/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "BinarySerializer.h" #include "lib/alignment.h" #include "ps/CLogger.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptExtraHeaders.h" // for JSDOUBLE_IS_INT32, typed arrays #include "SerializedScriptTypes.h" static u8 GetArrayType(JSArrayBufferViewType arrayType) { switch(arrayType) { case js::ArrayBufferView::TYPE_INT8: return SCRIPT_TYPED_ARRAY_INT8; case js::ArrayBufferView::TYPE_UINT8: return SCRIPT_TYPED_ARRAY_UINT8; case js::ArrayBufferView::TYPE_INT16: return SCRIPT_TYPED_ARRAY_INT16; case js::ArrayBufferView::TYPE_UINT16: return SCRIPT_TYPED_ARRAY_UINT16; case js::ArrayBufferView::TYPE_INT32: return SCRIPT_TYPED_ARRAY_INT32; case js::ArrayBufferView::TYPE_UINT32: return SCRIPT_TYPED_ARRAY_UINT32; case js::ArrayBufferView::TYPE_FLOAT32: return SCRIPT_TYPED_ARRAY_FLOAT32; case js::ArrayBufferView::TYPE_FLOAT64: return SCRIPT_TYPED_ARRAY_FLOAT64; case js::ArrayBufferView::TYPE_UINT8_CLAMPED: return SCRIPT_TYPED_ARRAY_UINT8_CLAMPED; default: LOGERROR("Cannot serialize unrecognized typed array view: %d", arrayType); throw PSERROR_Serialize_InvalidScriptValue(); } } CBinarySerializerScriptImpl::CBinarySerializerScriptImpl(ScriptInterface& scriptInterface, ISerializer& serializer) : m_ScriptInterface(scriptInterface), m_Serializer(serializer), m_ScriptBackrefs(scriptInterface.GetRuntime()), m_SerializablePrototypes(new ObjectIdCache(scriptInterface.GetRuntime())), m_ScriptBackrefsNext(1) { m_ScriptBackrefs.init(); m_SerializablePrototypes->init(); } void CBinarySerializerScriptImpl::HandleScriptVal(JS::HandleValue val) { JSContext* cx = m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); switch (JS_TypeOfValue(cx, val)) { case JSTYPE_VOID: { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_VOID); break; } case JSTYPE_NULL: // This type is never actually returned (it's a JS2 feature) { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_NULL); break; } case JSTYPE_OBJECT: { if (val.isNull()) { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_NULL); break; } JS::RootedObject obj(cx, &val.toObject()); // If we've already serialized this object, just output a reference to it u32 tag = GetScriptBackrefTag(obj); if (tag) { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_BACKREF); m_Serializer.NumberU32_Unbounded("tag", tag); break; } // Arrays are special cases of Object if (JS_IsArrayObject(cx, obj)) { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_ARRAY); // TODO: probably should have a more efficient storage format // Arrays like [1, 2, ] have an 'undefined' at the end which is part of the // length but seemingly isn't enumerated, so store the length explicitly uint length = 0; if (!JS_GetArrayLength(cx, obj, &length)) throw PSERROR_Serialize_ScriptError("JS_GetArrayLength failed"); m_Serializer.NumberU32_Unbounded("array length", length); } else if (JS_IsTypedArrayObject(obj)) { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_TYPED_ARRAY); m_Serializer.NumberU8_Unbounded("array type", GetArrayType(JS_GetArrayBufferViewType(obj))); m_Serializer.NumberU32_Unbounded("byte offset", JS_GetTypedArrayByteOffset(obj)); m_Serializer.NumberU32_Unbounded("length", JS_GetTypedArrayLength(obj)); // Now handle its array buffer // this may be a backref, since ArrayBuffers can be shared by multiple views JS::RootedValue bufferVal(cx, JS::ObjectValue(*JS_GetArrayBufferViewBuffer(cx, obj))); HandleScriptVal(bufferVal); break; } else if (JS_IsArrayBufferObject(obj)) { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_ARRAY_BUFFER); #if BYTE_ORDER != LITTLE_ENDIAN #error TODO: need to convert JS ArrayBuffer data to little-endian #endif u32 length = JS_GetArrayBufferByteLength(obj); m_Serializer.NumberU32_Unbounded("buffer length", length); m_Serializer.RawBytes("buffer data", (const u8*)JS_GetArrayBufferData(obj), length); break; } else { // Find type of object const JSClass* jsclass = JS_GetClass(obj); if (!jsclass) throw PSERROR_Serialize_ScriptError("JS_GetClass