/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpCommandQueue.h" #include "ps/CLogger.h" class CCmpCommandQueue : public ICmpCommandQueue { public: static void ClassInit(CComponentManager& UNUSED(componentManager)) { } DEFAULT_COMPONENT_ALLOCATOR(CommandQueue) const CSimContext* m_Context; // never NULL (after Init/Deserialize) struct Command { int player; CScriptValRooted data; }; std::vector m_CmdQueue; virtual void Init(const CSimContext& context, const CParamNode& UNUSED(paramNode)) { m_Context = &context; } virtual void Deinit(const CSimContext& UNUSED(context)) { } virtual void Serialize(ISerializer& serialize) { serialize.NumberU32_Unbounded("num commands", (u32)m_CmdQueue.size()); for (size_t i = 0; i < m_CmdQueue.size(); ++i) { serialize.NumberI32_Unbounded("player", m_CmdQueue[i].player); serialize.ScriptVal("data", m_CmdQueue[i].data.get()); } } virtual void Deserialize(const CSimContext& context, const CParamNode& UNUSED(paramNode), IDeserializer& deserialize) { m_Context = &context; JSContext* cx = m_Context->GetComponentManager().GetScriptInterface().GetContext(); u32 numCmds; deserialize.NumberU32_Unbounded(numCmds); for (size_t i = 0; i < numCmds; ++i) { i32 player; jsval data; deserialize.NumberI32_Unbounded(player); deserialize.ScriptVal(data); Command c = { player, CScriptValRooted(cx, data) }; m_CmdQueue.push_back(c); } } virtual void PushClientCommand(int player, CScriptVal cmd) { JSContext* cx = m_Context->GetComponentManager().GetScriptInterface().GetContext(); Command c = { player, CScriptValRooted(cx, cmd) }; m_CmdQueue.push_back(c); } virtual void ProcessCommands() { ScriptInterface& scriptInterface = m_Context->GetComponentManager().GetScriptInterface(); for (size_t i = 0; i < m_CmdQueue.size(); ++i) { bool ok = scriptInterface.CallFunctionVoid(scriptInterface.GetGlobalObject(), "ProcessCommand", m_CmdQueue[i].player, m_CmdQueue[i].data); if (!ok) LOGERROR(L"Failed to call ProcessCommand() global script function"); } m_CmdQueue.clear(); } }; REGISTER_COMPONENT_TYPE(CommandQueue)