wraitii
dad2857538
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. |
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binaries | ||
build | ||
docs | ||
libraries | ||
source | ||
.arcconfig | ||
.arclint | ||
.coafile | ||
.gitattributes | ||
license_dbghelp.txt | ||
license_gpl-2.0.txt | ||
license_lgpl-2.1.txt | ||
license_mit.txt | ||
LICENSE.txt | ||
README.txt |
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