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.
Fixing following problems:
Issue number one:
Enable mod with a23 compatibility in a23b.
Save configuration.
Start a24.
Better result:
Mod will be enabled and invisible in mod selection screen producing
various errors.
Worse result:
Game will crash and refuse to start.
Issue number two:
Mods can silently set loaded mods without restarting the engine, so mods
can unlist themselves from compatibility detection.
Solution:
Enable necessary mods instead if running with gui and open mod page.
Open information window on top of mod page to infom why mod page is
showing up.
On mod page show mods which failed in compatibility check and color the
resposnible ones.
Disable start button without enabled mods.
Show non existed mods if they failed in compatibility check.
Else just log to mainlog and close.
Another fixes:
Display in enabled mods really enabled mods as current logic confuses
players about which mods they have enabled and is not helpful (ref
#4881)
Note:
this will not solve issue with mods claiming being compatible with
engine version while in fact being incompatible.
Comments by: @vladislavbelov, @Stan, @Imarok
Tested by: @wraitii
Differential revision: D3592
Fixes: #6044#4881
This was SVN commit r25410.
We often only need to include ScriptRequest.h and not the full
ScriptInterface.h
Differential Revision: https://code.wildfiregames.com/D3920
This was SVN commit r25366.
Follows d0a42f2f00.
Because only the most specific hotkeys can be active at any time,
releasing a key may require re-activating less specific hotkeys.
There were two issues with this behaviour:
- It was buggy, as it only checked one active key, when any still active
key can trigger hotkeys.
- "HotkeyPress" and "HotkeyDown" events where sent, as if the hotkey was
pressed, which was unexpected for most code/users (it is unusual to have
a "Press" event on key release).
This fixes these issues by "silently" re-triggering the hotkeys in such
a case. It also makes it easier for JS code to use "hotkeyPress" instead
of "hotkeyDown" for non-continuous behaviour.
Accepted By: nani
Fixes#6123
Refs #6064 (fixes the problem, but not the code weirdness)
Differential Revision: https://code.wildfiregames.com/D3766
This was SVN commit r25169.
Observers no longer lag the game for players. There is still some time
to serialise the game when sending it to a joining observer, and
depending on the chosen 'max lag' the game may stop while observers
sufficiently catch up, but this impact too is reduced.
- Make the NetServerTurnManager ignore players marked as 'observers' for
the purpose of ending a turn, effectively making it possible for
observers to lag without it affecting the players in any way.
- Add a config option (network.observermaxlag) that specifies how many
turns behind the live game observers are allowed to be. Default to 10
turns, or 2 seconds, to keep them 'largely live'.
- The controller is not treated as an observer.
- Implement a simple UI to show this delay & allow the game to speed up
automatically to try and catch up. This can be deactivated via
network.autocatchup.
- Move network options to the renamed 'Network / Lobby' options page.
- Do not debug_warn/crash when receiving commands from the past -
instead warn and carry on, to avoid DOS and "coop play" issues.
Refs #5903, Refs #4210
Differential Revision: https://code.wildfiregames.com/D3737
This was SVN commit r25156.
- Replace ScriptInterface::RegisterFunction with
ScriptFunction::Register
- Mostly removing unused cmpPrivate*
- Some usage introduces specific getters (mapgenerator, AIWorker,
XmppClient,...)
- Several passthrough functions are simply removed in favour of calling
the original, reducing duplication
- Make use of ScriptRequest/ScriptInterface capabilities where
relevant.
- Make JSI_* headers only expose necessary functions, lightening them
considerably and reducing duplication
- Reuse namespaces in JSI_* implementations directly, reducing visual
noise there
Follows f3aedf88a6
Differential Revision: https://code.wildfiregames.com/D3626
This was SVN commit r24983.
This implements necessary tooling to create a simple SP campaign.
The architecture is intended to be easily extensible in the future.
'Campaign Run' contains the metadata of a campaign, e.g. maps
played/won. It's saved in the user folder under
saves/campaigns/*.0adcampaign
Campaign templates are JSON files in campaigns/
Campaigns can specify which Menu interface they will use. This is
intended to allow more complex layouts/presentation.
