1
0
forked from 0ad/0ad
0ad/source/simulation2/components/CCmpAIManager.cpp
wraitii 9fc6c3c897 Correctly serialize/deserialize user-defined JS objects.
Generalize component/AI serialization system to any user-defined JS
object. This includes Vector2D/3D, fixing an old issue.
As with components/AI, JS Objects may implement a Serialize/Deserialize
function to store custom data instead of the default, which attemps to
serialize all enumerable properties.

Fixes #4698

Differential Revision: https://code.wildfiregames.com/D2746
This was SVN commit r24462.
2020-12-27 17:18:13 +00:00

1123 lines
36 KiB
C++

/* Copyright (C) 2020 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/system/Component.h"
#include "ICmpAIManager.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Terrain.h"
#include "lib/timer.h"
#include "lib/tex/tex.h"
#include "lib/allocators/shared_ptr.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "ps/TemplateLoader.h"
#include "ps/Util.h"
#include "scriptinterface/ScriptContext.h"
#include "simulation2/components/ICmpAIInterface.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/HierarchicalPathfinder.h"
#include "simulation2/helpers/LongPathfinder.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/SerializedTypes.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.h"
extern void QuitEngine();
/**
* @file
* Player AI interface.
* AI is primarily scripted, and the CCmpAIManager component defined here
* takes care of managing all the scripts.
*
* To avoid slow AI scripts causing jerky rendering, they are run in a background
* thread (maintained by CAIWorker) so that it's okay if they take a whole simulation
* turn before returning their results (though preferably they shouldn't use nearly
* that much CPU).
*
* CCmpAIManager grabs the world state after each turn (making use of AIInterface.js
* and AIProxy.js to decide what data to include) then passes it to CAIWorker.
* The AI scripts will then run asynchronously and return a list of commands to execute.
* Any attempts to read the command list (including indirectly via serialization)
* will block until it's actually completed, so the rest of the engine should avoid
* reading it for as long as possible.
*
* JS::Values are passed between the game and AI threads using ScriptInterface::StructuredClone.
*
* TODO: actually the thread isn't implemented yet, because performance hasn't been
* sufficiently problematic to justify the complexity yet, but the CAIWorker interface
* is designed to hopefully support threading when we want it.
*/
/**
* Implements worker thread for CCmpAIManager.
*/
class CAIWorker
{
private:
class CAIPlayer
{
NONCOPYABLE(CAIPlayer);
public:
CAIPlayer(CAIWorker& worker, const std::wstring& aiName, player_id_t player, u8 difficulty, const std::wstring& behavior,
shared_ptr<ScriptInterface> scriptInterface) :
m_Worker(worker), m_AIName(aiName), m_Player(player), m_Difficulty(difficulty), m_Behavior(behavior),
m_ScriptInterface(scriptInterface), m_Obj(scriptInterface->GetGeneralJSContext())
{
}
bool Initialise()
{
// LoadScripts will only load each script once even though we call it for each player
if (!m_Worker.LoadScripts(m_AIName))
return false;
ScriptRequest rq(m_ScriptInterface);
OsPath path = L"simulation/ai/" + m_AIName + L"/data.json";
JS::RootedValue metadata(rq.cx);
m_Worker.LoadMetadata(path, &metadata);
if (metadata.isUndefined())
{
LOGERROR("Failed to create AI player: can't find %s", path.string8());
return false;
}
// Get the constructor name from the metadata
std::string moduleName;
std::string constructor;
JS::RootedValue objectWithConstructor(rq.cx); // object that should contain the constructor function
JS::RootedValue global(rq.cx, rq.globalValue());
JS::RootedValue ctor(rq.cx);
if (!m_ScriptInterface->HasProperty(metadata, "moduleName"))
{
LOGERROR("Failed to create AI player: %s: missing 'moduleName'", path.string8());
return false;
}
m_ScriptInterface->GetProperty(metadata, "moduleName", moduleName);
if (!m_ScriptInterface->GetProperty(global, moduleName.c_str(), &objectWithConstructor)
|| objectWithConstructor.isUndefined())
{
LOGERROR("Failed to create AI player: %s: can't find the module that should contain the constructor: '%s'", path.string8(), moduleName);
return false;
}
if (!m_ScriptInterface->GetProperty(metadata, "constructor", constructor))
{
LOGERROR("Failed to create AI player: %s: missing 'constructor'", path.string8());
return false;
}
// Get the constructor function from the loaded scripts
if (!m_ScriptInterface->GetProperty(objectWithConstructor, constructor.c_str(), &ctor)
|| ctor.isNull())
{
LOGERROR("Failed to create AI player: %s: can't find constructor '%s'", path.string8(), constructor);
return false;
}
m_ScriptInterface->GetProperty(metadata, "useShared", m_UseSharedComponent);
// Set up the data to pass as the constructor argument
JS::RootedValue settings(rq.cx);
ScriptInterface::CreateObject(
rq,
&settings,
"player", m_Player,
"difficulty", m_Difficulty,
"behavior", m_Behavior);
if (!m_UseSharedComponent)
{
ENSURE(m_Worker.m_HasLoadedEntityTemplates);
m_ScriptInterface->SetProperty(settings, "templates", m_Worker.m_EntityTemplates, false);
}
JS::RootedValueVector argv(rq.cx);
ignore_result(argv.append(settings.get()));
m_ScriptInterface->CallConstructor(ctor, argv, &m_Obj);
if (m_Obj.get().isNull())
{
LOGERROR("Failed to create AI player: %s: error calling constructor '%s'", path.string8(), constructor);
return false;
}
return true;
}
void Run(JS::HandleValue state, int playerID)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj, "HandleMessage", state, playerID);
}
// overloaded with a sharedAI part.
