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forked from 0ad/0ad
0ad/source/simulation2/Simulation2.cpp
Itms 1ab3a4a02d Fix 6506bc20cb, refs #3238
This was SVN commit r16924.
2015-08-20 12:49:43 +00:00

905 lines
28 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/>.
*/
#include "precompiled.h"
#include "Simulation2.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRuntime.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/system/ParamNode.h"
#include "simulation2/system/SimContext.h"
#include "simulation2/components/ICmpAIManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "graphics/MapReader.h"
#include "graphics/Terrain.h"
#include "lib/timer.h"
#include "lib/file/vfs/vfs_util.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Loader.h"
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h"
#include "ps/XML/Xeromyces.h"
#include <iomanip>
#if MSC_VERSION
#include <process.h>
#define getpid _getpid // use the non-deprecated function name
#endif
static std::string Hexify(const std::string& s) // TODO: shouldn't duplicate this function in so many places
{
std::stringstream str;
str << std::hex;
for (size_t i = 0; i < s.size(); ++i)
str << std::setfill('0') << std::setw(2) << (int)(unsigned char)s[i];
return str.str();
}
class CSimulation2Impl
{
public:
CSimulation2Impl(CUnitManager* unitManager, shared_ptr<ScriptRuntime> rt, CTerrain* terrain) :
m_SimContext(), m_ComponentManager(m_SimContext, rt),
m_EnableOOSLog(false), m_EnableSerializationTest(false),
m_MapSettings(rt->m_rt), m_InitAttributes(rt->m_rt)
{
m_SimContext.m_UnitManager = unitManager;
m_SimContext.m_Terrain = terrain;
m_ComponentManager.LoadComponentTypes();
RegisterFileReloadFunc(ReloadChangedFileCB, this);
// Tests won't have config initialised
if (CConfigDB::IsInitialised())
{
CFG_GET_VAL("ooslog", m_EnableOOSLog);
CFG_GET_VAL("serializationtest", m_EnableSerializationTest);
}
}
~CSimulation2Impl()
{
UnregisterFileReloadFunc(ReloadChangedFileCB, this);
}
void ResetState(bool skipScriptedComponents, bool skipAI)
{
m_DeltaTime = 0.0;
m_LastFrameOffset = 0.0f;
m_TurnNumber = 0;
ResetComponentState(m_ComponentManager, skipScriptedComponents, skipAI);
}
static void ResetComponentState(CComponentManager& componentManager, bool skipScriptedComponents, bool skipAI)
{
componentManager.ResetState();
componentManager.InitSystemEntity();
componentManager.AddSystemComponents(skipScriptedComponents, skipAI);
}
static bool LoadDefaultScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts);
static bool LoadScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts, const VfsPath& path);
static bool LoadTriggerScripts(CComponentManager& componentManager, JS::HandleValue mapSettings, std::set<VfsPath>* loadedScripts);
Status ReloadChangedFile(const VfsPath& path);
static Status ReloadChangedFileCB(void* param, const VfsPath& path)
{
return static_cast<CSimulation2Impl*>(param)->ReloadChangedFile(path);
}
int ProgressiveLoad();
void Update(int turnLength, const std::vector<SimulationCommand>& commands);
static void UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector<SimulationCommand>& commands);
void Interpolate(float simFrameLength, float frameOffset, float realFrameLength);
void DumpState();
CSimContext m_SimContext;
CComponentManager m_ComponentManager;
double m_DeltaTime;
float m_LastFrameOffset;
std::string m_StartupScript;
JS::PersistentRootedValue m_InitAttributes;
JS::PersistentRootedValue m_MapSettings;
std::set<VfsPath> m_LoadedScripts;
uint32_t m_TurnNumber;
