/* Copyright (C) 2016 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 . */ #ifndef INCLUDED_COMPONENTMANAGER #define INCLUDED_COMPONENTMANAGER #include "Entity.h" #include "Components.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptVal.h" #include "simulation2/helpers/Player.h" #include "ps/Filesystem.h" #include #include #include class IComponent; class CParamNode; class CMessage; class CSimContext; class CDynamicSubscription; class CComponentManager { NONCOPYABLE(CComponentManager); public: // We can't use EInterfaceId/etc directly, since scripts dynamically generate new IDs // and casting arbitrary ints to enums is undefined behaviour, so use 'int' typedefs typedef int InterfaceId; typedef int ComponentTypeId; typedef int MessageTypeId; private: // Component allocation types typedef IComponent* (*AllocFunc)(ScriptInterface& scriptInterface, JS::HandleValue ctor); typedef void (*DeallocFunc)(IComponent*); // ComponentTypes come in three types: // Native: normal C++ component // ScriptWrapper: C++ component that wraps a JS component implementation // Script: a ScriptWrapper linked to a specific JS component implementation enum EComponentTypeType { CT_Native, CT_ScriptWrapper, CT_Script }; // Representation of a component type, to be used when instantiating components struct ComponentType { EComponentTypeType type; InterfaceId iid; AllocFunc alloc; DeallocFunc dealloc; std::string name; std::string schema; // RelaxNG fragment DefPersistentRooted ctor; // only valid if type == CT_Script // TODO: Constructor, move assignment operator and move constructor only have to be // explicitly defined for Visual Studio. VS2013 is still behind on C++11 support // What's missing is what they call "Rvalue references v3.0", see // https://msdn.microsoft.com/en-us/library/hh567368.aspx#rvref ComponentType() {} ComponentType (EComponentTypeType type, InterfaceId iid, AllocFunc alloc, DeallocFunc dealloc, std::string name, std::string schema, DefPersistentRooted ctor) : type(type), iid(iid), alloc(alloc), dealloc(dealloc), name(name), schema(schema), ctor(std::move(ctor)) { } ComponentType& operator= (ComponentType&& other) { type = std::move(other.type); iid = std::move(other.iid); alloc = std::move(other.alloc); dealloc = std::move(other.dealloc); name = std::move(other.name); schema = std::move(other.schema); ctor = std::move(other.ctor); return *this; } ComponentType(ComponentType&& other) { type = std::move(other.type); iid = std::move(other.iid); alloc = std::move(other.alloc); dealloc = std::move(other.dealloc); name = std::move(other.name); schema = std::move(other.schema); ctor = std::move(other.ctor); } }; struct FindJSONFilesCallbackData { VfsPath path; std::vector templates; }; public: CComponentManager(CSimContext&, shared_ptr rt, bool skipScriptFunctions = false); ~CComponentManager(); void LoadComponentTypes(); /** * Load a script and execute it in a new function scope. * @param filename VFS path to load * @param hotload set to true if this script has been loaded before, and redefinitions of * existing components should not be considered errors */ bool LoadScript(const VfsPath& filename, bool hotload = false); void RegisterMessageType(MessageTypeId mtid, const char* name); void RegisterComponentType(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*, const std::string& schema); void RegisterComponentTypeScriptWrapper(InterfaceId, ComponentTypeId, AllocFunc, DeallocFunc, const char*, const std::string& schema); void MarkScriptedComponentForSystemEntity(CComponentManager::ComponentTypeId cid); /** * Subscribe the current component type to the given message type. * Each component's HandleMessage will be called on any BroadcastMessage of this message type, * or on any PostMessage of this type targeted at the component's entity. * Must only be called by a component type's ClassInit. */ void SubscribeToMessageType(MessageTypeId mtid); /** * Subscribe the current component type to all messages of the given message type. * Each component's HandleMessage will be called on any BroadcastMessage or PostMessage of this message type, * regardless of the entity. * Must only be called by a component type's ClassInit. */ void SubscribeGloballyToMessageType(MessageTypeId mtid); /** * Subscribe the given component instance to all messages of the given message type. * The component's HandleMessage will be called on any BroadcastMessage or PostMessage of * this message type, regardless of the entity. * * This can be called at any time (including inside the HandleMessage callback for this message type). * * The component type must not have statically subscribed to this message type in its ClassInit. * * The