// javascript can handle both natively on the same function.
void Run(JS::HandleValue state, int playerID, JS::HandleValue SharedAI)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj, "HandleMessage", state, playerID, SharedAI);
}
void InitAI(JS::HandleValue state, JS::HandleValue SharedAI)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj, "Init", state, m_Player, SharedAI);
}
CAIWorker& m_Worker;
std::wstring m_AIName;
player_id_t m_Player;
u8 m_Difficulty;
std::wstring m_Behavior;
bool m_UseSharedComponent;
// Take care to keep this declaration before heap rooted members. Destructors of heap rooted
// members have to be called before the context destructor.
shared_ptr<ScriptInterface> m_ScriptInterface;
JS::PersistentRootedValue m_Obj;
std::vector<ScriptInterface::StructuredClone > m_Commands;
};
public:
struct SCommandSets
{
player_id_t player;
std::vector<ScriptInterface::StructuredClone > commands;
};
CAIWorker() :
m_ScriptInterface(new ScriptInterface("Engine", "AI", g_ScriptContext)),
m_TurnNum(0),
m_CommandsComputed(true),
m_HasLoadedEntityTemplates(false),
m_HasSharedComponent(false),
m_EntityTemplates(g_ScriptContext->GetGeneralJSContext()),
m_SharedAIObj(g_ScriptContext->GetGeneralJSContext()),
m_PassabilityMapVal(g_ScriptContext->GetGeneralJSContext()),
m_TerritoryMapVal(g_ScriptContext->GetGeneralJSContext())
{
m_ScriptInterface->ReplaceNondeterministicRNG(m_RNG);
m_ScriptInterface->SetCallbackData(static_cast<void*> (this));
JS_AddExtraGCRootsTracer(m_ScriptInterface->GetGeneralJSContext(), Trace, this);
m_ScriptInterface->RegisterFunction<void, int, JS::HandleValue, CAIWorker::PostCommand>("PostCommand");
m_ScriptInterface->RegisterFunction<void, std::wstring, CAIWorker::IncludeModule>("IncludeModule");
m_ScriptInterface->RegisterFunction<void, CAIWorker::ExitProgram>("Exit");
m_ScriptInterface->RegisterFunction<JS::Value, JS::HandleValue, JS::HandleValue, pass_class_t, CAIWorker::ComputePath>("ComputePath");
m_ScriptInterface->RegisterFunction<void, std::wstring, std::vector<u32>, u32, u32, u32, CAIWorker::DumpImage>("DumpImage");
m_ScriptInterface->RegisterFunction<CParamNode, std::string, CAIWorker::GetTemplate>("GetTemplate");
JSI_VFS::RegisterScriptFunctions_Simulation(*(m_ScriptInterface.get()));
// Globalscripts may use VFS script functions
m_ScriptInterface->LoadGlobalScripts();
}
~CAIWorker()
{
JS_RemoveExtraGCRootsTracer(m_ScriptInterface->GetGeneralJSContext(), Trace, this);
}
bool HasLoadedEntityTemplates() const { return m_HasLoadedEntityTemplates; }
bool LoadScripts(const std::wstring& moduleName)
{
// Ignore modules that are already loaded
if (m_LoadedModules.find(moduleName) != m_LoadedModules.end())
return true;
// Mark this as loaded, to prevent it recursively loading itself
m_LoadedModules.insert(moduleName);
// Load and execute *.js
VfsPaths pathnames;
if (vfs::GetPathnames(g_VFS, L"simulation/ai/" + moduleName + L"/", L"*.js", pathnames) < 0)
{
LOGERROR("Failed to load AI scripts for module %s", utf8_from_wstring(moduleName));
return false;
}
for (const VfsPath& path : pathnames)
{
if (!m_ScriptInterface->LoadGlobalScriptFile(path))
{
LOGERROR("Failed to load script %s", path.string8());
return false;
}
}
return true;
}
static void IncludeModule(ScriptInterface::CmptPrivate* pCmptPrivate, const std::wstring& name)
{
ENSURE(pCmptPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCmptPrivate->pCBData);
self->LoadScripts(name);
}
static void PostCommand(ScriptInterface::CmptPrivate* pCmptPrivate, int playerid, JS::HandleValue cmd)
