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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpPathfinder.cpp
wraitii 0ebc08b13c Thread the pathfinder computations using the task manager.
The pathfinder computations are run asynchronously (and potentially on
the main thread) in-between simulation turns, thus reducing
pathfinder-related lag considerably in common cases.

To make this most efficient, the number of paths computed during a turn
via MaxSameTurnMoves is reduced from 64 to 20.

This has a hard dependency on the obstruction manager (via the vertex
pathfinder) not being modified in-between simulation turn (or to put it
more generally on the simulation state not changing outside of turn
computation), otherwise results will be non-deterministic and go OOS.
This is currently entirely safe (as in, it indeed does not happen that
the simulation state changes in-between turn), but future work towards
improving simulation sandboxing would be good.

Thanks to Kuba386 for maintaining & improving the patch in 2020
Thanks to everyone who tested the various iterations of this patch.

Fixes #4324

Differential Revision: https://code.wildfiregames.com/D14
This was SVN commit r25657.
2021-06-03 16:21:28 +00:00

955 lines
31 KiB
C++

/* Copyright (C) 2021 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/>.
*/
/**
* @file
* Common code and setup code for CCmpPathfinder.
*/
#include "precompiled.h"
#include "CCmpPathfinder_Common.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/HierarchicalPathfinder.h"
#include "simulation2/helpers/LongPathfinder.h"
#include "simulation2/helpers/MapEdgeTiles.h"
#include "simulation2/helpers/Rasterize.h"
#include "simulation2/helpers/VertexPathfinder.h"
#include "simulation2/serialization/SerializedPathfinder.h"
#include "simulation2/serialization/SerializedTypes.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Profile.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/Scene.h"
#include <type_traits>
REGISTER_COMPONENT_TYPE(Pathfinder)
void CCmpPathfinder::Init(const CParamNode& UNUSED(paramNode))
{
m_GridSize = 0;
m_Grid = NULL;
m_TerrainOnlyGrid = NULL;
FlushAIPathfinderDirtinessInformation();
m_NextAsyncTicket = 1;
m_AtlasOverlay = NULL;
size_t workerThreads = Threading::TaskManager::Instance().GetNumberOfWorkers();
// Store one vertex pathfinder for each thread (including the main thread).
while (m_VertexPathfinders.size() < workerThreads + 1)
m_VertexPathfinders.emplace_back(m_GridSize, m_TerrainOnlyGrid);
m_LongPathfinder = std::make_unique<LongPathfinder>();
m_PathfinderHier = std::make_unique<HierarchicalPathfinder>();
// Set up one future for each worker thread.
m_Futures.resize(workerThreads);
// Register Relax NG validator
CXeromyces::AddValidator(g_VFS, "pathfinder", "simulation/data/pathfinder.rng");
// Since this is used as a system component (not loaded from an entity template),
// we can't use the real paramNode (it won't get handled properly when deserializing),
// so load the data from a special XML file.
CParamNode externalParamNode;
CParamNode::LoadXML(externalParamNode, L"simulation/data/pathfinder.xml", "pathfinder");
// Paths are computed:
// - Before MT_Update
// - Before MT_MotionUnitFormation
// - asynchronously between turn end and turn start.
// The latter of these must compute all outstanding requests, but the former two are capped
// to avoid spending too much time there (since the latter are threaded and thus much 'cheaper').
// This loads that maximum number (note that it's per computation call, not per turn for now).
const CParamNode pathingSettings = externalParamNode.GetChild("Pathfinder");
m_MaxSameTurnMoves = (u16)pathingSettings.GetChild("MaxSameTurnMoves").ToInt();
const CParamNode::ChildrenMap& passClasses = externalParamNode.GetChild("Pathfinder").GetChild("PassabilityClasses").GetChildren();
for (CParamNode::ChildrenMap::const_iterator it = passClasses.begin(); it != passClasses.end(); ++it)
{
std::string name = it->first;
ENSURE((int)m_PassClasses.size() <= PASS_CLASS_BITS);
pass_class_t mask = PASS_CLASS_MASK_FROM_INDEX(m_PassClasses.size());
m_PassClasses.push_back(PathfinderPassability(mask, it->second));
m_PassClassMasks[name] = mask;
}
}
CCmpPathfinder::~CCmpPathfinder() {};
void CCmpPathfinder::Deinit()
{
SetDebugOverlay(false); // cleans up memory
// Wait on all pathfinding tasks.
