1 /* Copyright (C) 2017 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
4  * 0 A.D. is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 2 of the License, or
7  * (at your option) any later version.
8  *
9  * 0 A.D. is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 #include "precompiled.h"
19 
20 #include "simulation2/system/Component.h"
21 #include "ICmpCommandQueue.h"
22 
23 #include "ps/CLogger.h"
24 #include "ps/Game.h"
25 #include "ps/Profile.h"
26 #include "simulation2/system/TurnManager.h"
27 
28 class CCmpCommandQueue : public ICmpCommandQueue
29 {
30 public:
ClassInit(CComponentManager & UNUSED (componentManager))31 	static void ClassInit(CComponentManager& UNUSED(componentManager))
32 	{
33 	}
34 
35 	DEFAULT_COMPONENT_ALLOCATOR(CommandQueue)
36 
37 	std::vector<SimulationCommand> m_LocalQueue;
38 
GetSchema()39 	static std::string GetSchema()
40 	{
41 		return "<a:component type='system'/><empty/>";
42 	}
43 
Init(const CParamNode & UNUSED (paramNode))44 	virtual void Init(const CParamNode& UNUSED(paramNode))
45 	{
46 	}
47 
Deinit()48 	virtual void Deinit()
49 	{
50 	}
51 
Serialize(ISerializer & serialize)52 	virtual void Serialize(ISerializer& serialize)
53 	{
54 		JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
55 		JSAutoRequest rq(cx);
56 
57 		serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size());
58 		for (size_t i = 0; i < m_LocalQueue.size(); ++i)
59 		{
60 			serialize.NumberI32_Unbounded("player", m_LocalQueue[i].player);
61 			serialize.ScriptVal("data", &m_LocalQueue[i].data);
62 		}
63 	}
64 
Deserialize(const CParamNode & UNUSED (paramNode),IDeserializer & deserialize)65 	virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
66 	{
67 		JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
68 		JSAutoRequest rq(cx);
69 
70 		u32 numCmds;
71 		deserialize.NumberU32_Unbounded("num commands", numCmds);
72 		for (size_t i = 0; i < numCmds; ++i)
73 		{
74 			i32 player;
75 			JS::RootedValue data(cx);
76 			deserialize.NumberI32_Unbounded("player", player);
77 			deserialize.ScriptVal("data", &data);
78 			m_LocalQueue.emplace_back(SimulationCommand(player, cx, data));
79 		}
80 	}
81 
PushLocalCommand(player_id_t player,JS::HandleValue cmd)82 	virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd)
83 	{
84 		JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
85 		JSAutoRequest rq(cx);
86 
87 		m_LocalQueue.emplace_back(SimulationCommand(player, cx, cmd));
88 	}
89 
PostNetworkCommand(JS::HandleValue cmd1)90 	virtual void PostNetworkCommand(JS::HandleValue cmd1)
91 	{
92 		JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
93 		JSAutoRequest rq(cx);
94 
95 		// TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON.
96 		JS::RootedValue cmd(cx, cmd1.get());
97 
98 		PROFILE2_EVENT("post net command");
99 		PROFILE2_ATTR("command: %s", GetSimContext().GetScriptInterface().StringifyJSON(&cmd, false).c_str());
100 
101 		// TODO: would be nicer to not use globals
102 		if (g_Game && g_Game->GetTurnManager())
103 			g_Game->GetTurnManager()->PostCommand(cmd);
104 	}
105 
FlushTurn(const std::vector<SimulationCommand> & commands)106 	virtual void FlushTurn(const std::vector<SimulationCommand>& commands)
107 	{
108 		const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
109 		JSContext* cx = scriptInterface.GetContext();
110 		JSAutoRequest rq(cx);
111 
112 		JS::RootedValue global(cx, scriptInterface.GetGlobalObject());
113 		std::vector<SimulationCommand> localCommands;
114 		m_LocalQueue.swap(localCommands);
115 
116 		for (size_t i = 0; i < localCommands.size(); ++i)
117 		{
118 			bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", localCommands[i].player, localCommands[i].data);
119 			if (!ok)
120 				LOGERROR("Failed to call ProcessCommand() global script function");
121 		}
122 
123 		for (size_t i = 0; i < commands.size(); ++i)
124 		{
125 			bool ok = scriptInterface.CallFunctionVoid(global, "ProcessCommand", commands[i].player, commands[i].data);
126 			if (!ok)
127 				LOGERROR("Failed to call ProcessCommand() global script function");
128 		}
129 	}
130 };
131 
132 REGISTER_COMPONENT_TYPE(CommandQueue)
133