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0ad/source/simulation2/Simulation2.cpp

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/* Copyright (C) 2011 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Simulation2.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/system/ParamNode.h"
#include "simulation2/system/SimContext.h"
#include "simulation2/components/ICmpAIManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "lib/timer.h"
#include "lib/file/file_system_util.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h"
#include "ps/XML/Xeromyces.h"
#include <iomanip>
#if MSC_VERSION
#include <process.h>
#define getpid _getpid // use the non-deprecated function name
#endif
class CSimulation2Impl
{
public:
CSimulation2Impl(CUnitManager* unitManager, CTerrain* terrain) :
m_SimContext(), m_ComponentManager(m_SimContext), m_EnableOOSLog(false)
{
m_SimContext.m_UnitManager = unitManager;
m_SimContext.m_Terrain = terrain;
m_ComponentManager.LoadComponentTypes();
RegisterFileReloadFunc(ReloadChangedFileCB, this);
// m_EnableOOSLog = true; // TODO: this should be a command-line flag or similar
}
~CSimulation2Impl()
{
UnregisterFileReloadFunc(ReloadChangedFileCB, this);
}
void ResetState(bool skipScriptedComponents, bool skipAI)
{
m_ComponentManager.ResetState();
m_DeltaTime = 0.0;
m_LastFrameOffset = 0.0f;
m_TurnNumber = 0;
CParamNode noParam;
CComponentManager::ComponentTypeId cid;
// Add native system components:
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_TemplateManager, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_CommandQueue, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_ObstructionManager, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_Pathfinder, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_ProjectileManager, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_RangeManager, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_SoundManager, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_Terrain, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_WaterManager, noParam);
if (!skipAI)
{
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_AIManager, noParam);
}
// Add scripted system components:
if (!skipScriptedComponents)
{
#define LOAD_SCRIPTED_COMPONENT(name) \
cid = m_ComponentManager.LookupCID(name); \
if (cid == CID__Invalid) \
LOGERROR(L"Can't find component type " L##name); \
m_ComponentManager.AddComponent(SYSTEM_ENTITY, cid, noParam)
LOAD_SCRIPTED_COMPONENT("AIInterface");
LOAD_SCRIPTED_COMPONENT("EndGameManager");
LOAD_SCRIPTED_COMPONENT("GuiInterface");
LOAD_SCRIPTED_COMPONENT("PlayerManager");
LOAD_SCRIPTED_COMPONENT("Timer");
#undef LOAD_SCRIPTED_COMPONENT
}
}
bool LoadScripts(const VfsPath& path);
LibError ReloadChangedFile(const VfsPath& path);
static LibError ReloadChangedFileCB(void* param, const VfsPath& path)
{
return static_cast<CSimulation2Impl*>(param)->ReloadChangedFile(path);
}
int ProgressiveLoad();
bool Update(int turnLength, const std::vector<SimulationCommand>& commands);
void Interpolate(float frameLength, float frameOffset);
void DumpState();
CSimContext m_SimContext;
CComponentManager m_ComponentManager;
double m_DeltaTime;
float m_LastFrameOffset;
std::wstring m_StartupScript;
CScriptValRooted m_MapSettings;
std::set<VfsPath> m_LoadedScripts;
uint32_t m_TurnNumber;
bool m_EnableOOSLog;
};
bool CSimulation2Impl::LoadScripts(const VfsPath& path)
{
VfsPaths pathnames;
if (fs_util::GetPathnames(g_VFS, path, L"*.js", pathnames) < 0)
return false;
bool ok = true;
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
{
VfsPath filename = *it;
m_LoadedScripts.insert(filename);
LOGMESSAGE(L"Loading simulation script '%ls'", filename.string().c_str());
if (! m_ComponentManager.LoadScript(filename))
ok = false;
}
return ok;
}
LibError CSimulation2Impl::ReloadChangedFile(const VfsPath& path)
{
const VfsPath& filename = path;
// Ignore if this file wasn't loaded as a script
// (TODO: Maybe we ought to load in any new .js files that are created in the right directories)
if (m_LoadedScripts.find(filename) == m_LoadedScripts.end())
return INFO::OK;
// If the file doesn't exist (e.g. it was deleted), don't bother loading it since that'll give an error message.