bool m_EnableOOSLog;
// Functions and data for the serialization test mode: (see Update() for relevant comments)
bool m_EnableSerializationTest;
struct SerializationTestState
{
std::stringstream state;
std::stringstream debug;
std::string hash;
};
void DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix);
void ReportSerializationFailure(
SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter,
SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter);
static std::vector<SimulationCommand> CloneCommandsFromOtherContext(ScriptInterface& oldScript, ScriptInterface& newScript,
const std::vector<SimulationCommand>& commands)
{
JSContext* cxOld = oldScript.GetContext();
JSAutoRequest rqOld(cxOld);
std::vector<SimulationCommand> newCommands;
newCommands.reserve(commands.size());
for (size_t i = 0; i < commands.size(); ++i)
{
JSContext* cxNew = newScript.GetContext();
JSAutoRequest rqNew(cxNew);
JS::RootedValue tmpCommand(cxNew, newScript.CloneValueFromOtherContext(oldScript, commands[i].data));
SimulationCommand cmd(commands[i].player, cxNew, tmpCommand);
newCommands.emplace_back(std::move(cmd));
}
return newCommands;
}
};
bool CSimulation2Impl::LoadDefaultScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts)
{
return (
LoadScripts(componentManager, loadedScripts, L"simulation/components/interfaces/") &&
LoadScripts(componentManager, loadedScripts, L"simulation/helpers/") &&
LoadScripts(componentManager, loadedScripts, L"simulation/components/")
);
}
bool CSimulation2Impl::LoadScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts, const VfsPath& path)
{
VfsPaths pathnames;
if (vfs::GetPathnames(g_VFS, path, L"*.js", pathnames) < 0)
return false;
bool ok = true;
for (const VfsPath& path : pathnames)
{
if (loadedScripts)
loadedScripts->insert(path);
LOGMESSAGE("Loading simulation script '%s'", path.string8());
if (!componentManager.LoadScript(path))
ok = false;
}
return ok;
}
bool CSimulation2Impl::LoadTriggerScripts(CComponentManager& componentManager, JS::HandleValue mapSettings, std::set<VfsPath>* loadedScripts)
{
bool ok = true;
if (componentManager.GetScriptInterface().HasProperty(mapSettings, "TriggerScripts"))
{
std::vector<std::string> scriptNames;
componentManager.GetScriptInterface().GetProperty(mapSettings, "TriggerScripts", scriptNames);
for (u32 i = 0; i < scriptNames.size(); ++i)
{
std::string scriptName = "maps/" + scriptNames[i];
if (loadedScripts)
{
if (loadedScripts->find(scriptName) != loadedScripts->end())
continue;
loadedScripts->insert(scriptName);
}
LOGMESSAGE("Loading trigger script '%s'", scriptName.c_str());
if (!componentManager.LoadScript(scriptName.data()))
ok = false;
}
}
return ok;
}
Status CSimulation2Impl::ReloadChangedFile(const VfsPath& path)
{
// Ignore if this file wasn't loaded as a script
// (TODO: Maybe we ought to load in any new .js files that are created in the right directories)
if (m_LoadedScripts.find(path) == m_LoadedScripts.end())
return INFO::OK;
// If the file doesn't exist (e.g. it was deleted), don't bother loading it since that'll give an error message.
// (Also don't bother trying to 'unload' it from the component manager, because that's not possible)
if (!VfsFileExists(path))
return INFO::OK;
LOGMESSAGE("Reloading simulation script '%s'", path.string8());
if (!m_ComponentManager.LoadScript(path, true))
return ERR::FAIL;
return INFO::OK;
}
int CSimulation2Impl::ProgressiveLoad()
{
// yield after this time is reached. balances increased progress bar
// smoothness vs. slowing down loading.
