Beispiel #1
0
void CComponentTypeScript::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
{	
	JSContext* cx = m_ScriptInterface.GetContext();
	JSAutoRequest rq(cx);
	
	m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
	m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);

	// Support a custom "Deserialize" function, to which we pass the deserialized data
	// instead of automatically adding the deserialized properties onto the object
	if (m_HasCustomDeserialize)
	{
		JS::RootedValue val(cx);

		// If Serialize = null, we'll still call Deserialize but with undefined argument
		if (!m_HasNullSerialize)
			deserialize.ScriptVal("object", &val);

		if (!m_ScriptInterface.CallFunctionVoid(m_Instance, "Deserialize", val))
			LOGERROR("Script Deserialize call failed");
	}
	else
	{
		if (!m_HasNullSerialize)
		{
			// Use ScriptObjectAppend so we don't lose the carefully-constructed
			// prototype/parent of this object
			deserialize.ScriptObjectAppend("object", m_Instance);
		}
	}
}
Beispiel #2
0
	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));
		}
	}