subscription status is not saved or network-synchronised. Components must remember to * resubscribe in their Deserialize methods if they still want the message. * * This is primarily intended for Interpolate and RenderSubmit messages, to avoid the cost of * sending the message to components that do not currently need to do any rendering. */ void DynamicSubscriptionNonsync(MessageTypeId mtid, IComponent* component, bool enabled); /** * @param cname Requested component type name (not including any "CID" or "CCmp" prefix) * @return The component type id, or CID__Invalid if not found */ ComponentTypeId LookupCID(const std::string& cname) const; /** * @return The name of the given component type, or "" if not found */ std::string LookupComponentTypeName(ComponentTypeId cid) const; /** * Set up an empty SYSTEM_ENTITY. Must be called after ResetState() and before GetSystemEntity(). */ void InitSystemEntity(); /** * Returns a CEntityHandle with id SYSTEM_ENTITY. */ CEntityHandle GetSystemEntity() { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; } /** * Returns a CEntityHandle with id @p ent. * If @p allowCreate is true and there is no existing CEntityHandle, a new handle will be allocated. */ CEntityHandle LookupEntityHandle(entity_id_t ent, bool allowCreate = false); /** * Returns a new entity ID that has never been used before. * This affects the simulation state so it must only be called in network-synchronised ways. */ entity_id_t AllocateNewEntity(); /** * Returns a new local entity ID that has never been used before. * This entity will not be synchronised over the network, stored in saved games, etc. */ entity_id_t AllocateNewLocalEntity(); /** * Returns a new entity ID that has never been used before. * If possible, returns preferredId, and ensures this ID won't be allocated again. * This affects the simulation state so it must only be called in network-synchronised ways. */ entity_id_t AllocateNewEntity(entity_id_t preferredId); /** * Constructs a component of type 'cid', initialised with data 'paramNode', * and attaches it to entity 'ent'. * * @return true on success; false on failure, and logs an error message */ bool AddComponent(CEntityHandle ent, ComponentTypeId cid, const CParamNode& paramNode); /** * Add all system components to the system entity (skip the scripted components or the AI components on demand) */ void AddSystemComponents(bool skipScriptedComponents, bool skipAI); /** * Adds an externally-created component, so that it is returned by QueryInterface * but does not get destroyed and does not receive messages from the component manager. * (This is intended for unit tests that need to add mock objects the tested components * expect to exist.) */ void AddMockComponent(CEntityHandle ent, InterfaceId iid, IComponent& component); /** * Allocates a component object of type 'cid', and attaches it to entity 'ent'. * (The component's Init is not called here - either Init or Deserialize must be called * before using the returned object.) */ IComponent* ConstructComponent(CEntityHandle ent, ComponentTypeId cid); /** * Constructs an entity based on the given template, and adds it the world with * entity ID @p ent. There should not be any existing components with that entity ID. * @return ent, or INVALID_ENTITY on error */ entity_id_t AddEntity(const std::wstring& templateName, entity_id_t ent); /** * Destroys all the components belonging to the specified entity when FlushDestroyedComponents is called. * Has no effect if the entity does not exist, or has already been added to the destruction queue. */ void DestroyComponentsSoon(entity_id_t ent); /** * Does the actual destruction of components from DestroyComponentsSoon. * This must not be called if the component manager is on the call stack (since it * will break internal iterators). */ void FlushDestroyedComponents(); IComponent* QueryInterface(entity_id_t ent, InterfaceId iid) const; typedef std::pair InterfacePair; typedef std::vector InterfaceList; typedef boost::unordered_map InterfaceListUnordered; InterfaceList GetEntitiesWithInterface(InterfaceId iid) const; const InterfaceListUnordered& GetEntitiesWithInterfaceUnordered(InterfaceId iid) const; /** * Send a message, targeted at a particular entity. The message will be received by any * components of that entity which subscribed to the message type, and by any other components * that subscribed globally to the message type. */ void PostMessage(entity_id_t ent, const CMessage& msg); /** * Send a message, not targeted at any particular entity. The message will be received by any * components that subscribed (either globally or not) to the message type. */ void BroadcastMessage(const