For now, a simple list interface is provided. This allows making
campaigns without any fancy art required (and effectively mimics AoE1's
campaign interface).
The behaviour on game end is also intended to be extensible, supporting
things such as carrying over units between scenarios - for now, it
simply records won games.
GameSetup is not available for now - scenarios are triggered with the
settings defined in the map/default settings. Improving on this requires
refactoring the gamesetup further.
The load/save game page has been extended slightly to support
showing/hiding campaign games (campaign gamed are saved under saves/
directly, there is no strong motivation to do otherwise at this point)
Closes#4387
Differential Revision: https://code.wildfiregames.com/D11
This was SVN commit r24979.
The new methods:
- aren't included in ScriptInterface.h directly, lightening that header
- don't use boost CPP
- don't need argument types or number or constness to be specified
- can work with object methods somewhat transparently
- support optional cmptPrivate (allowing removal of many UNUSED macro)
- support optional const ScriptRequest&, which is safer.
This first diff changes only some of the JSI files & the component
manager. Further diffs will update other files and finally delete the
current code.
Differential Revision: https://code.wildfiregames.com/D2818
This was SVN commit r24969.
Victory music doesn't work in A24 SP. That's because the modal pauses
the game, and pausing the game pauses music.
This has been the case since c9a5d5cee5.
Auto-pausing the game (structree, ...) didn't really happen in the past,
but A24 makes it relatively common, and I think pausing the music is a
bit jarring then, so this simply removes that.
Reported by: Langbart
Fixes#5941
Differential Revision: https://code.wildfiregames.com/D3433
This was SVN commit r24744.
12cceed3d9 broke meta-key releases. This fixes that.
Also fix a much older issue where pressing new keys would not release
less specific hotkeys.
Add tests.
Reported by: Imarok
Tested by: langbart
Fixes#5930Fixes#5927
Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
a4852c4c01 changed hotkeys to use scancode, but didn't change g_keys to
reflect that, and this could break hotkey release.
This fixes that by explicitly using scancodes. Note that we might want a
g_keys map in the future, but it seems un-necessary at the moment.
Also remove the last remnants of 'negated' hotkeys, which were disabled
following b995135138.
Tested By: OptimusShepard
Fixes#5922
Differential Revision: https://code.wildfiregames.com/D3379
This was SVN commit r24645.
Fixes 5473393e30.
This:
- Puts RL code under the RL namespace to avoid name collisions
- Avoids usage of new/delete
- Adds more documentation
- Does general cleanup (const-correctness, move semantics, argument
types, early returns...)
Patch by: irishninja
Comments by: Vladislavbelov, wraitii
Differential Revision: https://code.wildfiregames.com/D2947
This was SVN commit r24631.
This changes ConfigDB to support empty settings, marked with `= ""`. It
also changes hotkey to handle unused hotkeys, but stil have them appear
in the hotkey editor.
Fixes an issue where the current editor would bug when saving an empty
hotkey.
Removes the old system for unused hotkeys, adjust hotkey files
accordingly.
Reported by: FeldFeld
Differential Revision: https://code.wildfiregames.com/D3307
This was SVN commit r24618.
This makes this feature, very useful for checking for OOS, more easily
accessible.
Differential Revision: https://code.wildfiregames.com/D3199
This was SVN commit r24407.
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.
This ugprades 0 A.D. to the latest ESR at the moment of writing.
Mostly straighforward API changes (see meta-Bug 1633145)
- js::Class is merged with JSClass
- JSNewArrayObject becomes JS::NewArrayObject
- ArrayObject-functions are moved to a new public header Array.h
- JSMSG error messages have again been changed, requiring some tweaks.
- AutoValueArray becomes RootedBalueArray (Bug 1634435)
- 'uneval' is behind a Realm flag (Bug 1565170), but no removal is
planned in the short-term future.