failed"); JSProtoKey protokey = JSCLASS_CACHED_PROTO_KEY(jsclass); if (protokey == JSProto_Object) { // Object class - check for user-defined prototype JS::RootedObject proto(cx); JS_GetPrototype(cx, obj, &proto); if (!proto) throw PSERROR_Serialize_ScriptError("JS_GetPrototype failed"); if (m_SerializablePrototypes->empty() || !IsSerializablePrototype(proto)) { // Standard Object prototype m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT); // TODO: maybe we should throw an error for unrecognized non-Object prototypes? // (requires fixing AI serialization first and excluding component scripts) } else { // User-defined custom prototype m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_PROTOTYPE); const std::wstring prototypeName = GetPrototypeName(proto); m_Serializer.String("proto name", prototypeName, 0, 256); // Does it have custom Serialize function? // if so, we serialize the data it returns, rather than the object's properties directly bool hasCustomSerialize; if (!JS_HasProperty(cx, obj, "Serialize", &hasCustomSerialize)) throw PSERROR_Serialize_ScriptError("JS_HasProperty failed"); if (hasCustomSerialize) { JS::RootedValue serialize(cx); if (!JS_LookupProperty(cx, obj, "Serialize", &serialize)) throw PSERROR_Serialize_ScriptError("JS_LookupProperty failed"); // If serialize is null, so don't serialize anything more if (!serialize.isNull()) { JS::RootedValue data(cx); if (!m_ScriptInterface.CallFunction(val, "Serialize", &data)) throw PSERROR_Serialize_ScriptError("Prototype Serialize function failed"); HandleScriptVal(data); } break; } } } else if (protokey == JSProto_Number) { // Standard Number object m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_NUMBER); // Get primitive value double d; if (!JS::ToNumber(cx, val, &d)) throw PSERROR_Serialize_ScriptError("JS::ToNumber failed"); m_Serializer.NumberDouble_Unbounded("value", d); break; } else if (protokey == JSProto_String) { // Standard String object m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_STRING); // Get primitive value JS::RootedString str(cx, JS::ToString(cx, val)); if (!str) throw PSERROR_Serialize_ScriptError("JS_ValueToString failed"); ScriptString("value", str); break; } else if (protokey == JSProto_Boolean) { // Standard Boolean object m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_BOOLEAN); // Get primitive value bool b = JS::ToBoolean(val); m_Serializer.Bool("value", b); break; } else if (protokey == JSProto_Map) { // TODO: There's no C++ API (yet) to work with maps. This code relies on the internal // structure of the Iterator object returned by Map.entries(). This is not ideal // because the structure could change in the future (and actually does change with v31). // Change this code if SpiderMonkey gets such an API. u32 mapSize; m_ScriptInterface.GetProperty(val, "size", mapSize); m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_OBJECT_MAP); m_Serializer.NumberU32_Unbounded("map size", mapSize); JS::RootedValue keyValueIterator(cx); m_ScriptInterface.CallFunction(val, "entries", &keyValueIterator); for (u32 i=0; iname); throw PSERROR_Serialize_InvalidScriptValue(); } } // Find all properties (ordered by insertion time) // (Note that we don't do any rooting, because we assume nothing is going to trigger GC. // I'm not absolute certain that's necessarily a valid assumption.) JS::AutoIdArray ida (cx, JS_Enumerate(cx, obj)); if (!ida) throw PSERROR_Serialize_ScriptError("JS_Enumerate failed"); m_Serializer.NumberU32_Unbounded("num props", (u32)ida.length()); for (size_t i = 0; i < ida.length(); ++i) { JS::RootedId id(cx, ida[i]); JS::RootedValue idval(cx); JS::RootedValue propval(cx); // Get the property name as a string if (!JS_IdToValue(cx, id, &idval)) throw PSERROR_Serialize_ScriptError("JS_IdToValue failed"); JS::RootedString idstr(cx, JS::ToString(cx, idval)); if (!idstr) throw PSERROR_Serialize_ScriptError("JS_ValueToString failed"); ScriptString("prop name", idstr); // Use LookupProperty instead of