285 lines
7.8 KiB
C++
285 lines
7.8 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Simulation2.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/system/ComponentManager.h"
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#include "simulation2/system/ParamNode.h"
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#include "simulation2/system/SimContext.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/components/ICmpCommandQueue.h"
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#include "lib/file/file_system_util.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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bool g_UseSimulation2 = false;
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class CSimulation2Impl
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{
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public:
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CSimulation2Impl(CUnitManager* unitManager, CTerrain* terrain) :
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m_SimContext(), m_ComponentManager(m_SimContext)
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{
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m_SimContext.m_ComponentManager = &m_ComponentManager;
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m_SimContext.m_UnitManager = unitManager;
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m_SimContext.m_Terrain = terrain;
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m_ComponentManager.LoadComponentTypes();
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// (can't call ResetState here since the scripts haven't been loaded yet)
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}
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void ResetState(bool skipScriptedComponents)
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{
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m_ComponentManager.ResetState();
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m_DeltaTime = 0.0;
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CParamNode noParam;
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CComponentManager::ComponentTypeId cid;
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// Add native system components:
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m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_TemplateManager, noParam);
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m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_Terrain, noParam);
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m_ComponentManager.AddComponent(SYSTEM_ENTITY, CID_CommandQueue, noParam);
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// Add scripted system components:
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if (!skipScriptedComponents)
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{
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#define LOAD_SCRIPTED_COMPONENT(name) \
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cid = m_ComponentManager.LookupCID(name); \
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if (cid == CID__Invalid) \
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LOGERROR(L"Can't find component type " L##name); \
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m_ComponentManager.AddComponent(SYSTEM_ENTITY, cid, noParam)
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LOAD_SCRIPTED_COMPONENT("GuiInterface");
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LOAD_SCRIPTED_COMPONENT("PlayerManager");
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#undef LOAD_SCRIPTED_COMPONENT
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}
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}
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bool LoadScripts(const VfsPath& path);
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LibError ReloadChangedFile(const VfsPath& path);
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void Update(float frameTime);
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void Interpolate(float frameTime);
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CSimContext m_SimContext;
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CComponentManager m_ComponentManager;
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double m_DeltaTime;
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std::set<std::wstring> m_LoadedScripts;
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static const int TURN_LENGTH = 300; // TODO: Use CTurnManager
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};
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bool CSimulation2Impl::LoadScripts(const VfsPath& path)
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{
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VfsPaths pathnames;
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if (fs_util::GetPathnames(g_VFS, path, L"*.js", pathnames) < 0)
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return false;
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bool ok = true;
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for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
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{
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std::wstring filename = it->string();
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m_LoadedScripts.insert(filename);
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LOGMESSAGE(L"Loading simulation script '%ls'", filename.c_str());
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if (! m_ComponentManager.LoadScript(filename))
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ok = false;
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}
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return ok;
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}
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LibError CSimulation2Impl::ReloadChangedFile(const VfsPath& path)
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{
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const std::wstring& filename = path.string();
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// Ignore if this file wasn't loaded as a script
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// (TODO: Maybe we ought to load in any new .js files that are created in the right directories)
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if (m_LoadedScripts.find(filename) == m_LoadedScripts.end())
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return INFO::OK;
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// If the file doesn't exist (e.g. it was deleted), don't bother loading it since that'll give an error message.