for (Future<void>& future : m_Futures)
future.Cancel();
m_Futures.clear();
SAFE_DELETE(m_AtlasOverlay);
SAFE_DELETE(m_Grid);
SAFE_DELETE(m_TerrainOnlyGrid);
}
template<>
struct SerializeHelper<LongPathRequest>
{
template<typename S>
void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify<S, LongPathRequest> value)
{
serialize.NumberU32_Unbounded("ticket", value.ticket);
serialize.NumberFixed_Unbounded("x0", value.x0);
serialize.NumberFixed_Unbounded("z0", value.z0);
Serializer(serialize, "goal", value.goal);
serialize.NumberU16_Unbounded("pass class", value.passClass);
serialize.NumberU32_Unbounded("notify", value.notify);
}
};
template<>
struct SerializeHelper<ShortPathRequest>
{
template<typename S>
void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify<S, ShortPathRequest> value)
{
serialize.NumberU32_Unbounded("ticket", value.ticket);
serialize.NumberFixed_Unbounded("x0", value.x0);
serialize.NumberFixed_Unbounded("z0", value.z0);
serialize.NumberFixed_Unbounded("clearance", value.clearance);
serialize.NumberFixed_Unbounded("range", value.range);
Serializer(serialize, "goal", value.goal);
serialize.NumberU16_Unbounded("pass class", value.passClass);
serialize.Bool("avoid moving units", value.avoidMovingUnits);
serialize.NumberU32_Unbounded("group", value.group);
serialize.NumberU32_Unbounded("notify", value.notify);
}
};
template<typename S>
void CCmpPathfinder::SerializeCommon(S& serialize)
{
Serializer(serialize, "long requests", m_LongPathRequests.m_Requests);
Serializer(serialize, "short requests", m_ShortPathRequests.m_Requests);
serialize.NumberU32_Unbounded("next ticket", m_NextAsyncTicket);
serialize.NumberU16_Unbounded("grid size", m_GridSize);
}
void CCmpPathfinder::Serialize(ISerializer& serialize)
{
SerializeCommon(serialize);
}
void CCmpPathfinder::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
SerializeCommon(deserialize);
}
void CCmpPathfinder::HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
case MT_TerrainChanged:
{
const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&>(msg);
m_TerrainDirty = true;
MinimalTerrainUpdate(msgData.i0, msgData.j0, msgData.i1, msgData.j1);
break;
}
case MT_WaterChanged:
case MT_ObstructionMapShapeChanged:
m_TerrainDirty = true;
UpdateGrid();
break;
case MT_Deserialized:
UpdateGrid();
// In case we were serialised with requests pending, we need to process them.
if (!m_ShortPathRequests.m_Requests.empty() || !m_LongPathRequests.m_Requests.empty())
{
ENSURE(CmpPtr<ICmpObstructionManager>(GetSystemEntity()));
StartProcessingMoves(false);
}
break;
}
}
void CCmpPathfinder::RenderSubmit(SceneCollector& collector)
{
g_VertexPathfinderDebugOverlay.RenderSubmit(collector);
m_PathfinderHier->RenderSubmit(collector);
}
void CCmpPathfinder::SetDebugPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass)
{
m_LongPathfinder->SetDebugPath(*m_PathfinderHier, x0, z0, goal, passClass);
}
void CCmpPathfinder::SetDebugOverlay(bool enabled)
{
g_VertexPathfinderDebugOverlay.SetDebugOverlay(enabled);
m_LongPathfinder->SetDebugOverlay(enabled);
}
void CCmpPathfinder::SetHierDebugOverlay(bool enabled)
{
m_PathfinderHier->SetDebugOverlay(enabled, &GetSimContext());
}
void CCmpPathfinder::GetDebugData(u32& steps, double& time, Grid<u8>& grid) const
{
m_LongPathfinder->GetDebugData(steps, time, grid);
}
void CCmpPathfinder::SetAtlasOverlay(bool enable, pass_class_t passClass)
{
if (enable)
{
if (!m_AtlasOverlay)
m_AtlasOverlay = new AtlasOverlay(this, passClass);
m_AtlasOverlay->m_PassClass = passClass;
}
else
SAFE_DELETE(m_AtlasOverlay);
