1
0
forked from 0ad/0ad
0ad/source/rlinterface/RLInterface.cpp
phosit fa1dc98103 Shutdown mongoose in rl-interface gracefully
When the `RL::Interface` is destroied but the engine isn't completely
shoutdown there was a dangling pointer. The time the dangling pointer is
accessable got expanded with 968e55704a.
Whith this patch there no dangling pointer (in that regard).

Accepted by: @vladislavbelov
Comments by: @Stan, @sera
Trac Tickets: #5989

Differential Revision: https://code.wildfiregames.com/D5254
This was SVN commit r28123.
2024-06-23 17:26:03 +00:00

451 lines
12 KiB
C++

/* Copyright (C) 2024 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/>.
*/
// Pull in the headers from the default precompiled header,
// even if rlinterface doesn't use precompiled headers.
#include "lib/precompiled.h"
#include "rlinterface/RLInterface.h"
#include "gui/GUIManager.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Loader.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/JSON.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpAIInterface.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/system/LocalTurnManager.h"
#include <queue>
#include <sstream>
#include <tuple>
namespace RL
{
Interface::Interface(const char* server_address)
{
LOGMESSAGERENDER("Starting RL interface HTTP server");
const char *options[] = {
"listening_ports", server_address,
"num_threads", "1",
nullptr
};
m_Context = mg_start(MgCallback, this, options);
ENSURE(m_Context);
}
Interface::~Interface()
{
mg_stop(m_Context);
}
// Interactions with the game engine (g_Game) must be done in the main
// thread as there are specific checks for this. We will pass messages
// to the main thread to be applied (ie, "GameMessage"s).
std::string Interface::SendGameMessage(GameMessage&& msg)
{
std::unique_lock<std::mutex> msgLock(m_MsgLock);
ENSURE(m_GameMessage.type == GameMessageType::None);
m_GameMessage = std::move(msg);
m_MsgApplied.wait(msgLock, [this]() { return m_GameMessage.type == GameMessageType::None; });
return m_ReturnValue;
}
std::string Interface::Step(std::vector<GameCommand>&& commands)
{
std::lock_guard<std::mutex> lock(m_Lock);
return SendGameMessage({ GameMessageType::Commands, std::move(commands) });
}
std::string Interface::Reset(ScenarioConfig&& scenario)
{
std::lock_guard<std::mutex> lock(m_Lock);
m_ScenarioConfig = std::move(scenario);
return SendGameMessage({ GameMessageType::Reset });
}
std::string Interface::Evaluate(std::string&& code)
{
std::lock_guard<std::mutex> lock(m_Lock);
m_Code = std::move(code);
return SendGameMessage({ GameMessageType::Evaluate });
}
std::vector<std::string> Interface::GetTemplates(const std::vector<std::string>& names) const
{
std::lock_guard<std::mutex> lock(m_Lock);
CSimulation2& simulation = *g_Game->GetSimulation2();
CmpPtr<ICmpTemplateManager> cmpTemplateManager(simulation.GetSimContext().GetSystemEntity());
std::vector<std::string> templates;
for (const std::string& templateName : names)
{
const CParamNode* node = cmpTemplateManager->GetTemplate(templateName);
if (node != nullptr)
templates.push_back(node->ToXMLString());
}
return templates;
}
void* Interface::MgCallback(mg_event event, struct mg_connection *conn, const struct mg_request_info *request_info)
{
Interface* interface = (Interface*)request_info->user_data;
ENSURE(interface);
void* handled = (void*)""; // arbitrary non-NULL pointer to indicate successful handling
const char* header200 =
"HTTP/1.1 200 OK\r\n"
"Access-Control-Allow-Origin: *\r\n"
"Content-Type: text/plain; charset=utf-8\r\n\r\n";
const char* header404 =
