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Refactor game action binding for plugins (#11528)

* Refactor game action binding for plugins

Adds parameter visiting for game actions to reduce code needed for binding game actions to JavaScript objects

* Apply suggestions from code review

Co-Authored-By: Tulio Leao <tupaschoal@gmail.com>

Co-authored-by: Tulio Leao <tupaschoal@gmail.com>
This commit is contained in:
Ted John
2020-04-30 10:56:57 +01:00
committed by GitHub
parent a8f4a1e114
commit bbe7ff0d80
9 changed files with 191 additions and 52 deletions

View File

@@ -12,6 +12,7 @@
# include "ScriptEngine.h"
# include "../PlatformEnvironment.h"
# include "../actions/CustomAction.hpp"
# include "../actions/GameAction.h"
# include "../actions/RideCreateAction.hpp"
# include "../config/Config.h"
@@ -811,7 +812,7 @@ bool ScriptEngine::RegisterCustomAction(
return false;
}
CustomAction customAction;
CustomActionInfo customAction;
customAction.Owner = plugin;
customAction.Name = std::move(actionz);
customAction.Query = query;
@@ -835,6 +836,52 @@ void ScriptEngine::RemoveCustomGameActions(const std::shared_ptr<Plugin>& plugin
}
}
class DukToGameActionParameterVisitor : public GameActionParameterVisitor
{
private:
DukValue _dukValue;
public:
DukToGameActionParameterVisitor(DukValue&& dukValue)
: _dukValue(dukValue)
{
}
void Visit(const std::string_view& name, int32_t& param) override
{
param = _dukValue[name].as_int();
}
void Visit(const std::string_view& name, std::string& param) override
{
param = _dukValue[name].as_string();
}
};
class DukFromGameActionParameterVisitor : public GameActionParameterVisitor
{
private:
DukObject& _dukObject;
public:
DukFromGameActionParameterVisitor(DukObject& dukObject)
: _dukObject(dukObject)
{
}
void Visit(const std::string_view& name, int32_t& param) override
{
std::string szName(name);
_dukObject.Set(szName.c_str(), param);
}
void Visit(const std::string_view& name, std::string& param) override
{
std::string szName(name);
_dukObject.Set(szName.c_str(), param);
}
};
void ScriptEngine::RunGameActionHooks(const GameAction& action, std::unique_ptr<GameActionResult>& result, bool isExecute)
{
DukStackFrame frame(_context);
@@ -848,12 +895,8 @@ void ScriptEngine::RunGameActionHooks(const GameAction& action, std::unique_ptr<
auto flags = action.GetActionFlags();
obj.Set("isClientOnly", (flags & GA_FLAGS::CLIENT_ONLY) != 0);
if (action.GetType() == GAME_COMMAND_CREATE_RIDE)
{
auto& rideCreateAction = static_cast<const RideCreateAction&>(action);
obj.Set("rideType", rideCreateAction.GetRideType());
obj.Set("rideObject", rideCreateAction.GetRideObject());
}
DukFromGameActionParameterVisitor visitor(obj);
const_cast<GameAction&>(action).AcceptParameters(visitor);
obj.Set("result", GameActionResultToDuk(action, result));
auto dukEventArgs = obj.Take();
@@ -873,6 +916,51 @@ void ScriptEngine::RunGameActionHooks(const GameAction& action, std::unique_ptr<
}
}
static std::unique_ptr<GameAction> CreateGameActionFromActionId(const std::string& actionid)
{
const static std::unordered_map<std::string, uint32_t> ActionNameToType = {
{ "parksetname", GAME_COMMAND_SET_PARK_NAME },
{ "smallsceneryplace", GAME_COMMAND_PLACE_SCENERY },
{ "guestsetname", GAME_COMMAND_SET_GUEST_NAME },
};
auto result = ActionNameToType.find(actionid);
if (result != ActionNameToType.end())
{
return GameActions::Create(result->second);
}
return nullptr;
}
std::unique_ptr<GameAction> ScriptEngine::CreateGameAction(const std::string& actionid, const DukValue& args)
{
auto action = CreateGameActionFromActionId(actionid);
if (action != nullptr)
{
DukValue argsCopy = args;
DukToGameActionParameterVisitor visitor(std::move(argsCopy));
action->AcceptParameters(visitor);
return action;
}
else
{
// Serialise args to json so that it can be sent
auto ctx = args.context();
if (args.type() == DukValue::Type::OBJECT)
{
args.push();
}
else
{
duk_push_object(ctx);
}
auto jsonz = duk_json_encode(ctx, -1);
auto json = std::string(jsonz);
duk_pop(ctx);
return std::make_unique<CustomAction>(actionid, json);
}
}
void ScriptEngine::InitSharedStorage()
{
duk_push_object(_context);