// (Also don't bother trying to 'unload' it from the component manager, because that's not possible)
if (!VfsFileExists(path))
return INFO::OK;
LOGMESSAGE(L"Reloading simulation script '%ls'", filename.string().c_str());
if (!m_ComponentManager.LoadScript(filename, true))
return ERR::FAIL;
return INFO::OK;
}
int CSimulation2Impl::ProgressiveLoad()
{
// yield after this time is reached. balances increased progress bar
// smoothness vs. slowing down loading.
const double end_time = timer_Time() + 200e-3;
int ret;
do
{
bool progressed = false;
int total = 0;
int progress = 0;
CMessageProgressiveLoad msg(&progressed, &total, &progress);
m_ComponentManager.BroadcastMessage(msg);
if (!progressed || total == 0)
return 0; // we have nothing left to load
ret = Clamp(100*progress / total, 1, 100);
}
while (timer_Time() < end_time);
return ret;
}
bool CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{
fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;
// TODO: the update process is pretty ugly, with lots of messages and dependencies
// between different components. Ought to work out a nicer way to do this.
CMessageTurnStart msgTurnStart;
m_ComponentManager.BroadcastMessage(msgTurnStart);
CmpPtr<ICmpPathfinder> cmpPathfinder(m_SimContext, SYSTEM_ENTITY);
if (!cmpPathfinder.null())
cmpPathfinder->FinishAsyncRequests();
// Push AI commands onto the queue before we use them
CmpPtr<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY);
if (!cmpAIManager.null())
cmpAIManager->PushCommands();
CmpPtr<ICmpCommandQueue> cmpCommandQueue(m_SimContext, SYSTEM_ENTITY);
if (!cmpCommandQueue.null())
cmpCommandQueue->FlushTurn(commands);
// Send all the update phases
{
CMessageUpdate msgUpdate(turnLengthFixed);
m_ComponentManager.BroadcastMessage(msgUpdate);
}
{
CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed);
m_ComponentManager.BroadcastMessage(msgUpdate);
}
{
CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed);
m_ComponentManager.BroadcastMessage(msgUpdate);
}
{
CMessageUpdate_Final msgUpdate(turnLengthFixed);
m_ComponentManager.BroadcastMessage(msgUpdate);
}
// Clean up any entities destroyed during the simulation update
m_ComponentManager.FlushDestroyedComponents();
// if (m_TurnNumber == 0)
// m_ComponentManager.GetScriptInterface().DumpHeap();
// Run the GC occasionally
// (TODO: we ought to schedule this for a frame where we're not
// running the sim update, to spread the load)
if (m_TurnNumber % 10 == 0)
m_ComponentManager.GetScriptInterface().MaybeGC();
if (m_EnableOOSLog)
DumpState();
// Start computing AI for the next turn
if (!cmpAIManager.null())
cmpAIManager->StartComputation();
++m_TurnNumber;
return true; // TODO: don't bother with bool return
}
void CSimulation2Impl::Interpolate(float frameLength, float frameOffset)
{
m_LastFrameOffset = frameOffset;
CMessageInterpolate msg(frameLength, frameOffset);
m_ComponentManager.BroadcastMessage(msg);
// Clean up any entities destroyed during interpolate (e.g. local corpses)
m_ComponentManager.FlushDestroyedComponents();
}
void CSimulation2Impl::DumpState()
{
PROFILE("DumpState");
std::wstringstream name;
name << L"sim_log/" << getpid() << L"/" << std::setw(5) << std::setfill(L'0') << m_TurnNumber << L".txt";
OsPath path = psLogDir() / name.str();
CreateDirectories(path.Parent(), 0700);
std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
file << "State hash: " << std::hex;
std::string hashRaw;
m_ComponentManager.ComputeStateHash(hashRaw, false);
for (size_t i = 0; i < hashRaw.size(); ++i)
file << std::setfill('0') << std::setw(2) << (int)(unsigned char)hashRaw[i];
file << std::dec << "\n";
file << "\n";
m_ComponentManager.DumpDebugState(file);