- Some minor GC API changes (Bugs 1569564 and 1633405)
- Error reporting has had some tweaks, and error flags have been removed
(Bug 1620583)
- StructuredClone are now always thread-safe, simplifying an API change
introduced in SM52 (Bug 1607791)
Tested by: Stan, Freagarach, mammadori
Closes#5861
Differential Revision: https://code.wildfiregames.com/D3168
This was SVN commit r24333.
- Provide a "Hotkey" screen to let players remap hotkeys in-game using a
convenient setup.
- Make all .cfg hotkeys refer to scancodes (i.e. position on the
keyboard), so that default hotkeys now translate correctly for AZERTY,
QWERTZ and other layouts.
- 'BackSpace' is now an alias for 'Delete', and works for killing units.
This fixes#1917, as macs don't have a proper delete key and would need
to use Fn+Del otherwise. This shifts "timewarp" to Shift+BackSpace.
Functionally, this switches hotkeys to scancodes, as that makes more
sense (they are combinations of key positions, not actual text output).
SDL includes are cleaned and key names are reused.
Fixes#2850, Fixes#2604, Refs #1810, Fixes#1917.
Follows work in 3d7784d2af.
Various diffs tested by: Angen, Stan, Freagarach
Comments by: Nescio
Differential Revision: https://code.wildfiregames.com/D2814
This was SVN commit r24215.
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.
ScriptInterface is now a wrapper around a JSCompartment, and thus always
has a well-defined global.
The error reporter is moved to ScriptRuntime in anticipation of that
handling JSContext in a later diff.
Part of the SM52 migration, stage: SM45 compatible.
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3090
This was SVN commit r24180.
As part of the SM45->52 migration, a ScriptInterface becomes a wrapper
around a JSCompartment, not a JSContext, thus we ought to store private
data for the compartment and not the context.
This is a mass rename of CxPrivate to CmptPrivate to match that before
the actual changes.
Part of the SM52 migration, stage: SM45 compatible
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3089
This was SVN commit r24177.
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.
DefPersistentRooted is essentially a wrapper around unique_ptr and has
no real reason to exist.
Part of SM52 migration, stage: SM45 compatible.
Patch by: Itms
Tested by: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3086
This was SVN commit r24170.
Remove duplication when setting graphic options by reading the configDB
directly.
Properly protect the ModIO config keys.
Approved By: linkmauve
Refs #5538
Differential Revision: https://code.wildfiregames.com/D1931
This was SVN commit r23747.
Simply pass the JS value to the Save functions instead of letting those
obtain the data later from the topmost GUI page.
The JS hack incidence appears to be unused since 4b1297b328.
Differential Revision: https://code.wildfiregames.com/D2302
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22922.
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.
1c0536bf08 introduced a disableGraphics bool with a default value and
relied on the default being reasonable except for the few needed cases.
be93b31411 introduced the replayLog argument with a default value and
relied on the default being reasonable except for the few needed cases.
5747619c39 fixed a bug in that commit because the default value hadn't
actually been considered to be correct for all CGame constructor calls
and was wrong for two.
By requiring callers to specify the value, authors are forced to
establish thought which value is the correct one, as opposed to hoping
that a default value will be good by default.
As you can see in the diff, it also makes it easier to compare what
values changed if they are always defined in the caller.
Use CRenderer::IsInitialised() to determine if this is a non-visual
CGame,
for the purpose of removing less transparent proxy functions that are
unneeded as long as there are about 30 other calls testing for
CRenderer::IsInitialised() to determine if the Game should be rendered.
Supersedes:
* CGame constructor argument bool disableGraphics from 1c0536bf08.
* CGame::IsGraphicsDisabled() proxy from a533fff883 to the proxy from
1c0536bf08 and two local nonVisual = args.Has("autostart-nonvisual")
variables in GameSetup.cpp from a533fff883.
Call the Renderer destructor instead of calling delete on the
non-pointer (SAFE_DELETE would not be supported for instance).
Started as a preparation for D2197, but actually independent.
Differential Revision: https://code.wildfiregames.com/D2211
This was SVN commit r22785.