{
ENSURE(pCmptPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCmptPrivate->pCBData);
self->PostCommand(playerid, cmd);
}
void PostCommand(int playerid, JS::HandleValue cmd)
{
for (size_t i=0; i<m_Players.size(); i++)
{
if (m_Players[i]->m_Player == playerid)
{
m_Players[i]->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(cmd));
return;
}
}
LOGERROR("Invalid playerid in PostCommand!");
}
static JS::Value ComputePath(ScriptInterface::CmptPrivate* pCmptPrivate,
JS::HandleValue position, JS::HandleValue goal, pass_class_t passClass)
{
ENSURE(pCmptPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCmptPrivate->pCBData);
ScriptRequest rq(self->m_ScriptInterface);
CFixedVector2D pos, goalPos;
std::vector<CFixedVector2D> waypoints;
JS::RootedValue retVal(rq.cx);
self->m_ScriptInterface->FromJSVal<CFixedVector2D>(rq, position, pos);
self->m_ScriptInterface->FromJSVal<CFixedVector2D>(rq, goal, goalPos);
self->ComputePath(pos, goalPos, passClass, waypoints);
self->m_ScriptInterface->ToJSVal<std::vector<CFixedVector2D> >(rq, &retVal, waypoints);
return retVal;
}
void ComputePath(const CFixedVector2D& pos, const CFixedVector2D& goal, pass_class_t passClass, std::vector<CFixedVector2D>& waypoints)
{
WaypointPath ret;
PathGoal pathGoal = { PathGoal::POINT, goal.X, goal.Y };
m_LongPathfinder.ComputePath(m_HierarchicalPathfinder, pos.X, pos.Y, pathGoal, passClass, ret);
for (Waypoint& wp : ret.m_Waypoints)
waypoints.emplace_back(wp.x, wp.z);
}
static CParamNode GetTemplate(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& name)
{
ENSURE(pCmptPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCmptPrivate->pCBData);
return self->GetTemplate(name);
}
CParamNode GetTemplate(const std::string& name)
{
if (!m_TemplateLoader.TemplateExists(name))
return CParamNode(false);
return m_TemplateLoader.GetTemplateFileData(name).GetChild("Entity");
}
static void ExitProgram(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
QuitEngine();
}
/**
* Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights).
*/
static void DumpImage(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const std::wstring& name, const std::vector<u32>& data, u32 w, u32 h, u32 max)
{
// TODO: this is totally not threadsafe.
VfsPath filename = L"screenshots/aidump/" + name;
if (data.size() != w*h)
{
debug_warn(L"DumpImage: data size doesn't match w*h");
return;
}
if (max == 0)
{
debug_warn(L"DumpImage: max must not be 0");
return;
}
const size_t bpp = 8;
int flags = TEX_BOTTOM_UP|TEX_GREY;
const size_t img_size = w * h * bpp/8;
const size_t hdr_size = tex_hdr_size(filename);
shared_ptr<u8> buf;
AllocateAligned(buf, hdr_size+img_size, maxSectorSize);
Tex t;
if (t.wrap(w, h, bpp, flags, buf, hdr_size) < 0)
return;
u8* img = buf.get() + hdr_size;
for (size_t i = 0; i < data.size(); ++i)
img[i] = (u8)((data[i] * 255) / max);
tex_write(&t, filename);
}
void SetRNGSeed(u32 seed)
{
m_RNG.seed(seed);
}
bool TryLoadSharedComponent()
{
ScriptRequest rq(m_ScriptInterface);
// we don't need to load it.
if (!m_HasSharedComponent)
return false;
// reset the value so it can be used to determine if we actually initialized it.
m_HasSharedComponent = false;
if (LoadScripts(L"common-api"))
m_HasSharedComponent = true;
else
return false;
// mainly here for the error messages
OsPath path = L"simulation/ai/common-api/";
// Constructor name is SharedScript, it's in the module API3
// TODO: Hardcoding this is bad, we need a smarter way.
