0ad/source/simulation2/components/CCmpTemplateManager.cpp
wraitii 08b44fe647 Fix water rendering (transparent objects now appear correctly when underwater/in reflections)
Add a new config option (renderactors) that, if set to false, will
prevent actors from rendering in-game (grass…)

This was SVN commit r14447.
2013-12-30 15:52:42 +00:00

639 lines
23 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 "ICmpTemplateManager.h"
#include "simulation2/MessageTypes.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XML/RelaxNG.h"
#include "ps/XML/Xeromyces.h"
static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
static const wchar_t ACTOR_ROOT[] = L"art/actors/";
class CCmpTemplateManager : public ICmpTemplateManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeGloballyToMessageType(MT_Destroy);
}
DEFAULT_COMPONENT_ALLOCATOR(TemplateManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_DisableValidation = false;
m_Validator.LoadGrammar(GetSimContext().GetComponentManager().GenerateSchema());
// TODO: handle errors loading the grammar here?
// TODO: support hotloading changes to the grammar
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
size_t count = 0;
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if (ENTITY_IS_LOCAL(it->first))
continue;
++count;
}
serialize.NumberU32_Unbounded("num entities", (u32)count);
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if (ENTITY_IS_LOCAL(it->first))
continue;
serialize.NumberU32_Unbounded("id", it->first);
serialize.StringASCII("template", it->second, 0, 256);
}
// TODO: maybe we should do some kind of interning thing instead of printing so many strings?
// TODO: will need to serialize techs too, because we need to be giving out
// template data before other components (like the tech components) have been deserialized
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
u32 numEntities;
deserialize.NumberU32_Unbounded("num entities", numEntities);
for (u32 i = 0; i < numEntities; ++i)
{
entity_id_t ent;
std::string templateName;
deserialize.NumberU32_Unbounded("id", ent);
deserialize.StringASCII("template", templateName, 0, 256);
m_LatestTemplates[ent] = templateName;
}
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Destroy:
{
const CMessageDestroy& msgData = static_cast<const CMessageDestroy&> (msg);
// Clean up m_LatestTemplates so it doesn't record any data for destroyed entities
m_LatestTemplates.erase(msgData.entity);
break;
}
}
}
virtual void DisableValidation()
{
m_DisableValidation = true;
}
virtual const CParamNode* LoadTemplate(entity_id_t ent, const std::string& templateName, int playerID);
virtual const CParamNode* GetTemplate(std::string templateName);
virtual const CParamNode* GetTemplateWithoutValidation(std::string templateName);
virtual const CParamNode* LoadLatestTemplate(entity_id_t ent);
virtual std::string GetCurrentTemplateName(entity_id_t ent);
virtual std::vector<std::string> FindAllTemplates(bool includeActors);
virtual std::vector<entity_id_t> GetEntitiesUsingTemplate(std::string templateName);
private:
// Entity template XML validator
RelaxNGValidator m_Validator;
// Disable validation, for test cases
bool m_DisableValidation;
// Map from template name (XML filename or special |-separated string) to the most recently
// loaded non-broken template data. This includes files that will fail schema validation.
// (Failed loads won't remove existing entries under the same name, so we behave more nicely
// when hotloading broken files)
std::map<std::string, CParamNode> m_TemplateFileData;
// Map from template name to schema validation status.
// (Some files, e.g. inherited parent templates, may not be valid themselves but we still need to load
// them and use them; we only reject invalid templates that were requested directly by GetTemplate/etc)
std::map<std::string, bool> m_TemplateSchemaValidity;
// Remember the template used by each entity, so we can return them
// again for deserialization.
// TODO: should store player ID etc.
std::map<entity_id_t, std::string> m_LatestTemplates;
// (Re)loads the given template, regardless of whether it exists already,
// and saves into m_TemplateFileData. Also loads any parents that are not yet
// loaded. Returns false on error.