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// (Also don't bother trying to 'unload' it from the component manager, because that's not possible)
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if (!FileExists(path))
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return INFO::OK;
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LOGMESSAGE(L"Reloading simulation script '%ls'", filename.c_str());
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if (!m_ComponentManager.LoadScript(filename, true))
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return ERR::FAIL;
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return INFO::OK;
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}
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void CSimulation2Impl::Update(float frameTime)
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{
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// TODO: Use CTurnManager
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m_DeltaTime += frameTime;
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if (m_DeltaTime >= 0.0)
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{
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double turnLength = TURN_LENGTH / 1000.0;
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CFixed_23_8 turnLengthFixed = CFixed_23_8::FromInt(TURN_LENGTH) / 1000;
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m_DeltaTime -= turnLength;
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m_ComponentManager.BroadcastMessage(CMessageTurnStart());
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CmpPtr<ICmpCommandQueue> cmpCommandQueue(m_SimContext, SYSTEM_ENTITY);
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if (!cmpCommandQueue.null())
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cmpCommandQueue->ProcessCommands();
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m_ComponentManager.BroadcastMessage(CMessageUpdate(turnLengthFixed));
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// Clean up any entities destroyed during the simulation update
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m_ComponentManager.FlushDestroyedComponents();
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}
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}
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void CSimulation2Impl::Interpolate(float UNUSED(frameTime))
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{
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// TODO: Use CTurnManager
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double turnLength = TURN_LENGTH / 1000.0;
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float offset = clamp(m_DeltaTime / turnLength + 1.0, 0.0, 1.0);
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m_ComponentManager.BroadcastMessage(CMessageInterpolate(offset));
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}
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////////////////////////////////////////////////////////////////
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CSimulation2::CSimulation2(CUnitManager* unitManager, CTerrain* terrain) :
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m(new CSimulation2Impl(unitManager, terrain))
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{
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}
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CSimulation2::~CSimulation2()
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{
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delete m;
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}
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// Forward all method calls to the appropriate CSimulation2Impl/CComponentManager methods:
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entity_id_t CSimulation2::AddEntity(const std::wstring& templateName)
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{
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return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity());
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}
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entity_id_t CSimulation2::AddEntity(const std::wstring& templateName, entity_id_t preferredId)
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{
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return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity(preferredId));
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}
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entity_id_t CSimulation2::AddLocalEntity(const std::wstring& templateName)
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{
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return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewLocalEntity());
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}
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void CSimulation2::DestroyEntity(entity_id_t ent)
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{
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m->m_ComponentManager.DestroyComponentsSoon(ent);
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}
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void CSimulation2::FlushDestroyedEntities()
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{
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m->m_ComponentManager.FlushDestroyedComponents();
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}
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IComponent* CSimulation2::QueryInterface(entity_id_t ent, int iid) const
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{
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return m->m_ComponentManager.QueryInterface(ent, iid);
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}
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void CSimulation2::PostMessage(entity_id_t ent, const CMessage& msg) const
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{
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m->m_ComponentManager.PostMessage(ent, msg);
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}
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void CSimulation2::BroadcastMessage(const CMessage& msg) const
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{
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m->m_ComponentManager.BroadcastMessage(msg);
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}
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const CSimulation2::InterfaceList& CSimulation2::GetEntitiesWithInterface(int iid)
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{
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return m->m_ComponentManager.GetEntitiesWithInterface(iid);
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}
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const CSimContext& CSimulation2::GetSimContext() const
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{
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return m->m_SimContext;
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}
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ScriptInterface& CSimulation2::GetScriptInterface() const
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{
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return m->m_ComponentManager.GetScriptInterface();
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}
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void CSimulation2::InitGame(const CScriptVal& data)
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{
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CScriptVal ret; // ignored
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GetScriptInterface().CallFunction(GetScriptInterface().GetGlobalObject(), "InitGame", data, ret);
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}
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void CSimulation2::Update(float frameTime)
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{
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m->Update(frameTime);
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}
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void CSimulation2::Interpolate(float frameTime)
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{
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m->Interpolate(frameTime);
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}
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bool CSimulation2::LoadScripts(const VfsPath& path)
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{
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return m->LoadScripts(path);
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}
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LibError CSimulation2::ReloadChangedFile(const VfsPath& path)
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{
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return m->ReloadChangedFile(path);
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}
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void CSimulation2::ResetState(bool skipGui)
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{
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m->ResetState(skipGui);
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}
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bool CSimulation2::ComputeStateHash(std::string& outHash)
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{
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return m->m_ComponentManager.ComputeStateHash(outHash);
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}
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bool CSimulation2::DumpDebugState(std::ostream& stream)
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{
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return m->m_ComponentManager.DumpDebugState(stream);
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}
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bool CSimulation2::SerializeState(std::ostream& stream)
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{
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return m->m_ComponentManager.SerializeState(stream);
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}
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bool CSimulation2::DeserializeState(std::istream& stream)
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{
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// TODO: need to make sure the required SYSTEM_ENTITY components get constructed
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return m->m_ComponentManager.DeserializeState(stream);
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}
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