JS::RootedValue AIModule(rq.cx);
JS::RootedValue global(rq.cx, rq.globalValue());
JS::RootedValue ctor(rq.cx);
if (!m_ScriptInterface->GetProperty(global, "API3", &AIModule) || AIModule.isUndefined())
{
LOGERROR("Failed to create shared AI component: %s: can't find module '%s'", path.string8(), "API3");
return false;
}
if (!m_ScriptInterface->GetProperty(AIModule, "SharedScript", &ctor)
|| ctor.isUndefined())
{
LOGERROR("Failed to create shared AI component: %s: can't find constructor '%s'", path.string8(), "SharedScript");
return false;
}
// Set up the data to pass as the constructor argument
JS::RootedValue playersID(rq.cx);
ScriptInterface::CreateObject(rq, &playersID);
for (size_t i = 0; i < m_Players.size(); ++i)
{
JS::RootedValue val(rq.cx);
m_ScriptInterface->ToJSVal(rq, &val, m_Players[i]->m_Player);
m_ScriptInterface->SetPropertyInt(playersID, i, val, true);
}
ENSURE(m_HasLoadedEntityTemplates);
JS::RootedValue settings(rq.cx);
ScriptInterface::CreateObject(
rq,
&settings,
"players", playersID,
"templates", m_EntityTemplates);
JS::RootedValueVector argv(rq.cx);
ignore_result(argv.append(settings));
m_ScriptInterface->CallConstructor(ctor, argv, &m_SharedAIObj);
if (m_SharedAIObj.get().isNull())
{
LOGERROR("Failed to create shared AI component: %s: error calling constructor '%s'", path.string8(), "SharedScript");
return false;
}
return true;
}
bool AddPlayer(const std::wstring& aiName, player_id_t player, u8 difficulty, const std::wstring& behavior)
{
shared_ptr<CAIPlayer> ai(new CAIPlayer(*this, aiName, player, difficulty, behavior, m_ScriptInterface));
if (!ai->Initialise())
return false;
// this will be set to true if we need to load the shared Component.
if (!m_HasSharedComponent)
m_HasSharedComponent = ai->m_UseSharedComponent;
m_Players.push_back(ai);
return true;
}
bool RunGamestateInit(const ScriptInterface::StructuredClone& gameState, const Grid<NavcellData>& passabilityMap, const Grid<u8>& territoryMap,
const std::map<std::string, pass_class_t>& nonPathfindingPassClassMasks, const std::map<std::string, pass_class_t>& pathfindingPassClassMasks)
{
// this will be run last by InitGame.js, passing the full game representation.
// For now it will run for the shared Component.
// This is NOT run during deserialization.
ScriptRequest rq(m_ScriptInterface);
JS::RootedValue state(rq.cx);
m_ScriptInterface->ReadStructuredClone(gameState, &state);
ScriptInterface::ToJSVal(rq, &m_PassabilityMapVal, passabilityMap);
ScriptInterface::ToJSVal(rq, &m_TerritoryMapVal, territoryMap);
m_PassabilityMap = passabilityMap;
m_NonPathfindingPassClasses = nonPathfindingPassClassMasks;
m_PathfindingPassClasses = pathfindingPassClassMasks;
m_LongPathfinder.Reload(&m_PassabilityMap);
m_HierarchicalPathfinder.Recompute(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
if (m_HasSharedComponent)
{
m_ScriptInterface->SetProperty(state, "passabilityMap", m_PassabilityMapVal, true);
m_ScriptInterface->SetProperty(state, "territoryMap", m_TerritoryMapVal, true);
m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "init", state);
for (size_t i = 0; i < m_Players.size(); ++i)
{
if (m_HasSharedComponent && m_Players[i]->m_UseSharedComponent)
m_Players[i]->InitAI(state, m_SharedAIObj);
}
}
return true;
}
void UpdateGameState(const ScriptInterface::StructuredClone& gameState)
{
ENSURE(m_CommandsComputed);
m_GameState = gameState;
}
void UpdatePathfinder(const Grid<NavcellData>& passabilityMap, bool globallyDirty, const Grid<u8>& dirtinessGrid, bool justDeserialized,
const std::map<std::string, pass_class_t>& nonPathfindingPassClassMasks, const std::map<std::string, pass_class_t>& pathfindingPassClassMasks)
{
ENSURE(m_CommandsComputed);
bool dimensionChange = m_PassabilityMap.m_W != passabilityMap.m_W || m_PassabilityMap.m_H != passabilityMap.m_H;
m_PassabilityMap = passabilityMap;
if (globallyDirty)
{
m_LongPathfinder.Reload(&m_PassabilityMap);
m_HierarchicalPathfinder.Recompute(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
else
{
m_LongPathfinder.Update(&m_PassabilityMap);
m_HierarchicalPathfinder.Update(&m_PassabilityMap, dirtinessGrid);
}
ScriptRequest rq(m_ScriptInterface);
if (dimensionChange || justDeserialized)
ScriptInterface::ToJSVal(rq, &m_PassabilityMapVal, m_PassabilityMap);
else
{
// Avoid a useless memory reallocation followed by a garbage collection.