const double end_time = timer_Time() + 200e-3;
int ret;
do
{
bool progressed = false;
int total = 0;
int progress = 0;
CMessageProgressiveLoad msg(&progressed, &total, &progress);
m_ComponentManager.BroadcastMessage(msg);
if (!progressed || total == 0)
return 0; // we have nothing left to load
ret = Clamp(100*progress / total, 1, 100);
}
while (timer_Time() < end_time);
return ret;
}
void CSimulation2Impl::DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix)
{
if (!state.hash.empty())
{
std::ofstream file (OsString(path / (L"hash." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc);
file << Hexify(state.hash);
}
if (!state.debug.str().empty())
{
std::ofstream file (OsString(path / (L"debug." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc);
file << state.debug.str();
}
if (!state.state.str().empty())
{
std::ofstream file (OsString(path / (L"state." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary);
file << state.state.str();
}
}
void CSimulation2Impl::ReportSerializationFailure(
SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter,
SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter)
{
OsPath path = psLogDir() / "oos_log";
CreateDirectories(path, 0700);
// Clean up obsolete files from previous runs
wunlink(path / "hash.before.a");
wunlink(path / "hash.before.b");
wunlink(path / "debug.before.a");
wunlink(path / "debug.before.b");
wunlink(path / "state.before.a");
wunlink(path / "state.before.b");
wunlink(path / "hash.after.a");
wunlink(path / "hash.after.b");
wunlink(path / "debug.after.a");
wunlink(path / "debug.after.b");
wunlink(path / "state.after.a");
wunlink(path / "state.after.b");
if (primaryStateBefore)
DumpSerializationTestState(*primaryStateBefore, path, L"before.a");
if (primaryStateAfter)
DumpSerializationTestState(*primaryStateAfter, path, L"after.a");
if (secondaryStateBefore)
DumpSerializationTestState(*secondaryStateBefore, path, L"before.b");
if (secondaryStateAfter)
DumpSerializationTestState(*secondaryStateAfter, path, L"after.b");
debug_warn(L"Serialization test failure");
}
void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{
PROFILE3("sim update");
PROFILE2_ATTR("turn %d", (int)m_TurnNumber);
fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;
/*
* In serialization test mode, we save the original (primary) simulation state before each turn update.
* We run the update, then load the saved state into a secondary context.
* We serialize that again and compare to the original serialization (to check that
* serialize->deserialize->serialize is equivalent to serialize).
* Then we run the update on the secondary context, and check that its new serialized
* state matches the primary context after the update (to check that the simulation doesn't depend
* on anything that's not serialized).
*/
const bool serializationTestDebugDump = false; // set true to save human-readable state dumps before an error is detected, for debugging (but slow)
const bool serializationTestHash = true; // set true to save and compare hash of state
SerializationTestState primaryStateBefore;
ScriptInterface& scriptInterface = m_ComponentManager.GetScriptInterface();
if (m_EnableSerializationTest)
{
ENSURE(m_ComponentManager.SerializeState(primaryStateBefore.state));
if (serializationTestDebugDump)
ENSURE(m_ComponentManager.DumpDebugState(primaryStateBefore.debug, false));
if (serializationTestHash)
ENSURE(m_ComponentManager.ComputeStateHash(primaryStateBefore.hash, false));
}
UpdateComponents(m_SimContext, turnLengthFixed, commands);
if (m_EnableSerializationTest)
{
// Initialise the secondary simulation
CTerrain secondaryTerrain;
CSimContext secondaryContext;
secondaryContext.m_Terrain = &secondaryTerrain;
CComponentManager secondaryComponentManager(secondaryContext, scriptInterface.GetRuntime());
secondaryComponentManager.LoadComponentTypes();
ENSURE(LoadDefaultScripts(secondaryComponentManager, NULL));
ResetComponentState(secondaryComponentManager, false, false);
// Load the trigger scripts after we have loaded the simulation.