Require SSL for the UserReporter clientside.
Differential Revision: https://code.wildfiregames.com/D1598
Includes contributions by bb and Itms
This was SVN commit r21898.
This way it stands out more as a separate feature that can be more
easily exchanged, extended, maintained or conditionally removed from the
build and leaves more transparent includes, refs #5257.
Add missing string includes following 7c2e9027c2 and d6cb9c845b.
Remove unused Profile include following 38d6f81d71 and d6cb9c845b.
Remove unused CLogger include, add missing debug include following
d6cb9c845b.
Remove unused CConsole include following 9f0484e5ce / D1073.
Remove unused ProfilerViewer include following 2af94c5898.
This was SVN commit r21866.
Removes the call to the sprintf_s function from test_MD5.h in 17718981cf
and JSInterface_Main.cpp in 468d963e78.
As reported by Vladislav that function might not null-terminate strings
on untested/newer platforms, but the caller requires it here.
The sprintf_s calls in other places have the same problem.
Differential Revision: https://code.wildfiregames.com/D1591
Accepted By: Vladislav
This was SVN commit r21863.
User-submitted text upload was removed in 2779512c6e in preference of
the bugtracker.
Remove leftover mainmenu.js function that this commit should have
removed.
Profiler data upload was disabled in b9e46f386b because the data amount
was too large and because the two timing snapshots are inconclusive
without further data.
The hereby removed exposed JS functions could have been exploited by JS
mods to upload 0ad userdata to arbitrary places.
The performance data upload feature can be redesigned, implemented
without JS exposure, with a more transparent privacy policy (refs
#5257).
Differential Revision: https://code.wildfiregames.com/D1597
Performance upload feature removal accepted by: Vladislav
This was SVN commit r21858.
This way the user is only forced to read the Terms again that changed or
if the user logged in from a different machine.
Use md5sum since it is sufficiently resistant against collisions and
doesn't freeze the window for 2 seconds like EncryptPassword / SHA256
does, refs #4399.
Use 0 instead of empty string in default.cfg, refs #3990.
Differential Revision: https://code.wildfiregames.com/D1575
Partial review by: Vladislav
This was SVN commit r21850.
Use an enum to indicate the type of engine shutdown instead of three
bools.
State in the comments that the program is restarted within the same
process.
In preparation of introducing an IsQuitRequested function (which shall
not be named is_quit_requested as stressed by Vladislav):
Rename kill_mainloop to QuitEngine, restart_mainloop to RestartEngine,
restart_mainloop_in_atlas to StartAtlas to not break consistency.
Don't rename RestartInAtlas in JS just now.
Group declarations at the top of main.cpp.
This was SVN commit r21817.
JSInterface_L10n.cpp from d6db5a466d,
JSInterface_Renderer.cpp and JSInterface_GUITypes.cpp from 4b1297b328,
JSInterface_VisualReplay.cpp from b830233498,
JSInterface_Game.cpp from 5f8be8e0c6,
JSInterface_Simulation.cpp from 921c5515a6,
JSInterface_Debug.cpp from d6cb9c845b,
JSInterface_Main.cpp from 486aec18d4, refs #4772,
JSInterface_Mod.cpp where it was incorrectly removed in af03c72f76.
Refs D1470.
Sort includes alphabetically, add recent Coding Convention macro
comments.
This was SVN commit r21789.
Remove unused (wrong copy&paste) includes from 86fcf0de8c in
JSInterface_ModIo.*, initially hinted at by leper.
Remove a forward declaration in JSInterface_Console.h that should have
become an include with 4b1297b328, because CxPrivate must be declared
before its reference too.
Remove a forward declaration in JSInterface_Mod.h from 64bfa089af that
should have been the include added in af03c72f76 which in turn omitted
to remove this forward declaration.
Remove a forward declaration in Renderer.h that became unused with
1ddd24bb8c.
Differential Revision: https://code.wildfiregames.com/D1470
Reviewed By: Itms
This was SVN commit r21788.