}
pass_class_t CCmpPathfinder::GetPassabilityClass(const std::string& name) const
{
std::map<std::string, pass_class_t>::const_iterator it = m_PassClassMasks.find(name);
if (it == m_PassClassMasks.end())
{
LOGERROR("Invalid passability class name '%s'", name.c_str());
return 0;
}
return it->second;
}
void CCmpPathfinder::GetPassabilityClasses(std::map<std::string, pass_class_t>& passClasses) const
{
passClasses = m_PassClassMasks;
}
void CCmpPathfinder::GetPassabilityClasses(std::map<std::string, pass_class_t>& nonPathfindingPassClasses, std::map<std::string, pass_class_t>& pathfindingPassClasses) const
{
for (const std::pair<const std::string, pass_class_t>& pair : m_PassClassMasks)
{
if ((GetPassabilityFromMask(pair.second)->m_Obstructions == PathfinderPassability::PATHFINDING))
pathfindingPassClasses[pair.first] = pair.second;
else
nonPathfindingPassClasses[pair.first] = pair.second;
}
}
const PathfinderPassability* CCmpPathfinder::GetPassabilityFromMask(pass_class_t passClass) const
{
for (const PathfinderPassability& passability : m_PassClasses)
{
if (passability.m_Mask == passClass)
return &passability;
}
return NULL;
}
const Grid<NavcellData>& CCmpPathfinder::GetPassabilityGrid()
{
if (!m_Grid)
UpdateGrid();
return *m_Grid;
}
/**
* Given a grid of passable/impassable navcells (based on some passability mask),
* computes a new grid where a navcell is impassable (per that mask) if
* it is <=clearance navcells away from an impassable navcell in the original grid.
* The results are ORed onto the original grid.
*
* This is used for adding clearance onto terrain-based navcell passability.
*
* TODO PATHFINDER: might be nicer to get rounded corners by measuring clearances as
* Euclidean distances; currently it effectively does dist=max(dx,dy) instead.
* This would only really be a problem for big clearances.
*/
static void ExpandImpassableCells(Grid<NavcellData>& grid, u16 clearance, pass_class_t mask)
{
PROFILE3("ExpandImpassableCells");
u16 w = grid.m_W;
u16 h = grid.m_H;
// First expand impassable cells horizontally into a temporary 1-bit grid
Grid<u8> tempGrid(w, h);
for (u16 j = 0; j < h; ++j)
{
// New cell (i,j) is blocked if (i',j) blocked for any i-clearance <= i' <= i+clearance
// Count the number of blocked cells around i=0
u16 numBlocked = 0;
for (u16 i = 0; i <= clearance && i < w; ++i)
if (!IS_PASSABLE(grid.get(i, j), mask))
++numBlocked;
for (u16 i = 0; i < w; ++i)
{
// Store a flag if blocked by at least one nearby cell
if (numBlocked)
tempGrid.set(i, j, 1);
// Slide the numBlocked window along:
// remove the old i-clearance value, add the new (i+1)+clearance
// (avoiding overflowing the grid)
if (i >= clearance && !IS_PASSABLE(grid.get(i-clearance, j), mask))
--numBlocked;
if (i+1+clearance < w && !IS_PASSABLE(grid.get(i+1+clearance, j), mask))
++numBlocked;
}
}
for (u16 i = 0; i < w; ++i)
{
// New cell (i,j) is blocked if (i,j') blocked for any j-clearance <= j' <= j+clearance
// Count the number of blocked cells around j=0
u16 numBlocked = 0;
for (u16 j = 0; j <= clearance && j < h; ++j)
if (tempGrid.get(i, j))
++numBlocked;
for (u16 j = 0; j < h; ++j)
{
// Add the mask if blocked by at least one nearby cell
if (numBlocked)
grid.set(i, j, grid.get(i, j) | mask);
// Slide the numBlocked window along:
// remove the old j-clearance value, add the new (j+1)+clearance
// (avoiding overflowing the grid)
if (j >= clearance && tempGrid.get(i, j-clearance))
--numBlocked;
if (j+1+clearance < h && tempGrid.get(i, j+1+clearance))
++numBlocked;
}
}
}
