0ad/source/ps/GameAttributes.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

424 lines
11 KiB
C++

#include "precompiled.h"
#include <sstream>
#include "GameAttributes.h"
#include "Game.h"
#include "ConfigDB.h"
#include "network/ServerSession.h"
#include "CLogger.h"
#include "ps/XML/Xeromyces.h"
#include "simulation/LOSManager.h"
using namespace std;
CPlayerSlot::CPlayerSlot(size_t slotID, CPlayer *pPlayer):
m_SlotID(slotID),
m_Assignment(SLOT_OPEN),
m_pSession(NULL),
m_SessionID(0),
m_pPlayer(pPlayer),
m_Callback(NULL)
{
//AddProperty(L"session", (GetFn)&CPlayerSlot::JSI_GetSession);
AddLocalProperty(L"session", &m_pSession, true );
AddLocalProperty(L"player", &m_pPlayer, true );
}
CPlayerSlot::~CPlayerSlot()
{}
void CPlayerSlot::ScriptingInit()
{
AddMethod<bool, &CPlayerSlot::JSI_AssignClosed>("assignClosed", 0);
AddMethod<bool, &CPlayerSlot::JSI_AssignToSession>("assignToSession", 1);
AddMethod<bool, &CPlayerSlot::JSI_AssignLocal>("assignLocal", 0);
AddMethod<bool, &CPlayerSlot::JSI_AssignOpen>("assignOpen", 0);
AddProperty(L"assignment", &CPlayerSlot::JSI_GetAssignment);
// AddMethod<bool, &CPlayerSlot::JSI_AssignAI>("assignAI", <num_args>);
CJSObject<CPlayerSlot>::ScriptingInit("PlayerSlot");
}
jsval CPlayerSlot::JSI_GetSession(JSContext* UNUSED(cx))
{
if (m_pSession)
return OBJECT_TO_JSVAL(m_pSession->GetScript());
else
return JSVAL_NULL;
}
jsval CPlayerSlot::JSI_GetAssignment(JSContext* UNUSED(cx))
{
switch (m_Assignment)
{
case SLOT_CLOSED:
return g_ScriptingHost.UCStringToValue(L"closed");
case SLOT_OPEN:
return g_ScriptingHost.UCStringToValue(L"open");
case SLOT_SESSION:
return g_ScriptingHost.UCStringToValue(L"session");
/* case SLOT_AI:*/
default:
return INT_TO_JSVAL(m_Assignment);
}
}
bool CPlayerSlot::JSI_AssignClosed(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
AssignClosed();
return true;
}
bool CPlayerSlot::JSI_AssignOpen(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
AssignOpen();
return true;
}
bool CPlayerSlot::JSI_AssignToSession(JSContext* UNUSED(cx), uintN argc, jsval* argv)
{
if (argc != 1)
return false;
CNetServerSession *pSession=ToNative<CNetServerSession>(argv[0]);
if (pSession)
{
AssignToSession(pSession);
return true;
}
else
return true;
}
bool CPlayerSlot::JSI_AssignLocal(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
AssignToSessionID(1);
return true;
}
void CPlayerSlot::CallCallback()
{
if (m_Callback)
m_Callback(m_CallbackData, this);
}
void CPlayerSlot::SetAssignment(EPlayerSlotAssignment assignment,
CNetServerSession *pSession, int sessionID)
{
m_Assignment=assignment;
m_pSession=pSession;
m_SessionID=sessionID;
CallCallback();
}
void CPlayerSlot::AssignClosed()
{
SetAssignment(SLOT_CLOSED, NULL, -1);
}
void CPlayerSlot::AssignOpen()
{
SetAssignment(SLOT_OPEN, NULL, -1);
}
void CPlayerSlot::AssignToSession(CNetServerSession *pSession)
{
SetAssignment(SLOT_SESSION, pSession, pSession->GetID());
m_pPlayer->SetName(pSession->GetName());
}
void CPlayerSlot::AssignToSessionID(int id)
{
SetAssignment(SLOT_SESSION, NULL, id);
}
void CPlayerSlot::AssignLocal()
{
AssignToSessionID(1);
}
namespace PlayerSlotArray_JS
{
JSBool GetProperty( JSContext* cx, JSObject* obj, jsval id, jsval* vp )
{
CGameAttributes *pInstance=(CGameAttributes *)JS_GetPrivate(cx, obj);
if (!JSVAL_IS_INT(id))
return JS_FALSE;
size_t index=ToPrimitive<size_t>(id);
if (index >= pInstance->m_NumSlots)
return JS_FALSE;
*vp=OBJECT_TO_JSVAL(pInstance->m_PlayerSlots[index]->GetScript());
return JS_TRUE;
}
JSBool SetProperty( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* UNUSED(vp) )
{
return JS_FALSE;
}
JSClass Class = {
"PlayerSlotArray", JSCLASS_HAS_PRIVATE,
JS_PropertyStub, JS_PropertyStub,
GetProperty, SetProperty,
JS_EnumerateStub, JS_ResolveStub,
JS_ConvertStub, JS_FinalizeStub
};
JSBool Construct( JSContext* cx, JSObject* obj, uintN argc, jsval* UNUSED(argv), jsval* rval )
