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forked from 0ad/0ad

Give RMS access to the simulation templates. Fixes #1589. Patch by Itms.

This was SVN commit r15306.
This commit is contained in:
sanderd17 2014-06-07 12:12:53 +00:00
parent 27ca5fe19d
commit 567917bf41
5 changed files with 562 additions and 409 deletions

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@ -1,4 +1,4 @@
/* Copyright (C) 2012 Wildfire Games.
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -91,6 +91,9 @@ bool CMapGeneratorWorker::Run()
m_ScriptInterface->RegisterFunction<void, int, CMapGeneratorWorker::SetProgress>("SetProgress");
m_ScriptInterface->RegisterFunction<void, CMapGeneratorWorker::MaybeGC>("MaybeGC");
m_ScriptInterface->RegisterFunction<std::vector<std::string>, CMapGeneratorWorker::GetCivData>("GetCivData");
m_ScriptInterface->RegisterFunction<CParamNode, std::string, CMapGeneratorWorker::GetTemplate>("GetTemplate");
m_ScriptInterface->RegisterFunction<std::vector<std::string>, std::string, bool, CMapGeneratorWorker::FindTemplates>("FindTemplates");
m_ScriptInterface->RegisterFunction<std::vector<std::string>, std::string, bool, CMapGeneratorWorker::FindActorTemplates>("FindActorTemplates");
// TODO: This code is a bit ugly because we have to ensure that CScriptValRooted gets destroyed before the ScriptInterface.
// In the future we should work more with the standard JSAPI types for rooting on the stack, which should avoid such problems.
@ -220,6 +223,31 @@ std::vector<std::string> CMapGeneratorWorker::GetCivData(ScriptInterface::CxPriv
}
CParamNode CMapGeneratorWorker::GetTemplate(ScriptInterface::CxPrivate* pCxPrivate, std::string templateName)
{
// TODO: Find a way to validate templates outside of the simulation.
// This should be implemented in TemplateLoader though.
CMapGeneratorWorker* self = static_cast<CMapGeneratorWorker*>(pCxPrivate->pCBData);
const CParamNode& templateRoot = self->m_TemplateLoader.GetTemplateFileData(templateName).GetChild("Entity");
if (!templateRoot.IsOk())
LOGERROR(L"Invalid template found for '%hs'", templateName.c_str());
return templateRoot;
}
std::vector<std::string> CMapGeneratorWorker::FindTemplates(ScriptInterface::CxPrivate* pCxPrivate, std::string path, bool includeSubdirectories)
{
CMapGeneratorWorker* self = static_cast<CMapGeneratorWorker*>(pCxPrivate->pCBData);
return self->m_TemplateLoader.FindTemplates(path, includeSubdirectories, SIMULATION_TEMPLATES);
}
std::vector<std::string> CMapGeneratorWorker::FindActorTemplates(ScriptInterface::CxPrivate* pCxPrivate, std::string path, bool includeSubdirectories)
{
CMapGeneratorWorker* self = static_cast<CMapGeneratorWorker*>(pCxPrivate->pCBData);
return self->m_TemplateLoader.FindTemplates(path, includeSubdirectories, ACTOR_TEMPLATES);
}
bool CMapGeneratorWorker::LoadScripts(const std::wstring& libraryName)
{
// Ignore libraries that are already loaded

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@ -1,4 +1,4 @@
/* Copyright (C) 2013 Wildfire Games.