Grid<u16> CCmpPathfinder::ComputeShoreGrid(bool expandOnWater)
{
PROFILE3("ComputeShoreGrid");
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
// TODO: these bits should come from ICmpTerrain
CTerrain& terrain = GetSimContext().GetTerrain();
// avoid integer overflow in intermediate calculation
const u16 shoreMax = 32767;
u16 shoreGridSize = terrain.GetTilesPerSide();
// First pass - find underwater tiles
Grid<u8> waterGrid(shoreGridSize, shoreGridSize);
for (u16 j = 0; j < shoreGridSize; ++j)
{
for (u16 i = 0; i < shoreGridSize; ++i)
{
fixed x, z;
Pathfinding::TerrainTileCenter(i, j, x, z);
bool underWater = cmpWaterManager && (cmpWaterManager->GetWaterLevel(x, z) > terrain.GetExactGroundLevelFixed(x, z));
waterGrid.set(i, j, underWater ? 1 : 0);
}
}
// Second pass - find shore tiles
Grid<u16> shoreGrid(shoreGridSize, shoreGridSize);
for (u16 j = 0; j < shoreGridSize; ++j)
{
for (u16 i = 0; i < shoreGridSize; ++i)
{
// Find a land tile
if (!waterGrid.get(i, j))
{
// If it's bordered by water, it's a shore tile
if ((i > 0 && waterGrid.get(i-1, j)) || (i > 0 && j < shoreGridSize-1 && waterGrid.get(i-1, j+1)) || (i > 0 && j > 0 && waterGrid.get(i-1, j-1))
|| (i < shoreGridSize-1 && waterGrid.get(i+1, j)) || (i < shoreGridSize-1 && j < shoreGridSize-1 && waterGrid.get(i+1, j+1)) || (i < shoreGridSize-1 && j > 0 && waterGrid.get(i+1, j-1))
|| (j > 0 && waterGrid.get(i, j-1)) || (j < shoreGridSize-1 && waterGrid.get(i, j+1))
)
shoreGrid.set(i, j, 0);
else
shoreGrid.set(i, j, shoreMax);
}
// If we want to expand on water, we want water tiles not to be shore tiles
else if (expandOnWater)
shoreGrid.set(i, j, shoreMax);
}
}
// Expand influences on land to find shore distance
for (u16 y = 0; y < shoreGridSize; ++y)
{
u16 min = shoreMax;
for (u16 x = 0; x < shoreGridSize; ++x)
{
if (!waterGrid.get(x, y) || expandOnWater)
{
u16 g = shoreGrid.get(x, y);
if (g > min)
shoreGrid.set(x, y, min);
else if (g < min)
min = g;
++min;
}
}
for (u16 x = shoreGridSize; x > 0; --x)
{
if (!waterGrid.get(x-1, y) || expandOnWater)
{
u16 g = shoreGrid.get(x-1, y);
if (g > min)
shoreGrid.set(x-1, y, min);
else if (g < min)
min = g;
++min;
}
}
}
for (u16 x = 0; x < shoreGridSize; ++x)
{
u16 min = shoreMax;
for (u16 y = 0; y < shoreGridSize; ++y)
{
if (!waterGrid.get(x, y) || expandOnWater)
{
u16 g = shoreGrid.get(x, y);
if (g > min)
shoreGrid.set(x, y, min);
else if (g < min)
min = g;
++min;
}
}
for (u16 y = shoreGridSize; y > 0; --y)
{
if (!waterGrid.get(x, y-1) || expandOnWater)
{
u16 g = shoreGrid.get(x, y-1);
if (g > min)
shoreGrid.set(x, y-1, min);
else if (g < min)
min = g;
++min;
}
}
}
return shoreGrid;
}
void CCmpPathfinder::UpdateGrid()
{
PROFILE3("UpdateGrid");
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
if (!cmpTerrain)
return; // error
u16 gridSize = cmpTerrain->GetMapSize() / Pathfinding::NAVCELL_SIZE_INT;
if (gridSize == 0)
return;
// If the terrain was resized then delete the old grid data
if (m_Grid && m_GridSize != gridSize)
{
SAFE_DELETE(m_Grid);
SAFE_DELETE(m_TerrainOnlyGrid);
}
// Initialise the terrain data when first needed
if (!m_Grid)
{
m_GridSize = gridSize;
m_Grid = new Grid<NavcellData>(m_GridSize, m_GridSize);
SAFE_DELETE(m_TerrainOnlyGrid);
m_TerrainOnlyGrid = new Grid<NavcellData>(m_GridSize, m_GridSize);
m_DirtinessInformation = { true, true, Grid<u8>(m_GridSize, m_GridSize) };
m_AIPathfinderDirtinessInformation = m_DirtinessInformation;
m_TerrainDirty = true;
}
// The grid should be properly initialized and clean. Checking the latter is expensive so do it only for debugging.