{
JSContext* cx2 = secondaryComponentManager.GetScriptInterface().GetContext();
JSAutoRequest rq2(cx2);
JS::RootedValue mapSettingsCloned(cx2,
secondaryComponentManager.GetScriptInterface().CloneValueFromOtherContext(
scriptInterface, m_MapSettings));
ENSURE(LoadTriggerScripts(secondaryComponentManager, mapSettingsCloned, &m_LoadedScripts));
}
// Load the map into the secondary simulation
LDR_BeginRegistering();
CMapReader* mapReader = new CMapReader; // automatically deletes itself
std::string mapType;
scriptInterface.GetProperty(m_InitAttributes, "mapType", mapType);
if (mapType == "random")
{
// TODO: support random map scripts
debug_warn(L"Serialization test mode does not support random maps");
}
else
{
std::wstring mapFile;
scriptInterface.GetProperty(m_InitAttributes, "map", mapFile);
VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp");
mapReader->LoadMap(mapfilename, scriptInterface.GetJSRuntime(), JS::UndefinedHandleValue,
&secondaryTerrain, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, &secondaryContext, INVALID_PLAYER, true); // throws exception on failure
}
LDR_EndRegistering();
ENSURE(LDR_NonprogressiveLoad() == INFO::OK);
ENSURE(secondaryComponentManager.DeserializeState(primaryStateBefore.state));
SerializationTestState secondaryStateBefore;
ENSURE(secondaryComponentManager.SerializeState(secondaryStateBefore.state));
if (serializationTestDebugDump)
ENSURE(secondaryComponentManager.DumpDebugState(secondaryStateBefore.debug, false));
if (serializationTestHash)
ENSURE(secondaryComponentManager.ComputeStateHash(secondaryStateBefore.hash, false));
if (primaryStateBefore.state.str() != secondaryStateBefore.state.str() ||
primaryStateBefore.hash != secondaryStateBefore.hash)
{
ReportSerializationFailure(&primaryStateBefore, NULL, &secondaryStateBefore, NULL);
}
SerializationTestState primaryStateAfter;
ENSURE(m_ComponentManager.SerializeState(primaryStateAfter.state));
if (serializationTestHash)
ENSURE(m_ComponentManager.ComputeStateHash(primaryStateAfter.hash, false));
UpdateComponents(secondaryContext, turnLengthFixed,
CloneCommandsFromOtherContext(scriptInterface, secondaryComponentManager.GetScriptInterface(), commands));
SerializationTestState secondaryStateAfter;
ENSURE(secondaryComponentManager.SerializeState(secondaryStateAfter.state));
if (serializationTestHash)
ENSURE(secondaryComponentManager.ComputeStateHash(secondaryStateAfter.hash, false));
if (primaryStateAfter.state.str() != secondaryStateAfter.state.str() ||
primaryStateAfter.hash != secondaryStateAfter.hash)
{
// Only do the (slow) dumping now we know we're going to need to report it
ENSURE(m_ComponentManager.DumpDebugState(primaryStateAfter.debug, false));
ENSURE(secondaryComponentManager.DumpDebugState(secondaryStateAfter.debug, false));
ReportSerializationFailure(&primaryStateBefore, &primaryStateAfter, &secondaryStateBefore, &secondaryStateAfter);
}
}
// if (m_TurnNumber == 0)
// m_ComponentManager.GetScriptInterface().DumpHeap();
// Run the GC occasionally
// No delay because a lot of garbage accumulates in one turn and in non-visual replays there are
// much more turns in the same time than in normal games.
// Every 500 turns we run a shrinking GC, which decommits unused memory and frees all JIT code.
// Based on testing, this seems to be a good compromise between memory usage and performance.
// Also check the comment about gcPreserveCode in the ScriptInterface code and this forum topic:
// http://www.wildfiregames.com/forum/index.php?showtopic=18466&p=300323
//
// (TODO: we ought to schedule this for a frame where we're not
// running the sim update, to spread the load)
if (m_TurnNumber % 500 == 0)
scriptInterface.GetRuntime()->ShrinkingGC();
else
scriptInterface.GetRuntime()->MaybeIncrementalGC(0.0f);
if (m_EnableOOSLog)
DumpState();
// Start computing AI for the next turn
CmpPtr<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY);
if (cmpAIManager)
cmpAIManager->StartComputation();
++m_TurnNumber;
}
void CSimulation2Impl::UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector<SimulationCommand>& commands)
{
// TODO: the update process is pretty ugly, with lots of messages and dependencies
// between different components. Ought to work out a nicer way to do this.