JS::RootedObject mapObj(rq.cx, &m_PassabilityMapVal.toObject());
JS::RootedValue mapData(rq.cx);
ENSURE(JS_GetProperty(rq.cx, mapObj, "data", &mapData));
JS::RootedObject dataObj(rq.cx, &mapData.toObject());
u32 length = 0;
ENSURE(JS::GetArrayLength(rq.cx, dataObj, &length));
u32 nbytes = (u32)(length * sizeof(NavcellData));
bool sharedMemory;
JS::AutoCheckCannotGC nogc;
memcpy((void*)JS_GetUint16ArrayData(dataObj, &sharedMemory, nogc), m_PassabilityMap.m_Data, nbytes);
}
}
void UpdateTerritoryMap(const Grid<u8>& territoryMap)
{
ENSURE(m_CommandsComputed);
bool dimensionChange = m_TerritoryMap.m_W != territoryMap.m_W || m_TerritoryMap.m_H != territoryMap.m_H;
m_TerritoryMap = territoryMap;
ScriptRequest rq(m_ScriptInterface);
if (dimensionChange)
ScriptInterface::ToJSVal(rq, &m_TerritoryMapVal, m_TerritoryMap);
else
{
// Avoid a useless memory reallocation followed by a garbage collection.
JS::RootedObject mapObj(rq.cx, &m_TerritoryMapVal.toObject());
JS::RootedValue mapData(rq.cx);
ENSURE(JS_GetProperty(rq.cx, mapObj, "data", &mapData));
JS::RootedObject dataObj(rq.cx, &mapData.toObject());
u32 length = 0;
ENSURE(JS::GetArrayLength(rq.cx, dataObj, &length));
u32 nbytes = (u32)(length * sizeof(u8));
bool sharedMemory;
JS::AutoCheckCannotGC nogc;
memcpy((void*)JS_GetUint8ArrayData(dataObj, &sharedMemory, nogc), m_TerritoryMap.m_Data, nbytes);
}
}
void StartComputation()
{
m_CommandsComputed = false;
}
void WaitToFinishComputation()
{
if (!m_CommandsComputed)
{
PerformComputation();
m_CommandsComputed = true;
}
}
void GetCommands(std::vector<SCommandSets>& commands)
{
WaitToFinishComputation();
commands.clear();
commands.resize(m_Players.size());
for (size_t i = 0; i < m_Players.size(); ++i)
{
commands[i].player = m_Players[i]->m_Player;
commands[i].commands = m_Players[i]->m_Commands;
}
}
void LoadEntityTemplates(const std::vector<std::pair<std::string, const CParamNode*> >& templates)
{
ScriptRequest rq(m_ScriptInterface);
m_HasLoadedEntityTemplates = true;
ScriptInterface::CreateObject(rq, &m_EntityTemplates);
JS::RootedValue val(rq.cx);
for (size_t i = 0; i < templates.size(); ++i)
{
templates[i].second->ToJSVal(rq, false, &val);
m_ScriptInterface->SetProperty(m_EntityTemplates, templates[i].first.c_str(), val, true);
}
}
void Serialize(std::ostream& stream, bool isDebug)
{
WaitToFinishComputation();
if (isDebug)
{
CDebugSerializer serializer(*m_ScriptInterface, stream);
serializer.Indent(4);
SerializeState(serializer);
}
else
{
CStdSerializer serializer(*m_ScriptInterface, stream);
SerializeState(serializer);
}
}
void SerializeState(ISerializer& serializer)
{
if (m_Players.empty())
return;
ScriptRequest rq(m_ScriptInterface);
std::stringstream rngStream;
rngStream << m_RNG;
serializer.StringASCII("rng", rngStream.str(), 0, 32);
serializer.NumberU32_Unbounded("turn", m_TurnNum);
serializer.Bool("useSharedScript", m_HasSharedComponent);
if (m_HasSharedComponent)
serializer.ScriptVal("sharedData", &m_SharedAIObj);
for (size_t i = 0; i < m_Players.size(); ++i)
{
serializer.String("name", m_Players[i]->m_AIName, 1, 256);
serializer.NumberI32_Unbounded("player", m_Players[i]->m_Player);
serializer.NumberU8_Unbounded("difficulty", m_Players[i]->m_Difficulty);
serializer.String("behavior", m_Players[i]->m_Behavior, 1, 256);
serializer.NumberU32_Unbounded("num commands", (u32)m_Players[i]->m_Commands.size());
for (size_t j = 0; j < m_Players[i]->m_Commands.size(); ++j)
{
JS::RootedValue val(rq.cx);
m_ScriptInterface->ReadStructuredClone(m_Players[i]->m_Commands[j], &val);
serializer.ScriptVal("command", &val);
}
serializer.ScriptVal("data", &m_Players[i]->m_Obj);
}
// AI pathfinder
Serializer(serializer, "non pathfinding pass classes", m_NonPathfindingPassClasses);
Serializer(serializer, "pathfinding pass classes", m_PathfindingPassClasses);
