0ad/source/graphics/MapGenerator.h
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

153 lines
4.8 KiB
C++

/* Copyright (C) 2015 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/>.
*/
#ifndef INCLUDED_MAPGENERATOR
#define INCLUDED_MAPGENERATOR
#include "ps/FileIo.h"
#include "ps/ThreadUtil.h"
#include "ps/TemplateLoader.h"
#include "scriptinterface/ScriptInterface.h"
#include <boost/random/linear_congruential.hpp>
#include <set>
class CMapGeneratorWorker;
/**
* Random map generator interface. Initialized by CMapReader and then checked
* periodically during loading, until it's finished (progress value is 0).
*
* The actual work is performed by CMapGeneratorWorker in a separate thread.
*/
class CMapGenerator
{
NONCOPYABLE(CMapGenerator);
public:
CMapGenerator();
~CMapGenerator();
/**
* Start the map generator thread
*
* @param scriptFile The VFS path for the script, e.g. "maps/random/latium.js"
* @param settings JSON string containing settings for the map generator
*/
void GenerateMap(const VfsPath& scriptFile, const std::string& settings);
/**
* Get status of the map generator thread
*
* @return Progress percentage 1-100 if active, 0 when finished, or -1 on error
*/
int GetProgress();
/**
* Get random map data, according to this format:
* http://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat
*
* @return StructuredClone containing map data
*/
shared_ptr<ScriptInterface::StructuredClone> GetResults();
private:
CMapGeneratorWorker* m_Worker;
};
/**
* Random map generator worker thread.
* (This is run in a thread so that the GUI remains responsive while loading)
*
* Thread-safety:
* - Initialize and constructor/destructor must be called from the main thread.
* - ScriptInterface created and destroyed by thread
* - StructuredClone used to return JS map data - jsvals can't be used across threads/runtimes
*/
class CMapGeneratorWorker
{
public:
CMapGeneratorWorker();
~CMapGeneratorWorker();
/**
* Start the map generator thread
*
* @param scriptFile The VFS path for the script, e.g. "maps/random/latium.js"
* @param settings JSON string containing settings for the map generator
*/
void Initialize(const VfsPath& scriptFile, const std::string& settings);
/**
* Get status of the map generator thread
*
* @return Progress percentage 1-100 if active, 0 when finished, or -1 on error
*/
int GetProgress();
/**
* Get random map data, according to this format:
* http://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat
*
* @return StructuredClone containing map data
*/
shared_ptr<ScriptInterface::StructuredClone> GetResults();
private:
// Mapgen
/**
* Load all scripts of the given library
*
* @param libraryName String specifying name of the library (subfolder of ../maps/random/)
* @return true if all scripts ran successfully, false if there's an error
*/
bool LoadScripts(const std::wstring& libraryName);
// callbacks for script functions
static bool LoadLibrary(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name);
static void ExportMap(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue data);
static void SetProgress(ScriptInterface::CxPrivate* pCxPrivate, int progress);
static void MaybeGC(ScriptInterface::CxPrivate* pCxPrivate);
static std::vector<std::string> GetCivData(ScriptInterface::CxPrivate* pCxPrivate);
static CParamNode GetTemplate(ScriptInterface::CxPrivate* pCxPrivate, const std::string& templateName);
static bool TemplateExists(ScriptInterface::CxPrivate* pCxPrivate, const std::string& templateName);
static std::vector<std::string> FindTemplates(ScriptInterface::CxPrivate* pCxPrivate, const std::string& path, bool includeSubdirectories);
static std::vector<std::string> FindActorTemplates(ScriptInterface::CxPrivate* pCxPrivate, const std::string& path, bool includeSubdirectories);
std::set<std::wstring> m_LoadedLibraries;
shared_ptr<ScriptInterface::StructuredClone> m_MapData;
boost::rand48 m_MapGenRNG;
int m_Progress;
ScriptInterface* m_ScriptInterface;
VfsPath m_ScriptPath;
std::string m_Settings;
CTemplateLoader m_TemplateLoader;
// Thread
static void* RunThread(void* data);
bool Run();
pthread_t m_WorkerThread;
CMutex m_WorkerMutex;
};
#endif //INCLUDED_MAPGENERATOR