As log messages aren't supposed to be translatable, this removes the
internationalization of all log messages, which had it enabled.
Patch by: @Dunedan
Accepted by: @Itms
Differential Revision: https://code.wildfiregames.com/D5314
This was SVN commit r28179.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
Since it is very non-trivial to determine which mods change checksums
and which don't, this relies on modder goodwill (and on verification on
our end for signed mods).
The declaration is an optional "ignoreInCompatibilityChecks" boolean in
mod.json
Also rework slightly the MP lobby mod display to always show the host
mods in a clear manner.
Differential Revision: https://code.wildfiregames.com/D3968
This was SVN commit r25634.
`Mod` currently modifies 4 global arrays, including some that are
'public'.
The logic flow is easier to understand if this becomes a real class with
const-correctness and public/private methods.
Differential Revision: https://code.wildfiregames.com/D3981
This was SVN commit r25469.
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.
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.
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.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.
Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.
Thanks Stan for the testing.
Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
No particularly noteworthy changes, as most complex API changes were
already supported in SM45 and done.
The addition of JSStructuredCloneData allows to remove our custom class.
Changes:
- InformalValueTypeName is back in the API, so remove our
implementation.
- Stop using JSRuntime entirely in favour of JSContext*
- JSPropertyDescriptor is renamed.
- CompartmentOptions are tweaked slightly (no functional changes)
- JS::Construct - API update.
- JSClass split - API update.
- A js.msg error message was removed, so we had to use a different one.
- Tests fix: fix comparison of union instances
- Disable warning in spidermonkey Vector.h
- Update error reporting to SM52 (minor API updates)
- Ignore warnings about unused return values (would come from OOM, which
isn't recoverable)
Most of the patching was done by Itms.
Tested by: Stan, Freagarach
Fixes#4893
Differential Revision: https://code.wildfiregames.com/D3095
This was SVN commit r24203.
- Check for pending exceptions after function calls and script
executions.
- Call LOGERROR instead of JS_ReportError when there is a conversion
error in FromJSVal, since that can only be called from C++ (where JS
errors don't really make sense). Instead, C++ callers of FromJSVal
should handle the failure and, themselves, either report an error or
simply do something else.
- Wrap JS_ReportError since that makes updating it later easier.
This isn't a systematical fix since ToJSVal also ought return a boolean
for failures, and we probably should trigger errors instead of warnings
on 'implicit' conversions, rather a preparation diff.
Part of the SM52 migration, stage: SM45 compatible (actually SM52
incompatible, too).
Based on a patch by: Itms
Comments by: Vladislavbelov, Stan`
Refs #742, #4893
Differential Revision: https://code.wildfiregames.com/D3093
This was SVN commit r24187.
JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).
The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.
JSContext* is directly passed to JSAPI functions only.
Part of the SM52 migration, stage: SM45 compatible
Based on a patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
Make that function static, so that it can be used for these functions
without slowly having to obtain the ScriptInterface instance using
GetScriptInterfaceAndCBData just to get the JSContext again.
Remove few redundant conversions for CreateObject arguments.
Differential Revision: https://code.wildfiregames.com/D2128
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
Tedious performance testing in: D2128, D2127
This was SVN commit r22894.
HasSetting from 3dfa23cd25 is actually redundant with
IGUIObject::SettingExists.
GetSettingPointer from 8f4f8e240f is superseded by GetSetting reference
following 3dfa23cd25 and 040624acff.
Deregister copying SetSetting variants for CStr and CStrW following copy
removal in 040624acff.
The default template <typename T=int> from c2a71e41bf can be removed
following FallBackSprite/FallBackColor removal in 9985fcf5bd and
RecurseObject unification in d4d5187c9d.
Delete all unused GUI includes, refs D1478.
Remove GUIUtil friend class following something.
Differential Revision: https://code.wildfiregames.com/D2225
Tested on: gcc 9.1.0, Jenkins
This was SVN commit r22779.
It is unneeded because we won't add backwards compatibility for previous
formats and
because the engine version check from 94302a4149 is sufficient and more
accurate in testing compatibility of savegames of different releases.
The simpler code allows unifying the savegame version check with the
check used by the replay menu (to be used in multiplayer gamesetups).
Differential Revision: https://code.wildfiregames.com/D1131
Reviewed By: wraitii
Agreed with: Imarok
Discussed with: Philip
This was SVN commit r20729.
This reveals unintentional modifications to these objects which would
most often imply hidden bugs.
Differential Revision: https://code.wildfiregames.com/D829Fixes#4257
Refs #3647
This was SVN commit r20100.
Remove the player assignments altogether (506350d6fa) as the C++ part
already saves the playerID.
Grab the playerID directly from the game instead of passing it around
needlessly.
This was SVN commit r18357.
Don't save the player assignments to savegames as
the GUIDs are outdated and the GUI data only applies to the player that
saved the game.
Remove unneeded argument from getPlayerData.
Remove invalid (ready should be status) and unneeded playerAssignment
data when selecting a map in singleplayer mode.
Show filenames of saved games in the debug log.
This was SVN commit r18355.
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.
Everything is char* now, so we don't need to mess around with different
string types.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs perl
-pi -e'1 while
s/(LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR).*)%[hl]s/$1%s/g'
This was SVN commit r16187.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed
-i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g'
This was SVN commit r16183.
* CGameLoader created a new JS::Value when assigning to m_Metadata.
This means it didn't actually update metadata in SavedGames::Load. The
new approach solves this problem and should work well if
CScriptValRooted gets replaced in the future.
* The cloning in ScriptFunctions.cpp was required. Removing it caused
compartment mismatches.
* Now CGameLoader loads the metadata unconditinally because we didn't
actually use the option to not load load it.
Ref #2415
This was SVN commit r15589.
Changes GetProperty, SetProperty and HasProperty and a few other
functions to take handles. The conversions to CScriptVal or
CScriptValRooted at some places should be removed in the future. I've
done that to avoid an even larger patch.
Refs #2415
Refs #2462
This was SVN commit r15568.
Also includes one little "demo-usecase", but additional code will be
changed to use that in future commits.
Refs #2415
Refs #2462
This was SVN commit r15542.
Provides the logic to detect the system language, load translations, and
use
loaded translations both in the C++ and the JavaScript side.
This patch includes code by Yves, sanderd17, leper, historic_bruno and
Gallaecio. It’s worth noting that Yves and historic_bruno were also the
main
contributors behind the changes in 1b3261b8f4 as well.
This was SVN commit r14953.
Each GUI Page gets its own compartment and all ScriptInterfaces in the
same thread should now use the same JS Runtime.
This is required for the SpiderMonkey upgrade.
Check the ticket for details.
Closes#2241
Refs #1886
Refs #1966
This was SVN commit r14496.
Adds saved game directory to the hotload watch list.
Logs error instead of crashing when saved game is not found.
Changes Atlas double-click selection to only pick units from the same
player.
This was SVN commit r11332.