{
if (argc != 0)
return JS_FALSE;
JSObject *newObj=JS_NewObject(cx, &Class, NULL, obj);
*rval=OBJECT_TO_JSVAL(newObj);
return JS_TRUE;
}
};
CGameAttributes::CGameAttributes():
m_MapFile("test01.pmp"),
m_ResourceLevel("default"),
m_StartingPhase("default"),
m_LOSSetting(LOS_SETTING_NORMAL),
m_FogOfWar(true),
m_GameMode("default"),
m_ScreenshotMode(false),
m_NumSlots(8),
m_UpdateCB(NULL),
m_PlayerUpdateCB(NULL),
m_PlayerSlotAssignmentCB(NULL)
{
m_PlayerSlotArrayJS=g_ScriptingHost.CreateCustomObject("PlayerSlotArray");
JS_AddRoot(g_ScriptingHost.GetContext(), &m_PlayerSlotArrayJS);
JS_SetPrivate(g_ScriptingHost.GetContext(), m_PlayerSlotArrayJS, this);
AddSynchedProperty(L"mapFile", &m_MapFile);
AddSynchedProperty(L"resourceLevel", &m_ResourceLevel);
AddSynchedProperty(L"startingPhase", &m_StartingPhase);
AddSynchedProperty(L"numSlots", &m_NumSlots, &CGameAttributes::OnNumSlotsUpdate);
cassert(sizeof(int) == sizeof(ELOSSetting));
AddSynchedProperty(L"losSetting", (int*)&m_LOSSetting);
AddSynchedProperty(L"fogOfWar", &m_FogOfWar);
AddSynchedProperty(L"gameMode", &m_GameMode);
AddSynchedProperty(L"screenshotMode", &m_ScreenshotMode);
CXeromyces XeroFile;
if (XeroFile.Load("temp/players.xml") != PSRETURN_OK)
{
LOG(CLogger::Error, "", "Failed to load players list (temp/players.xml)");
// Basic default players
m_Players.push_back(new CPlayer(0));
m_Players.back()->SetName(L"Gaia");
m_Players.back()->SetColour(SPlayerColour(1.0f, 1.0f, 1.0f));
m_Players.push_back(new CPlayer(1));
m_Players.back()->SetName(L"Player 1");
m_Players.back()->SetColour(SPlayerColour(0.4375f, 0.4375f, 0.8125f));
}
else
{
int at_name = XeroFile.GetAttributeID("name");
int at_rgb = XeroFile.GetAttributeID("rgb");
XMBElement root = XeroFile.GetRoot();
XERO_ITER_EL(root, player)
{
XMBAttributeList attr = player.GetAttributes();
m_Players.push_back(new CPlayer((int)m_Players.size()));
m_Players.back()->SetName(attr.GetNamedItem(at_name));
std::stringstream str;
str << (CStr)attr.GetNamedItem(at_rgb);
int r, g, b;
if (str >> r >> g >> b)
m_Players.back()->SetColour(SPlayerColour(r/255.0f, g/255.0f, b/255.0f));
}
}
std::vector<CPlayer *>::iterator it=m_Players.begin();
++it; // Skip Gaia - gaia doesn't account for a slot
for (;it != m_Players.end();++it)
{
m_PlayerSlots.push_back(new CPlayerSlot((*it)->GetPlayerID()-1, *it));
}
// The first player is always the server player in MP, or the local player
// in SP
m_PlayerSlots[0]->AssignToSessionID(1);
}
CGameAttributes::~CGameAttributes()
{
std::vector<CPlayerSlot *>::iterator it=m_PlayerSlots.begin();
while (it != m_PlayerSlots.end())
{
delete (*it)->GetPlayer();
delete *it;
++it;
}
// PT: ??? - Gaia isn't a player slot, but still needs to be deleted; but
// this feels rather unpleasantly inconsistent with the above code, so maybe
// there's a better way to avoid the memory leak.
delete m_Players[0];
JS_RemoveRoot(g_ScriptingHost.GetContext(), &m_PlayerSlotArrayJS);
}
void CGameAttributes::ScriptingInit()
{
g_ScriptingHost.DefineCustomObjectType(&PlayerSlotArray_JS::Class,
PlayerSlotArray_JS::Construct, 0, NULL, NULL, NULL, NULL);
AddMethod<jsval_t, &CGameAttributes::JSI_GetOpenSlot>("getOpenSlot", 0);
AddProperty(L"slots", &CGameAttributes::JSI_GetPlayerSlots);
CJSObject<CGameAttributes>::ScriptingInit("GameAttributes");
}
jsval_t CGameAttributes::JSI_GetOpenSlot(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
vector <CPlayerSlot *>::iterator it;
for (it = m_PlayerSlots.begin();it != m_PlayerSlots.end();++it)
{
if ((*it)->GetAssignment() == SLOT_OPEN)
return OBJECT_TO_JSVAL((*it)->GetScript());
}
return JSVAL_NULL;
}
jsval CGameAttributes::JSI_GetPlayerSlots(JSContext* UNUSED(cx))
{
return OBJECT_TO_JSVAL(m_PlayerSlotArrayJS);
}
void CGameAttributes::OnNumSlotsUpdate(CSynchedJSObjectBase *owner)
{
CGameAttributes *pInstance=(CGameAttributes*)owner;
// Clamp to a preset upper bound.