CComponentManager& componentManager = simContext.GetComponentManager();
CMessageTurnStart msgTurnStart;
componentManager.BroadcastMessage(msgTurnStart);
CmpPtr<ICmpPathfinder> cmpPathfinder(simContext, SYSTEM_ENTITY);
if (cmpPathfinder)
{
cmpPathfinder->UpdateGrid();
cmpPathfinder->FinishAsyncRequests();
}
// Push AI commands onto the queue before we use them
CmpPtr<ICmpAIManager> cmpAIManager(simContext, SYSTEM_ENTITY);
if (cmpAIManager)
cmpAIManager->PushCommands();
CmpPtr<ICmpCommandQueue> cmpCommandQueue(simContext, SYSTEM_ENTITY);
if (cmpCommandQueue)
cmpCommandQueue->FlushTurn(commands);
// Process newly generated move commands so the UI feels snappy
if (cmpPathfinder)
cmpPathfinder->ProcessSameTurnMoves();
// Send all the update phases
{
CMessageUpdate msgUpdate(turnLengthFixed);
componentManager.BroadcastMessage(msgUpdate);
}
{
CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed);
componentManager.BroadcastMessage(msgUpdate);
}
// Process move commands for formations (group proxy)
if (cmpPathfinder)
cmpPathfinder->ProcessSameTurnMoves();
{
CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed);
componentManager.BroadcastMessage(msgUpdate);
}
{
CMessageUpdate_Final msgUpdate(turnLengthFixed);
componentManager.BroadcastMessage(msgUpdate);
}
// Process moves resulting from group proxy movement (unit needs to catch up or realign) and any others
if (cmpPathfinder)
cmpPathfinder->ProcessSameTurnMoves();
// Clean up any entities destroyed during the simulation update
componentManager.FlushDestroyedComponents();
}
void CSimulation2Impl::Interpolate(float simFrameLength, float frameOffset, float realFrameLength)
{
PROFILE3("sim interpolate");
m_LastFrameOffset = frameOffset;
CMessageInterpolate msg(simFrameLength, frameOffset, realFrameLength);
m_ComponentManager.BroadcastMessage(msg);
// Clean up any entities destroyed during interpolate (e.g. local corpses)
m_ComponentManager.FlushDestroyedComponents();
}
void CSimulation2Impl::DumpState()
{
PROFILE("DumpState");
std::stringstream pid;
pid << getpid();
std::stringstream name;\
name << std::setw(5) << std::setfill('0') << m_TurnNumber << ".txt";
OsPath path = psLogDir() / "sim_log" / pid.str() / name.str();
CreateDirectories(path.Parent(), 0700);
std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
file << "State hash: " << std::hex;
std::string hashRaw;
m_ComponentManager.ComputeStateHash(hashRaw, false);
for (size_t i = 0; i < hashRaw.size(); ++i)
file << std::setfill('0') << std::setw(2) << (int)(unsigned char)hashRaw[i];
file << std::dec << "\n";
file << "\n";
m_ComponentManager.DumpDebugState(file, true);
std::ofstream binfile (OsString(path.ChangeExtension(L".dat")).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary);
m_ComponentManager.SerializeState(binfile);
}
////////////////////////////////////////////////////////////////
CSimulation2::CSimulation2(CUnitManager* unitManager, shared_ptr<ScriptRuntime> rt, CTerrain* terrain) :
m(new CSimulation2Impl(unitManager, rt, terrain))
{
}
CSimulation2::~CSimulation2()
{
delete m;
}
// Forward all method calls to the appropriate CSimulation2Impl/CComponentManager methods:
void CSimulation2::EnableOOSLog()
{
m->m_EnableOOSLog = true;
}
void CSimulation2::EnableSerializationTest()
{
m->m_EnableSerializationTest = true;
}
entity_id_t CSimulation2::AddEntity(const std::wstring& templateName)
{
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity());
}
entity_id_t CSimulation2::AddEntity(const std::wstring& templateName, entity_id_t preferredId)
{
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity(preferredId));
}
entity_id_t CSimulation2::AddLocalEntity(const std::wstring& templateName)
{
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewLocalEntity());
}