"HTTP/1.1 404 Not Found\r\n"
"Content-Type: text/plain; charset=utf-8\r\n\r\n"
"Unrecognised URI";
const char* noPostData =
"HTTP/1.1 400 Bad Request\r\n"
"Content-Type: text/plain; charset=utf-8\r\n\r\n"
"No POST data found.";
const char* notRunningResponse =
"HTTP/1.1 400 Bad Request\r\n"
"Content-Type: text/plain; charset=utf-8\r\n\r\n"
"Game not running. Please create a scenario first.";
switch (event)
{
case MG_NEW_REQUEST:
{
std::stringstream stream;
const std::string uri = request_info->uri;
if (uri == "/reset")
{
std::string data = GetRequestContent(conn);
if (data.empty())
{
mg_printf(conn, "%s", noPostData);
return handled;
}
ScenarioConfig scenario;
const char *query_string = request_info->query_string;
if (query_string != nullptr)
{
const std::string qs(query_string);
scenario.saveReplay = qs.find("saveReplay") != std::string::npos;
scenario.playerID = 1;
char playerID[1];
const int len = mg_get_var(query_string, qs.length(), "playerID", playerID, 1);
if (len != -1)
scenario.playerID = std::stoi(playerID);
}
scenario.content = std::move(data);
const std::string gameState = interface->Reset(std::move(scenario));
stream << gameState.c_str();
}
else if (uri == "/step")
{
if (!interface->IsGameRunning())
{
mg_printf(conn, "%s", notRunningResponse);
return handled;
}
std::string data = GetRequestContent(conn);
std::stringstream postStream(data);
std::string line;
std::vector<GameCommand> commands;
while (std::getline(postStream, line, '\n'))
{
const std::size_t splitPos = line.find(";");
if (splitPos == std::string::npos)
continue;
GameCommand cmd;
cmd.playerID = std::stoi(line.substr(0, splitPos));
cmd.json_cmd = line.substr(splitPos + 1);
commands.push_back(std::move(cmd));
}
const std::string gameState = interface->Step(std::move(commands));
if (gameState.empty())
{
mg_printf(conn, "%s", notRunningResponse);
return handled;
}
else
stream << gameState.c_str();
}
else if (uri == "/evaluate")
{
if (!interface->IsGameRunning())
{
mg_printf(conn, "%s", notRunningResponse);
return handled;
}
std::string code = GetRequestContent(conn);
if (code.empty())
{
mg_printf(conn, "%s", noPostData);
return handled;
}
const std::string codeResult = interface->Evaluate(std::move(code));
if (codeResult.empty())
{
mg_printf(conn, "%s", notRunningResponse);
return handled;
}
else
stream << codeResult.c_str();
}
else if (uri == "/templates")
{
if (!interface->IsGameRunning()) {
mg_printf(conn, "%s", notRunningResponse);
return handled;
}
const std::string data = GetRequestContent(conn);
if (data.empty())
{
mg_printf(conn, "%s", noPostData);
return handled;
}
std::stringstream postStream(data);
std::string line;
std::vector<std::string> templateNames;
while (std::getline(postStream, line, '\n'))
templateNames.push_back(line);
for (std::string templateStr : interface->GetTemplates(templateNames))
stream << templateStr.c_str() << "\n";
}
else
{
mg_printf(conn, "%s", header404);
return handled;
}
mg_printf(conn, "%s", header200);
const std::string str = stream.str();
mg_write(conn, str.c_str(), str.length());
return handled;
}
case MG_HTTP_ERROR:
return nullptr;
case MG_EVENT_LOG:
// Called by Mongoose's cry()
LOGERROR("Mongoose error: %s", request_info->log_message);
return nullptr;
case MG_INIT_SSL:
return nullptr;
default:
debug_warn(L"Invalid Mongoose event type");
return nullptr;
}
}
std::string Interface::GetRequestContent(struct mg_connection *conn)
{
const static std::string NO_CONTENT;
const char* val = mg_get_header(conn, "Content-Length");
if (!val)
{
return NO_CONTENT;
}
const int contentSize = std::atoi(val);
