0ad/source/simulation2/components/CCmpCommandQueue.cpp
historic_bruno c2ca0209fa Fixes multiplayer crash when host disconnects while clients are still loading.
Improves client disconnect handling slightly.

This was SVN commit r13327.
2013-03-25 05:01:36 +00:00

120 lines
3.5 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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<SimulationCommand> m_LocalQueue;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
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 CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
u32 numCmds;
deserialize.NumberU32_Unbounded("num commands", numCmds);
for (size_t i = 0; i < numCmds; ++i)
{
i32 player;
CScriptValRooted data;
deserialize.NumberI32_Unbounded("player", player);
deserialize.ScriptVal("data", data);
SimulationCommand c = { player, data };
m_LocalQueue.push_back(c);
}
}
virtual void PushLocalCommand(player_id_t 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();
PROFILE2_EVENT("post net command");
PROFILE2_ATTR("command: %s", GetSimContext().GetScriptInterface().StringifyJSON(cmd.get(), false).c_str());
// TODO: would be nicer to not use globals
if (g_Game && g_Game->GetTurnManager())
g_Game->GetTurnManager()->PostCommand(CScriptValRooted(cx, cmd));
}
virtual void FlushTurn(const std::vector<SimulationCommand>& commands)
{
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
std::vector<SimulationCommand> 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)