#ifdef NDEBUG
ENSURE(m_DirtinessInformation.dirtinessGrid.compare_sizes(m_Grid));
#else
ENSURE(m_DirtinessInformation.dirtinessGrid == Grid<u8>(m_GridSize, m_GridSize));
#endif
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
cmpObstructionManager->UpdateInformations(m_DirtinessInformation);
if (!m_DirtinessInformation.dirty && !m_TerrainDirty)
return;
// If the terrain has changed, recompute m_Grid
// Else, use data from m_TerrainOnlyGrid and add obstructions
if (m_TerrainDirty)
{
TerrainUpdateHelper();
*m_Grid = *m_TerrainOnlyGrid;
m_TerrainDirty = false;
m_DirtinessInformation.globallyDirty = true;
}
else if (m_DirtinessInformation.globallyDirty)
{
ENSURE(m_Grid->compare_sizes(m_TerrainOnlyGrid));
memcpy(m_Grid->m_Data, m_TerrainOnlyGrid->m_Data, (m_Grid->m_W)*(m_Grid->m_H)*sizeof(NavcellData));
}
else
{
ENSURE(m_Grid->compare_sizes(m_TerrainOnlyGrid));
for (u16 j = 0; j < m_DirtinessInformation.dirtinessGrid.m_H; ++j)
for (u16 i = 0; i < m_DirtinessInformation.dirtinessGrid.m_W; ++i)
if (m_DirtinessInformation.dirtinessGrid.get(i, j) == 1)
m_Grid->set(i, j, m_TerrainOnlyGrid->get(i, j));
}
// Add obstructions onto the grid
cmpObstructionManager->Rasterize(*m_Grid, m_PassClasses, m_DirtinessInformation.globallyDirty);
// Update the long-range and hierarchical pathfinders.
if (m_DirtinessInformation.globallyDirty)
{
std::map<std::string, pass_class_t> nonPathfindingPassClasses, pathfindingPassClasses;
GetPassabilityClasses(nonPathfindingPassClasses, pathfindingPassClasses);
m_LongPathfinder->Reload(m_Grid);
m_PathfinderHier->Recompute(m_Grid, nonPathfindingPassClasses, pathfindingPassClasses);
}
else
{
m_LongPathfinder->Update(m_Grid);
m_PathfinderHier->Update(m_Grid, m_DirtinessInformation.dirtinessGrid);
}
// Remember the necessary updates that the AI pathfinder will have to perform as well
m_AIPathfinderDirtinessInformation.MergeAndClear(m_DirtinessInformation);
}
void CCmpPathfinder::MinimalTerrainUpdate(int itile0, int jtile0, int itile1, int jtile1)
{
TerrainUpdateHelper(false, itile0, jtile0, itile1, jtile1);
}
void CCmpPathfinder::TerrainUpdateHelper(bool expandPassability, int itile0, int jtile0, int itile1, int jtile1)
{
PROFILE3("TerrainUpdateHelper");
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
CTerrain& terrain = GetSimContext().GetTerrain();
if (!cmpTerrain || !cmpObstructionManager)
return;
u16 gridSize = cmpTerrain->GetMapSize() / Pathfinding::NAVCELL_SIZE_INT;
if (gridSize == 0)
return;
const bool needsNewTerrainGrid = !m_TerrainOnlyGrid || m_GridSize != gridSize;
if (needsNewTerrainGrid)
{
m_GridSize = gridSize;
SAFE_DELETE(m_TerrainOnlyGrid);
m_TerrainOnlyGrid = new Grid<NavcellData>(m_GridSize, m_GridSize);
// If this update comes from a map resizing, we must reinitialize the other grids as well
if (!m_TerrainOnlyGrid->compare_sizes(m_Grid))
{
SAFE_DELETE(m_Grid);
m_Grid = new Grid<NavcellData>(m_GridSize, m_GridSize);
m_DirtinessInformation = { true, true, Grid<u8>(m_GridSize, m_GridSize) };
m_AIPathfinderDirtinessInformation = m_DirtinessInformation;
}
}
Grid<u16> shoreGrid = ComputeShoreGrid();
const bool partialTerrainGridUpdate =
!expandPassability && !needsNewTerrainGrid &&
itile0 != -1 && jtile0 != -1 && itile1 != -1 && jtile1 != -1;
int istart = 0, iend = m_GridSize;
int jstart = 0, jend = m_GridSize;
if (partialTerrainGridUpdate)
{
// We need to extend the boundaries by 1 tile, because slope and ground
// level are calculated by multiple neighboring tiles.