std::string content(contentSize, ' ');
mg_read(conn, content.data(), contentSize);
return content;
}
bool Interface::TryGetGameMessage(GameMessage& msg)
{
if (m_GameMessage.type != GameMessageType::None)
{
msg = m_GameMessage;
m_GameMessage = {GameMessageType::None};
return true;
}
return false;
}
void Interface::TryApplyMessage()
{
const bool isGameStarted = g_Game && g_Game->IsGameStarted();
if (m_NeedsGameState && isGameStarted)
{
m_ReturnValue = GetGameState();
m_MsgApplied.notify_one();
m_MsgLock.unlock();
m_NeedsGameState = false;
}
if (!m_MsgLock.try_lock())
return;
GameMessage msg;
if (!TryGetGameMessage(msg))
{
m_MsgLock.unlock();
return;
}
ApplyMessage(msg);
}
void Interface::ApplyMessage(const GameMessage& msg)
{
const static std::string EMPTY_STATE;
const bool nonVisual = !g_GUI;
const bool isGameStarted = g_Game && g_Game->IsGameStarted();
switch (msg.type)
{
case GameMessageType::Reset:
{
if (isGameStarted)
EndGame();
g_Game = new CGame(m_ScenarioConfig.saveReplay);
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue attrs(rq.cx);
Script::ParseJSON(rq, m_ScenarioConfig.content, &attrs);
g_Game->SetPlayerID(m_ScenarioConfig.playerID);
g_Game->StartGame(&attrs, "");
if (nonVisual)
{
LDR_NonprogressiveLoad();
ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK);
m_ReturnValue = GetGameState();
m_MsgApplied.notify_one();
m_MsgLock.unlock();
}
else
{
JS::RootedValue initData(rq.cx);
Script::CreateObject(rq, &initData);
Script::SetProperty(rq, initData, "attribs", attrs);
JS::RootedValue playerAssignments(rq.cx);
Script::CreateObject(rq, &playerAssignments);
Script::SetProperty(rq, initData, "playerAssignments", playerAssignments);
g_GUI->SwitchPage(L"page_loading.xml", &scriptInterface, initData);
m_NeedsGameState = true;
}
break;
}
case GameMessageType::Commands:
{
if (!g_Game)
{
m_ReturnValue = EMPTY_STATE;
m_MsgApplied.notify_one();
m_MsgLock.unlock();
return;
}
const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
CLocalTurnManager* turnMgr = static_cast<CLocalTurnManager*>(g_Game->GetTurnManager());
for (const GameCommand& command : msg.commands)
{
ScriptRequest rq(scriptInterface);
JS::RootedValue commandJSON(rq.cx);
Script::ParseJSON(rq, command.json_cmd, &commandJSON);
turnMgr->PostCommand(command.playerID, commandJSON);
}
const u32 deltaRealTime = DEFAULT_TURN_LENGTH;
if (nonVisual)
{
const double deltaSimTime = deltaRealTime * g_Game->GetSimRate();
const size_t maxTurns = static_cast<size_t>(g_Game->GetSimRate());
g_Game->GetTurnManager()->Update(deltaSimTime, maxTurns);
}
else
g_Game->Update(deltaRealTime);
m_ReturnValue = GetGameState();
m_MsgApplied.notify_one();
m_MsgLock.unlock();
break;
}
case GameMessageType::Evaluate:
{
if (!g_Game)
{
m_ReturnValue = EMPTY_STATE;
m_MsgApplied.notify_one();
m_MsgLock.unlock();
return;
}
const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue ret(rq.cx);
scriptInterface.Eval(m_Code.c_str(), &ret);
m_ReturnValue = Script::StringifyJSON(rq, &ret, false);
m_MsgApplied.notify_one();
m_MsgLock.unlock();
break;
}
default:
break;
}
}
std::string Interface::GetGameState() const
{
const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
const CSimContext simContext = g_Game->GetSimulation2()->GetSimContext();
CmpPtr<ICmpAIInterface> cmpAIInterface(simContext.GetSystemEntity());
ScriptRequest rq(scriptInterface);
JS::RootedValue state(rq.cx);
cmpAIInterface->GetFullRepresentation(&state, true);
return Script::StringifyJSON(rq, &state, false);
}
bool Interface::IsGameRunning() const
{
return g_Game != nullptr;
}
}