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -20,6 +20,7 @@
#include "ps/FileIo.h"
#include "ps/ThreadUtil.h"
#include "ps/TemplateLoader.h"
#include "scriptinterface/ScriptInterface.h"
#include <boost/random/linear_congruential.hpp>
@ -125,6 +126,9 @@ private:
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, std::string templateName);
static std::vector<std::string> FindTemplates(ScriptInterface::CxPrivate* pCxPrivate, std::string path, bool includeSubdirectories);
static std::vector<std::string> FindActorTemplates(ScriptInterface::CxPrivate* pCxPrivate, std::string path, bool includeSubdirectories);
std::set<std::wstring> m_LoadedLibraries;
shared_ptr<ScriptInterface::StructuredClone> m_MapData;
@ -133,6 +137,7 @@ private:
ScriptInterface* m_ScriptInterface;
VfsPath m_ScriptPath;
std::string m_Settings;
CTemplateLoader m_TemplateLoader;
// Thread
static void* RunThread(void* data);

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@ -0,0 +1,409 @@
/* Copyright (C) 2014 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 "TemplateLoader.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XML/Xeromyces.h"
#include "lib/utf8.h"
static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
static const wchar_t ACTOR_ROOT[] = L"art/actors/";
static CParamNode NULL_NODE(false);
bool CTemplateLoader::LoadTemplateFile(const std::string& templateName, int depth)
{
// If this file was already loaded, we don't need to do anything
if (m_TemplateFileData.find(templateName) != m_TemplateFileData.end())
return true;
// Handle infinite loops more gracefully than running out of stack space and crashing
if (depth > 100)
{
LOGERROR(L"Probable infinite inheritance loop in entity template '%hs'", templateName.c_str());
return false;
}
// Handle special case "actor|foo"
if (templateName.find("actor|") == 0)
{
ConstructTemplateActor(templateName.substr(6), m_TemplateFileData[templateName]);
return true;
}
// Handle special case "preview|foo"
if (templateName.find("preview|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(8);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], false);
return true;
}
// Handle special case "corpse|foo"
if (templateName.find("corpse|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(7);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], true);
return true;
}
// Handle special case "foundation|foo"
if (templateName.find("foundation|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(11);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyFoundationSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "construction|foo"
if (templateName.find("construction|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(13);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyConstructionSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "resource|foo"
if (templateName.find("resource|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(9);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyResourceSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Normal case: templateName is an XML file:
VfsPath path = VfsPath(TEMPLATE_ROOT) / wstring_from_utf8(templateName + ".xml");
CXeromyces xero;
PSRETURN ok = xero.Load(g_VFS, path);
if (ok != PSRETURN_OK)
return false; // (Xeromyces already logged an error with the full filename)
int attr_parent = xero.GetAttributeID("parent");
CStr parentName = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent);
if (!parentName.empty())
{
// To prevent needless complexity in template design, we don't allow |-separated strings as parents
if (parentName.find('|') != parentName.npos)
{
LOGERROR(L"Invalid parent '%hs' in entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
// Ensure the parent is loaded
if (!LoadTemplateFile(parentName, depth+1))
{
LOGERROR(L"Failed to load parent '%hs' of entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
CParamNode& parentData = m_TemplateFileData[parentName];
// Initialise this template with its parent
m_TemplateFileData[templateName] = parentData;
}
// Load the new file into the template data (overriding parent values)
CParamNode::LoadXML(m_TemplateFileData[templateName], xero, wstring_from_utf8(templateName).c_str());
return true;
}
static Status AddToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the .xml extension
VfsPath pathstem = pathname.ChangeExtension(L"");
// Strip the root from the path
std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT)-1);
// We want to ignore template_*.xml templates, since they should never be built in the editor
if (name.substr(0, 9) == L"template_")
return INFO::OK;
templates.push_back(std::string(name.begin(), name.end()));
return INFO::OK;
}
static Status AddActorToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the root from the path
std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1);
templates.push_back("actor|" + std::string(name.begin(), name.end()));
return INFO::OK;
}
std::vector<std::string> CTemplateLoader::FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType)
{
std::vector<std::string> templates;
Status ok;
VfsPath templatePath;
if (templatesType == SIMULATION_TEMPLATES || templatesType == ALL_TEMPLATES)
{
templatePath = VfsPath(TEMPLATE_ROOT) / path;
if (includeSubdirectories)
ok = vfs::ForEachFile(g_VFS, templatePath, AddToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
else
ok = vfs::ForEachFile(g_VFS, templatePath, AddToTemplates, (uintptr_t)&templates, L"*.xml");
WARN_IF_ERR(ok);
}
if (templatesType == ACTOR_TEMPLATES || templatesType == ALL_TEMPLATES)
{
templatePath = VfsPath(ACTOR_ROOT) / path;
if (includeSubdirectories)
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
else
ok = vfs::ForEachFile(g_VFS, templatePath, AddActorToTemplates, (uintptr_t)&templates, L"*.xml");
WARN_IF_ERR(ok);
}
if (templatesType != SIMULATION_TEMPLATES && templatesType != ACTOR_TEMPLATES && templatesType != ALL_TEMPLATES)
LOGERROR(L"Undefined template type (valid: all, simulation, actor)");
return templates;
}
const CParamNode& CTemplateLoader::GetTemplateFileData(const std::string& templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName.c_str());
return NULL_NODE;
}
return m_TemplateFileData[templateName];
}
void CTemplateLoader::ConstructTemplateActor(const std::string& actorName, CParamNode& out)
{
// Load the base actor template if necessary
const char* templateName = "special/actor";
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName);
return;
}
// Copy the actor template
out = m_TemplateFileData[templateName];
// Initialise the actor's name and make it an Atlas selectable entity.
