0ad/source/simulation2/components/CCmpAIManager.cpp
Yves 3362c591f5 Moves AI players to one global using the module pattern.
This avoids wrapping overhead that would otherwise be required because
multiple globals per compartment aren't supported anymore in newer
versions of SpiderMonkey.

Check the ticket for a detailed explanation.

Closes #2322
Refs #2241
Refs #1886

This was SVN commit r14441.
2013-12-30 10:04:59 +00:00

1084 lines
34 KiB
C++

/* Copyright (C) 2013 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/Util.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/ICmpTechnologyTemplateManager.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.h"
#include "simulation2/serialization/SerializeTemplates.h"
/**
* @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, uint8_t difficulty,
shared_ptr<ScriptInterface> scriptInterface) :
m_Worker(worker), m_AIName(aiName), m_Player(player), m_Difficulty(difficulty), m_ScriptInterface(scriptInterface)
{
}
~CAIPlayer()
{
// Clean up rooted objects before destroying their script context
m_Obj = CScriptValRooted();
m_Commands.clear();
}
bool Initialise(bool callConstructor)
{
// LoadScripts will only load each script once even though we call it for each player
if (!m_Worker.LoadScripts(m_AIName))
return false;
OsPath path = L"simulation/ai/" + m_AIName + L"/data.json";
CScriptValRooted metadata = m_Worker.LoadMetadata(path);
if (metadata.uninitialised())
{
LOGERROR(L"Failed to create AI player: can't find %ls", path.string().c_str());
return false;
}
// Get the constructor name from the metadata
// If the AI doesn't use modules, we look for the constructor in the global object
// TODO: All AIs should use modules. Remove the condition if this requirement is met.
std::string moduleName;
std::string constructor;
CScriptVal objectWithConstructor; // object that should contain the constructor function
CScriptVal ctor;
if (!m_ScriptInterface->HasProperty(metadata.get(), "moduleName"))
{
objectWithConstructor = m_ScriptInterface->GetGlobalObject();
}
else
{
m_ScriptInterface->GetProperty(metadata.get(), "moduleName", moduleName);
if(!m_ScriptInterface->GetProperty(m_ScriptInterface->GetGlobalObject(), moduleName.c_str(), objectWithConstructor) || objectWithConstructor.undefined())
{
LOGERROR(L"Failed to create AI player: %ls: can't find the module that should contain the constructor: '%hs'", path.string().c_str(), moduleName.c_str());
return false;
}
}
if (!m_ScriptInterface->GetProperty(metadata.get(), "constructor", constructor))
{
LOGERROR(L"Failed to create AI player: %ls: missing 'constructor'", path.string().c_str());
return false;
}
// Get the constructor function from the loaded scripts
if (!m_ScriptInterface->GetProperty(objectWithConstructor.get(), constructor.c_str(), ctor)
|| ctor.undefined())
{
LOGERROR(L"Failed to create AI player: %ls: can't find constructor '%hs'", path.string().c_str(), constructor.c_str());
return false;
}
m_ScriptInterface->GetProperty(metadata.get(), "useShared", m_UseSharedComponent);
CScriptVal obj;
if (callConstructor)
{
// Set up the data to pass as the constructor argument
CScriptVal settings;
m_ScriptInterface->Eval(L"({})", settings);
m_ScriptInterface->SetProperty(settings.get(), "player", m_Player, false);
m_ScriptInterface->SetProperty(settings.get(), "difficulty", m_Difficulty, false);
ENSURE(m_Worker.m_HasLoadedEntityTemplates);
m_ScriptInterface->SetProperty(settings.get(), "templates", m_Worker.m_EntityTemplates, false);
obj = m_ScriptInterface->CallConstructor(ctor.get(), settings.get());
}
else
{
// For deserialization, we want to create the object with the correct prototype
// but don't want to actually run the constructor again
// XXX: actually we don't currently use this path for deserialization - maybe delete it?
obj = m_ScriptInterface->NewObjectFromConstructor(ctor.get());
}
if (obj.undefined())
{
LOGERROR(L"Failed to create AI player: %ls: error calling constructor '%hs'", path.string().c_str(), constructor.c_str());
return false;
}
m_Obj = CScriptValRooted(m_ScriptInterface->GetContext(), obj);
return true;
}
void Run(CScriptVal state, int playerID)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj.get(), "HandleMessage", state, playerID);
}
// overloaded with a sharedAI part.