serializer.NumberU16_Unbounded("pathfinder grid w", m_PassabilityMap.m_W);
serializer.NumberU16_Unbounded("pathfinder grid h", m_PassabilityMap.m_H);
serializer.RawBytes("pathfinder grid data", (const u8*)m_PassabilityMap.m_Data,
m_PassabilityMap.m_W*m_PassabilityMap.m_H*sizeof(NavcellData));
}
void Deserialize(std::istream& stream, u32 numAis)
{
m_PlayerMetadata.clear();
m_Players.clear();
if (numAis == 0)
return;
ScriptRequest rq(m_ScriptInterface);
ENSURE(m_CommandsComputed); // deserializing while we're still actively computing would be bad
CStdDeserializer deserializer(*m_ScriptInterface, stream);
std::string rngString;
std::stringstream rngStream;
deserializer.StringASCII("rng", rngString, 0, 32);
rngStream << rngString;
rngStream >> m_RNG;
deserializer.NumberU32_Unbounded("turn", m_TurnNum);
deserializer.Bool("useSharedScript", m_HasSharedComponent);
if (m_HasSharedComponent)
{
TryLoadSharedComponent();
deserializer.ScriptObjectAssign("sharedData", m_SharedAIObj);
}
for (size_t i = 0; i < numAis; ++i)
{
std::wstring name;
player_id_t player;
u8 difficulty;
std::wstring behavior;
deserializer.String("name", name, 1, 256);
deserializer.NumberI32_Unbounded("player", player);
deserializer.NumberU8_Unbounded("difficulty",difficulty);
deserializer.String("behavior", behavior, 1, 256);
if (!AddPlayer(name, player, difficulty, behavior))
throw PSERROR_Deserialize_ScriptError();
u32 numCommands;
deserializer.NumberU32_Unbounded("num commands", numCommands);
m_Players.back()->m_Commands.reserve(numCommands);
for (size_t j = 0; j < numCommands; ++j)
{
JS::RootedValue val(rq.cx);
deserializer.ScriptVal("command", &val);
m_Players.back()->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(val));
}
deserializer.ScriptObjectAssign("data", m_Players.back()->m_Obj);
}
// AI pathfinder
Serializer(deserializer, "non pathfinding pass classes", m_NonPathfindingPassClasses);
Serializer(deserializer, "pathfinding pass classes", m_PathfindingPassClasses);
u16 mapW, mapH;
deserializer.NumberU16_Unbounded("pathfinder grid w", mapW);
deserializer.NumberU16_Unbounded("pathfinder grid h", mapH);
m_PassabilityMap = Grid<NavcellData>(mapW, mapH);
deserializer.RawBytes("pathfinder grid data", (u8*)m_PassabilityMap.m_Data, mapW*mapH*sizeof(NavcellData));
m_LongPathfinder.Reload(&m_PassabilityMap);
m_HierarchicalPathfinder.Recompute(&m_PassabilityMap, m_NonPathfindingPassClasses, m_PathfindingPassClasses);
}
int getPlayerSize()
{
return m_Players.size();
}
private:
static void Trace(JSTracer *trc, void *data)
{
reinterpret_cast<CAIWorker*>(data)->TraceMember(trc);
}
void TraceMember(JSTracer *trc)
{
for (std::pair<const VfsPath, JS::Heap<JS::Value>>& metadata : m_PlayerMetadata)
JS::TraceEdge(trc, &metadata.second, "CAIWorker::m_PlayerMetadata");
}
void LoadMetadata(const VfsPath& path, JS::MutableHandleValue out)
{
if (m_PlayerMetadata.find(path) == m_PlayerMetadata.end())
{
// Load and cache the AI player metadata
m_ScriptInterface->ReadJSONFile(path, out);
m_PlayerMetadata[path] = JS::Heap<JS::Value>(out);
return;
}
out.set(m_PlayerMetadata[path].get());
}
void PerformComputation()
{
// Deserialize the game state, to pass to the AI's HandleMessage
ScriptRequest rq(m_ScriptInterface);
JS::RootedValue state(rq.cx);
{
PROFILE3("AI compute read state");
m_ScriptInterface->ReadStructuredClone(m_GameState, &state);
m_ScriptInterface->SetProperty(state, "passabilityMap", m_PassabilityMapVal, true);
m_ScriptInterface->SetProperty(state, "territoryMap", m_TerritoryMapVal, true);
}
// It would be nice to do
// m_ScriptInterface->FreezeObject(state.get(), true);
// to prevent AI scripts accidentally modifying the state and
// affecting other AI scripts they share it with. But the performance
// cost is far too high, so we won't do that.