std::wstring actorNameW = wstring_from_utf8(actorName);
std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(actorNameW));
std::string xml = "<Entity>"
"<VisualActor><Actor>" + name + "</Actor><ActorOnly/></VisualActor>"
// arbitrary-sized Footprint definition to make actors' selection outlines show up in Atlas
"<Footprint><Circle radius='2.0'/><Height>1.0</Height></Footprint>"
"<Selectable>"
"<EditorOnly/>"
"<Overlay><Texture><MainTexture>actor.png</MainTexture><MainTextureMask>actor_mask.png</MainTextureMask></Texture></Overlay>"
"</Selectable>"
"</Entity>";
CParamNode::LoadXMLString(out, xml.c_str(), actorNameW.c_str());
}
void CTemplateLoader::CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse)
{
// We only want to include components which are necessary (for the visual previewing of an entity)
// and safe (i.e. won't do anything that affects the synchronised simulation state), so additions
// to this list should be carefully considered
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("BuildRestrictions");
// Need these for the Actor Viewer:
permittedComponentTypes.insert("Attack");
permittedComponentTypes.insert("UnitMotion");
permittedComponentTypes.insert("Sound");
// (This set could be initialised once and reused, but it's not worth the effort)
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Disable the Obstruction component (if there is one) so it doesn't affect pathfinding
// (but can still be used for testing this entity for collisions against others)
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><Active>false</Active></Obstruction></Entity>");
if (!corpse)
{
// Previews should not cast shadows
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><DisableShadows/></VisualActor></Entity>");
// Previews should always be visible in fog-of-war/etc
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range><RetainInFog>false</RetainInFog><AlwaysVisible>true</AlwaysVisible></Vision></Entity>");
}
if (corpse)
{
// Corpses should include decay components and un-inactivate them
if (out.GetChild("Entity").GetChild("Decay").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Decay><Inactive disable=''/></Decay></Entity>");
// Corpses shouldn't display silhouettes (especially since they're often half underground)
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><SilhouetteDisplay>false</SilhouetteDisplay></VisualActor></Entity>");
// Corpses should remain visible in fog-of-war
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range><RetainInFog>true</RetainInFog><AlwaysVisible>false</AlwaysVisible></Vision></Entity>");
}
}
void CTemplateLoader::CopyFoundationSubset(CParamNode& out, const CParamNode& in)
{
// TODO: this is all kind of yucky and hard-coded; it'd be nice to have a more generic
// extensible scriptable way to define these subsets
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("BuildRestrictions");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Armour");
permittedComponentTypes.insert("Health");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("Cost");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("Vision");
permittedComponentTypes.insert("AIProxy");
permittedComponentTypes.insert("RallyPoint");
permittedComponentTypes.insert("RallyPointRenderer");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Switch the actor to foundation mode
CParamNode::LoadXMLString(out, "<Entity><VisualActor><Foundation/></VisualActor></Entity>");
// Add the Foundation component, to deal with the construction process
CParamNode::LoadXMLString(out, "<Entity><Foundation/></Entity>");
// Initialise health to 1
CParamNode::LoadXMLString(out, "<Entity><Health><Initial>1</Initial></Health></Entity>");
// Foundations shouldn't initially block unit movement
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><DisableBlockMovement>true</DisableBlockMovement><DisableBlockPathfinding>true</DisableBlockPathfinding></Obstruction></Entity>");
// Don't provide population bonuses yet (but still do take up population cost)
if (out.GetChild("Entity").GetChild("Cost").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Cost><PopulationBonus>0</PopulationBonus></Cost></Entity>");
// Foundations should be visible themselves in fog-of-war if their base template is,
// but shouldn't have any vision range
if (out.GetChild("Entity").GetChild("Vision").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range></Vision></Entity>");
}
void CTemplateLoader::CopyConstructionSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for buildings rising during construction
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}
void CTemplateLoader::CopyResourceSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for animals which die and leave a gatherable corpse.
