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wraitii dad2857538 Use Symbols to store JS object references when serialising and delete ObjectIDCache
When serialising JS objects, we keep track of any encountered object,
and serialize it only once. Any further serialisation instead stores an
ID referring to the original object (essentially an opaque pointer).
The trouble of course is to have a unique, persistent identifier for
such an object.
svn uses an ObjectIDCache, essentially a "JS Object -> ID" map (which
internally is essentially a "JS heap pointer -> ID" map).

JS, since ES15, includes a "Symbol" primitive type, which is a unique,
immutable identifier. They are also not iterable by for..in or
GetOwnPropertyName or related.
This means they can be used to store the tag directly on the object
(since it's impossible overwrite a user property).
Thanks to this, we can forgo ObjectIDCache in the serializers, and since
following D2897 it becomes unused, we can delete it, along with the
Finalization code it used.


Part of SM52 migration, stage: SM45-compatible changes.

Patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3085
This was SVN commit r24167.
2020-11-12 06:40:19 +00:00
binaries Missing attack ranged archer variants fromr P24164 2020-11-11 23:10:28 +00:00
build Fixes and improvements to the CI pipelines. 2020-08-18 12:47:09 +00:00
docs Update the pathfinder docs. 2015-06-27 15:16:21 +00:00
libraries Use Symbols to store JS object references when serialising and delete ObjectIDCache 2020-11-12 06:40:19 +00:00
source Use Symbols to store JS object references when serialising and delete ObjectIDCache 2020-11-12 06:40:19 +00:00
.arcconfig Add an Arcanist configuration file to interact with Phabricator. 2016-12-22 08:26:18 +00:00
.arclint Upgrade premake5 from alpha12 to alpha13, refs #3729. 2019-01-04 21:20:45 +00:00
.coafile Fixes and improvements to the CI pipelines. 2020-08-18 12:47:09 +00:00
.gitattributes Deletes internal mod (see SVN history if needed) 2013-02-14 22:32:17 +00:00
license_dbghelp.txt Initial attempt at describing licensing details 2009-06-20 17:45:51 +00:00
license_gpl-2.0.txt Initial attempt at describing licensing details 2009-06-20 17:45:51 +00:00
license_lgpl-2.1.txt Initial attempt at describing licensing details 2009-06-20 17:45:51 +00:00
license_mit.txt Adds globalscripts/BicubicInterpolation.js, the corresponding license_mit.txt and points to it for other files with the same license in LICENSE.txt - reviewed by Philip and Itms. Uses that to fix an interpolation issue in gaia.js and also fixes a "fail by one" there - reviewed by elexis. Fixes #4174 2016-09-06 21:49:57 +00:00
LICENSE.txt Adds contrast-adaptiv-sharpening filter, also helps to partly remove FXAA texture blurring. 2020-08-07 22:16:55 +00:00
README.txt Add where and how to contribute to README.txt 2020-07-17 09:11:38 +00:00

 0 A.D. Introductory Information
=================================

0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform
real-time strategy game of ancient warfare.

This is currently an incomplete, under-development version of the game.
We're always interested in getting more people involved, to help bring the game
towards completion and to share the interesting experience of developing a
project of this scope.

There are several ways to contact us and find more information:

  Web site: http://play0ad.com/

  Forums: http://www.wildfiregames.com/forum/

  Trac (development info, bug tracker): http://trac.wildfiregames.com/

  IRC: #0ad on irc.quakenet.org


---------------------------------------
Running precompiled binaries on Windows
---------------------------------------

Open the "binaries\system" folder.

To launch the game: Run pyrogenesis.exe

To launch the map editor: Run Atlas.bat or "pyrogenesis.exe -editor"


-----------------------------------
Compiling the game from source code
-----------------------------------

The instructions for compiling the game on Windows, Linux and OS X are at
http://trac.wildfiregames.com/wiki/BuildInstructions


------------------
Reporting problems
------------------

Bugs should be reported on Trac. For information on reporting problems
and finding logs, see http://trac.wildfiregames.com/wiki/ReportingErrors


------------------
 Contributing Code
------------------

If you want to help out programming for the game, have a look at
https://trac.wildfiregames.com/wiki/GettingStartedProgrammers
or contact us on #0ad-dev on irc.quakenet.org


--------------------
Contributing Artwork
--------------------

If you want to make artwork for the game, have a look at
https://trac.wildfiregames.com/#Forartists:
or visit the forums http://www.wildfiregames.com/forum


-----------
Translating
-----------

You can help translating the game at https://www.transifex.com/projects/p/0ad
for more information, see https://trac.wildfiregames.com/wiki/Localization