Ykkrosh
1c0536bf08
Major updates to most network classes. Simplify CNetServer so it doesn't duplicate any client behaviour; all players now run CNetClient. Remove most player/slot management from networking code. Wait for all players to finish loading before starting the simulation. Remove CGameAttributes; attributes are now just a JS object. Remove CPlayer; they are now just simulation entities. Handle player colours via simulation system. Add a default map for Atlas, so it always has something to load. Move network documentation to Doxygen. Remove lots of now-unused code. This was SVN commit r7653.
231 lines
6.8 KiB
C++
231 lines
6.8 KiB
C++
/* Copyright (C) 2009 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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// A general system of converting between native objects and their JavaScript representations
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#ifndef INCLUDED_JSCONVERSIONS
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#define INCLUDED_JSCONVERSIONS
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#include "scripting/ScriptingHost.h"
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class CStrW;
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class CScriptObject;
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class CObjectEntry;
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class CVector3D;
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// -----
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//
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// Defaults
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//
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// -----
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template<typename T> T* ToNative( JSContext* cx, JSObject* obj )
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{
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return( (T*)JS_GetInstancePrivate( cx, obj, &T::JSI_class, NULL ) );
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}
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template<typename T> JSObject* ToScript( T* Native )
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{
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if( !Native )
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return( (JSObject*)NULL );
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return( Native->GetScript() );
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}
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template<typename T> T* ToNative( jsval v )
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{
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if( !JSVAL_IS_OBJECT( v ) ) return( NULL );
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if( v == JSVAL_NULL ) return( NULL );
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return( ToNative<T>( g_ScriptingHost.GetContext(), JSVAL_TO_OBJECT( v ) ) );
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}
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template<typename T> bool ToPrimitive( JSContext* UNUSED(cx), jsval v, T& Storage )
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{
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T* Native = ToNative<T>( v );
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if( !Native ) return( false );
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Storage = *Native;
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return( true );
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}
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// Handle pointer-to-objects sensibly (by automatically dereferencing them one level)
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template<typename T> bool ToPrimitive( JSContext* UNUSED(cx), jsval v, T*& Storage )
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{
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T* Native = ToNative<T>( v );
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if( !Native ) return( false );
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Storage = Native;
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return( true );
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}
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// Throws PSERROR_Scripting_ConversionFailed on failure.
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template<typename T> inline T ToPrimitive( JSContext* cx, jsval v )
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{
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T Temp;
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bool ok = ToPrimitive( cx, v, Temp );
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if( !ok ) throw PSERROR_Scripting_ConversionFailed();
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return( Temp );
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}
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// Throws PSERROR_Scripting_ConversionFailed on failure.
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template<typename T> inline T ToPrimitive( jsval v )
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{
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return( ToPrimitive<T>( g_ScriptingHost.GetContext(), v ) );
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}
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template<typename T> jsval ToJSVal( T& Native )
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{
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return( OBJECT_TO_JSVAL( ToScript<T>( &Native ) ) );
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}
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template<typename T> jsval ToJSVal( T*& Native )
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{
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return( OBJECT_TO_JSVAL( ToScript<T>( Native ) ) );
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}
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template<typename T> jsval ToJSVal( const T& Native );
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// -----
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//
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// Overrides
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//
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// -----
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// CVector3D
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template<> CVector3D* ToNative<CVector3D>( JSContext* cx, JSObject* obj );
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template<> JSObject* ToScript<CVector3D>( CVector3D* Native );
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template<> jsval ToJSVal<CVector3D>( const CVector3D& Native );
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// CObjectEntry
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template<> bool ToPrimitive<CObjectEntry>( JSContext* cx, jsval v, CObjectEntry*& Storage );
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template<> jsval ToJSVal<CObjectEntry>( CObjectEntry*& Native );
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// CScriptObject
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template<> bool ToPrimitive<CScriptObject>( JSContext* cx, jsval v, CScriptObject& Storage );
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template<> jsval ToJSVal<CScriptObject>( CScriptObject& Native );
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// int
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template<> bool ToPrimitive<int>( JSContext* cx, jsval v, int& Storage );
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template<> jsval ToJSVal<int>( const int& Native );
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template<> jsval ToJSVal<int>( int& Native );
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// unsigned
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template<> bool ToPrimitive<unsigned>( JSContext* cx, jsval v, unsigned& Storage );
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template<> jsval ToJSVal<unsigned>( const unsigned& Native );
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template<> jsval ToJSVal<unsigned>( unsigned& Native );
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// long int
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template<> bool ToPrimitive<long>( JSContext* cx, jsval v, long& Storage );
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template<> jsval ToJSVal<long>( const long& Native );
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template<> jsval ToJSVal<long>( long& Native );
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// unsigned long int
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template<> bool ToPrimitive<unsigned long>( JSContext* cx, jsval v, unsigned long& Storage );
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template<> jsval ToJSVal<unsigned long>( const unsigned long& Native );
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template<> jsval ToJSVal<unsigned long>( unsigned long& Native );
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// (s)size_t are considered to be identical to (unsigned) int by GCC and
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// their specializations would cause conflicts there. On x86_64 GCC, s/size_t
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// is equivalent to (unsigned) long, but the same solution applies; use the
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// long and unsigned long specializations instead of s/size_t.