// TODO: add CTerrain constant instead of 1.
istart = Clamp<int>(itile0 - 1, 0, m_GridSize);
iend = Clamp<int>(itile1 + 1, 0, m_GridSize);
jstart = Clamp<int>(jtile0 - 1, 0, m_GridSize);
jend = Clamp<int>(jtile1 + 1, 0, m_GridSize);
}
// Compute initial terrain-dependent passability
for (int j = jstart; j < jend; ++j)
{
for (int i = istart; i < iend; ++i)
{
// World-space coordinates for this navcell
fixed x, z;
Pathfinding::NavcellCenter(i, j, x, z);
// Terrain-tile coordinates for this navcell
int itile = i / Pathfinding::NAVCELLS_PER_TERRAIN_TILE;
int jtile = j / Pathfinding::NAVCELLS_PER_TERRAIN_TILE;
// Gather all the data potentially needed to determine passability:
fixed height = terrain.GetExactGroundLevelFixed(x, z);
fixed water;
if (cmpWaterManager)
water = cmpWaterManager->GetWaterLevel(x, z);
fixed depth = water - height;
// Exact slopes give kind of weird output, so just use rough tile-based slopes
fixed slope = terrain.GetSlopeFixed(itile, jtile);
// Get world-space coordinates from shoreGrid (which uses terrain tiles)
fixed shoredist = fixed::FromInt(shoreGrid.get(itile, jtile)).MultiplyClamp(TERRAIN_TILE_SIZE);
// Compute the passability for every class for this cell
NavcellData t = 0;
for (const PathfinderPassability& passability : m_PassClasses)
if (!passability.IsPassable(depth, slope, shoredist))
t |= passability.m_Mask;
m_TerrainOnlyGrid->set(i, j, t);
}
}
// Compute off-world passability
const int edgeSize = MAP_EDGE_TILES * Pathfinding::NAVCELLS_PER_TERRAIN_TILE;
NavcellData edgeMask = 0;
for (const PathfinderPassability& passability : m_PassClasses)
edgeMask |= passability.m_Mask;
int w = m_TerrainOnlyGrid->m_W;
int h = m_TerrainOnlyGrid->m_H;
if (cmpObstructionManager->GetPassabilityCircular())
{
for (int j = jstart; j < jend; ++j)
{
for (int i = istart; i < iend; ++i)
{
// Based on CCmpRangeManager::LosIsOffWorld
// but tweaked since it's tile-based instead.
// (We double all the values so we can handle half-tile coordinates.)
// This needs to be slightly tighter than the LOS circle,
// else units might get themselves lost in the SoD around the edge.
int dist2 = (i*2 + 1 - w)*(i*2 + 1 - w)
+ (j*2 + 1 - h)*(j*2 + 1 - h);
if (dist2 >= (w - 2*edgeSize) * (h - 2*edgeSize))
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
}
}
}
else
{
for (u16 j = 0; j < h; ++j)
for (u16 i = 0; i < edgeSize; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
for (u16 j = 0; j < h; ++j)
for (u16 i = w-edgeSize+1; i < w; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
for (u16 j = 0; j < edgeSize; ++j)
for (u16 i = edgeSize; i < w-edgeSize+1; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
for (u16 j = h-edgeSize+1; j < h; ++j)
for (u16 i = edgeSize; i < w-edgeSize+1; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
}
if (!expandPassability)
return;
// Expand the impassability grid, for any class with non-zero clearance,
// so that we can stop units getting too close to impassable navcells.
// Note: It's not possible to perform this expansion once for all passabilities
// with the same clearance, because the impassable cells are not necessarily the
// same for all these passabilities.
