forked from 0ad/0ad
Ykkrosh
1c0536bf08
Major updates to most network classes. Simplify CNetServer so it doesn't duplicate any client behaviour; all players now run CNetClient. Remove most player/slot management from networking code. Wait for all players to finish loading before starting the simulation. Remove CGameAttributes; attributes are now just a JS object. Remove CPlayer; they are now just simulation entities. Handle player colours via simulation system. Add a default map for Atlas, so it always has something to load. Move network documentation to Doxygen. Remove lots of now-unused code. This was SVN commit r7653.
276 lines
8.9 KiB
C++
276 lines
8.9 KiB
C++
/* Copyright (C) 2010 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 "scriptinterface/ScriptInterface.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "gui/GUIManager.h"
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#include "lib/sysdep/sysdep.h"
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#include "maths/FixedVector3D.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "network/NetTurnManager.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Overlay.h"
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#include "ps/GameSetup/Config.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpCommandQueue.h"
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#include "simulation2/components/ICmpGuiInterface.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/helpers/Selection.h"
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#include "js/jsapi.h"
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/*
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* This file defines a set of functions that are available to GUI scripts, to allow
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* interaction with the rest of the engine.
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* Functions are exposed to scripts within the global object 'Engine', so
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* scripts should call "Engine.FunctionName(...)" etc.
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*/
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namespace {
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CScriptVal GetActiveGui(void* UNUSED(cbdata))
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{
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return OBJECT_TO_JSVAL(g_GUI->GetScriptObject());
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}
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void PushGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
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{
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g_GUI->PushPage(name, initData);
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}
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void SwitchGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
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{
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g_GUI->SwitchPage(name, initData);
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}
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void PopGuiPage(void* UNUSED(cbdata))
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{
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g_GUI->PopPage();
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}
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bool IsNewSimulation(void* UNUSED(cbdata))
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{
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return true; // XXX: delete this function
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}
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CScriptVal GuiInterfaceCall(void* cbdata, std::wstring name, CScriptVal data)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_Game)
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return JSVAL_VOID;
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CSimulation2* sim = g_Game->GetSimulation2();
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debug_assert(sim);
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CmpPtr<ICmpGuiInterface> gui(*sim, SYSTEM_ENTITY);
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if (gui.null())
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return JSVAL_VOID;
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int player = -1;
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if (g_Game)
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player = g_Game->GetPlayerID();
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CScriptValRooted arg (sim->GetScriptInterface().GetContext(), sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), data.get()));
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CScriptVal ret (gui->ScriptCall(player, name, arg.get()));
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return guiManager->GetScriptInterface().CloneValueFromOtherContext(sim->GetScriptInterface(), ret.get());
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}
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void PostNetworkCommand(void* cbdata, CScriptVal cmd)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_Game)
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return;
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CSimulation2* sim = g_Game->GetSimulation2();
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debug_assert(sim);
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CmpPtr<ICmpCommandQueue> queue(*sim, SYSTEM_ENTITY);
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if (queue.null())
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return;
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jsval cmd2 = sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), cmd.get());
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queue->PostNetworkCommand(cmd2);
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}
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std::vector<entity_id_t> PickEntitiesAtPoint(void* UNUSED(cbdata), int x, int y)
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{
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return EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y);
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}
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std::vector<entity_id_t> PickFriendlyEntitiesInRect(void* UNUSED(cbdata), int x0, int y0, int x1, int y1, int player)
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{
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return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player);
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}
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CFixedVector3D GetTerrainAtPoint(void* UNUSED(cbdata), int x, int y)
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{
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CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true);
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return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z));
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}
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std::wstring SetCursor(void* UNUSED(cbdata), std::wstring name)
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{
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std::wstring old = g_CursorName;
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g_CursorName = name;
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return old;
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}
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int GetPlayerID(void* UNUSED(cbdata))
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{
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if (g_Game)
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return g_Game->GetPlayerID();
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return -1;
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}
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std::wstring GetDefaultPlayerName(void* UNUSED(cbdata))
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{
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// TODO: this should come from a config file or something
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std::wstring name = sys_get_user_name();
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if (name.empty())
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name = L"anonymous";