// If there is a shared component, run it
if (m_HasSharedComponent)
{
PROFILE3("AI run shared component");
m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "onUpdate", state);
}
for (size_t i = 0; i < m_Players.size(); ++i)
{
PROFILE3("AI script");
PROFILE2_ATTR("player: %d", m_Players[i]->m_Player);
PROFILE2_ATTR("script: %ls", m_Players[i]->m_AIName.c_str());
if (m_HasSharedComponent && m_Players[i]->m_UseSharedComponent)
m_Players[i]->Run(state, m_Players[i]->m_Player, m_SharedAIObj);
else
m_Players[i]->Run(state, m_Players[i]->m_Player);
}
}
// Take care to keep this declaration before heap rooted members. Destructors of heap rooted
// members have to be called before the context destructor.
shared_ptr<ScriptContext> m_ScriptContext;
shared_ptr<ScriptInterface> m_ScriptInterface;
boost::rand48 m_RNG;
u32 m_TurnNum;
JS::PersistentRootedValue m_EntityTemplates;
bool m_HasLoadedEntityTemplates;
std::map<VfsPath, JS::Heap<JS::Value> > m_PlayerMetadata;
std::vector<shared_ptr<CAIPlayer> > m_Players; // use shared_ptr just to avoid copying
bool m_HasSharedComponent;
JS::PersistentRootedValue m_SharedAIObj;
std::vector<SCommandSets> m_Commands;
std::set<std::wstring> m_LoadedModules;
ScriptInterface::StructuredClone m_GameState;
Grid<NavcellData> m_PassabilityMap;
JS::PersistentRootedValue m_PassabilityMapVal;
Grid<u8> m_TerritoryMap;
JS::PersistentRootedValue m_TerritoryMapVal;
std::map<std::string, pass_class_t> m_NonPathfindingPassClasses;
std::map<std::string, pass_class_t> m_PathfindingPassClasses;
HierarchicalPathfinder m_HierarchicalPathfinder;
LongPathfinder m_LongPathfinder;
bool m_CommandsComputed;
CTemplateLoader m_TemplateLoader;
};
/**
* Implementation of ICmpAIManager.
*/
class CCmpAIManager : public ICmpAIManager
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(AIManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_TerritoriesDirtyID = 0;
m_TerritoriesDirtyBlinkingID = 0;
m_JustDeserialized = false;
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberU32_Unbounded("num ais", m_Worker.getPlayerSize());
// Because the AI worker uses its own ScriptInterface, we can't use the
// ISerializer (which was initialised with the simulation ScriptInterface)
// directly. So we'll just grab the ISerializer's stream and write to it
// with an independent serializer.
m_Worker.Serialize(serialize.GetStream(), serialize.IsDebug());
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
u32 numAis;
deserialize.NumberU32_Unbounded("num ais", numAis);
if (numAis > 0)
LoadUsedEntityTemplates();
m_Worker.Deserialize(deserialize.GetStream(), numAis);
m_JustDeserialized = true;
}
virtual void AddPlayer(const std::wstring& id, player_id_t player, u8 difficulty, const std::wstring& behavior)
{
LoadUsedEntityTemplates();
m_Worker.AddPlayer(id, player, difficulty, behavior);
// AI players can cheat and see through FoW/SoD, since that greatly simplifies
// their implementation.
// (TODO: maybe cleverer AIs should be able to optionally retain FoW/SoD)
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
if (cmpRangeManager)
cmpRangeManager->SetLosRevealAll(player, true);
}
virtual void SetRNGSeed(u32 seed)
{
m_Worker.SetRNGSeed(seed);
}
virtual void TryLoadSharedComponent()
{
m_Worker.TryLoadSharedComponent();
}
virtual void RunGamestateInit()
{
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
ScriptRequest rq(scriptInterface);
CmpPtr<ICmpAIInterface> cmpAIInterface(GetSystemEntity());
ENSURE(cmpAIInterface);
// Get the game state from AIInterface
// We flush events from the initialization so we get a clean state now.