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#if !GCC_VERSION
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// for some reason, x64 MSC treats size_t as distinct from unsigned long:
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#if ARCH_AMD64
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// size_t
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template<> bool ToPrimitive<size_t>( JSContext* cx, jsval v, size_t& Storage );
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template<> jsval ToJSVal<size_t>( const size_t& Native );
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template<> jsval ToJSVal<size_t>( size_t& Native );
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// ssize_t
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template<> bool ToPrimitive<ssize_t>( JSContext* cx, jsval v, ssize_t& Storage );
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template<> jsval ToJSVal<ssize_t>( const ssize_t& Native );
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template<> jsval ToJSVal<ssize_t>( ssize_t& Native );
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#endif
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#endif
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// double
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template<> bool ToPrimitive<double>( JSContext* cx, jsval v, double& Storage );
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template<> jsval ToJSVal<double>( const double& Native );
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template<> jsval ToJSVal<double>( double& Native );
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// float
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template<> bool ToPrimitive<float>( JSContext* cx, jsval v, float& Storage );
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template<> jsval ToJSVal<float>( const float& Native );
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template<> jsval ToJSVal<float>( float& Native );
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// bool
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template<> bool ToPrimitive<bool>( JSContext* cx, jsval v, bool& Storage );
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template<> jsval ToJSVal<bool>( const bool& Native );
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template<> jsval ToJSVal<bool>( bool& Native );
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/*
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// char*
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template<> bool ToPrimitive<char*>( JSContext* cx, jsval v, char*& Storage );
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template<> jsval ToJSVal<char*>( const char* Native );
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template<> jsval ToJSVal<char*>( char* Native );
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*/
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// CStrW
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template<> bool ToPrimitive<CStrW>( JSContext* cx, jsval v, CStrW& Storage );
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template<> jsval ToJSVal<CStrW>( const CStrW& Native );
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template<> jsval ToJSVal<CStrW>( CStrW& Native );
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// CStr(8)
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template<> bool ToPrimitive<CStr8>( JSContext* cx, jsval v, CStr8& Storage );
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template<> jsval ToJSVal<CStr8>( const CStr8& Native );
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template<> jsval ToJSVal<CStr8>( CStr8& Native );
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// jsval
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// Don't want to just use jsval directly, because it's equivalent to long and
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// can cause conflicts or confusion. So create a simple wrapper class for it,
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// so it's a real distinguishable type.
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struct jsval_t
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{
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jsval v;
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jsval_t(jsval v) : v(v) {}
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};
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template<> jsval ToJSVal<jsval_t>( const jsval_t& Native );
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// Intelligent CStrW->JSVal conversion
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jsval JSParseString( const CStrW& String );
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/* MT: Maybe:
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#define JSCOPY_CAST( For, Use ) \
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template<> bool ToPrimitive<For>( JSContext* cx, jsval v, For& Storage ) \
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{ \
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Use temp; \
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if( !ToPrimitive<Use>( cx, v, temp ) ) \
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return( false ); \
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Storage = (For)temp; \
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} \
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template<> jsval ToJSVal<For>( const For& Native ) \
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{ \
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Use temp = (Use)Native; \
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return( ToJSVal<Use>( temp ) ); \
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} \
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template<> jsval ToJSVal<For>( For& Native ) \
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{ \
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Use temp = (Use)Native; \
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return( ToJSVal<Use>( temp ) ); \
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}
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*/
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#endif
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