elexis
a84e2e57df
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.
90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
/* Copyright (C) 2019 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 "ICmpAIManager.h"
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#include "simulation2/system/InterfaceScripted.h"
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#include "lib/file/vfs/vfs_util.h"
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#include "ps/Filesystem.h"
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BEGIN_INTERFACE_WRAPPER(AIManager)
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DEFINE_INTERFACE_METHOD_4("AddPlayer", void, ICmpAIManager, AddPlayer, std::wstring, player_id_t, uint8_t, std::wstring)
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DEFINE_INTERFACE_METHOD_0("TryLoadSharedComponent", void, ICmpAIManager, TryLoadSharedComponent)
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DEFINE_INTERFACE_METHOD_0("RunGamestateInit", void, ICmpAIManager, RunGamestateInit)
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END_INTERFACE_WRAPPER(AIManager)
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// Implement the static method that finds all AI scripts
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// that can be loaded via AddPlayer:
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struct GetAIsHelper
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{
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NONCOPYABLE(GetAIsHelper);
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public:
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GetAIsHelper(const ScriptInterface& scriptInterface) :
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m_ScriptInterface(scriptInterface),
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m_AIs(scriptInterface.GetJSRuntime())
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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m_AIs = JS_NewArrayObject(cx, 0);
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}
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void Run()
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{
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vfs::ForEachFile(g_VFS, L"simulation/ai/", Callback, (uintptr_t)this, L"*.json", vfs::DIR_RECURSIVE);
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}
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static Status Callback(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
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{
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GetAIsHelper* self = (GetAIsHelper*)cbData;
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JSContext* cx = self->m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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// Extract the 3rd component of the path (i.e. the directory after simulation/ai/)
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fs::wpath components = pathname.string();
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fs::wpath::iterator it = components.begin();
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std::advance(it, 2);
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std::wstring dirname = GetWstringFromWpath(*it);
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JS::RootedValue ai(cx);
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ScriptInterface::CreateObject(cx, &ai);
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JS::RootedValue data(cx);
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self->m_ScriptInterface.ReadJSONFile(pathname, &data);
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self->m_ScriptInterface.SetProperty(ai, "id", dirname, true);
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self->m_ScriptInterface.SetProperty(ai, "data", data, true);
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u32 length;
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JS_GetArrayLength(cx, self->m_AIs, &length);
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JS_SetElement(cx, self->m_AIs, length, ai);
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return INFO::OK;
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}
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JS::PersistentRootedObject m_AIs;
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const ScriptInterface& m_ScriptInterface;
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};
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JS::Value ICmpAIManager::GetAIs(const ScriptInterface& scriptInterface)
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{
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GetAIsHelper helper(scriptInterface);
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helper.Run();
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return JS::ObjectValue(*helper.m_AIs);
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}
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