std::ofstream binfile (OsString(path.ChangeExtension(L".dat")).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary);
m_ComponentManager.SerializeState(binfile);
}
////////////////////////////////////////////////////////////////
CSimulation2::CSimulation2(CUnitManager* unitManager, CTerrain* terrain) :
m(new CSimulation2Impl(unitManager, terrain))
{
}
CSimulation2::~CSimulation2()
{
delete m;
}
// Forward all method calls to the appropriate CSimulation2Impl/CComponentManager methods:
void CSimulation2::EnableOOSLog()
{
m->m_EnableOOSLog = true;
}
entity_id_t CSimulation2::AddEntity(const std::wstring& templateName)
{
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity());
}
entity_id_t CSimulation2::AddEntity(const std::wstring& templateName, entity_id_t preferredId)
{
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity(preferredId));
}
entity_id_t CSimulation2::AddLocalEntity(const std::wstring& templateName)
{
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewLocalEntity());
}
void CSimulation2::DestroyEntity(entity_id_t ent)
{
m->m_ComponentManager.DestroyComponentsSoon(ent);
}
void CSimulation2::FlushDestroyedEntities()
{
m->m_ComponentManager.FlushDestroyedComponents();
}
IComponent* CSimulation2::QueryInterface(entity_id_t ent, int iid) const
{
return m->m_ComponentManager.QueryInterface(ent, iid);
}
void CSimulation2::PostMessage(entity_id_t ent, const CMessage& msg) const
{
m->m_ComponentManager.PostMessage(ent, msg);
}
void CSimulation2::BroadcastMessage(const CMessage& msg) const
{
m->m_ComponentManager.BroadcastMessage(msg);
}
CSimulation2::InterfaceList CSimulation2::GetEntitiesWithInterface(int iid)
{
return m->m_ComponentManager.GetEntitiesWithInterface(iid);
}
const CSimulation2::InterfaceListUnordered& CSimulation2::GetEntitiesWithInterfaceUnordered(int iid)
{
return m->m_ComponentManager.GetEntitiesWithInterfaceUnordered(iid);
}
const CSimContext& CSimulation2::GetSimContext() const
{
return m->m_SimContext;
}
ScriptInterface& CSimulation2::GetScriptInterface() const
{
return m->m_ComponentManager.GetScriptInterface();
}
void CSimulation2::InitGame(const CScriptVal& data)
{
CScriptVal ret; // ignored
GetScriptInterface().CallFunction(GetScriptInterface().GetGlobalObject(), "InitGame", data, ret);
}
bool CSimulation2::Update(int turnLength)
{
std::vector<SimulationCommand> commands;
return m->Update(turnLength, commands);
}
bool CSimulation2::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{
return m->Update(turnLength, commands);
}
void CSimulation2::Interpolate(float frameLength, float frameOffset)
{
m->Interpolate(frameLength, frameOffset);
}
void CSimulation2::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
{
CMessageRenderSubmit msg(collector, frustum, culling);
m->m_ComponentManager.BroadcastMessage(msg);
}
float CSimulation2::GetLastFrameOffset() const
{
return m->m_LastFrameOffset;
}
bool CSimulation2::LoadScripts(const VfsPath& path)
{
return m->LoadScripts(path);
}
bool CSimulation2::LoadDefaultScripts()
{
return (
m->LoadScripts(L"simulation/components/interfaces/") &&
m->LoadScripts(L"simulation/helpers/") &&
m->LoadScripts(L"simulation/components/")
);
}
void CSimulation2::SetStartupScript(const std::wstring& code)
{
m->m_StartupScript = code;
}
const std::wstring& CSimulation2::GetStartupScript()
{
return m->m_StartupScript;
}
void CSimulation2::SetMapSettings(const std::string& settings)
{
m->m_MapSettings = m->m_ComponentManager.GetScriptInterface().ParseJSON(settings);
}
void CSimulation2::SetMapSettings(const CScriptValRooted& settings)
{
m->m_MapSettings = settings;
}
std::string CSimulation2::GetMapSettingsString()
{
return m->m_ComponentManager.GetScriptInterface().StringifyJSON(m->m_MapSettings.get());