// javascript can handle both natively on the same function.
void Run(CScriptVal state, int playerID, CScriptValRooted SharedAI)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj.get(), "HandleMessage", state, playerID, SharedAI);
}
void InitAI(CScriptVal state, CScriptValRooted SharedAI)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj.get(), "Init", state, m_Player, SharedAI);
}
CAIWorker& m_Worker;
std::wstring m_AIName;
player_id_t m_Player;
uint8_t m_Difficulty;
bool m_UseSharedComponent;
shared_ptr<ScriptInterface> m_ScriptInterface;
CScriptValRooted m_Obj;
std::vector<shared_ptr<ScriptInterface::StructuredClone> > m_Commands;
};
public:
struct SCommandSets
{
player_id_t player;
std::vector<shared_ptr<ScriptInterface::StructuredClone> > commands;
};
CAIWorker() :
// TODO: Passing a 32 MB argument to CreateRuntime() is a temporary fix
// to prevent frequent AI out-of-memory crashes. The argument should be
// removed as soon whenever the new pathfinder is committed
// And the AIs can stop relying on their own little hands.
m_ScriptRuntime(ScriptInterface::CreateRuntime(33554432)),
m_ScriptInterface(new ScriptInterface("Engine", "AI", m_ScriptRuntime)),
m_TurnNum(0),
m_CommandsComputed(true),
m_HasLoadedEntityTemplates(false),
m_HasSharedComponent(false)
{
// TODO: ought to seed the RNG (in a network-synchronised way) before we use it
m_ScriptInterface->ReplaceNondeterministicRNG(m_RNG);
m_ScriptInterface->LoadGlobalScripts();
m_ScriptInterface->SetCallbackData(static_cast<void*> (this));
m_ScriptInterface->RegisterFunction<void, int, CScriptValRooted, CAIWorker::PostCommand>("PostCommand");
m_ScriptInterface->RegisterFunction<void, std::wstring, CAIWorker::IncludeModule>("IncludeModule");
m_ScriptInterface->RegisterFunction<void, CAIWorker::DumpHeap>("DumpHeap");
m_ScriptInterface->RegisterFunction<void, CAIWorker::ForceGC>("ForceGC");
m_ScriptInterface->RegisterFunction<void, std::wstring, std::vector<u32>, u32, u32, u32, CAIWorker::DumpImage>("DumpImage");
}
~CAIWorker()
{
// Clear rooted script values before destructing the script interface
m_EntityTemplates = CScriptValRooted();
m_PlayerMetadata.clear();
m_Players.clear();
m_GameState.reset();
m_PassabilityMapVal = CScriptValRooted();
m_TerritoryMapVal = CScriptValRooted();
}
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;
vfs::GetPathnames(g_VFS, L"simulation/ai/" + moduleName + L"/", L"*.js", pathnames);
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
{
if (!m_ScriptInterface->LoadGlobalScriptFile(*it))
{
LOGERROR(L"Failed to load script %ls", it->string().c_str());
return false;
}
}
return true;
}
static void IncludeModule(void* cbdata, std::wstring name)
{
CAIWorker* self = static_cast<CAIWorker*> (cbdata);
self->LoadScripts(name);
}
static void PostCommand(void* cbdata, int playerid, CScriptValRooted cmd)
{
CAIWorker* self = static_cast<CAIWorker*> (cbdata);
self->PostCommand(playerid, cmd);
}
void PostCommand(int playerid, CScriptValRooted 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.get()));
return;
}
}
LOGERROR(L"Invalid playerid in PostCommand!");
}
// The next two ought to be implmeneted someday but for now as it returns "null" it can't
static void DumpHeap(void* cbdata)
{
if (cbdata == NULL) {
debug_warn(L"Warning: the shared component has asked for DumpHeap. Ignoring.");
return;
}
CAIWorker* self = static_cast<CAIWorker*> (cbdata);
self->m_ScriptInterface->DumpHeap();
}
static void ForceGC(void* cbdata)
{
if (cbdata == NULL) {
debug_warn(L"Warning: the shared component has asked for ForceGC. Ignoring.");
return;
}
CAIWorker* self = static_cast<CAIWorker*> (cbdata);
PROFILE3("AI compute GC");
JS_GC(self->m_ScriptInterface->GetContext());
}
/**
* Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights).
