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 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)); } }
void CReplayPlayer::Replay(bool serializationtest, bool ooslog) { ENSURE(m_Stream); new CProfileViewer; new CProfileManager; g_ScriptStatsTable = new CScriptStatsTable; g_ProfileViewer.AddRootTable(g_ScriptStatsTable); const int runtimeSize = 384 * 1024 * 1024; const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024; g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger); g_Game = new CGame(true); if (serializationtest) g_Game->GetSimulation2()->EnableSerializationTest(); if (ooslog) g_Game->GetSimulation2()->EnableOOSLog(); // Need some stuff for terrain movement costs: // (TODO: this ought to be independent of any graphics code) new CTerrainTextureManager; g_TexMan.LoadTerrainTextures(); // Initialise h_mgr so it doesn't crash when emitting sounds h_mgr_init(); std::vector<SimulationCommand> commands; u32 turn = 0; u32 turnLength = 0; { JSContext* cx = g_Game->GetSimulation2()->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); std::string type; while ((*m_Stream >> type).good()) { if (type == "start") { std::string line; std::getline(*m_Stream, line); JS::RootedValue attribs(cx); ENSURE(g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs)); g_Game->StartGame(&attribs, ""); // TODO: Non progressive load can fail - need a decent way to handle this LDR_NonprogressiveLoad(); PSRETURN ret = g_Game->ReallyStartGame(); ENSURE(ret == PSRETURN_OK); } else if (type == "turn") { *m_Stream >> turn >> turnLength; debug_printf("Turn %u (%u)...\n", turn, turnLength); } else if (type == "cmd") { player_id_t player; *m_Stream >> player; std::string line; std::getline(*m_Stream, line); JS::RootedValue data(cx); g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &data); commands.emplace_back(SimulationCommand(player, cx, data)); }