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forked from 0ad/0ad
0ad/source/network/NetMessageSim.cpp
wraitii fd8f5abd2e [SM52 2/2] Update to Spidermonkey 52 APIs.
No particularly noteworthy changes, as most complex API changes were
already supported in SM45 and done.
The addition of JSStructuredCloneData allows to remove our custom class.

Changes:
- InformalValueTypeName is back in the API, so remove our
implementation.
- Stop using JSRuntime entirely in favour of JSContext*
- JSPropertyDescriptor is renamed.
- CompartmentOptions are tweaked slightly (no functional changes)
- JS::Construct - API update.
- JSClass split - API update.
- A js.msg error message was removed, so we had to use a different one.
- Tests fix: fix comparison of union instances
- Disable warning in spidermonkey Vector.h
- Update error reporting to SM52 (minor API updates)
- Ignore warnings about unused return values (would come from OOM, which
isn't recoverable)

Most of the patching was done by Itms.

Tested by: Stan, Freagarach
Fixes #4893

Differential Revision: https://code.wildfiregames.com/D3095
This was SVN commit r24203.
2020-11-18 14:39:04 +00:00

232 lines
7.2 KiB
C++

/* Copyright (C) 2020 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 "NetMessage.h"
#include "lib/utf8.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/serialization/BinarySerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.h" // for DEBUG_SERIALIZER_ANNOTATE
#include <sstream>
class CBufferBinarySerializerImpl
{
public:
CBufferBinarySerializerImpl(u8* buffer) :
m_Buffer(buffer)
{
}
void Put(const char* name, const u8* data, size_t len)
{
#if DEBUG_SERIALIZER_ANNOTATE
std::string tag = "<";
tag.append(name);
tag.append(">");
memcpy(m_Buffer, tag.c_str(), tag.length());
m_Buffer += tag.length();
#else
UNUSED2(name);
#endif
memcpy(m_Buffer, data, len);
m_Buffer += len;
}
u8* m_Buffer;
};
/**
* Serializer instance that writes directly to a buffer (which must be long enough).
*/
class CBufferBinarySerializer : public CBinarySerializer<CBufferBinarySerializerImpl>
{
public:
CBufferBinarySerializer(const ScriptInterface& scriptInterface, u8* buffer) :
CBinarySerializer<CBufferBinarySerializerImpl>(scriptInterface, buffer)
{
}
u8* GetBuffer()
{
return m_Impl.m_Buffer;
}
};
class CLengthBinarySerializerImpl
{
public:
CLengthBinarySerializerImpl() :
m_Length(0)
{
}
void Put(const char* name, const u8* UNUSED(data), size_t len)
{
#if DEBUG_SERIALIZER_ANNOTATE
m_Length += 2; // '<' and '>'
m_Length += strlen(name);
#else
UNUSED2(name);
#endif
m_Length += len;
}
size_t m_Length;
};
/**
* Serializer instance that simply counts how many bytes would be written.
*/
class CLengthBinarySerializer : public CBinarySerializer<CLengthBinarySerializerImpl>
{
public:
CLengthBinarySerializer(const ScriptInterface& scriptInterface) :
CBinarySerializer<CLengthBinarySerializerImpl>(scriptInterface)
{
}
size_t GetLength()
{
return m_Impl.m_Length;
}
};
CSimulationMessage::CSimulationMessage(const ScriptInterface& scriptInterface) :
CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(scriptInterface), m_Data(scriptInterface.GetGeneralJSContext())
{
}
CSimulationMessage::CSimulationMessage(const ScriptInterface& scriptInterface, u32 client, i32 player, u32 turn, JS::HandleValue data) :
CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(scriptInterface),
m_Client(client), m_Player(player), m_Turn(turn), m_Data(scriptInterface.GetGeneralJSContext(), data)
{
}
CSimulationMessage::CSimulationMessage(const CSimulationMessage& orig) :
m_Data(orig.m_ScriptInterface.GetGeneralJSContext()),
m_Client(orig.m_Client),
m_Player(orig.m_Player),
m_ScriptInterface(orig.m_ScriptInterface),
m_Turn(orig.m_Turn),
CNetMessage(orig)
{
m_Data = orig.m_Data;
}
u8* CSimulationMessage::Serialize(u8* pBuffer) const
{
// TODO: ought to handle serialization exceptions
// TODO: ought to represent common commands more efficiently
u8* pos = CNetMessage::Serialize(pBuffer);
CBufferBinarySerializer serializer(m_ScriptInterface, pos);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
return serializer.GetBuffer();
}
const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
{
// TODO: ought to handle serialization exceptions
// TODO: ought to represent common commands more efficiently
const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
std::istringstream stream(std::string(pos, pEnd));
CStdDeserializer deserializer(m_ScriptInterface, stream);
deserializer.NumberU32_Unbounded("client", m_Client);
deserializer.NumberI32_Unbounded("player", m_Player);
deserializer.NumberU32_Unbounded("turn", m_Turn);
deserializer.ScriptVal("command", &m_Data);
return pEnd;
}
size_t CSimulationMessage::GetSerializedLength() const
{
// TODO: serializing twice is stupidly inefficient - we should just
// do it once, store the result, and use it here and in Serialize
CLengthBinarySerializer serializer(m_ScriptInterface);
serializer.NumberU32_Unbounded("client", m_Client);
serializer.NumberI32_Unbounded("player", m_Player);
serializer.NumberU32_Unbounded("turn", m_Turn);
// TODO: The cast can probably be removed if and when ScriptVal can take a JS::HandleValue instead of
// a JS::MutableHandleValue (relies on JSAPI change). Also search for other casts like this one in that case.
serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
return CNetMessage::GetSerializedLength() + serializer.GetLength();
}
CStr CSimulationMessage::ToString() const
{
std::string source = m_ScriptInterface.ToString(const_cast<JS::PersistentRootedValue*>(&m_Data));
std::stringstream stream;
stream << "CSimulationMessage { m_Client: " << m_Client << ", m_Player: " << m_Player << ", m_Turn: " << m_Turn << ", m_Data: " << source << " }";
return CStr(stream.str());
}
CGameSetupMessage::CGameSetupMessage(const ScriptInterface& scriptInterface) :
CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface), m_Data(scriptInterface.GetGeneralJSContext())
{
}
CGameSetupMessage::CGameSetupMessage(const ScriptInterface& scriptInterface, JS::HandleValue data) :
CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface),
m_Data(scriptInterface.GetGeneralJSContext(), data)
{
}
u8* CGameSetupMessage::Serialize(u8* pBuffer) const
{
// TODO: ought to handle serialization exceptions
u8* pos = CNetMessage::Serialize(pBuffer);
CBufferBinarySerializer serializer(m_ScriptInterface, pos);
serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
return serializer.GetBuffer();
}
const u8* CGameSetupMessage::Deserialize(const u8* pStart, const u8* pEnd)
{
// TODO: ought to handle serialization exceptions
const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
std::istringstream stream(std::string(pos, pEnd));
CStdDeserializer deserializer(m_ScriptInterface, stream);
deserializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
return pEnd;
}
size_t CGameSetupMessage::GetSerializedLength() const
{
CLengthBinarySerializer serializer(m_ScriptInterface);
serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
return CNetMessage::GetSerializedLength() + serializer.GetLength();
}
CStr CGameSetupMessage::ToString() const
{
std::string source = m_ScriptInterface.ToString(const_cast<JS::PersistentRootedValue*>(&m_Data));
std::stringstream stream;
stream << "CGameSetupMessage { m_Data: " << source << " }";
return CStr(stream.str());
}