/* 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 . */ #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 #if MSC_VERSION #include #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(param)->ReloadChangedFile(path); } int ProgressiveLoad(); bool Update(int turnLength, const std::vector& 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 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& 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 cmpPathfinder(m_SimContext, SYSTEM_ENTITY); if (!cmpPathfinder.null()) cmpPathfinder->FinishAsyncRequests(); // Push AI commands onto the queue before we use them CmpPtr cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (!cmpAIManager.null()) cmpAIManager->PushCommands(); CmpPtr 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 commands; return m->Update(turnLength, commands); } bool CSimulation2::Update(int turnLength, const std::vector& 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(); }