*/
static void DumpImage(void* UNUSED(cbdata), std::wstring name, 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 (tex_wrap(w, h, bpp, flags, buf, hdr_size, &t) < 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);
tex_free(&t);
}
bool TryLoadSharedComponent(bool hasTechs)
{
// 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-v3"))
m_HasSharedComponent = true;
else
return false;
// mainly here for the error messages
OsPath path = L"simulation/ai/common-api-v2/";
// Constructor name is SharedScript, it's in the module API3
// TODO: Hardcoding this is bad, we need a smarter way.
CScriptVal AIModule;
CScriptVal ctor;
if (!m_ScriptInterface->GetProperty(m_ScriptInterface->GetGlobalObject(), "API3", AIModule) || AIModule.undefined())
{
LOGERROR(L"Failed to create shared AI component: %ls: can't find module '%hs'", path.string().c_str(), "API3");
return false;
}
if (!m_ScriptInterface->GetProperty(AIModule.get(), "SharedScript", ctor)
|| ctor.undefined())
{
LOGERROR(L"Failed to create shared AI component: %ls: can't find constructor '%hs'", path.string().c_str(), "SharedScript");
return false;
}
// Set up the data to pass as the constructor argument
CScriptVal settings;
m_ScriptInterface->Eval(L"({})", settings);
CScriptVal playersID;
m_ScriptInterface->Eval(L"({})", playersID);
for (size_t i = 0; i < m_Players.size(); ++i)
{
jsval val = m_ScriptInterface->ToJSVal(m_ScriptInterface->GetContext(), m_Players[i]->m_Player);
m_ScriptInterface->SetPropertyInt(playersID.get(), i, CScriptVal(val), true);
}
m_ScriptInterface->SetProperty(settings.get(), "players", playersID);
ENSURE(m_HasLoadedEntityTemplates);
m_ScriptInterface->SetProperty(settings.get(), "templates", m_EntityTemplates, false);
if (hasTechs)
{
m_ScriptInterface->SetProperty(settings.get(), "techTemplates", m_TechTemplates, false);
}
else
{
// won't get the tech templates directly.
CScriptVal fakeTech;
m_ScriptInterface->Eval("({})", fakeTech);
m_ScriptInterface->SetProperty(settings.get(), "techTemplates", fakeTech, false);
}
m_SharedAIObj = CScriptValRooted(m_ScriptInterface->GetContext(),m_ScriptInterface->CallConstructor(ctor.get(), settings.get()));
if (m_SharedAIObj.undefined())
{
LOGERROR(L"Failed to create shared AI component: %ls: error calling constructor '%hs'", path.string().c_str(), "SharedScript");
return false;
}
return true;
}
bool AddPlayer(const std::wstring& aiName, player_id_t player, uint8_t difficulty, bool callConstructor)
{
shared_ptr<CAIPlayer> ai(new CAIPlayer(*this, aiName, player, difficulty, m_ScriptInterface));
if (!ai->Initialise(callConstructor))
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_ScriptInterface->MaybeGC();
m_Players.push_back(ai);
return true;
}
bool RunGamestateInit(const shared_ptr<ScriptInterface::StructuredClone>& gameState, const Grid<u16>& passabilityMap, const Grid<u8>& territoryMap)
{
// 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.