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Minimap");
permittedComponentTypes.insert("ResourceSupply");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("AIProxy");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}

105
source/ps/TemplateLoader.h Normal file
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@ -0,0 +1,105 @@
/* Copyright (C) 2014 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_TEMPLATELOADER
#define INCLUDED_TEMPLATELOADER
#include "simulation2/system/ParamNode.h"
enum ETemplatesType
{
ALL_TEMPLATES,
ACTOR_TEMPLATES,
SIMULATION_TEMPLATES
};
/**
* Template loader: Handles the loading of entity template files for:
* - the initialisation and deserialization of entity components in the
* simulation (CmpTemplateManager).
* - access to actor templates, obstruction data, etc. in RMS/RMGEN
*
* Template names are intentionally restricted to ASCII strings for storage/serialization
* efficiency (we have a lot of strings so this is significant);
* they correspond to filenames so they shouldn't contain non-ASCII anyway.
*/
class CTemplateLoader
{
public:
CTemplateLoader()
{
}
/**
* Provides the file data for requested template.
*/
const CParamNode &GetTemplateFileData(const std::string& templateName);
/**
* Returns a list of strings that could be validly passed as @c templateName to LoadTemplateFile.
* (This includes "actor|foo" etc names).
*/
std::vector<std::string> FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType);
private:
/**
* (Re)loads the given template, regardless of whether it exists already,
* and saves into m_TemplateFileData. Also loads any parents that are not yet
* loaded. Returns false on error.
* @param templateName XML filename to load (not a |-separated string)
*/
bool LoadTemplateFile(const std::string& templateName, int depth);
/**
* Constructs a standard static-decorative-object template for the given actor
*/
void ConstructTemplateActor(const std::string& actorName, CParamNode& out);
/**
* Copy the non-interactive components of an entity template (position, actor, etc) into
* a new entity template
*/
void CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse);
/**
* Copy the components of an entity template necessary for a construction foundation
* (position, actor, armour, health, etc) into a new entity template
*/
void CopyFoundationSubset(CParamNode& out, const CParamNode& in);
/**
* Copy the components of an entity template necessary for a non-foundation construction entity
* into a new entity template
*/
void CopyConstructionSubset(CParamNode& out, const CParamNode& in);
/**
* Copy the components of an entity template necessary for a gatherable resource
* into a new entity template
*/
void CopyResourceSubset(CParamNode& out, const CParamNode& in);
/**
* Map from template name (XML filename or special |-separated string) to the most recently
* loaded non-broken template data. This includes files that will fail schema validation.
* (Failed loads won't remove existing entries under the same name, so we behave more nicely
* when hotloading broken files)
*/
std::map<std::string, CParamNode> m_TemplateFileData;
};
#endif // INCLUDED_TEMPLATELOADER

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@ -1,4 +1,4 @@
/* Copyright (C) 2013 Wildfire Games.
