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forked from 0ad/0ad
0ad/source/ps/scripting/JSInterface_SavedGame.cpp
wraitii 0f60bf3a97 Split off Object-related functions from ScriptInterface
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.
2021-05-13 17:23:52 +00:00

137 lines
4.6 KiB
C++

/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "JSInterface_SavedGame.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/SavedGame.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/StructuredClone.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/TurnManager.h"
namespace JSI_SavedGame
{
JS::Value GetSavedGames(const ScriptInterface& scriptInterface)
{
return SavedGames::GetSavedGames(scriptInterface);
}
bool DeleteSavedGame(const std::wstring& name)
{
return SavedGames::DeleteSavedGame(name);
}
void SaveGame(const ScriptRequest& rq, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
{
Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void SaveGamePrefix(const ScriptRequest& rq, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
{
Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
LOGERROR("Failed to save game");
}
void QuickSave(JS::HandleValue GUIMetadata)
{
if (g_NetServer || g_NetClient)
LOGERROR("Can't store quicksave during multiplayer!");
else if (g_Game)
g_Game->GetTurnManager()->QuickSave(GUIMetadata);
else
LOGERROR("Can't store quicksave if game is not running!");
}
void QuickLoad()
{
if (g_NetServer || g_NetClient)
LOGERROR("Can't load quicksave during multiplayer!");
else if (g_Game)
g_Game->GetTurnManager()->QuickLoad();
else
LOGERROR("Can't load quicksave if game is not running!");
}
JS::Value StartSavedGame(const ScriptInterface& scriptInterface, const std::wstring& name)
{
// We need to be careful with different compartments and contexts.
// The GUI calls this function from the GUI context and expects the return value in the same context.
// The game we start from here creates another context and expects data in this context.
ScriptRequest rqGui(scriptInterface);
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
// Load the saved game data from disk
JS::RootedValue guiContextMetadata(rqGui.cx);
std::string savedState;
Status err = SavedGames::Load(name, scriptInterface, &guiContextMetadata, savedState);
if (err < 0)
return JS::UndefinedValue();
g_Game = new CGame(true);
{
CSimulation2* sim = g_Game->GetSimulation2();
ScriptRequest rqGame(sim->GetScriptInterface());
JS::RootedValue gameContextMetadata(rqGame.cx, Script::CloneValueFromOtherCompartment(sim->GetScriptInterface(), scriptInterface, guiContextMetadata));
JS::RootedValue gameInitAttributes(rqGame.cx);
Script::GetProperty(rqGame, gameContextMetadata, "initAttributes", &gameInitAttributes);
int playerID;
Script::GetProperty(rqGame, gameContextMetadata, "playerID", playerID);
g_Game->SetPlayerID(playerID);
g_Game->StartGame(&gameInitAttributes, savedState);
}
return guiContextMetadata;
}
void ActivateRejoinTest()
{
if (!g_Game || !g_Game->GetSimulation2() || !g_Game->GetTurnManager())
return;
g_Game->GetSimulation2()->ActivateRejoinTest(g_Game->GetTurnManager()->GetCurrentTurn() + 1);
}
void RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&GetSavedGames>(rq, "GetSavedGames");
ScriptFunction::Register<&DeleteSavedGame>(rq, "DeleteSavedGame");
ScriptFunction::Register<&SaveGame>(rq, "SaveGame");
ScriptFunction::Register<&SaveGamePrefix>(rq, "SaveGamePrefix");
ScriptFunction::Register<&QuickSave>(rq, "QuickSave");
ScriptFunction::Register<&QuickLoad>(rq, "QuickLoad");
ScriptFunction::Register<&ActivateRejoinTest>(rq, "ActivateRejoinTest");
ScriptFunction::Register<&StartSavedGame>(rq, "StartSavedGame");
}
}