for (PathfinderPassability& passability : m_PassClasses)
{
if (passability.m_Clearance == fixed::Zero())
continue;
int clearance = (passability.m_Clearance / Pathfinding::NAVCELL_SIZE).ToInt_RoundToInfinity();
ExpandImpassableCells(*m_TerrainOnlyGrid, clearance, passability.m_Mask);
}
}
//////////////////////////////////////////////////////////
u32 CCmpPathfinder::ComputePathAsync(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, entity_id_t notify)
{
LongPathRequest req = { m_NextAsyncTicket++, x0, z0, goal, passClass, notify };
m_LongPathRequests.m_Requests.push_back(req);
return req.ticket;
}
u32 CCmpPathfinder::ComputeShortPathAsync(entity_pos_t x0, entity_pos_t z0, entity_pos_t clearance, entity_pos_t range,
const PathGoal& goal, pass_class_t passClass, bool avoidMovingUnits,
entity_id_t group, entity_id_t notify)
{
ShortPathRequest req = { m_NextAsyncTicket++, x0, z0, clearance, range, goal, passClass, avoidMovingUnits, group, notify };
m_ShortPathRequests.m_Requests.push_back(req);
return req.ticket;
}
void CCmpPathfinder::ComputePathImmediate(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, WaypointPath& ret) const
{
m_LongPathfinder->ComputePath(*m_PathfinderHier, x0, z0, goal, passClass, ret);
}
WaypointPath CCmpPathfinder::ComputeShortPathImmediate(const ShortPathRequest& request) const
{
return m_VertexPathfinders.front().ComputeShortPath(request, CmpPtr<ICmpObstructionManager>(GetSystemEntity()));
}
template<typename T>
template<typename U>
void CCmpPathfinder::PathRequests<T>::Compute(const CCmpPathfinder& cmpPathfinder, const U& pathfinder)
{
static_assert((std::is_same_v<T, LongPathRequest> && std::is_same_v<U, LongPathfinder>) ||
(std::is_same_v<T, ShortPathRequest> && std::is_same_v<U, VertexPathfinder>));
size_t maxN = m_Results.size();
size_t startIndex = m_Requests.size() - m_Results.size();
do
{
size_t workIndex = m_NextPathToCompute++;
if (workIndex >= maxN)
break;
const T& req = m_Requests[startIndex + workIndex];
PathResult& result = m_Results[workIndex];
result.ticket = req.ticket;
result.notify = req.notify;
if constexpr (std::is_same_v<T, LongPathRequest>)
pathfinder.ComputePath(*cmpPathfinder.m_PathfinderHier, req.x0, req.z0, req.goal, req.passClass, result.path);
else
result.path = pathfinder.ComputeShortPath(req, CmpPtr<ICmpObstructionManager>(cmpPathfinder.GetSystemEntity()));
if (workIndex == maxN - 1)
m_ComputeDone = true;
}
while (true);
}
void CCmpPathfinder::SendRequestedPaths()
{
PROFILE2("SendRequestedPaths");
if (!m_LongPathRequests.m_ComputeDone || !m_ShortPathRequests.m_ComputeDone)
{
// Also start computing on the main thread to finish faster.
m_ShortPathRequests.Compute(*this, m_VertexPathfinders.front());
m_LongPathRequests.Compute(*this, *m_LongPathfinder);
}
// We're done, clear futures.
// Use CancelOrWait instead of just Cancel to ensure determinism.
for (Future<void>& future : m_Futures)
future.CancelOrWait();
{
PROFILE2("PostMessages");
for (PathResult& path : m_ShortPathRequests.m_Results)
{
CMessagePathResult msg(path.ticket, path.path);
GetSimContext().GetComponentManager().PostMessage(path.notify, msg);
}
for (PathResult& path : m_LongPathRequests.m_Results)
{
CMessagePathResult msg(path.ticket, path.path);
GetSimContext().GetComponentManager().PostMessage(path.notify, msg);
}
}
m_ShortPathRequests.ClearComputed();
m_LongPathRequests.ClearComputed();
}
void CCmpPathfinder::StartProcessingMoves(bool useMax)
{
m_ShortPathRequests.PrepareForComputation(useMax ? m_MaxSameTurnMoves : 0);
m_LongPathRequests.PrepareForComputation(useMax ? m_MaxSameTurnMoves : 0);
Threading::TaskManager& taskManager = Threading::TaskManager::Instance();
for (size_t i = 0; i < m_Futures.size(); ++i)
{
ENSURE(!m_Futures[i].Valid());
// Pass the i+1th vertex pathfinder to keep the first for the main thread,
// each thread get its own instance to avoid conflicts in cached data.