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -22,14 +22,11 @@
#include "simulation2/MessageTypes.h"
#include "ps/TemplateLoader.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XML/RelaxNG.h"
#include "ps/XML/Xeromyces.h"
static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
static const wchar_t ACTOR_ROOT[] = L"art/actors/";
class CCmpTemplateManager : public ICmpTemplateManager
{
@ -136,18 +133,15 @@ public:
virtual std::vector<entity_id_t> GetEntitiesUsingTemplate(std::string templateName);
private:
// Template loader
CTemplateLoader m_templateLoader;
// Entity template XML validator
RelaxNGValidator m_Validator;
// Disable validation, for test cases
bool m_DisableValidation;
// Map from template name (XML filename or special |-separated string) to the most recently
// loaded non-broken template data. This includes files that will fail schema validation.
// (Failed loads won't remove existing entries under the same name, so we behave more nicely
// when hotloading broken files)
std::map<std::string, CParamNode> m_TemplateFileData;
// Map from template name to schema validation status.
// (Some files, e.g. inherited parent templates, may not be valid themselves but we still need to load
// them and use them; we only reject invalid templates that were requested directly by GetTemplate/etc)
@ -157,31 +151,6 @@ private:
// again for deserialization.
// TODO: should store player ID etc.
std::map<entity_id_t, std::string> m_LatestTemplates;
// (Re)loads the given template, regardless of whether it exists already,
// and saves into m_TemplateFileData. Also loads any parents that are not yet
// loaded. Returns false on error.
// @param templateName XML filename to load (not a |-separated string)
bool LoadTemplateFile(const std::string& templateName, int depth);
// Constructs a standard static-decorative-object template for the given actor
void ConstructTemplateActor(const std::string& actorName, CParamNode& out);
// Copy the non-interactive components of an entity template (position, actor, etc) into
// a new entity template
void CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse);
// Copy the components of an entity necessary for a construction foundation
// (position, actor, armour, health, etc) into a new entity template
void CopyFoundationSubset(CParamNode& out, const CParamNode& in);
// Copy the components of an entity necessary for a non-foundation construction entity
// into a new entity template
void CopyConstructionSubset(CParamNode& out, const CParamNode& in);
// Copy the components of an entity necessary for a gatherable resource
// into a new entity template
void CopyResourceSubset(CParamNode& out, const CParamNode& in);
};
REGISTER_COMPONENT_TYPE(TemplateManager)
@ -201,19 +170,16 @@ const CParamNode* CCmpTemplateManager::LoadTemplate(entity_id_t ent, const std::
const CParamNode* CCmpTemplateManager::GetTemplate(std::string templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName.c_str());
const CParamNode& fileData = m_templateLoader.GetTemplateFileData(templateName);
if (!fileData.IsOk())
return NULL;
}
if (!m_DisableValidation)
{
// Compute validity, if it's not computed before
if (m_TemplateSchemaValidity.find(templateName) == m_TemplateSchemaValidity.end())
{
m_TemplateSchemaValidity[templateName] = m_Validator.Validate(wstring_from_utf8(templateName), m_TemplateFileData[templateName].ToXML());
m_TemplateSchemaValidity[templateName] = m_Validator.Validate(wstring_from_utf8(templateName), fileData.ToXML());
// Show error on the first failure to validate the template
if (!m_TemplateSchemaValidity[templateName])
@ -224,7 +190,7 @@ const CParamNode* CCmpTemplateManager::GetTemplate(std::string templateName)
return NULL;
}
const CParamNode& templateRoot = m_TemplateFileData[templateName].GetChild("Entity");
const CParamNode& templateRoot = fileData.GetChild("Entity");
if (!templateRoot.IsOk())
{
// The validator should never let this happen
@ -237,14 +203,7 @@ const CParamNode* CCmpTemplateManager::GetTemplate(std::string templateName)
const CParamNode* CCmpTemplateManager::GetTemplateWithoutValidation(std::string templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName.c_str());
return NULL;
}
const CParamNode& templateRoot = m_TemplateFileData[templateName].GetChild("Entity");
const CParamNode& templateRoot = m_templateLoader.GetTemplateFileData(templateName).GetChild("Entity");
if (!templateRoot.IsOk())
return NULL;
@ -267,218 +226,10 @@ std::string CCmpTemplateManager::GetCurrentTemplateName(entity_id_t ent)
return it->second;
}
bool CCmpTemplateManager::LoadTemplateFile(const std::string& templateName, int depth)
{
// If this file was already loaded, we don't need to do anything
if (m_TemplateFileData.find(templateName) != m_TemplateFileData.end())
return true;
// Handle infinite loops more gracefully than running out of stack space and crashing