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return name;
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}
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void StartNetworkGame(void* UNUSED(cbdata))
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{
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debug_assert(g_NetServer);
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g_NetServer->StartGame();
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}
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void StartGame(void* cbdata, CScriptVal attribs, int playerID)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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debug_assert(!g_NetServer);
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debug_assert(!g_NetClient);
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debug_assert(!g_Game);
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g_Game = new CGame();
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// Convert from GUI script context to sim script context
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CSimulation2* sim = g_Game->GetSimulation2();
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CScriptValRooted gameAttribs (sim->GetScriptInterface().GetContext(),
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sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), attribs.get()));
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(gameAttribs);
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}
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void SetNetworkGameAttributes(void* cbdata, CScriptVal attribs)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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debug_assert(g_NetServer);
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// Convert from GUI script context to net server script context
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CScriptValRooted gameAttribs (g_NetServer->GetScriptInterface().GetContext(),
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g_NetServer->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), attribs.get()));
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g_NetServer->UpdateGameAttributes(gameAttribs);
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}
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void StartNetworkHost(void* UNUSED(cbdata), std::wstring playerName)
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{
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debug_assert(!g_NetClient);
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debug_assert(!g_NetServer);
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debug_assert(!g_Game);
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g_NetServer = new CNetServer();
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bool ok = g_NetServer->SetupConnection();
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debug_assert(ok); // TODO: need better error handling
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g_Game = new CGame();
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetupLocalConnection(*g_NetServer);
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}
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void StartNetworkJoin(void* UNUSED(cbdata), std::wstring playerName, std::string serverAddress)
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{
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debug_assert(!g_NetClient);
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debug_assert(!g_NetServer);
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debug_assert(!g_Game);
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g_Game = new CGame();
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetupConnection(serverAddress);
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}
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// TODO: we need some way to disconnect the server/client
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CScriptVal PollNetworkClient(void* cbdata)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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debug_assert(g_NetClient);
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CScriptValRooted poll = g_NetClient->GuiPoll();
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// Convert from net client context to GUI script context
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return guiManager->GetScriptInterface().CloneValueFromOtherContext(g_NetClient->GetScriptInterface(), poll.get());
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}
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void AssignNetworkPlayer(void* UNUSED(cbdata), int playerID, std::string guid)
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{
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debug_assert(g_NetServer);
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g_NetServer->AssignPlayer(playerID, guid);
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}
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} // namespace
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void GuiScriptingInit(ScriptInterface& scriptInterface)
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{
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// GUI manager functions:
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scriptInterface.RegisterFunction<CScriptVal, &GetActiveGui>("GetActiveGui");
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scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &PushGuiPage>("PushGuiPage");
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scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &SwitchGuiPage>("SwitchGuiPage");
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scriptInterface.RegisterFunction<void, &PopGuiPage>("PopGuiPage");
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// Simulation<->GUI interface functions:
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scriptInterface.RegisterFunction<bool, &IsNewSimulation>("IsNewSimulation");
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scriptInterface.RegisterFunction<CScriptVal, std::wstring, CScriptVal, &GuiInterfaceCall>("GuiInterfaceCall");
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scriptInterface.RegisterFunction<void, CScriptVal, &PostNetworkCommand>("PostNetworkCommand");
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// Entity picking
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, &PickEntitiesAtPoint>("PickEntitiesAtPoint");
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, int, int, int, &PickFriendlyEntitiesInRect>("PickFriendlyEntitiesInRect");
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scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtPoint>("GetTerrainAtPoint");
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// Network / game setup functions
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scriptInterface.RegisterFunction<void, &StartNetworkGame>("StartNetworkGame");
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scriptInterface.RegisterFunction<void, CScriptVal, int, &StartGame>("StartGame");
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scriptInterface.RegisterFunction<void, std::wstring, &StartNetworkHost>("StartNetworkHost");
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scriptInterface.RegisterFunction<void, std::wstring, std::string, &StartNetworkJoin>("StartNetworkJoin");
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scriptInterface.RegisterFunction<CScriptVal, &PollNetworkClient>("PollNetworkClient");
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scriptInterface.RegisterFunction<void, CScriptVal, &SetNetworkGameAttributes>("SetNetworkGameAttributes");
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scriptInterface.RegisterFunction<void, int, std::string, &AssignNetworkPlayer>("AssignNetworkPlayer");
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// Misc functions
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scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
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scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
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scriptInterface.RegisterFunction<std::wstring, &GetDefaultPlayerName>("GetDefaultPlayerName");
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}
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