void CSimulation2::DestroyEntity(entity_id_t ent)
{
m->m_ComponentManager.DestroyComponentsSoon(ent);
}
void CSimulation2::FlushDestroyedEntities()
{
m->m_ComponentManager.FlushDestroyedComponents();
}
IComponent* CSimulation2::QueryInterface(entity_id_t ent, int iid) const
{
return m->m_ComponentManager.QueryInterface(ent, iid);
}
void CSimulation2::PostMessage(entity_id_t ent, const CMessage& msg) const
{
m->m_ComponentManager.PostMessage(ent, msg);
}
void CSimulation2::BroadcastMessage(const CMessage& msg) const
{
m->m_ComponentManager.BroadcastMessage(msg);
}
CSimulation2::InterfaceList CSimulation2::GetEntitiesWithInterface(int iid)
{
return m->m_ComponentManager.GetEntitiesWithInterface(iid);
}
const CSimulation2::InterfaceListUnordered& CSimulation2::GetEntitiesWithInterfaceUnordered(int iid)
{
return m->m_ComponentManager.GetEntitiesWithInterfaceUnordered(iid);
}
const CSimContext& CSimulation2::GetSimContext() const
{
return m->m_SimContext;
}
ScriptInterface& CSimulation2::GetScriptInterface() const
{
return m->m_ComponentManager.GetScriptInterface();
}
void CSimulation2::PreInitGame()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject());
GetScriptInterface().CallFunctionVoid(global, "PreInitGame");
}
void CSimulation2::InitGame(JS::HandleValue data)
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject());
GetScriptInterface().CallFunctionVoid(global, "InitGame", data);
}
void CSimulation2::Update(int turnLength)
{
std::vector<SimulationCommand> commands;
m->Update(turnLength, commands);
}
void CSimulation2::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{
m->Update(turnLength, commands);
}
void CSimulation2::Interpolate(float simFrameLength, float frameOffset, float realFrameLength)
{
m->Interpolate(simFrameLength, frameOffset, realFrameLength);
}
void CSimulation2::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
{
PROFILE3("sim submit");
CMessageRenderSubmit msg(collector, frustum, culling);
m->m_ComponentManager.BroadcastMessage(msg);
}
float CSimulation2::GetLastFrameOffset() const
{
return m->m_LastFrameOffset;
}
bool CSimulation2::LoadScripts(const VfsPath& path)
{
return m->LoadScripts(m->m_ComponentManager, &m->m_LoadedScripts, path);
}
bool CSimulation2::LoadDefaultScripts()
{
return m->LoadDefaultScripts(m->m_ComponentManager, &m->m_LoadedScripts);
}
void CSimulation2::SetStartupScript(const std::string& code)
{
m->m_StartupScript = code;
}
const std::string& CSimulation2::GetStartupScript()
{
return m->m_StartupScript;
}
void CSimulation2::SetInitAttributes(JS::HandleValue attribs)
{
m->m_InitAttributes = attribs;
}
JS::Value CSimulation2::GetInitAttributes()
{
return m->m_InitAttributes.get();
}
void CSimulation2::SetMapSettings(const std::string& settings)
{
m->m_ComponentManager.GetScriptInterface().ParseJSON(settings, &m->m_MapSettings);
}
void CSimulation2::SetMapSettings(JS::HandleValue settings)
{
m->m_MapSettings = settings;
}
std::string CSimulation2::GetMapSettingsString()
{
return m->m_ComponentManager.GetScriptInterface().StringifyJSON(&m->m_MapSettings);
}
void CSimulation2::GetMapSettings(JS::MutableHandleValue ret)
{
ret.set(m->m_MapSettings);
}
void CSimulation2::LoadPlayerSettings(bool newPlayers)
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject());
GetScriptInterface().CallFunctionVoid(global, "LoadPlayerSettings", m->m_MapSettings, newPlayers);
}
void CSimulation2::LoadMapSettings()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject());
// Initialize here instead of in Update()
GetScriptInterface().CallFunctionVoid(global, "LoadMapSettings", m->m_MapSettings);
if (!m->m_StartupScript.empty())
GetScriptInterface().LoadScript(L"map startup script", m->m_StartupScript);
// Load the trigger scripts after we have loaded the simulation and the map.