}
CScriptVal CSimulation2::GetMapSettings()
{
return m->m_MapSettings.get();
}
void CSimulation2::LoadPlayerSettings()
{
GetScriptInterface().CallFunctionVoid(GetScriptInterface().GetGlobalObject(), "LoadPlayerSettings", m->m_MapSettings);
}
void CSimulation2::LoadMapSettings()
{
// Initialize here instead of in Update()
GetScriptInterface().CallFunctionVoid(GetScriptInterface().GetGlobalObject(), "LoadMapSettings", m->m_MapSettings);
if (!m->m_StartupScript.empty())
GetScriptInterface().LoadScript(L"map startup script", m->m_StartupScript);
}
int CSimulation2::ProgressiveLoad()
{
return m->ProgressiveLoad();
}
LibError CSimulation2::ReloadChangedFile(const VfsPath& path)
{
return m->ReloadChangedFile(path);
}
void CSimulation2::ResetState(bool skipScriptedComponents, bool skipAI)
{
m->ResetState(skipScriptedComponents, skipAI);
}
bool CSimulation2::ComputeStateHash(std::string& outHash, bool quick)
{
return m->m_ComponentManager.ComputeStateHash(outHash, quick);
}
bool CSimulation2::DumpDebugState(std::ostream& stream)
{
return m->m_ComponentManager.DumpDebugState(stream);
}
bool CSimulation2::SerializeState(std::ostream& stream)
{
return m->m_ComponentManager.SerializeState(stream);
}
bool CSimulation2::DeserializeState(std::istream& stream)
{
// TODO: need to make sure the required SYSTEM_ENTITY components get constructed
return m->m_ComponentManager.DeserializeState(stream);
}
std::string CSimulation2::GenerateSchema()
{
return m->m_ComponentManager.GenerateSchema();
}
std::vector<std::string> CSimulation2::GetRMSData()
{
VfsPath path(L"maps/random/");
VfsPaths pathnames;
std::vector<std::string> data;
// Find all ../maps/random/*.json
LibError ret = fs_util::GetPathnames(g_VFS, path, L"*.json", pathnames);
if (ret == INFO::OK)
{
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
{
// Load JSON file
CVFSFile file;
PSRETURN ret = file.Load(g_VFS, *it);
if (ret != PSRETURN_OK)
{
LOGERROR(L"Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret));
}
else
{
data.push_back(std::string(file.GetBuffer(), file.GetBuffer() + file.GetBufferSize()));
}
}
}
else
{
// Some error reading directory
wchar_t error[200];
LOGERROR(L"Error reading directory '%ls': %hs", path.string().c_str(), error_description_r(ret, error, ARRAY_SIZE(error)));
}
return data;
}
std::vector<std::string> CSimulation2::GetCivData()
{
VfsPath path(L"civs/");
VfsPaths pathnames;
std::vector<std::string> data;
// Load all JSON files in civs directory
LibError ret = fs_util::GetPathnames(g_VFS, path, L"*.json", pathnames);
if (ret == INFO::OK)
{
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
{
// Load JSON file
CVFSFile file;
PSRETURN ret = file.Load(g_VFS, *it);
if (ret != PSRETURN_OK)
{
LOGERROR(L"Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret));
}
else
{
data.push_back(std::string(file.GetBuffer(), file.GetBuffer() + file.GetBufferSize()));
}
}
}
else
{
// Some error reading directory
wchar_t error[200];
LOGERROR(L"Error reading directory '%ls': %hs", path.string().c_str(), error_description_r(ret, error, ARRAY_SIZE(error)));
}
// Convert from vector to array and stringify
return data;
}
std::string CSimulation2::GetPlayerDefaults()
{
VfsPath path = VfsPath(L"simulation/data/player_defaults.json");
std::string data;
if (!VfsFileExists(g_VFS, path))
{
LOGERROR(L"File '%ls' does not exist", path.string().c_str());
}
else
{
// Load JSON file
CVFSFile file;
PSRETURN ret = file.Load(g_VFS, path);
if (ret != PSRETURN_OK)
{
LOGERROR(L"Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret));
}
else
{
data = std::string(file.GetBuffer(), file.GetBuffer() + file.GetBufferSize());
}
}
return data;
}