CScriptVal state = m_ScriptInterface->ReadStructuredClone(gameState);
JSContext* cx = m_ScriptInterface->GetContext();
m_PassabilityMapVal = CScriptValRooted(cx, ScriptInterface::ToJSVal(cx, passabilityMap));
m_TerritoryMapVal = CScriptValRooted(cx, ScriptInterface::ToJSVal(cx, territoryMap));
if (m_HasSharedComponent)
{
m_ScriptInterface->SetProperty(state.get(), "passabilityMap", m_PassabilityMapVal, true);
m_ScriptInterface->SetProperty(state.get(), "territoryMap", m_TerritoryMapVal, true);
m_ScriptInterface->CallFunctionVoid(m_SharedAIObj.get(), "init", state);
m_ScriptInterface->MaybeGC();
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 StartComputation(const shared_ptr<ScriptInterface::StructuredClone>& gameState, const Grid<u16>& passabilityMap, const Grid<u8>& territoryMap, bool territoryMapDirty)
{
ENSURE(m_CommandsComputed);
m_GameState = gameState;
if (passabilityMap.m_DirtyID != m_PassabilityMap.m_DirtyID)
{
m_PassabilityMap = passabilityMap;
JSContext* cx = m_ScriptInterface->GetContext();
m_PassabilityMapVal = CScriptValRooted(cx, ScriptInterface::ToJSVal(cx, m_PassabilityMap));
}
if (territoryMapDirty)
{
m_TerritoryMap = territoryMap;
JSContext* cx = m_ScriptInterface->GetContext();
m_TerritoryMapVal = CScriptValRooted(cx, ScriptInterface::ToJSVal(cx, m_TerritoryMap));
}
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 RegisterTechTemplates(const shared_ptr<ScriptInterface::StructuredClone>& techTemplates) {
JSContext* cx = m_ScriptInterface->GetContext();
m_TechTemplates = CScriptValRooted(cx, m_ScriptInterface->ReadStructuredClone(techTemplates));
}
void LoadEntityTemplates(const std::vector<std::pair<std::string, const CParamNode*> >& templates)
{
m_HasLoadedEntityTemplates = true;
m_ScriptInterface->Eval("({})", m_EntityTemplates);
for (size_t i = 0; i < templates.size(); ++i)
{
jsval val = templates[i].second->ToJSVal(m_ScriptInterface->GetContext(), false);
m_ScriptInterface->SetProperty(m_EntityTemplates.get(), templates[i].first.c_str(), CScriptVal(val), true);
}
// Since the template data is shared between AI players, freeze it
// to stop any of them changing it and confusing the other players
m_ScriptInterface->FreezeObject(m_EntityTemplates.get(), 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);
// TODO: see comment in Deserialize()
serializer.SetSerializablePrototypes(m_SerializablePrototypes);
SerializeState(serializer);
}
}
void SerializeState(ISerializer& serializer)
{
std::stringstream rngStream;
rngStream << m_RNG;
serializer.StringASCII("rng", rngStream.str(), 0, 32);
serializer.NumberU32_Unbounded("turn", m_TurnNum);
serializer.NumberU32_Unbounded("num ais", (u32)m_Players.size());
serializer.Bool("useSharedScript", m_HasSharedComponent);
if (m_HasSharedComponent)
{
CScriptVal sharedData;
if (!m_ScriptInterface->CallFunction(m_SharedAIObj.get(), "Serialize", sharedData))
LOGERROR(L"AI shared script Serialize call failed");
serializer.ScriptVal("sharedData", sharedData);
}
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.NumberU32_Unbounded("num commands", (u32)m_Players[i]->m_Commands.size());
for (size_t j = 0; j < m_Players[i]->m_Commands.size(); ++j)
{
CScriptVal val = m_ScriptInterface->ReadStructuredClone(m_Players[i]->m_Commands[j]);
serializer.ScriptVal("command", val);
}
bool hasCustomSerialize = m_ScriptInterface->HasProperty(m_Players[i]->m_Obj.get(), "Serialize");
if (hasCustomSerialize)
{
CScriptVal scriptData;
if (!m_ScriptInterface->CallFunction(m_Players[i]->m_Obj.get(), "Serialize", scriptData))
LOGERROR(L"AI script Serialize call failed");
serializer.ScriptVal("data", scriptData);
}
else