m->LoadTriggerScripts(m->m_ComponentManager, m->m_MapSettings, &m->m_LoadedScripts);
}
int CSimulation2::ProgressiveLoad()
{
return m->ProgressiveLoad();
}
Status CSimulation2::ReloadChangedFile(const VfsPath& path)
{
return m->ReloadChangedFile(path);
}
void CSimulation2::ResetState(bool skipScriptedComponents, bool skipAI)
{
m->ResetState(skipScriptedComponents, skipAI);
}
bool CSimulation2::ComputeStateHash(std::string& outHash, bool quick)
{
return m->m_ComponentManager.ComputeStateHash(outHash, quick);
}
bool CSimulation2::DumpDebugState(std::ostream& stream)
{
return m->m_ComponentManager.DumpDebugState(stream, true);
}
bool CSimulation2::SerializeState(std::ostream& stream)
{
return m->m_ComponentManager.SerializeState(stream);
}
bool CSimulation2::DeserializeState(std::istream& stream)
{
// TODO: need to make sure the required SYSTEM_ENTITY components get constructed
return m->m_ComponentManager.DeserializeState(stream);
}
std::string CSimulation2::GenerateSchema()
{
return m->m_ComponentManager.GenerateSchema();
}
static std::vector<std::string> GetJSONData(const VfsPath& path)
{
VfsPaths pathnames;
Status ret = vfs::GetPathnames(g_VFS, path, L"*.json", pathnames);
if (ret != INFO::OK)
{
// Some error reading directory
wchar_t error[200];
LOGERROR("Error reading directory '%s': %s", path.string8(), utf8_from_wstring(StatusDescription(ret, error, ARRAY_SIZE(error))));
return std::vector<std::string>();
}
std::vector<std::string> data;
for (const VfsPath& p : pathnames)
{
// Load JSON file
CVFSFile file;
PSRETURN ret = file.Load(g_VFS, p);
if (ret != PSRETURN_OK)
{
LOGERROR("GetJSONData: Failed to load file '%s': %s", p.string8(), GetErrorString(ret));
continue;
}
data.push_back(file.DecodeUTF8()); // assume it's UTF-8
}
return data;
}
std::vector<std::string> CSimulation2::GetRMSData()
{
return GetJSONData(L"maps/random/");
}
std::vector<std::string> CSimulation2::GetCivData()
{
return GetJSONData(L"simulation/data/civs/");
}
static std::string ReadJSON(const VfsPath& path)
{
if (!VfsFileExists(path))
{
LOGERROR("File '%s' does not exist", path.string8());
return std::string();
}
// Load JSON file
CVFSFile file;
PSRETURN ret = file.Load(g_VFS, path);
if (ret != PSRETURN_OK)
{
LOGERROR("Failed to load file '%s': %s", path.string8(), GetErrorString(ret));
return std::string();
}
return file.DecodeUTF8(); // assume it's UTF-8
}
std::string CSimulation2::GetPlayerDefaults()
{
return ReadJSON(L"simulation/data/player_defaults.json");
}
std::string CSimulation2::GetMapSizes()
{
return ReadJSON(L"simulation/data/map_sizes.json");
}
std::string CSimulation2::GetAIData()
{
ScriptInterface& scriptInterface = GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue aiData(cx, ICmpAIManager::GetAIs(scriptInterface));
// Build single JSON string with array of AI data
JS::RootedValue ais(cx);
if (!scriptInterface.Eval("({})", &ais) || !scriptInterface.SetProperty(ais, "AIData", aiData))
return std::string();
return scriptInterface.StringifyJSON(&ais);
}