/* Copyright (C) 2010 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 . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpCommandQueue.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "network/NetTurnManager.h" class CCmpCommandQueue : public ICmpCommandQueue { public: static void ClassInit(CComponentManager& UNUSED(componentManager)) { } DEFAULT_COMPONENT_ALLOCATOR(CommandQueue) std::vector m_LocalQueue; static std::string GetSchema() { return ""; } virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode)) { } virtual void Deinit(const CSimContext& UNUSED(context)) { } virtual void Serialize(ISerializer& serialize) { serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size()); for (size_t i = 0; i < m_LocalQueue.size(); ++i) { serialize.NumberI32_Unbounded("player", m_LocalQueue[i].player); serialize.ScriptVal("data", m_LocalQueue[i].data.get()); } } virtual void Deserialize(const CSimContext& context, const CParamNode& UNUSED(paramNode), IDeserializer& deserialize) { JSContext* cx = context.GetScriptInterface().GetContext(); u32 numCmds; deserialize.NumberU32_Unbounded("num commands", numCmds); for (size_t i = 0; i < numCmds; ++i) { i32 player; jsval data; deserialize.NumberI32_Unbounded("player", player); deserialize.ScriptVal("data", data); SimulationCommand c = { player, CScriptValRooted(cx, data) }; m_LocalQueue.push_back(c); } } virtual void PushLocalCommand(int player, CScriptVal cmd) { JSContext* cx = GetSimContext().GetScriptInterface().GetContext(); SimulationCommand c = { player, CScriptValRooted(cx, cmd) }; m_LocalQueue.push_back(c); } virtual void PostNetworkCommand(CScriptVal cmd) { JSContext* cx = GetSimContext().GetScriptInterface().GetContext(); // TODO: would be nicer to not use globals g_Game->GetTurnManager()->PostCommand(CScriptValRooted(cx, cmd)); } virtual void FlushTurn(const std::vector& commands) { ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface(); std::vector localCommands; m_LocalQueue.swap(localCommands); for (size_t i = 0; i < localCommands.size(); ++i) { bool ok = scriptInterface.CallFunctionVoid(scriptInterface.GetGlobalObject(), "ProcessCommand", localCommands[i].player, localCommands[i].data); if (!ok) LOGERROR(L"Failed to call ProcessCommand() global script function"); } for (size_t i = 0; i < commands.size(); ++i) { bool ok = scriptInterface.CallFunctionVoid(scriptInterface.GetGlobalObject(), "ProcessCommand", commands[i].player, commands[i].data); if (!ok) LOGERROR(L"Failed to call ProcessCommand() global script function"); } } }; REGISTER_COMPONENT_TYPE(CommandQueue)