/* Copyright (C) 2022 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 "simulation2/system/Component.h" #include "ICmpCommandQueue.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/Profile.h" #include "scriptinterface/FunctionWrapper.h" #include "scriptinterface/JSON.h" #include "simulation2/system/TurnManager.h" class CCmpCommandQueue final : public ICmpCommandQueue { public: static void ClassInit(CComponentManager& UNUSED(componentManager)) { } DEFAULT_COMPONENT_ALLOCATOR(CommandQueue) std::vector m_LocalQueue; static std::string GetSchema() { return ""; } void Init(const CParamNode& UNUSED(paramNode)) override { } void Deinit() override { } void Serialize(ISerializer& serialize) override { ScriptRequest rq(GetSimContext().GetScriptInterface()); 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); } } void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize) override { ScriptRequest rq(GetSimContext().GetScriptInterface()); u32 numCmds; deserialize.NumberU32_Unbounded("num commands", numCmds); for (size_t i = 0; i < numCmds; ++i) { i32 player; JS::RootedValue data(rq.cx); deserialize.NumberI32_Unbounded("player", player); deserialize.ScriptVal("data", &data); m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, data)); } } void PushLocalCommand(player_id_t player, JS::HandleValue cmd) override { ScriptRequest rq(GetSimContext().GetScriptInterface()); m_LocalQueue.emplace_back(SimulationCommand(player, rq.cx, cmd)); } void PostNetworkCommand(JS::HandleValue cmd1) override { ScriptRequest rq(GetSimContext().GetScriptInterface()); // TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON. JS::RootedValue cmd(rq.cx, cmd1.get()); PROFILE2_EVENT("post net command"); PROFILE2_ATTR("command: %s", Script::StringifyJSON(rq, &cmd, false).c_str()); // TODO: would be nicer to not use globals if (g_Game && g_Game->GetTurnManager()) g_Game->GetTurnManager()->PostCommand(cmd); } void FlushTurn(const std::vector& commands) override { const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface(); ScriptRequest rq(scriptInterface); JS::RootedValue global(rq.cx, rq.globalValue()); std::vector localCommands; m_LocalQueue.swap(localCommands); for (size_t i = 0; i < localCommands.size(); ++i) { bool ok = ScriptFunction::CallVoid(rq, 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 = ScriptFunction::CallVoid(rq, global, "ProcessCommand", commands[i].player, commands[i].data); if (!ok) LOGERROR("Failed to call ProcessCommand() global script function"); } } }; REGISTER_COMPONENT_TYPE(CommandQueue)