Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
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See the Trac wiki for more documentation about this system.
Think of a name for the component. We'll use "Example" in this example; replace it with your chosen name in all the filenames and code samples below.
(If you copy-and-paste from the examples below, be aware that the coding conventions require indentation with tabs, not spaces, so make sure you get it right.)
Create the file simulation2/components/ICmpExample.h:
This defines the interface that C++ code will use to access components.
Create the file simulation2/components/ICmpExample.cpp:
This defines a JavaScript wrapper, so that scripts can access methods of components implementing that interface. See Interface method script wrappers for details.
This wrapper should only contain methods that are safe to access from simulation scripts: they must not crash (even with invalid or malicious inputs), they must return deterministic results, etc. Methods that are intended for use solely by C++ should not be listed here.
Every interface must define a script wrapper with BEGIN_INTERFACE_WRAPPER
, though in some cases they might be empty and not define any methods.
Now update the file simulation2/TypeList.h and add
TypeList.h is used for various purposes - it will define the interface ID number IID_Example
(in both C++ and JS), and it will hook the new interface into the interface registration system.
Remember to run the update-workspaces
script after adding or removing any source files, so that they will be added to the makefiles or VS projects.
Interface methods are defined with the macro:
DEFINE_INTERFACE_METHOD_NumberOfArguments("MethodName", ReturnType, ICmpExample, MethodName, ArgType0, ArgType1, ...)
corresponding to the C++ method ReturnType ICmpExample::MethodName(ArgType0, ArgType1, ...)
Const methods are defined with this macro:
DEFINE_INTERFACE_METHOD_CONST_NumberOfArguments("MethodName", ReturnType, ICmpExample, MethodName, ArgType0, ArgType1, ...)
corresponding to the C++ const method ReturnType ICmpExample::MethodName(ArgType0, ArgType1, ...) const
For methods exposed to scripts like this, the arguments should be simple types or const references. Check scriptinterface/NativeWrapperDefns.h for which simple types are pass-by-value.
The arguments and return types will be automatically converted between C++ and JS::Values. To do this, ToJSVal<ReturnType>
and FromJSVal<ArgTypeN>
must be defined (if they haven't already been defined for another method), as described below.
The two MethodNames don't have to be the same - in rare cases you might want to expose it as DoWhatever
to scripts but link it to the ICmpExample::DoWhatever_wrapper()
method which does some extra conversions or checks or whatever.
There's a small limit to the number of arguments that are currently supported - if you need more, first try to save yourself some pain by using fewer arguments, otherwise you'll need to add a new macro into simulation2/system/InterfaceScripted.h and increase SCRIPT_INTERFACE_MAX_ARGS in scriptinterface/ScriptInterface.h.
In most cases you can skip this section. But if you define a script-accessible method with new types without having defined conversions, you'll probably get mysterious linker errors that mention ToJSVal
or FromJSVal
. First, work out where the conversion should be defined. Basic data types (integers, STL containers, etc) go in scriptinterface/ScriptConversions.cpp. Non-basic data types from the game engine typically go in simulation2/scripting/EngineScriptConversions.cpp. (They could go in different files if that turns out to be cleaner - it doesn't matter where they're defined as long as the linker finds them).
To convert from a C++ type T
to a JS::Value, define:
Use the standard SpiderMonkey JSAPI functions to do the conversion (possibly calling ToJSVal
recursively). On error, you should execute ret.setUndefined()
and probably report an error message somehow. Be careful about JS garbage collection (don't let it collect the objects you're constructing before you return them).
To convert from a JS::Value to a C++ type T
, define:
On error, return false
(doesn't matter what you do with out
). On success, return true
and put the value in out
. Still need to be careful about garbage collection (v
is rooted, but it might have getters that execute arbitrary code and return unrooted values when you access properties, so don't let them be collected before you've finished using them).
Now we want to implement the Example
interface. We need a name for the component type - if there's only ever going to be one implementation of the interface, we might as well call it Example
too. If there's going to be more than one, they should have distinct names like ExampleStatic
and ExampleMobile
etc.
Create simulation2/components/CCmpExample.cpp:
The only optional methods are HandleMessage
and GetSchema
- all others must be defined.
Update the file simulation2/TypeList.h and add:
First you need to register for all the message types you want to receive, in ClassInit:
(CID_Example
is derived from the name of the component type, not the name of the interface.)