{
serializer.ScriptVal("data", m_Players[i]->m_Obj.get());
}
}
}
void Deserialize(std::istream& stream)
{
ENSURE(m_CommandsComputed); // deserializing while we're still actively computing would be bad
CStdDeserializer deserializer(*m_ScriptInterface, stream);
m_PlayerMetadata.clear();
m_Players.clear();
std::string rngString;
std::stringstream rngStream;
deserializer.StringASCII("rng", rngString, 0, 32);
rngStream << rngString;
rngStream >> m_RNG;
deserializer.NumberU32_Unbounded("turn", m_TurnNum);
uint32_t numAis;
deserializer.NumberU32_Unbounded("num ais", numAis);
deserializer.Bool("useSharedScript", m_HasSharedComponent);
TryLoadSharedComponent(false);
if (m_HasSharedComponent)
{
CScriptVal sharedData;
deserializer.ScriptVal("sharedData", sharedData);
if (!m_ScriptInterface->CallFunctionVoid(m_SharedAIObj.get(), "Deserialize", sharedData))
LOGERROR(L"AI shared script Deserialize call failed");
}
for (size_t i = 0; i < numAis; ++i)
{
std::wstring name;
player_id_t player;
uint8_t difficulty;
deserializer.String("name", name, 1, 256);
deserializer.NumberI32_Unbounded("player", player);
deserializer.NumberU8_Unbounded("difficulty",difficulty);
if (!AddPlayer(name, player, difficulty, true))
throw PSERROR_Deserialize_ScriptError();
uint32_t numCommands;
deserializer.NumberU32_Unbounded("num commands", numCommands);
m_Players.back()->m_Commands.reserve(numCommands);
for (size_t j = 0; j < numCommands; ++j)
{
CScriptVal val;
deserializer.ScriptVal("command", val);
m_Players.back()->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(val.get()));
}
// TODO: this is yucky but necessary while the AIs are sharing data between contexts;
// ideally a new (de)serializer instance would be created for each player
// so they would have a single, consistent script context to use and serializable
// prototypes could be stored in their ScriptInterface
deserializer.SetSerializablePrototypes(m_DeserializablePrototypes);
bool hasCustomDeserialize = m_ScriptInterface->HasProperty(m_Players.back()->m_Obj.get(), "Deserialize");
if (hasCustomDeserialize)
{
CScriptVal scriptData;
deserializer.ScriptVal("data", scriptData);
if (m_Players[i]->m_UseSharedComponent)
{
if (!m_ScriptInterface->CallFunctionVoid(m_Players.back()->m_Obj.get(), "Deserialize", scriptData, m_SharedAIObj))
LOGERROR(L"AI script Deserialize call failed");
}
else if (!m_ScriptInterface->CallFunctionVoid(m_Players.back()->m_Obj.get(), "Deserialize", scriptData))
{
LOGERROR(L"AI script deserialize() call failed");
}
}
else
{
deserializer.ScriptVal("data", m_Players.back()->m_Obj);
}
}
}
int getPlayerSize()
{
return m_Players.size();
}
void RegisterSerializablePrototype(std::wstring name, CScriptVal proto)
{
// Require unique prototype and name (for reverse lookup)
// TODO: this is yucky - see comment in Deserialize()
JSObject* obj = JSVAL_TO_OBJECT(proto.get());
std::pair<std::map<JSObject*, std::wstring>::iterator, bool> ret1 = m_SerializablePrototypes.insert(std::make_pair(obj, name));
std::pair<std::map<std::wstring, JSObject*>::iterator, bool> ret2 = m_DeserializablePrototypes.insert(std::make_pair(name, obj));
if (!ret1.second || !ret2.second)
LOGERROR(L"RegisterSerializablePrototype called with same prototype multiple times: p=%p n='%ls'", obj, name.c_str());
}
private:
CScriptValRooted LoadMetadata(const VfsPath& path)
{
if (m_PlayerMetadata.find(path) == m_PlayerMetadata.end())
{
// Load and cache the AI player metadata
m_PlayerMetadata[path] = m_ScriptInterface->ReadJSONFile(path);
}
return m_PlayerMetadata[path];
}
void PerformComputation()
{
if (m_Players.size() == 0)
{
// Run the GC every so often.
