phosit
968e55704a
refs: #4211 Comments By: @vladislavbelov Differential Revision: https://code.wildfiregames.com/D5103 This was SVN commit r27908.
166 lines
4.9 KiB
C++
166 lines
4.9 KiB
C++
/* Copyright (C) 2023 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_RLINTERFACE
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#define INCLUDED_RLINTERFACE
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#include "simulation2/helpers/Player.h"
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#include "third_party/mongoose/mongoose.h"
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#include <condition_variable>
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#include <mutex>
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#include <vector>
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namespace RL
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{
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struct ScenarioConfig
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{
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bool saveReplay;
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player_id_t playerID;
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std::string content;
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};
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struct GameCommand
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{
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int playerID;
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std::string json_cmd;
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};
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enum class GameMessageType
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{
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None,
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Reset,
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Commands,
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Evaluate,
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};
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/**
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* Holds messages from the RL client to the game.
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*/
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struct GameMessage
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{
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GameMessageType type;
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std::vector<GameCommand> commands;
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};
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/**
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* Implements an interface providing fundamental capabilities required for reinforcement
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* learning (over HTTP).
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*
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* This consists of enabling an external script to configure the scenario (via Reset) and
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* then step the game engine manually and apply player actions (via Step). The interface
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* also supports querying unit templates to provide information about max health and other
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* potentially relevant game state information.
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*
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* See source/tools/rlclient/ for the external client code.
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*
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* The HTTP server is threaded.
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* Flow of data (with the interface active):
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* 0. The game/main thread calls TryApplyMessage()
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* - If no messages are pending, GOTO 0 (the simulation is not advanced).
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* 1. TryApplyMessage locks m_MsgLock, pulls the message, processes it, advances the simulation, and sets m_ReturnValue.
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* 2. TryApplyMessage notifies the RL thread that it can carry on and unlocks m_MsgLock. The main thread carries on frame rendering and goes back to 0.
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* 3. The RL thread locks m_MsgLock, reads m_ReturnValue, unlocks m_MsgLock, and sends the gamestate as HTTP Response to the RL client.
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* 4. The client processes the response and ultimately sends a new HTTP message to the RL Interface.
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* 5. The RL thread locks m_MsgLock, pushes the message, and starts waiting on the game/main thread to notify it (step 2).
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* - GOTO 0.
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*/
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class Interface
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{
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NONCOPYABLE(Interface);
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public:
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Interface(const char* server_address);
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/**
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* Non-blocking call to process any pending messages from the RL client.
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* Updates m_ReturnValue to the gamestate after messages have been processed.
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*/
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void TryApplyMessage();
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private:
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static void* MgCallback(mg_event event, struct mg_connection *conn, const struct mg_request_info *request_info);
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static std::string GetRequestContent(struct mg_connection *conn);
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/**
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* Process commands, update the simulation by one turn.
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* @return the gamestate after processing commands.
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*/
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std::string Step(std::vector<GameCommand>&& commands);
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/**
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* Reset the game state according to scenario, cleaning up existing games if required.
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* @return the gamestate after resetting.
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*/
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std::string Reset(ScenarioConfig&& scenario);
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/**
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* Evaluate JS code in the engine such as applying arbitrary modifiers.
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* @return the gamestate after script evaluation.
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*/
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std::string Evaluate(std::string&& code);
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/**
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* @return template data for all templates of @param names.
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*/
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std::vector<std::string> GetTemplates(const std::vector<std::string>& names) const;
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/**
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* @return true if a game is currently running.
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*/
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bool IsGameRunning() const;
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/**
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* Internal helper. Move @param msg into m_GameMessage, wait until it has been processed by the main thread,
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* and @return the gamestate after that message is processed.
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* It is invalid to call this if m_GameMessage is not currently empty.
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*/
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std::string SendGameMessage(GameMessage&& msg);
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/**
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* Internal helper.
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* @return true if m_GameMessage is not empty, and updates @param msg, false otherwise (msg is then unchanged).
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*/
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bool TryGetGameMessage(GameMessage& msg);
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/**
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* Process any pending messages from the RL client.
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* Updates m_ReturnValue to the gamestate after messages have been processed.
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*/
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void ApplyMessage(const GameMessage& msg);
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/**
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* @return the full gamestate as a JSON strong.
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* This uses the AI representation since it is readily available in the JS Engine.
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*/
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std::string GetGameState() const;
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private:
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GameMessage m_GameMessage;
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ScenarioConfig m_ScenarioConfig;
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std::string m_ReturnValue;
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bool m_NeedsGameState = false;
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mutable std::mutex m_Lock;
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std::mutex m_MsgLock;
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std::condition_variable m_MsgApplied;
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std::string m_Code;
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};
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}
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#endif // INCLUDED_RLINTERFACE
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