You can also use SubscribeGloballyToMessageType, to intercept messages sent with PostMessage that are targeted at a different entity. (Typically this is used by components that want to hear about all MT_Destroy messages.)
Then you need to respond to the messages in HandleMessage:
The CMessage structures are defined in simulation2/MessageTypes.h. Be very careful that you're casting msg
to the right type.
Component type instances go through one of two lifecycles:
The order of Init
/Deserialize
/Deinit
between entities is mostly undefined, so they must not rely on other entities or components already existing; except that the SYSTEM_ENTITY
is created before anything else and therefore may be used, and that the components for a single entity will be processed in the order determined by TypeList.h.
In a typical component:
Init
should parse the paramNode
(the data from the entity template) and store any needed data in member variables.Deserialize
should often explicitly call Init
first (to load the original template data), and then read any instance-specific data from the deserializer.Deinit
should clean up any resources allocated by Init
/ Deserialize
.The paramNode
passed to Init
is constructed from XML entity template definition files. Components should define a schema, which is used for several purposes:
GetSchema
must return a Relax NG fragment, which will be used to construct a single global schema file. (You can run the game with the -dumpSchema
command-line argument to see the schema. Do not forget to also specify the used mods with -mod=
<mod>.). The official tutorial describes most of the details of the RNG language.
In simple cases, you would write something like:
i.e. a single string (C++ automatically concatenates the quoted lines) which defines a list of elements, corresponding to an entity template XML file like:
In the schema, each <element>
has a name and some content. The content will typically be one of:
<empty/>
<text/>
<data type='boolean'/>
<data type='decimal'/>
<data type='integer'/>
<data type='nonNegativeInteger'/>
<data type='positiveInteger'/>
<ref name='decimal'/>
<ref name='nonNegativeDecimal'/>
<ref name='positiveDecimal'/>
The <data>
elements are native elements, while the <ref>
elements are elements added for our engine. These non-native elements allow the definition of an operation that depends on the parent template. Possible operations are "add" and "mul", and can be applied as the example below.
Say the parent template is
and the child template appears like
then Barney would have a height of 9005.
Elements can be wrapped in <optional>
. Groups of elements can be wrapped in <choice>
to allow only one of them. The content of an <element>
can be further nested elements, but note that elements may be reordered when loading an entity template: if you specify a sequence of elements it should be wrapped in <interleave>
, so the schema checker will ignore reorderings of the sequence.
For early development of a new component, you can set the schema to <ref name='anything'/>
to allow any content. If you don't define GetSchema
, then the default is <empty/>
(i.e. there must be no elements).
System components are global singleton components of the SYSTEM_ENTITY
. These are added to it in CComponentManager::AddSystemComponents
, and are passed an empty paramNode
on Init
.
JS system components can be registered using:
If we want to allow both C++ and JS implementations of ICmpExample
, we need to define a special component type that proxies all the C++ methods to the script. Add the following to ICmpExample.cpp:
Then add to TypeList.h:
m_Script.Call
takes the return type as a template argument, then the name of the JS function to call and the list of parameters. You could do extra conversion work before calling the script, if necessary. You need to make sure the types are handled by ToJSVal
and FromJSVal
(as discussed before) as appropriate.
Now we want a JS implementation of ICmpExample. Think up a new name for this component, like ExampleTwo
(but more imaginative). Then write binaries/data/mods/public/simulation/components/ExampleTwo.js:
This uses JS's prototype system to create what is effectively a class, called ExampleTwo
. (If you wrote new ExampleTwo()
, then JS would construct a new object which inherits from ExampleTwo.prototype
, and then would call the ExampleTwo
function with this
set to the new object. "Inherit" here means that if you read a property (or method) of the object, which is not defined in the object, then it will be read from the prototype instead.)
Engine.RegisterComponentType
tells the engine to start using the JS class ExampleTwo
, exposed (in template files etc) with the name "ExampleTwo", and implementing the interface ID IID_Example
(i.e. the ICmpExample interface).
The Init
and Deinit
functions are optional. Unlike C++, there are no Serialize/Deserialize
functions - each JS component instance is automatically serialized and restored. (This automatic serialization restricts what you can store as properties in the object - e.g. you cannot store function closures, because they're too hard to serialize. This will serialize Strings, numbers, bools, null, undefined, arrays of serializable values whose property names are purely numeric, objects whose properties are serializable values. Cyclic structures are allowed.)
