/* Copyright (C) 2015 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 "ScriptComponent.h" #include "simulation2/serialization/ISerializer.h" #include "simulation2/serialization/IDeserializer.h" CComponentTypeScript::CComponentTypeScript(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); // 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); } } m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false); m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false); }