CConfigValue *val=g_ConfigDB.GetValue(CFG_MOD, "max_players");
size_t maxPlayers=PS_MAX_PLAYERS;
if (val)
val->GetUnsignedInt(maxPlayers);
if (pInstance->m_NumSlots > maxPlayers)
pInstance->m_NumSlots = maxPlayers;
// Resize array according to new number of slots (note that the array
// size will go up to maxPlayers (above), but will never be made smaller -
// this to avoid losing player pointers and make sure they are all
// reclaimed in the end - it's just simpler that way ;-) )
if (pInstance->m_NumSlots > pInstance->m_PlayerSlots.size())
{
for (size_t i=pInstance->m_PlayerSlots.size();i<=pInstance->m_NumSlots;i++)
{
CPlayer *pNewPlayer=new CPlayer(i+1);
pNewPlayer->SetUpdateCallback(pInstance->m_PlayerUpdateCB,
pInstance->m_PlayerUpdateCBData);
pInstance->m_Players.push_back(pNewPlayer);
CPlayerSlot *pNewSlot=new CPlayerSlot(i, pNewPlayer);
pNewSlot->SetCallback(pInstance->m_PlayerSlotAssignmentCB,
pInstance->m_PlayerSlotAssignmentCBData);
pInstance->m_PlayerSlots.push_back(pNewSlot);
}
}
}
CPlayer *CGameAttributes::GetPlayer(size_t id)
{
if (id < m_Players.size())
return m_Players[id];
else
{
LOG(CLogger::Error, "", "CGameAttributes::GetPlayer(): Attempt to get player %d (while there only are %d players)", id, m_Players.size());
return m_Players[0];
}
}
CPlayerSlot *CGameAttributes::GetSlot(size_t index)
{
if (index < m_PlayerSlots.size())
return m_PlayerSlots[index];
else
{
LOG(CLogger::Error, "", "CGameAttributes::GetSlot(): Attempt to get slot %d (while there only are %d slots)", index, m_PlayerSlots.size());
return m_PlayerSlots[0];
}
}
void CGameAttributes::FinalizeSlots()
{
// Back up our old slots, and empty the resulting vector
vector<CPlayerSlot *> oldSlots;
oldSlots.swap(m_PlayerSlots);
vector<CPlayer *> oldPlayers;
oldPlayers.swap(m_Players);
m_Players.push_back(oldPlayers[0]); // Gaia
// Copy over the slots we want
size_t assignedSlots=0;
for (size_t i=0;i<oldSlots.size();i++)
{
CPlayerSlot *slot=oldSlots[i];
EPlayerSlotAssignment assignment=slot->GetAssignment();
if (assignment != SLOT_OPEN && assignment != SLOT_CLOSED)
{
m_PlayerSlots.push_back(slot);
slot->GetPlayer()->SetPlayerID(assignedSlots+1);
m_Players.push_back(slot->GetPlayer());
assignedSlots++;
}
else
{
LOG(CLogger::Error, "", "CGameAttributes::FinalizeSlots(): slot %d deleted", i);
delete slot->GetPlayer();
delete slot;
}
}
m_NumSlots=assignedSlots;
}
void CGameAttributes::SetValue(const CStrW& name, const CStrW& value)
{
ISynchedJSProperty *prop=GetSynchedProperty(name);
if (prop)
{
prop->FromString(value);
}
}
void CGameAttributes::Update(const CStrW& name, ISynchedJSProperty *attrib)
{
if (m_UpdateCB)
m_UpdateCB(name, attrib->ToString(), m_UpdateCBData);
}
void CGameAttributes::SetPlayerUpdateCallback(CPlayer::UpdateCallback *cb, void *userdata)
{
m_PlayerUpdateCB=cb;
m_PlayerUpdateCBData=userdata;
for (size_t i=0;i<m_Players.size();i++)
{
m_Players[i]->SetUpdateCallback(cb, userdata);
}
}
void CGameAttributes::SetPlayerSlotAssignmentCallback(PlayerSlotAssignmentCB *cb, void *userdata)
{
m_PlayerSlotAssignmentCB=cb;
m_PlayerSlotAssignmentCBData=userdata;
for (size_t i=0;i<m_PlayerSlots.size();i++)
{
m_PlayerSlots[i]->SetCallback(cb, userdata);
}
}