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/* 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 "ps/Profile.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)
{
JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
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);
}
}
virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
u32 numCmds;
deserialize.NumberU32_Unbounded("num commands", numCmds);
for (size_t i = 0; i < numCmds; ++i)
{
i32 player;
JS::RootedValue data(cx);
deserialize.NumberI32_Unbounded("player", player);
deserialize.ScriptVal("data", &data);
m_LocalQueue.emplace_back(SimulationCommand(player, cx, data));
}
}
virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd)
{
JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
m_LocalQueue.emplace_back(SimulationCommand(player, cx, cmd));
}
virtual void PostNetworkCommand(JS::HandleValue cmd1)
{
JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON.
JS::RootedValue cmd(cx, cmd1.get());
PROFILE2_EVENT("post net command");
PROFILE2_ATTR("command: %s", GetSimContext().GetScriptInterface().StringifyJSON(&cmd, false).c_str());
// TODO: would be nicer to not use globals
if (g_Game && g_Game->GetTurnManager())
g_Game->GetTurnManager()->PostCommand(cmd);
}
virtual void FlushTurn(const std::vector<SimulationCommand>& commands)
{
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, scriptInterface.GetGlobalObject());
std::vector<SimulationCommand> localCommands;
m_LocalQueue.swap(localCommands);
for (size_t i = 0; i < localCommands.size(); ++i)
{
bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", localCommands[i].player, localCommands[i].data);
if (!ok)
LOGERROR("Failed to call ProcessCommand() global script function");
}
for (size_t i = 0; i < commands.size(); ++i)
{
bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", commands[i].player, commands[i].data);
if (!ok)
LOGERROR("Failed to call ProcessCommand() global script function");
}
}
};
REGISTER_COMPONENT_TYPE(CommandQueue)
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