GetProperty to avoid the danger of getters // (they might delete values and trigger GC) if (!JS_LookupPropertyById(cx, obj, id, &propval)) throw PSERROR_Serialize_ScriptError("JS_LookupPropertyById failed"); HandleScriptVal(propval); } break; } case JSTYPE_FUNCTION: { // We can't serialise functions, but we can at least name the offender (hopefully) std::wstring funcname(L"(unnamed)"); JS::RootedFunction func(cx, JS_ValueToFunction(cx, val)); if (func) { JS::RootedString string(cx, JS_GetFunctionId(func)); if (string) { size_t length; const jschar* ch = JS_GetStringCharsAndLength(cx, string, &length); if (ch && length > 0) funcname = std::wstring(ch, ch + length); } } LOGERROR("Cannot serialise JS objects of type 'function': %s", utf8_from_wstring(funcname)); throw PSERROR_Serialize_InvalidScriptValue(); } case JSTYPE_STRING: { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_STRING); JS::RootedString stringVal(cx, val.toString()); ScriptString("string", stringVal); break; } case JSTYPE_NUMBER: { // To reduce the size of the serialized data, we handle integers and doubles separately. // We can't check for val.isInt32 and val.isDouble directly, because integer numbers are not guaranteed // to be represented as integers. A number like 33 could be stored as integer on the computer of one player // and as double on the other player's computer. That would cause out of sync errors in multiplayer games because // their binary representation and thus the hash would be different. double d; d = val.toNumber(); i32 integer; if (JS_DoubleIsInt32(d, &integer)) { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_INT); m_Serializer.NumberI32_Unbounded("value", integer); } else { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_DOUBLE); m_Serializer.NumberDouble_Unbounded("value", d); } break; } case JSTYPE_BOOLEAN: { m_Serializer.NumberU8_Unbounded("type", SCRIPT_TYPE_BOOLEAN); bool b = JSVAL_TO_BOOLEAN(val); m_Serializer.NumberU8_Unbounded("value", b ? 1 : 0); break; } default: { debug_warn(L"Invalid TypeOfValue"); throw PSERROR_Serialize_InvalidScriptValue(); } } } void CBinarySerializerScriptImpl::ScriptString(const char* name, JS::HandleString string) { JSContext* cx = m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); size_t length; const jschar* chars = JS_GetStringCharsAndLength(cx, string, &length); if (!chars) throw PSERROR_Serialize_ScriptError("JS_GetStringCharsAndLength failed"); #if BYTE_ORDER != LITTLE_ENDIAN #error TODO: probably need to convert JS strings to little-endian #endif // Serialize strings directly as UTF-16, to avoid expensive encoding conversions m_Serializer.NumberU32_Unbounded("string length", (u32)length); m_Serializer.RawBytes(name, (const u8*)chars, length*2); } u32 CBinarySerializerScriptImpl::GetScriptBackrefTag(JS::HandleObject obj) { // To support non-tree structures (e.g. "var x = []; var y = [x, x];"), we need a way // to indicate multiple references to one object(/array). So every time we serialize a // new object, we give it a new non-zero tag; when we serialize it a second time we just // refer to that tag. // // The tags are stored in a map. Maybe it'd be more efficient to store it inline in the object // somehow? but this works okay for now // If it was already there, return the tag u32 tag; if (m_ScriptBackrefs.find(obj, tag)) return tag; m_ScriptBackrefs.add(m_ScriptInterface.GetContext(), obj, m_ScriptBackrefsNext); m_ScriptBackrefsNext++; // Return a non-tag number so callers know they need to serialize the object return 0; } bool CBinarySerializerScriptImpl::IsSerializablePrototype(JS::HandleObject prototype) { return m_SerializablePrototypes->has(prototype); } std::wstring CBinarySerializerScriptImpl::GetPrototypeName(JS::HandleObject prototype) { std::wstring ret; bool found = m_SerializablePrototypes->find(prototype, ret); ENSURE(found); return ret; } void CBinarySerializerScriptImpl::SetSerializablePrototypes(shared_ptr > prototypes) { m_SerializablePrototypes = prototypes; }