFileMTime", JSI_VFS::GetFileMTime, 1)
JS_FUNC("getFileSize", JSI_VFS::GetFileSize, 1)
JS_FUNC("readFile", JSI_VFS::ReadFile, 1)
JS_FUNC("readFileLines", JSI_VFS::ReadFileLines, 1)
JS_FUNC("archiveBuilderCancel", JSI_VFS::ArchiveBuilderCancel, 1)
// Misc. Engine Interface
JS_FUNC("exit", ExitProgram, 0)
JS_FUNC("isPaused", IsPaused, 0)
JS_FUNC("setPaused", SetPaused, 1)
JS_FUNC("setCursor", SetCursor, 1)
JS_FUNC("getFPS", GetFps, 0)
JS_FUNC("getGUIObjectByName", GetGUIObjectByName, 1)
// Miscellany
JS_FUNC("buildTime", GetBuildTimestamp, 0)
JS_FUNC("dumpHeaps", DumpHeaps, 0)
// end of table marker
{0}
};
#undef JS_FUNC
//-----------------------------------------------------------------------------
// property accessors
//-----------------------------------------------------------------------------
JSBool GetGameView(JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsid UNUSED(id), jsval* vp)
{
if (g_Game)
*vp = OBJECT_TO_JSVAL(g_Game->GetView()->GetScript());
else
*vp = JSVAL_NULL;
return JS_TRUE;
}
JSBool GetRenderer(JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsid UNUSED(id), jsval* vp)
{
if (CRenderer::IsInitialised())
*vp = OBJECT_TO_JSVAL(g_Renderer.GetScript());
else
*vp = JSVAL_NULL;
return JS_TRUE;
}
enum ScriptGlobalTinyIDs
{
GLOBAL_SELECTION,
GLOBAL_GROUPSARRAY,
GLOBAL_CAMERA,
GLOBAL_CONSOLE,
GLOBAL_LIGHTENV
};
JSPropertySpec ScriptGlobalTable[] =
{
{ "console" , GLOBAL_CONSOLE, JSPROP_PERMANENT|JSPROP_READONLY, JSI_Console::getConsole, 0 },
{ "gameView" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetGameView, 0 },
{ "renderer" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetRenderer, 0 },
// end of table marker
{ 0, 0, 0, 0, 0 },
};