Instead of ClassInit
and HandleMessage
, you simply add functions of the form OnMessageType
. (If you want the equivalent of SubscribeGloballyToMessageType, then use OnGlobalMessageType
instead.) When you call RegisterComponentType
, it will find all such functions and automatically subscribe to the messages. The msg
parameter is usually a straightforward mapping of the relevant CMessage class onto a JS object (e.g. OnUpdate
can read msg.turnLength
).
If an interface is only ever used by JS components, and never implemented or called directly by C++ components, then you don't need to do all of the work with defining ICmpExample. Simply create a file binaries/data/mods/public/simulation/components/interfaces/Example.js:
You can then use IID_Example
in JS components.
(There's no strict requirement to have a single .js file per interface definition, it's just a convention that allows mods to easily extend the game with new interfaces.)
Think of a name. We'll use Example
again. (The name should typically be a present-tense verb, possibly with a prefix to make its meaning clearer: "Update", "TurnStart", "RenderSubmit", etc).
Add to TypeList.h:
Add to MessageTypes.h:
containing the data fields that are associated with the message. (In some cases there may be no fields.)
(If there are too many message types, MessageTypes.h could be split into multiple files with better organisation. But for now everything is put in there.)
Now you have to add C++/JS conversions into MessageTypeConversions.cpp, so scripts can send and receive messages:
(You can use the JS API directly in here, but these macros simplify the common case of a single object with a set of scalar fields.)
If you don't want to support scripts sending/receiving the message, you can implement stub functions instead:
If a message will only be sent and received by JS components, it can be defined purely in JS. For example, add to the file interfaces/Example.js:
Note that the only specification of the structure of the message is in comments - there is no need to tell the engine what properties it will have.
This message type can then be used from JS exactly like the CMessageExample
defined in C++.
For one-to-many communication, you can send indirect messages to components.
From C++, use CComponentManager::PostMessage to send a message to a specific entity, and CComponentManager::BroadcastMessage to send to all entities. (In all cases, messages will only be received by components that subscribed to the corresponding message type).
From JS, use Engine.PostMessage and Engine.BroadcastMessage, using the MT_*
constants to identify the message type:
Messages will be received and processed synchronously, before the PostMessage/BroadcastMessage calls return.
You can also directly retrieve the component implementing a given interface for a given entity, to call methods on it directly.
In C++, use CmpPtr (see its class documentation for details):
In JS, use Engine.QueryInterface:
(The use of cmpPosition
in JS will throw an exception if it's null, so there's no need for explicit checks unless you expect the component may legitimately not exist and you want to handle it gracefully.)
Tests are critical for ensuring and maintaining code quality, so all non-trivial components should have test cases. The first part is testing each component in isolation, to check the following aspects:
To focus on these, the communication and interaction with other components is explicitly not tested here (though it should be tested elsewhere). The code for the tested component is loaded, but all other components are replaced with mock objects that implement the expected interfaces but with dummy implementations (ignoring calls, returning constants, etc). The details differ depending on what language the component is written in:
Create the file simulation2/components/tests/test_Example.h, and copy it from something like test_CommandQueue.h. In particular, you need the setUp
and tearDown
functions to initialise CXeromyces, and you should use ComponentTestHelper to set up the test environment and construct the component for you. Then just use the component, and use CxxTest's TS_*
macros to check things, and use ComponentTestHelper::Roundtrip to test serialization roundtripping.
Define mock component objects similarly to MockTerrain. Put it in ComponentTest.h if it's usable by many component tests, or in the test_*.h file if it's specific to one test. Instantiate a mock object on the stack, and use ComponentTestHelper::AddMock to make it accessible by QueryInterface.
Create the file binaries/data/mods/public/simulation/components/tests/test_ExampleTwo.js, and write
where ExampleTwo.js
is the component script to test, 1
is the entity ID, "ExampleTwo"
is the component name. Then call methods on cmp
to test it, using the TS_*
functions defined in binaries/data/tests/test_setup.js for common assertions.
Create mock objects like
giving the entity ID, interface ID, and an object that emulates as much of the interface as is needed for the test.