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); } } }
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)); } }