if (depth > 100)
{
LOGERROR(L"Probable infinite inheritance loop in entity template '%hs'", templateName.c_str());
return false;
}
// Handle special case "actor|foo"
if (templateName.find("actor|") == 0)
{
ConstructTemplateActor(templateName.substr(6), m_TemplateFileData[templateName]);
return true;
}
// Handle special case "preview|foo"
if (templateName.find("preview|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(8);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], false);
return true;
}
// Handle special case "corpse|foo"
if (templateName.find("corpse|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(7);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], true);
return true;
}
// Handle special case "foundation|foo"
if (templateName.find("foundation|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(11);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyFoundationSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "construction|foo"
if (templateName.find("construction|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(13);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyConstructionSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "resource|foo"
if (templateName.find("resource|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(9);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyResourceSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Normal case: templateName is an XML file:
VfsPath path = VfsPath(TEMPLATE_ROOT) / wstring_from_utf8(templateName + ".xml");
CXeromyces xero;
PSRETURN ok = xero.Load(g_VFS, path);
if (ok != PSRETURN_OK)
return false; // (Xeromyces already logged an error with the full filename)
int attr_parent = xero.GetAttributeID("parent");
CStr parentName = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent);
if (!parentName.empty())
{
// To prevent needless complexity in template design, we don't allow |-separated strings as parents
if (parentName.find('|') != parentName.npos)
{
LOGERROR(L"Invalid parent '%hs' in entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
// Ensure the parent is loaded
if (!LoadTemplateFile(parentName, depth+1))
{
LOGERROR(L"Failed to load parent '%hs' of entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
CParamNode& parentData = m_TemplateFileData[parentName];
// Initialise this template with its parent
m_TemplateFileData[templateName] = parentData;
}
// Load the new file into the template data (overriding parent values)
CParamNode::LoadXML(m_TemplateFileData[templateName], xero, wstring_from_utf8(templateName).c_str());
return true;
}
void CCmpTemplateManager::ConstructTemplateActor(const std::string& actorName, CParamNode& out)
{
// Load the base actor template if necessary
const char* templateName = "special/actor";
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName);
return;
}
// Copy the actor template
out = m_TemplateFileData[templateName];
// Initialise the actor's name and make it an Atlas selectable entity.
std::wstring actorNameW = wstring_from_utf8(actorName);
std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(actorNameW));
std::string xml = "<Entity>"
"<VisualActor><Actor>" + name + "</Actor><ActorOnly/></VisualActor>"
// arbitrary-sized Footprint definition to make actors' selection outlines show up in Atlas
"<Footprint><Circle radius='2.0'/><Height>1.0</Height></Footprint>"
"<Selectable>"
"<EditorOnly/>"
"<Overlay><Texture><MainTexture>actor.png</MainTexture><MainTextureMask>actor_mask.png</MainTextureMask></Texture></Overlay>"
"</Selectable>"
"</Entity>";
CParamNode::LoadXMLString(out, xml.c_str(), actorNameW.c_str());
}
static Status AddToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the .xml extension
VfsPath pathstem = pathname.ChangeExtension(L"");
// Strip the root from the path
std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT)-1);
// We want to ignore template_*.xml templates, since they should never be built in the editor
if (name.substr(0, 9) == L"template_")
return INFO::OK;
templates.push_back(std::string(name.begin(), name.end()));
return INFO::OK;
}
static Status AddActorToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the root from the path
std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1);
templates.push_back("actor|" + std::string(name.begin(), name.end()));
return INFO::OK;
}
std::vector<std::string> CCmpTemplateManager::FindAllTemplates(bool includeActors)
{
// TODO: eventually this should probably read all the template files and look for flags to
// determine which should be displayed in the editor (and in what categories etc); for now we'll
// just return all the files
std::vector<std::string> templates;
Status ok;
// Find all the normal entity templates first
ok = vfs::ForEachFile(g_VFS, TEMPLATE_ROOT, AddToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
