Yves
c02a7e1a7b
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.
186 lines
4.7 KiB
C++
186 lines
4.7 KiB
C++
/* Copyright (C) 2013 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MAPREADER
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#define INCLUDED_MAPREADER
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#include "MapIO.h"
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#include "lib/res/handle.h"
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#include "ps/CStr.h"
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#include "LightEnv.h"
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#include "ps/FileIo.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/system/Entity.h"
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class CObjectEntry;
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class CTerrain;
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class WaterManager;
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class SkyManager;
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class CLightEnv;
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class CCinemaManager;
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class CPostprocManager;
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class CTriggerManager;
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class CSimulation2;
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class CSimContext;
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class CTerrainTextureEntry;
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class ScriptInterface;
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class CGameView;
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class CXMLReader;
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class CMapGenerator;
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class CMapReader : public CMapIO
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{
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friend class CXMLReader;
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public:
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// constructor
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CMapReader();
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~CMapReader();
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// LoadMap: try to load the map from given file; reinitialise the scene to new data if successful
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void LoadMap(const VfsPath& pathname, JSRuntime* rt, JS::HandleValue settings, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*,
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CCinemaManager*, CTriggerManager*, CPostprocManager* pPostproc, CSimulation2*, const CSimContext*,
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int playerID, bool skipEntities);
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void LoadRandomMap(const CStrW& scriptFile, JSRuntime* rt, JS::HandleValue settings, CTerrain*, WaterManager*, SkyManager*, CLightEnv*, CGameView*, CCinemaManager*, CTriggerManager*, CPostprocManager* pPostproc_, CSimulation2*, int playerID);
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private:
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// Load script settings for use by scripts
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int LoadScriptSettings();
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// load player settings only
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int LoadPlayerSettings();
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// load map settings only
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int LoadMapSettings();
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// UnpackTerrain: unpack the terrain from the input stream
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int UnpackTerrain();
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//UnpackCinema: unpack the cinematic tracks from the input stream
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int UnpackCinema();
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// UnpackMap: unpack the given data from the raw data stream into local variables
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int UnpackMap();
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// ApplyData: take all the input data, and rebuild the scene from it
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int ApplyData();
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int ApplyTerrainData();
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// read some misc data from the XML file
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int ReadXML();
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// read entity data from the XML file
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int ReadXMLEntities();
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// clean up everything used during delayed load
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int DelayLoadFinished();
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// Copy random map settings over to sim
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int LoadRMSettings();
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// Generate random map
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int GenerateMap();
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// Parse script data into terrain
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int ParseTerrain();
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// Parse script data into entities
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int ParseEntities();
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// Parse script data into environment
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int ParseEnvironment();
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// Parse script data into camera
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int ParseCamera();
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// size of map
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ssize_t m_PatchesPerSide;
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// heightmap for map
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std::vector<u16> m_Heightmap;
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// list of terrain textures used by map
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std::vector<CTerrainTextureEntry*> m_TerrainTextures;
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// tile descriptions for each tile
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std::vector<STileDesc> m_Tiles;
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// lightenv stored in file
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CLightEnv m_LightEnv;
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// startup script
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CStrW m_Script;
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// random map data
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CStrW m_ScriptFile;
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DefPersistentRooted<JS::Value> m_ScriptSettings;
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DefPersistentRooted<JS::Value> m_MapData;
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CMapGenerator* m_MapGen;
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// state latched by LoadMap and held until DelayedLoadFinished
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CFileUnpacker unpacker;
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CTerrain* pTerrain;
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WaterManager* pWaterMan;
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SkyManager* pSkyMan;
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CPostprocManager* pPostproc;
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CLightEnv* pLightEnv;
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CGameView* pGameView;
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CCinemaManager* pCinema;
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CTriggerManager* pTrigMan;
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CSimulation2* pSimulation2;
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const CSimContext* pSimContext;
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int m_PlayerID;
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bool m_SkipEntities;
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VfsPath filename_xml;
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bool only_xml;
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u32 file_format_version;
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entity_id_t m_StartingCameraTarget;
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CVector3D m_StartingCamera;
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// UnpackTerrain generator state
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size_t cur_terrain_tex;
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size_t num_terrain_tex;
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CXMLReader* xml_reader;
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};
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/**
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* A restricted map reader that returns various summary information
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* for use by scripts (particularly the GUI).
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*/
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class CMapSummaryReader
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{
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public:
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/**
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* Try to load a map file.
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* @param pathname Path to .pmp or .xml file
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*/
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PSRETURN LoadMap(const VfsPath& pathname);
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/**
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* Returns a value of the form:
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* @code
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* {
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* "settings": { ... contents of the map's <ScriptSettings> ... }
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* }
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* @endcode
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*/
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void GetMapSettings(ScriptInterface& scriptInterface, JS::MutableHandleValue);
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private:
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CStr m_ScriptSettings;
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};
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#endif
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