forked from 0ad/0ad
Yves
c02a7e1a7b
This upgrade also introduces exact stack rooting (see to the wiki: JSRootingGuide) and fixes problems with moving GC. This allows us to enable generational garbage collection (GGC). Measurements a few months ago have shown a performance improvement of a non-visual replay of around 13.5%. This probably varies quite a bit, but it should be somewhere between 5-20%. Memory usage has also been improved. Check the forum thread for details. Thanks to everyone from the team who helped with this directly or indirectly (review, finding and fixing issues, the required C++11 upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey developers who helped on the #jsapi channel or elsewhere! Fixes #2462, #2415, #2428, #2684, #1374 Refs #2973, #2669 This was SVN commit r16214.
124 lines
4.0 KiB
C++
124 lines
4.0 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ScriptComponent.h"
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#include "simulation2/serialization/ISerializer.h"
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#include "simulation2/serialization/IDeserializer.h"
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CComponentTypeScript::CComponentTypeScript(ScriptInterface& scriptInterface, JS::HandleValue instance) :
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m_ScriptInterface(scriptInterface), m_Instance(scriptInterface.GetJSRuntime(), instance)
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{
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// Cache the property detection for efficiency
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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m_HasCustomSerialize = m_ScriptInterface.HasProperty(m_Instance, "Serialize");
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m_HasCustomDeserialize = m_ScriptInterface.HasProperty(m_Instance, "Deserialize");
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m_HasNullSerialize = false;
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if (m_HasCustomSerialize)
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{
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JS::RootedValue val(cx);
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if (m_ScriptInterface.GetProperty(m_Instance, "Serialize", &val) && val.isNull())
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m_HasNullSerialize = true;
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}
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}
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void CComponentTypeScript::Init(const CParamNode& paramNode, entity_id_t ent)
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{
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m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
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m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
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m_ScriptInterface.CallFunctionVoid(m_Instance, "Init");
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}
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void CComponentTypeScript::Deinit()
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{
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m_ScriptInterface.CallFunctionVoid(m_Instance, "Deinit");
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}
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void CComponentTypeScript::HandleMessage(const CMessage& msg, bool global)
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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const char* name = global ? msg.GetScriptGlobalHandlerName() : msg.GetScriptHandlerName();
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JS::RootedValue msgVal(cx, msg.ToJSValCached(m_ScriptInterface));
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if (!m_ScriptInterface.CallFunctionVoid(m_Instance, name, msgVal))
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LOGERROR("Script message handler %s failed", name);
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}
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void CComponentTypeScript::Serialize(ISerializer& serialize)
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{
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// If the component set Serialize = null, then do no work here
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if (m_HasNullSerialize)
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return;
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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// Support a custom "Serialize" function, which returns a new object that will be
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// serialized instead of the component itself
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if (m_HasCustomSerialize)
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{
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JS::RootedValue val(cx);
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if (!m_ScriptInterface.CallFunction(m_Instance, "Serialize", &val))
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LOGERROR("Script Serialize call failed");
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serialize.ScriptVal("object", &val);
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}
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else
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{
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serialize.ScriptVal("object", &m_Instance);
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}
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}
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void CComponentTypeScript::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
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{
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JSContext* cx = m_ScriptInterface.GetContext();
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JSAutoRequest rq(cx);
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// Support a custom "Deserialize" function, to which we pass the deserialized data
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// instead of automatically adding the deserialized properties onto the object
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if (m_HasCustomDeserialize)
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{
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JS::RootedValue val(cx);
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// If Serialize = null, we'll still call Deserialize but with undefined argument
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if (!m_HasNullSerialize)
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deserialize.ScriptVal("object", &val);
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if (!m_ScriptInterface.CallFunctionVoid(m_Instance, "Deserialize", val))
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LOGERROR("Script Deserialize call failed");
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}
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else
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{
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if (!m_HasNullSerialize)
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{
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// Use ScriptObjectAppend so we don't lose the carefully-constructed
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// prototype/parent of this object
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deserialize.ScriptObjectAppend("object", m_Instance);
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}
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}
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m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
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m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
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}
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