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forked from 0ad/0ad
0ad/source/simulation2/scripting/ScriptComponent.cpp
leper 9defd11440 Pass ScriptInterface as a const ref where possible.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D739
This was SVN commit r20028.
2017-08-24 00:32:42 +00:00

124 lines
4.0 KiB
C++

/* Copyright (C) 2017 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 "ScriptComponent.h"
#include "simulation2/serialization/ISerializer.h"
#include "simulation2/serialization/IDeserializer.h"
CComponentTypeScript::CComponentTypeScript(const ScriptInterface& scriptInterface, JS::HandleValue instance) :
m_ScriptInterface(scriptInterface), m_Instance(scriptInterface.GetJSRuntime(), instance)
{
// Cache the property detection for efficiency
JSContext* cx = m_ScriptInterface.GetContext();
JSAutoRequest rq(cx);
m_HasCustomSerialize = m_ScriptInterface.HasProperty(m_Instance, "Serialize");
m_HasCustomDeserialize = m_ScriptInterface.HasProperty(m_Instance, "Deserialize");
m_HasNullSerialize = false;
if (m_HasCustomSerialize)
{
JS::RootedValue val(cx);
if (m_ScriptInterface.GetProperty(m_Instance, "Serialize", &val) && val.isNull())
m_HasNullSerialize = true;
}
}
void CComponentTypeScript::Init(const CParamNode& paramNode, entity_id_t ent)
{
m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
m_ScriptInterface.CallFunctionVoid(m_Instance, "Init");
}
void CComponentTypeScript::Deinit()
{
m_ScriptInterface.CallFunctionVoid(m_Instance, "Deinit");
}
void CComponentTypeScript::HandleMessage(const CMessage& msg, bool global)
{
JSContext* cx = m_ScriptInterface.GetContext();
JSAutoRequest rq(cx);
const char* name = global ? msg.GetScriptGlobalHandlerName() : msg.GetScriptHandlerName();
JS::RootedValue msgVal(cx, msg.ToJSValCached(m_ScriptInterface));
if (!m_ScriptInterface.CallFunctionVoid(m_Instance, name, msgVal))
LOGERROR("Script message handler %s failed", name);
}
void CComponentTypeScript::Serialize(ISerializer& serialize)
{
// If the component set Serialize = null, then do no work here
if (m_HasNullSerialize)
return;
JSContext* cx = m_ScriptInterface.GetContext();
JSAutoRequest rq(cx);
// Support a custom "Serialize" function, which returns a new object that will be
// serialized instead of the component itself
if (m_HasCustomSerialize)
{
JS::RootedValue val(cx);
if (!m_ScriptInterface.CallFunction(m_Instance, "Serialize", &val))
LOGERROR("Script Serialize call failed");
serialize.ScriptVal("object", &val);
}
else
{
serialize.ScriptVal("object", &m_Instance);
}
}
void CComponentTypeScript::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
{
JSContext* cx = m_ScriptInterface.GetContext();
JSAutoRequest rq(cx);
m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
// Support a custom "Deserialize" function, to which we pass the deserialized data
// instead of automatically adding the deserialized properties onto the object
if (m_HasCustomDeserialize)
{
JS::RootedValue val(cx);
// If Serialize = null, we'll still call Deserialize but with undefined argument
if (!m_HasNullSerialize)
deserialize.ScriptVal("object", &val);
if (!m_ScriptInterface.CallFunctionVoid(m_Instance, "Deserialize", val))
LOGERROR("Script Deserialize call failed");
}
else
{
if (!m_HasNullSerialize)
{
// Use ScriptObjectAppend so we don't lose the carefully-constructed
// prototype/parent of this object
deserialize.ScriptObjectAppend("object", m_Instance);
}
}
}