// (This isn't particularly necessary, but it makes profiling clearer
// since it avoids random GC delays while running other scripts)
if (m_TurnNum++ % 50 == 0)
{
PROFILE3("AI compute GC");
m_ScriptInterface->MaybeGC();
}
return;
}
// Deserialize the game state, to pass to the AI's HandleMessage
CScriptVal state;
{
PROFILE3("AI compute read state");
state = m_ScriptInterface->ReadStructuredClone(m_GameState);
m_ScriptInterface->SetProperty(state.get(), "passabilityMap", m_PassabilityMapVal, true);
m_ScriptInterface->SetProperty(state.get(), "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.get(), "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);
}
// Run GC if we are about to overflow
if (JS_GetGCParameter(m_ScriptInterface->GetRuntime(), JSGC_BYTES) > 33000000)
{
PROFILE3("AI compute GC");
JS_GC(m_ScriptInterface->GetContext());
}
// Run the GC every so often.
// (This isn't particularly necessary, but it makes profiling clearer
// since it avoids random GC delays while running other scripts)
/*if (m_TurnNum++ % 20 == 0)
{
PROFILE3("AI compute GC");
m_ScriptInterface->MaybeGC();
}*/
}
shared_ptr<ScriptRuntime> m_ScriptRuntime;
shared_ptr<ScriptInterface> m_ScriptInterface;
boost::rand48 m_RNG;
u32 m_TurnNum;
CScriptValRooted m_EntityTemplates;
bool m_HasLoadedEntityTemplates;
CScriptValRooted m_TechTemplates;
std::map<VfsPath, CScriptValRooted> m_PlayerMetadata;
std::vector<shared_ptr<CAIPlayer> > m_Players; // use shared_ptr just to avoid copying
bool m_HasSharedComponent;
CScriptValRooted m_SharedAIObj;
std::vector<SCommandSets> m_Commands;
std::set<std::wstring> m_LoadedModules;
shared_ptr<ScriptInterface::StructuredClone> m_GameState;
Grid<u16> m_PassabilityMap;
CScriptValRooted m_PassabilityMapVal;
Grid<u8> m_TerritoryMap;
CScriptValRooted m_TerritoryMapVal;
bool m_CommandsComputed;
std::map<JSObject*, std::wstring> m_SerializablePrototypes;
std::map<std::wstring, JSObject*> m_DeserializablePrototypes;
};
/**
* Implementation of ICmpAIManager.
*/
class CCmpAIManager : public ICmpAIManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_ProgressiveLoad);
}
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_JustDeserialized = false;
StartLoadEntityTemplates();
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
// 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);
ForceLoadEntityTemplates();
m_Worker.Deserialize(deserialize.GetStream());
m_JustDeserialized = true;
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_ProgressiveLoad:
{
const CMessageProgressiveLoad& msgData = static_cast<const CMessageProgressiveLoad&> (msg);
*msgData.total += (int)m_TemplateNames.size();
if (*msgData.progressed)
break;
if (ContinueLoadEntityTemplates())
*msgData.progressed = true;
*msgData.progress += (int)m_TemplateLoadedIdx;
break;
}
}
}
virtual void AddPlayer(std::wstring id, player_id_t player, uint8_t difficulty)
{
m_Worker.AddPlayer(id, player, difficulty, true);
// 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 TryLoadSharedComponent()
{
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
// load the technology templates
CmpPtr<ICmpTechnologyTemplateManager> cmpTechTemplateManager(GetSystemEntity());
ENSURE(cmpTechTemplateManager);
// Get the game state from AIInterface
CScriptVal techTemplates = cmpTechTemplateManager->GetAllTechs();
m_Worker.RegisterTechTemplates(scriptInterface.WriteStructuredClone(techTemplates.get()));
m_Worker.TryLoadSharedComponent(true);
}
virtual void RunGamestateInit()
{
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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.
