示例#1
0
InReaction IGUIObject::SendEvent(EGUIMessageType type, const CStr& EventName)
{
	PROFILE2_EVENT("gui event");
	PROFILE2_ATTR("type: %s", EventName.c_str());
	PROFILE2_ATTR("object: %s", m_Name.c_str());

	SGUIMessage msg(type);
	HandleMessage(msg);

	ScriptEvent(EventName);

	return (msg.skipped ? IN_PASS : IN_HANDLED);
}
示例#2
0
	virtual void PostNetworkCommand(JS::HandleValue cmd1)
	{
		JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
		JSAutoRequest rq(cx);
		
		// TODO: This is a workaround because we need to pass a MutableHandle to StringifyJSON.
		JS::RootedValue cmd(cx, cmd1.get());

		PROFILE2_EVENT("post net command");
		PROFILE2_ATTR("command: %s", GetSimContext().GetScriptInterface().StringifyJSON(&cmd, false).c_str());

		// TODO: would be nicer to not use globals
		if (g_Game && g_Game->GetTurnManager())
			g_Game->GetTurnManager()->PostCommand(cmd);
	}
示例#3
0
bool Init(const CmdLineArgs& args, int flags)
{
	h_mgr_init();

	// Do this as soon as possible, because it chdirs
	// and will mess up the error reporting if anything
	// crashes before the working directory is set.
	InitVfs(args, flags);

	// This must come after VFS init, which sets the current directory
	// (required for finding our output log files).
	g_Logger = new CLogger;

	new CProfileViewer;
	new CProfileManager;	// before any script code

	g_ScriptStatsTable = new CScriptStatsTable;
	g_ProfileViewer.AddRootTable(g_ScriptStatsTable);

	// Set up the console early, so that debugging
	// messages can be logged to it. (The console's size
	// and fonts are set later in InitPs())
	g_Console = new CConsole();

	// g_ConfigDB, command line args, globals
	CONFIG_Init(args);
	
	// Using a global object for the runtime is a workaround until Simulation and AI use 
	// their own threads and also their own runtimes.
	const int runtimeSize = 384 * 1024 * 1024;
	const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
	g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger);

	// Special command-line mode to dump the entity schemas instead of running the game.
	// (This must be done after loading VFS etc, but should be done before wasting time
	// on anything else.)
	if (args.Has("dumpSchema"))
	{
		CSimulation2 sim(NULL, g_ScriptRuntime, NULL);
		sim.LoadDefaultScripts();
		std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
		f << sim.GenerateSchema();
		std::cout << "Generated entity.rng\n";
		exit(0);
	}

	// override ah_translate with our i18n code.
	AppHooks hooks = {0};
	hooks.translate = psTranslate;
	hooks.translate_free = psTranslateFree;
	app_hooks_update(&hooks);

	CNetHost::Initialize();

#if CONFIG2_AUDIO
	ISoundManager::CreateSoundManager();
#endif

	// Check if there are mods specified on the command line,
	// or if we already set the mods (~INIT_MODS),
	// else check if there are mods that should be loaded specified
	// in the config and load those (by aborting init and restarting
	// the engine).
	if (!args.Has("mod") && (flags & INIT_MODS) == INIT_MODS)
	{
		CStr modstring;
		CFG_GET_VAL("mod.enabledmods", modstring);
		if (!modstring.empty())
		{
			std::vector<CStr> mods;
			boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on);
			std::swap(g_modsLoaded, mods);

			// Abort init and restart
			restart_engine();
			return false;
		}
	}

	new L10n;

	// before scripting 
	// JS debugger temporarily disabled during the SpiderMonkey upgrade (check trac ticket #2348 for details)
	//if (g_JSDebuggerEnabled)
	//	g_DebuggingServer = new CDebuggingServer();

	// Optionally start profiler HTTP output automatically
	// (By default it's only enabled by a hotkey, for security/performance)
	bool profilerHTTPEnable = false;
	CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable);
	if (profilerHTTPEnable)
		g_Profiler2.EnableHTTP();

	if (!g_Quickstart)
		g_UserReporter.Initialize(); // after config

	PROFILE2_EVENT("Init finished");
	return true;
}
示例#4
0
void Init(const CmdLineArgs& args, int UNUSED(flags))
{
	h_mgr_init();

	// Do this as soon as possible, because it chdirs
	// and will mess up the error reporting if anything
	// crashes before the working directory is set.
	InitVfs(args);

	// This must come after VFS init, which sets the current directory
	// (required for finding our output log files).
	g_Logger = new CLogger;

	// Special command-line mode to dump the entity schemas instead of running the game.
	// (This must be done after loading VFS etc, but should be done before wasting time
	// on anything else.)
	if (args.Has("dumpSchema"))
	{
		CSimulation2 sim(NULL, NULL);
		sim.LoadDefaultScripts();
		std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
		f << sim.GenerateSchema();
		std::cout << "Generated entity.rng\n";
		exit(0);
	}

	// override ah_translate with our i18n code.
	AppHooks hooks = {0};
	hooks.translate = psTranslate;
	hooks.translate_free = psTranslateFree;
	app_hooks_update(&hooks);

	// Set up the console early, so that debugging
	// messages can be logged to it. (The console's size
	// and fonts are set later in InitPs())
	g_Console = new CConsole();

	CNetHost::Initialize();

	new CProfileViewer;
	new CProfileManager;	// before any script code

	g_ScriptStatsTable = new CScriptStatsTable;
	g_ProfileViewer.AddRootTable(g_ScriptStatsTable);


#if CONFIG2_AUDIO
	CSoundManager::CreateSoundManager();
#endif

	InitScripting();	// before GUI

	// g_ConfigDB, command line args, globals
	CONFIG_Init(args);

	// Optionally start profiler HTTP output automatically
	// (By default it's only enabled by a hotkey, for security/performance)
	bool profilerHTTPEnable = false;
	CFG_GET_VAL("profiler2.http.autoenable", Bool, profilerHTTPEnable);
	if (profilerHTTPEnable)
		g_Profiler2.EnableHTTP();

	if (!g_Quickstart)
		g_UserReporter.Initialize(); // after config

	PROFILE2_EVENT("Init finished");
}