WARN_IF_ERR(ok);
if (includeActors)
{
// Add all the actors too
ok = vfs::ForEachFile(g_VFS, ACTOR_ROOT, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
WARN_IF_ERR(ok);
}
return templates;
ETemplatesType templatesType = includeActors ? ALL_TEMPLATES : SIMULATION_TEMPLATES;
return m_templateLoader.FindTemplates("", true, templatesType);
}
/**
@ -494,148 +245,3 @@ std::vector<entity_id_t> CCmpTemplateManager::GetEntitiesUsingTemplate(std::stri
}
return entities;
}
void CCmpTemplateManager::CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse)
{
// We only want to include components which are necessary (for the visual previewing of an entity)
// and safe (i.e. won't do anything that affects the synchronised simulation state), so additions
// to this list should be carefully considered
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("BuildRestrictions");
// Need these for the Actor Viewer:
permittedComponentTypes.insert("Attack");
permittedComponentTypes.insert("UnitMotion");
permittedComponentTypes.insert("Sound");
// (This set could be initialised once and reused, but it's not worth the effort)
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Disable the Obstruction component (if there is one) so it doesn't affect pathfinding
// (but can still be used for testing this entity for collisions against others)
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><Active>false</Active></Obstruction></Entity>");
if (!corpse)
{
// Previews should not cast shadows
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><DisableShadows/></VisualActor></Entity>");
// Previews should always be visible in fog-of-war/etc
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range><RetainInFog>false</RetainInFog><AlwaysVisible>true</AlwaysVisible></Vision></Entity>");
}
if (corpse)
{
// Corpses should include decay components and un-inactivate them
if (out.GetChild("Entity").GetChild("Decay").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Decay><Inactive disable=''/></Decay></Entity>");
// Corpses shouldn't display silhouettes (especially since they're often half underground)
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><SilhouetteDisplay>false</SilhouetteDisplay></VisualActor></Entity>");
// Corpses should remain visible in fog-of-war
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range><RetainInFog>true</RetainInFog><AlwaysVisible>false</AlwaysVisible></Vision></Entity>");
}
}
void CCmpTemplateManager::CopyFoundationSubset(CParamNode& out, const CParamNode& in)
{
// TODO: this is all kind of yucky and hard-coded; it'd be nice to have a more generic
// extensible scriptable way to define these subsets
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("BuildRestrictions");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Armour");
permittedComponentTypes.insert("Health");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("Cost");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("Vision");
permittedComponentTypes.insert("AIProxy");
permittedComponentTypes.insert("RallyPoint");
permittedComponentTypes.insert("RallyPointRenderer");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Switch the actor to foundation mode
CParamNode::LoadXMLString(out, "<Entity><VisualActor><Foundation/></VisualActor></Entity>");
// Add the Foundation component, to deal with the construction process
CParamNode::LoadXMLString(out, "<Entity><Foundation/></Entity>");
// Initialise health to 1
CParamNode::LoadXMLString(out, "<Entity><Health><Initial>1</Initial></Health></Entity>");
// Foundations shouldn't initially block unit movement
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><DisableBlockMovement>true</DisableBlockMovement><DisableBlockPathfinding>true</DisableBlockPathfinding></Obstruction></Entity>");
// Don't provide population bonuses yet (but still do take up population cost)
if (out.GetChild("Entity").GetChild("Cost").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Cost><PopulationBonus>0</PopulationBonus></Cost></Entity>");
// Foundations should be visible themselves in fog-of-war if their base template is,
// but shouldn't have any vision range
if (out.GetChild("Entity").GetChild("Vision").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range></Vision></Entity>");
}
void CCmpTemplateManager::CopyConstructionSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for buildings rising during construction
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}
void CCmpTemplateManager::CopyResourceSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for animals which die and leave a gatherable corpse.
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Minimap");
permittedComponentTypes.insert("ResourceSupply");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("AIProxy");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}