m_Futures[i] = taskManager.PushTask([&pathfinder=*this, &vertexPfr=m_VertexPathfinders[i + 1]]() {
PROFILE2("Async pathfinding");
pathfinder.m_ShortPathRequests.Compute(pathfinder, vertexPfr);
pathfinder.m_LongPathRequests.Compute(pathfinder, *pathfinder.m_LongPathfinder);
});
}
}
//////////////////////////////////////////////////////////
bool CCmpPathfinder::IsGoalReachable(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass)
{
PROFILE2("IsGoalReachable");
u16 i, j;
Pathfinding::NearestNavcell(x0, z0, i, j, m_GridSize, m_GridSize);
if (!IS_PASSABLE(m_Grid->get(i, j), passClass))
m_PathfinderHier->FindNearestPassableNavcell(i, j, passClass);
return m_PathfinderHier->IsGoalReachable(i, j, goal, passClass);
}
bool CCmpPathfinder::CheckMovement(const IObstructionTestFilter& filter,
entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, entity_pos_t r,
pass_class_t passClass) const
{
PROFILE2_IFSPIKE("Check Movement", 0.001);
// Test against obstructions first. filter may discard pathfinding-blocking obstructions.
// Use more permissive version of TestLine to allow unit-unit collisions to overlap slightly.
// This makes movement smoother and more natural for units, overall.
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager || cmpObstructionManager->TestLine(filter, x0, z0, x1, z1, r, true))
return false;
// Then test against the terrain grid. This should not be necessary
// But in case we allow terrain to change it will become so.
return Pathfinding::CheckLineMovement(x0, z0, x1, z1, passClass, *m_TerrainOnlyGrid);
}
ICmpObstruction::EFoundationCheck CCmpPathfinder::CheckUnitPlacement(const IObstructionTestFilter& filter,
entity_pos_t x, entity_pos_t z, entity_pos_t r, pass_class_t passClass, bool UNUSED(onlyCenterPoint)) const
{
// Check unit obstruction
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager)
return ICmpObstruction::FOUNDATION_CHECK_FAIL_ERROR;
if (cmpObstructionManager->TestUnitShape(filter, x, z, r, NULL))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_OBSTRUCTS_FOUNDATION;
// Test against terrain and static obstructions:
u16 i, j;
Pathfinding::NearestNavcell(x, z, i, j, m_GridSize, m_GridSize);
if (!IS_PASSABLE(m_Grid->get(i, j), passClass))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_TERRAIN_CLASS;
// (Static obstructions will be redundantly tested against in both the
// obstruction-shape test and navcell-passability test, which is slightly
// inefficient but shouldn't affect behaviour)
return ICmpObstruction::FOUNDATION_CHECK_SUCCESS;
}
ICmpObstruction::EFoundationCheck CCmpPathfinder::CheckBuildingPlacement(const IObstructionTestFilter& filter,
entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w,
entity_pos_t h, entity_id_t id, pass_class_t passClass) const
{
return CCmpPathfinder::CheckBuildingPlacement(filter, x, z, a, w, h, id, passClass, false);
}
ICmpObstruction::EFoundationCheck CCmpPathfinder::CheckBuildingPlacement(const IObstructionTestFilter& filter,
entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w,
entity_pos_t h, entity_id_t id, pass_class_t passClass, bool UNUSED(onlyCenterPoint)) const
{
// Check unit obstruction
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager)
return ICmpObstruction::FOUNDATION_CHECK_FAIL_ERROR;
if (cmpObstructionManager->TestStaticShape(filter, x, z, a, w, h, NULL))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_OBSTRUCTS_FOUNDATION;
// Test against terrain:
ICmpObstructionManager::ObstructionSquare square;
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), id);
if (!cmpObstruction || !cmpObstruction->GetObstructionSquare(square))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_NO_OBSTRUCTION;
entity_pos_t expand;
const PathfinderPassability* passability = GetPassabilityFromMask(passClass);
if (passability)
expand = passability->m_Clearance;
SimRasterize::Spans spans;
SimRasterize::RasterizeRectWithClearance(spans, square, expand, Pathfinding::NAVCELL_SIZE);
for (const SimRasterize::Span& span : spans)
{
i16 i0 = span.i0;
i16 i1 = span.i1;
i16 j = span.j;
// Fail if any span extends outside the grid
if (i0 < 0 || i1 > m_TerrainOnlyGrid->m_W || j < 0 || j > m_TerrainOnlyGrid->m_H)
return ICmpObstruction::FOUNDATION_CHECK_FAIL_TERRAIN_CLASS;
// Fail if any span includes an impassable tile
for (i16 i = i0; i < i1; ++i)
if (!IS_PASSABLE(m_TerrainOnlyGrid->get(i, j), passClass))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_TERRAIN_CLASS;
}
return ICmpObstruction::FOUNDATION_CHECK_SUCCESS;
}