CMessage& msg); /** * Resets the dynamic simulation state (deletes all entities, resets entity ID counters; * doesn't unload/reload component scripts). */ void ResetState(); /** * Initializes the random number generator with a seed determined by the host. */ void SetRNGSeed(u32 seed); // Various state serialization functions: bool ComputeStateHash(std::string& outHash, bool quick); bool DumpDebugState(std::ostream& stream, bool includeDebugInfo); // FlushDestroyedComponents must be called before SerializeState (since the destruction queue // won't get serialized) bool SerializeState(std::ostream& stream); bool DeserializeState(std::istream& stream); std::string GenerateSchema(); ScriptInterface& GetScriptInterface() { return m_ScriptInterface; } private: // Implementations of functions exposed to scripts static void Script_RegisterComponentType_Common(ScriptInterface::CxPrivate* pCxPrivate, int iid, const std::string& cname, JS::HandleValue ctor, bool reRegister, bool systemComponent); static void Script_RegisterComponentType(ScriptInterface::CxPrivate* pCxPrivate, int iid, const std::string& cname, JS::HandleValue ctor); static void Script_RegisterSystemComponentType(ScriptInterface::CxPrivate* pCxPrivate, int iid, const std::string& cname, JS::HandleValue ctor); static void Script_ReRegisterComponentType(ScriptInterface::CxPrivate* pCxPrivate, int iid, const std::string& cname, JS::HandleValue ctor); static void Script_RegisterInterface(ScriptInterface::CxPrivate* pCxPrivate, const std::string& name); static void Script_RegisterMessageType(ScriptInterface::CxPrivate* pCxPrivate, const std::string& name); static void Script_RegisterGlobal(ScriptInterface::CxPrivate* pCxPrivate, const std::string& name, JS::HandleValue value); static IComponent* Script_QueryInterface(ScriptInterface::CxPrivate* pCxPrivate, int ent, int iid); static std::vector Script_GetEntitiesWithInterface(ScriptInterface::CxPrivate* pCxPrivate, int iid); static std::vector Script_GetComponentsWithInterface(ScriptInterface::CxPrivate* pCxPrivate, int iid); static void Script_PostMessage(ScriptInterface::CxPrivate* pCxPrivate, int ent, int mtid, JS::HandleValue data); static void Script_BroadcastMessage(ScriptInterface::CxPrivate* pCxPrivate, int mtid, JS::HandleValue data); static int Script_AddEntity(ScriptInterface::CxPrivate* pCxPrivate, const std::string& templateName); static int Script_AddLocalEntity(ScriptInterface::CxPrivate* pCxPrivate, const std::string& templateName); static void Script_DestroyEntity(ScriptInterface::CxPrivate* pCxPrivate, int ent); static void Script_FlushDestroyedEntities(ScriptInterface::CxPrivate* pCxPrivate); static JS::Value Script_ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& fileName); static JS::Value Script_ReadCivJSONFile(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& fileName); static std::vector Script_FindJSONFiles(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& subPath, bool recursive); static JS::Value ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& filePath, const std::wstring& fileName); // callback function to handle recursively finding files in a directory static Status FindJSONFilesCallback(const VfsPath&, const CFileInfo&, const uintptr_t); CMessage* ConstructMessage(int mtid, JS::HandleValue data); void SendGlobalMessage(entity_id_t ent, const CMessage& msg); void FlattenDynamicSubscriptions(); void RemoveComponentDynamicSubscriptions(IComponent* component); ComponentTypeId GetScriptWrapper(InterfaceId iid); CEntityHandle AllocateEntityHandle(entity_id_t ent); ScriptInterface m_ScriptInterface; CSimContext& m_SimContext; CEntityHandle m_SystemEntity; ComponentTypeId m_CurrentComponent; // used when loading component types bool m_CurrentlyHotloading; // TODO: some of these should be vectors std::map m_ComponentTypesById; std::vector m_ScriptedSystemComponents; std::vector > m_ComponentsByInterface; // indexed by InterfaceId std::map > m_ComponentsByTypeId; std::map > m_LocalMessageSubscriptions; std::map > m_GlobalMessageSubscriptions; std::map m_ComponentTypeIdsByName; std::map m_MessageTypeIdsByName; std::map m_MessageTypeNamesById; std::map m_InterfaceIdsByName; std::map m_DynamicMessageSubscriptionsNonsync; std::map > m_DynamicMessageSubscriptionsNonsyncByComponent; std::map m_ComponentCaches; // TODO: maintaining both ComponentsBy* is nasty; can we get rid of one, // while keeping QueryInterface and PostMessage sufficiently efficient? std::vector m_DestructionQueue; ComponentTypeId m_NextScriptComponentTypeId; entity_id_t m_NextEntityId; entity_id_t m_NextLocalEntityId; boost::rand48 m_RNG; friend class TestComponentManager; }; #endif // INCLUDED_COMPONENTMANAGER