JS::RootedValue state(rq.cx);
cmpAIInterface->GetFullRepresentation(&state, true);
// Get the passability data
Grid<NavcellData> dummyGrid;
const Grid<NavcellData>* passabilityMap = &dummyGrid;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (cmpPathfinder)
passabilityMap = &cmpPathfinder->GetPassabilityGrid();
// Get the territory data
// Since getting the territory grid can trigger a recalculation, we check NeedUpdateAI first
Grid<u8> dummyGrid2;
const Grid<u8>* territoryMap = &dummyGrid2;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdateAI(&m_TerritoriesDirtyID, &m_TerritoriesDirtyBlinkingID))
territoryMap = &cmpTerritoryManager->GetTerritoryGrid();
LoadPathfinderClasses(state);
std::map<std::string, pass_class_t> nonPathfindingPassClassMasks, pathfindingPassClassMasks;
if (cmpPathfinder)
cmpPathfinder->GetPassabilityClasses(nonPathfindingPassClassMasks, pathfindingPassClassMasks);
m_Worker.RunGamestateInit(scriptInterface.WriteStructuredClone(state),
*passabilityMap, *territoryMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
virtual void StartComputation()
{
PROFILE("AI setup");
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
ScriptRequest rq(scriptInterface);
if (m_Worker.getPlayerSize() == 0)
return;
CmpPtr<ICmpAIInterface> cmpAIInterface(GetSystemEntity());
ENSURE(cmpAIInterface);
// Get the game state from AIInterface
JS::RootedValue state(rq.cx);
if (m_JustDeserialized)
cmpAIInterface->GetFullRepresentation(&state, false);
else
cmpAIInterface->GetRepresentation(&state);
LoadPathfinderClasses(state); // add the pathfinding classes to it
// Update the game state
m_Worker.UpdateGameState(scriptInterface.WriteStructuredClone(state));
// Update the pathfinding data
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (cmpPathfinder)
{
const GridUpdateInformation& dirtinessInformations = cmpPathfinder->GetAIPathfinderDirtinessInformation();
if (dirtinessInformations.dirty || m_JustDeserialized)
{
const Grid<NavcellData>& passabilityMap = cmpPathfinder->GetPassabilityGrid();
std::map<std::string, pass_class_t> nonPathfindingPassClassMasks, pathfindingPassClassMasks;
cmpPathfinder->GetPassabilityClasses(nonPathfindingPassClassMasks, pathfindingPassClassMasks);
m_Worker.UpdatePathfinder(passabilityMap,
dirtinessInformations.globallyDirty, dirtinessInformations.dirtinessGrid, m_JustDeserialized,
nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
cmpPathfinder->FlushAIPathfinderDirtinessInformation();
}
// Update the territory data
// Since getting the territory grid can trigger a recalculation, we check NeedUpdateAI first
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && (cmpTerritoryManager->NeedUpdateAI(&m_TerritoriesDirtyID, &m_TerritoriesDirtyBlinkingID) || m_JustDeserialized))
{
const Grid<u8>& territoryMap = cmpTerritoryManager->GetTerritoryGrid();
m_Worker.UpdateTerritoryMap(territoryMap);
}
m_Worker.StartComputation();
m_JustDeserialized = false;
}
virtual void PushCommands()
{
std::vector<CAIWorker::SCommandSets> commands;
m_Worker.GetCommands(commands);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(GetSystemEntity());
if (!cmpCommandQueue)
return;
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue clonedCommandVal(rq.cx);
for (size_t i = 0; i < commands.size(); ++i)
{
for (size_t j = 0; j < commands[i].commands.size(); ++j)
{
scriptInterface.ReadStructuredClone(commands[i].commands[j], &clonedCommandVal);
cmpCommandQueue->PushLocalCommand(commands[i].player, clonedCommandVal);
}
}
}
private:
size_t m_TerritoriesDirtyID;
size_t m_TerritoriesDirtyBlinkingID;
bool m_JustDeserialized;
/**
* Load the templates of all entities on the map (called when adding a new AI player for a new game
* or when deserializing)
*/
void LoadUsedEntityTemplates()
{
if (m_Worker.HasLoadedEntityTemplates())
return;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSystemEntity());
ENSURE(cmpTemplateManager);
std::vector<std::string> templateNames = cmpTemplateManager->FindUsedTemplates();
std::vector<std::pair<std::string, const CParamNode*> > usedTemplates;
usedTemplates.reserve(templateNames.size());
for (const std::string& name : templateNames)
{
const CParamNode* node = cmpTemplateManager->GetTemplateWithoutValidation(name);
if (node)
usedTemplates.emplace_back(name, node);
}
// Send the data to the worker
m_Worker.LoadEntityTemplates(usedTemplates);
}
void LoadPathfinderClasses(JS::HandleValue state)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue classesVal(rq.cx);
ScriptInterface::CreateObject(rq, &classesVal);
std::map<std::string, pass_class_t> classes;
cmpPathfinder->GetPassabilityClasses(classes);
for (std::map<std::string, pass_class_t>::iterator it = classes.begin(); it != classes.end(); ++it)
scriptInterface.SetProperty(classesVal, it->first.c_str(), it->second, true);
scriptInterface.SetProperty(state, "passabilityClasses", classesVal, true);
}
CAIWorker m_Worker;
};
REGISTER_COMPONENT_TYPE(AIManager)