CScriptVal state = cmpAIInterface->GetFullRepresentation(true);
// Get the passability data
Grid<u16> dummyGrid;
const Grid<u16>* 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 NeedUpdate first
Grid<u8> dummyGrid2;
const Grid<u8>* territoryMap = &dummyGrid2;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID))
{
territoryMap = &cmpTerritoryManager->GetTerritoryGrid();
}
LoadPathfinderClasses(state);
m_Worker.RunGamestateInit(scriptInterface.WriteStructuredClone(state.get()), *passabilityMap, *territoryMap);
}
virtual void StartComputation()
{
PROFILE("AI setup");
ForceLoadEntityTemplates();
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
if (m_Worker.getPlayerSize() == 0)
return;
CmpPtr<ICmpAIInterface> cmpAIInterface(GetSystemEntity());
ENSURE(cmpAIInterface);
// Get the game state from AIInterface
CScriptVal state;
if (m_JustDeserialized)
state = cmpAIInterface->GetFullRepresentation(true);
else
state = cmpAIInterface->GetRepresentation();
// Get the passability data
Grid<u16> dummyGrid;
const Grid<u16>* 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 NeedUpdate first
bool territoryMapDirty = false;
Grid<u8> dummyGrid2;
const Grid<u8>* territoryMap = &dummyGrid2;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID))
{
territoryMap = &cmpTerritoryManager->GetTerritoryGrid();
territoryMapDirty = true;
}
LoadPathfinderClasses(state);
m_Worker.StartComputation(scriptInterface.WriteStructuredClone(state.get()), *passabilityMap, *territoryMap, territoryMapDirty);
m_JustDeserialized = false;
}
virtual void PushCommands()
{
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
std::vector<CAIWorker::SCommandSets> commands;
m_Worker.GetCommands(commands);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(GetSystemEntity());
if (!cmpCommandQueue)
return;
for (size_t i = 0; i < commands.size(); ++i)
{
for (size_t j = 0; j < commands[i].commands.size(); ++j)
{
cmpCommandQueue->PushLocalCommand(commands[i].player,
scriptInterface.ReadStructuredClone(commands[i].commands[j]));
}
}
}
private:
std::vector<std::string> m_TemplateNames;
size_t m_TemplateLoadedIdx;
std::vector<std::pair<std::string, const CParamNode*> > m_Templates;
size_t m_TerritoriesDirtyID;
bool m_JustDeserialized;
void StartLoadEntityTemplates()
{
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSystemEntity());
ENSURE(cmpTemplateManager);
m_TemplateNames = cmpTemplateManager->FindAllTemplates(false);
m_TemplateLoadedIdx = 0;
m_Templates.reserve(m_TemplateNames.size());
}
// Tries to load the next entity template. Returns true if we did some work.
bool ContinueLoadEntityTemplates()
{
if (m_TemplateLoadedIdx >= m_TemplateNames.size())
return false;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSystemEntity());
ENSURE(cmpTemplateManager);
const CParamNode* node = cmpTemplateManager->GetTemplateWithoutValidation(m_TemplateNames[m_TemplateLoadedIdx]);
if (node)
m_Templates.push_back(std::make_pair(m_TemplateNames[m_TemplateLoadedIdx], node));
m_TemplateLoadedIdx++;
// If this was the last template, send the data to the worker
if (m_TemplateLoadedIdx == m_TemplateNames.size())
m_Worker.LoadEntityTemplates(m_Templates);
return true;
}
void ForceLoadEntityTemplates()
{
while (ContinueLoadEntityTemplates())
{
}
}
void LoadPathfinderClasses(CScriptVal state)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
CScriptVal classesVal;
scriptInterface.Eval("({ pathfinderObstruction: 1, foundationObstruction: 2 })", classesVal);
std::map<std::string, ICmpPathfinder::pass_class_t> classes = cmpPathfinder->GetPassabilityClasses();
for (std::map<std::string, ICmpPathfinder::pass_class_t>::iterator it = classes.begin(); it != classes.end(); ++it)
scriptInterface.SetProperty(classesVal.get(), it->first.c_str(), it->second, true);
scriptInterface.SetProperty(state.get(), "passabilityClasses", classesVal, true);
}
CAIWorker m_Worker;
};
REGISTER_COMPONENT_TYPE(AIManager)