/* CSynchedJSObject AUTHOR: Simon Brenner DESCRIPTION: A helper class for CJSObject that enables a callback to be called whenever an attribute of the class changes and enables all (synched) properties to be set and retrieved as strings for network sync. All string conversions are performed by specific functions that use a strictly (hrm) defined format - or at least a format that is specific for the type in question (which is why JSParseString can't be used - the JS interface's ToString function is also not usable since it often produces a human-readable format that doesn't parse well and might change outside the control of the network protocol). This replaces CAttributeMap for both player and game attributes. USAGE: First you must create your subclass, make it inherit from CSynchedJSObject and implement the pure virtual method Update (see prototype below) Then you may use it just like CJSObject (see ScriptableObject.h) - with one exception: Any property you want to be synchronized (i.e. have the new property functionality including the update callback) is added using the AddSynchedProperty method instead: AddSynchedProperty(name, &m_Property) The extra arguments that exist in the AddProperty method haven't been implemented (if you by any chance would need to, just do it ;-) */ #ifndef _SynchedJSObject_H #define _SynchedJSObject_H #include "CStr.h" #include "ScriptableObject.h" template void SetFromNetString(T &data, CStrW string); template CStrW ToNetString(const T &data); #define TYPE(type) \ template <> CStrW ToNetString(const type &data); \ template <> void SetFromNetString(type &data, CStrW string); TYPE(uint) TYPE(CStrW) #undef TYPE class ISynchedJSProperty: public IJSProperty { public: virtual void FromString(CStrW value)=0; virtual CStrW ToString()=0; }; // non-templated base class struct CSynchedJSObjectBase { typedef void (*UpdateFn)(CSynchedJSObjectBase *owner); template class CSynchedJSProperty: public ISynchedJSProperty { PropType *m_Data; CStrW m_Name; CSynchedJSObjectBase *m_Owner; UpdateFn m_Update; virtual void Set(JSContext* cx, IJSObject* UNUSED(owner), jsval value) { if (!ReadOnly) { if (ToPrimitive(cx, value, *m_Data)) { m_Owner->Update(m_Name, this); if (m_Update) m_Update(m_Owner); } } } virtual jsval Get(JSContext* UNUSED(cx), IJSObject* UNUSED(owner)) { return ToJSVal(*m_Data); } virtual void ImmediateCopy(IJSObject* UNUSED(CopyFrom), IJSObject* UNUSED(CopyTo), IJSProperty* other) { *m_Data = *( ((CSynchedJSProperty*)other)->m_Data ); } virtual void FromString(CStrW value) { SetFromNetString(*m_Data, value); if (m_Update) m_Update(m_Owner); } virtual CStrW ToString() { return ToNetString(*m_Data); } public: inline CSynchedJSProperty(CStrW name, PropType* native, CSynchedJSObjectBase *owner, UpdateFn update=NULL): m_Data(native), m_Name(name), m_Owner(owner), m_Update(update) { } }; typedef STL_HASH_MAP SynchedPropertyTable; typedef SynchedPropertyTable::iterator SynchedPropertyIterator; SynchedPropertyTable m_SynchedProperties; protected: virtual ~CSynchedJSObjectBase() { } // Called every time a property changes. // This is where the individual callbacks are dispatched from. virtual void Update(CStrW name, ISynchedJSProperty *prop)=0; public: ISynchedJSProperty *GetSynchedProperty(CStrW name); typedef void (IterateCB)(CStrW name, ISynchedJSProperty *prop, void *userdata); void IterateSynchedProperties(IterateCB *cb, void *userdata); }; template class CSynchedJSObject: public CJSObject, public CSynchedJSObjectBase { protected: // Add a property to the object; if desired, a callback is called every time it changes. // Replaces CJSObject's AddProperty. template void AddSynchedProperty(CStrW name, T *native, UpdateFn update=NULL) { ISynchedJSProperty *prop=new CSynchedJSProperty(name, native, this, update); this->m_NonsharedProperties[name]=prop; this->m_SynchedProperties[name]=prop; } }; #endif