wraitii
0f60bf3a97
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.
137 lines
4.6 KiB
C++
137 lines
4.6 KiB
C++
/* Copyright (C) 2021 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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#include "precompiled.h"
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#include "JSInterface_SavedGame.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/SavedGame.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/StructuredClone.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/TurnManager.h"
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namespace JSI_SavedGame
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{
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JS::Value GetSavedGames(const ScriptInterface& scriptInterface)
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{
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return SavedGames::GetSavedGames(scriptInterface);
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}
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bool DeleteSavedGame(const std::wstring& name)
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{
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return SavedGames::DeleteSavedGame(name);
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}
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void SaveGame(const ScriptRequest& rq, const std::wstring& filename, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
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if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void SaveGamePrefix(const ScriptRequest& rq, const std::wstring& prefix, const std::wstring& description, JS::HandleValue GUIMetadata)
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{
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Script::StructuredClone GUIMetadataClone = Script::WriteStructuredClone(rq, GUIMetadata);
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if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone) < 0)
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LOGERROR("Failed to save game");
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}
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void QuickSave(JS::HandleValue GUIMetadata)
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{
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if (g_NetServer || g_NetClient)
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LOGERROR("Can't store quicksave during multiplayer!");
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else if (g_Game)
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g_Game->GetTurnManager()->QuickSave(GUIMetadata);
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else
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LOGERROR("Can't store quicksave if game is not running!");
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}
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void QuickLoad()
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{
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if (g_NetServer || g_NetClient)
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LOGERROR("Can't load quicksave during multiplayer!");
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else if (g_Game)
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g_Game->GetTurnManager()->QuickLoad();
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else
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LOGERROR("Can't load quicksave if game is not running!");
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}
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JS::Value StartSavedGame(const ScriptInterface& scriptInterface, const std::wstring& name)
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{
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// We need to be careful with different compartments and contexts.
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// The GUI calls this function from the GUI context and expects the return value in the same context.
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// The game we start from here creates another context and expects data in this context.
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ScriptRequest rqGui(scriptInterface);
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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// Load the saved game data from disk
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JS::RootedValue guiContextMetadata(rqGui.cx);
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std::string savedState;
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Status err = SavedGames::Load(name, scriptInterface, &guiContextMetadata, savedState);
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if (err < 0)
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return JS::UndefinedValue();
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g_Game = new CGame(true);
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{
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CSimulation2* sim = g_Game->GetSimulation2();
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ScriptRequest rqGame(sim->GetScriptInterface());
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JS::RootedValue gameContextMetadata(rqGame.cx, Script::CloneValueFromOtherCompartment(sim->GetScriptInterface(), scriptInterface, guiContextMetadata));
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JS::RootedValue gameInitAttributes(rqGame.cx);
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Script::GetProperty(rqGame, gameContextMetadata, "initAttributes", &gameInitAttributes);
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int playerID;
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Script::GetProperty(rqGame, gameContextMetadata, "playerID", playerID);
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(&gameInitAttributes, savedState);
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}
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return guiContextMetadata;
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}
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void ActivateRejoinTest()
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{
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if (!g_Game || !g_Game->GetSimulation2() || !g_Game->GetTurnManager())
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return;
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g_Game->GetSimulation2()->ActivateRejoinTest(g_Game->GetTurnManager()->GetCurrentTurn() + 1);
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}
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void RegisterScriptFunctions(const ScriptRequest& rq)
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{
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ScriptFunction::Register<&GetSavedGames>(rq, "GetSavedGames");
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ScriptFunction::Register<&DeleteSavedGame>(rq, "DeleteSavedGame");
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ScriptFunction::Register<&SaveGame>(rq, "SaveGame");
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ScriptFunction::Register<&SaveGamePrefix>(rq, "SaveGamePrefix");
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ScriptFunction::Register<&QuickSave>(rq, "QuickSave");
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ScriptFunction::Register<&QuickLoad>(rq, "QuickLoad");
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ScriptFunction::Register<&ActivateRejoinTest>(rq, "ActivateRejoinTest");
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ScriptFunction::Register<&StartSavedGame>(rq, "StartSavedGame");
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}
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}
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