wraitii
5473393e30
Implement a simple HTTP server to start games, receive the gamestate and pass commands to the simulation. This is mainly intended for training reinforcement learning agents in 0 AD. As such, a python client and a small example are included. This option can be enabled using the -rl-interface flag. Patch by: irishninja Reviewed By: wraitii, Itms Fixes #5548 Differential Revision: https://code.wildfiregames.com/D2199 This was SVN commit r23917.
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_LOCALTURNMANAGER
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#define INCLUDED_LOCALTURNMANAGER
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#include "TurnManager.h"
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/**
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* Implementation of CTurnManager for offline games.
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*/
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class CLocalTurnManager : public CTurnManager
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{
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public:
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CLocalTurnManager(CSimulation2& simulation, IReplayLogger& replay);
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void OnSimulationMessage(CSimulationMessage* msg) override;
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void PostCommand(JS::HandleValue data) override;
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void PostCommand(player_id_t playerid, JS::HandleValue data);
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protected:
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void NotifyFinishedOwnCommands(u32 turn) override;
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virtual void NotifyFinishedUpdate(u32 turn) override;
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};
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#endif // INCLUDED_LOCALTURNMANAGER
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