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0ad/source/simulation2/Simulation2.cpp

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/* Copyright (C) 2010 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/ICmpTemplateManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "lib/file/file_system_util.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
bool g_UseSimulation2 = true;
class CSimulation2Impl
{
public:
CSimulation2Impl(CUnitManager* unitManager, CTerrain* terrain) :
m_SimContext(), m_ComponentManager(m_SimContext)
{
m_SimContext.m_ComponentManager = &m_ComponentManager;
m_SimContext.m_UnitManager = unitManager;
m_SimContext.m_Terrain = terrain;
m_ComponentManager.LoadComponentTypes();
// (can't call ResetState here since the scripts haven't been loaded yet)
}
void ResetState(bool skipScriptedComponents)
{
m_ComponentManager.ResetState();
m_DeltaTime = 0.0;
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_SoundManager, noParam);
m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_Terrain, 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("GuiInterface");
LOAD_SCRIPTED_COMPONENT("PlayerManager");
LOAD_SCRIPTED_COMPONENT("Timer");
#undef LOAD_SCRIPTED_COMPONENT
}
}
bool LoadScripts(const VfsPath& path);
LibError ReloadChangedFile(const VfsPath& path);
void Update(float frameTime);
void Interpolate(float frameTime);
CSimContext m_SimContext;
CComponentManager m_ComponentManager;
double m_DeltaTime;
std::set<std::wstring> m_LoadedScripts;
static const int TURN_LENGTH = 300; // TODO: Use CTurnManager
};
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)
{
std::wstring filename = it->string();
m_LoadedScripts.insert(filename);
LOGMESSAGE(L"Loading simulation script '%ls'", filename.c_str());
if (! m_ComponentManager.LoadScript(filename))
ok = false;
}
return ok;
}
LibError CSimulation2Impl::ReloadChangedFile(const VfsPath& path)
{
const std::wstring& filename = path.string();
// 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 (!FileExists(path))
return INFO::OK;
LOGMESSAGE(L"Reloading simulation script '%ls'", filename.c_str());
if (!m_ComponentManager.LoadScript(filename, true))
return ERR::FAIL;
return INFO::OK;
}
void CSimulation2Impl::Update(float frameTime)
{
// TODO: Use CTurnManager
m_DeltaTime += frameTime;
if (m_DeltaTime >= 0.0)
{
double turnLength = TURN_LENGTH / 1000.0;
CFixed_23_8 turnLengthFixed = CFixed_23_8::FromInt(TURN_LENGTH) / 1000;
m_DeltaTime -= turnLength;
CMessageTurnStart msgTurnStart;
m_ComponentManager.BroadcastMessage(msgTurnStart);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(m_SimContext, SYSTEM_ENTITY);
if (!cmpCommandQueue.null())
cmpCommandQueue->ProcessCommands();
CMessageUpdate msgUpdate(turnLengthFixed);
m_ComponentManager.BroadcastMessage(msgUpdate);
// Clean up any entities destroyed during the simulation update
m_ComponentManager.FlushDestroyedComponents();
}
}
void CSimulation2Impl::Interpolate(float frameTime)
{
// TODO: Use CTurnManager
double turnLength = TURN_LENGTH / 1000.0;
float offset = clamp(m_DeltaTime / turnLength + 1.0, 0.0, 1.0);
CMessageInterpolate msg(frameTime, offset);
m_ComponentManager.BroadcastMessage(msg);
}
////////////////////////////////////////////////////////////////
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:
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);
}
const CSimulation2::InterfaceList& CSimulation2::GetEntitiesWithInterface(int iid)
{
return m->m_ComponentManager.GetEntitiesWithInterface(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);
}
void CSimulation2::Update(float frameTime)
{
m->Update(frameTime);
}
void CSimulation2::Interpolate(float frameTime)
{
m->Interpolate(frameTime);
}
void CSimulation2::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
{
CMessageRenderSubmit msg(collector, frustum, culling);
m->m_ComponentManager.BroadcastMessage(msg);
}
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/")
);
}
LibError CSimulation2::ReloadChangedFile(const VfsPath& path)
{
return m->ReloadChangedFile(path);
}
void CSimulation2::ResetState(bool skipGui)
{
m->ResetState(skipGui);
}
bool CSimulation2::ComputeStateHash(std::string& outHash)
{
return m->m_ComponentManager.ComputeStateHash(outHash);
}
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);
}