// @param templateName XML filename to load (not a |-separated string)
bool LoadTemplateFile(const std::string& templateName, int depth);
// Constructs a standard static-decorative-object template for the given actor
void ConstructTemplateActor(const std::string& actorName, CParamNode& out);
// Copy the non-interactive components of an entity template (position, actor, etc) into
// a new entity template
void CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse);
// Copy the components of an entity necessary for a construction foundation
// (position, actor, armour, health, etc) into a new entity template
void CopyFoundationSubset(CParamNode& out, const CParamNode& in);
// Copy the components of an entity necessary for a non-foundation construction entity
// into a new entity template
void CopyConstructionSubset(CParamNode& out, const CParamNode& in);
// Copy the components of an entity necessary for a gatherable resource
// into a new entity template
void CopyResourceSubset(CParamNode& out, const CParamNode& in);
};
REGISTER_COMPONENT_TYPE(TemplateManager)
const CParamNode* CCmpTemplateManager::LoadTemplate(entity_id_t ent, const std::string& templateName, int UNUSED(playerID))
{
m_LatestTemplates[ent] = templateName;
const CParamNode* templateRoot = GetTemplate(templateName);
if (!templateRoot)
return NULL;
// TODO: Eventually we need to support techs in here, and return a different template per playerID
return templateRoot;
}
const CParamNode* CCmpTemplateManager::GetTemplate(std::string templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName.c_str());
return NULL;
}
if (!m_DisableValidation)
{
// Compute validity, if it's not computed before
if (m_TemplateSchemaValidity.find(templateName) == m_TemplateSchemaValidity.end())
{
m_TemplateSchemaValidity[templateName] = m_Validator.Validate(wstring_from_utf8(templateName), m_TemplateFileData[templateName].ToXML());
// Show error on the first failure to validate the template
if (!m_TemplateSchemaValidity[templateName])
LOGERROR(L"Failed to validate entity template '%hs'", templateName.c_str());
}
// Refuse to return invalid templates
if (!m_TemplateSchemaValidity[templateName])
return NULL;
}
const CParamNode& templateRoot = m_TemplateFileData[templateName].GetChild("Entity");
if (!templateRoot.IsOk())
{
// The validator should never let this happen
LOGERROR(L"Invalid root element in entity template '%hs'", templateName.c_str());
return NULL;
}
return &templateRoot;
}
const CParamNode* CCmpTemplateManager::GetTemplateWithoutValidation(std::string templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName.c_str());
return NULL;
}
const CParamNode& templateRoot = m_TemplateFileData[templateName].GetChild("Entity");
if (!templateRoot.IsOk())
return NULL;
return &templateRoot;
}
const CParamNode* CCmpTemplateManager::LoadLatestTemplate(entity_id_t ent)
{
std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return NULL;
return LoadTemplate(ent, it->second, -1);
}
std::string CCmpTemplateManager::GetCurrentTemplateName(entity_id_t ent)
{
std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return "";
return it->second;
}
bool CCmpTemplateManager::LoadTemplateFile(const std::string& templateName, int depth)
{
// If this file was already loaded, we don't need to do anything
if (m_TemplateFileData.find(templateName) != m_TemplateFileData.end())
return true;
// Handle infinite loops more gracefully than running out of stack space and crashing
if (depth > 100)
{
LOGERROR(L"Probable infinite inheritance loop in entity template '%hs'", templateName.c_str());
return false;
}
// Handle special case "actor|foo"
if (templateName.find("actor|") == 0)
{
ConstructTemplateActor(templateName.substr(6), m_TemplateFileData[templateName]);
return true;
}
// Handle special case "preview|foo"
if (templateName.find("preview|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(8);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], false);
return true;
}
// Handle special case "corpse|foo"
if (templateName.find("corpse|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(7);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName], true);
return true;
}
// Handle special case "foundation|foo"
if (templateName.find("foundation|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(11);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyFoundationSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "construction|foo"
if (templateName.find("construction|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(13);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyConstructionSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Handle special case "resource|foo"
if (templateName.find("resource|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::string baseName = templateName.substr(9);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%hs'", baseName.c_str());
return false;
}
// Copy a subset to the requested template
CopyResourceSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Normal case: templateName is an XML file:
VfsPath path = VfsPath(TEMPLATE_ROOT) / wstring_from_utf8(templateName + ".xml");
CXeromyces xero;
PSRETURN ok = xero.Load(g_VFS, path);
if (ok != PSRETURN_OK)
return false; // (Xeromyces already logged an error with the full filename)
int attr_parent = xero.GetAttributeID("parent");
CStr parentName = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent);
if (!parentName.empty())
{
// To prevent needless complexity in template design, we don't allow |-separated strings as parents
if (parentName.find('|') != parentName.npos)
{
LOGERROR(L"Invalid parent '%hs' in entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
// Ensure the parent is loaded
if (!LoadTemplateFile(parentName, depth+1))
{
LOGERROR(L"Failed to load parent '%hs' of entity template '%hs'", parentName.c_str(), templateName.c_str());
return false;
}
CParamNode& parentData = m_TemplateFileData[parentName];
// Initialise this template with its parent
m_TemplateFileData[templateName] = parentData;
}
// Load the new file into the template data (overriding parent values)
CParamNode::LoadXML(m_TemplateFileData[templateName], xero, wstring_from_utf8(templateName).c_str());
return true;
}
void CCmpTemplateManager::ConstructTemplateActor(const std::string& actorName, CParamNode& out)
{
// Load the base actor template if necessary
const char* templateName = "special/actor";
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%hs'", templateName);
return;
}
// Copy the actor template
out = m_TemplateFileData[templateName];
// Initialise the actor's name and make it an Atlas selectable entity.
std::wstring actorNameW = wstring_from_utf8(actorName);
std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(actorNameW));
std::string xml = "<Entity>"
"<VisualActor><Actor>" + name + "</Actor><ActorOnly/></VisualActor>"
// arbitrary-sized Footprint definition to make actors' selection outlines show up in Atlas
"<Footprint><Circle radius='2.0'/><Height>1.0</Height></Footprint>"
"<Selectable>"
"<EditorOnly/>"
"<Overlay><Texture><MainTexture>actor.png</MainTexture><MainTextureMask>actor_mask.png</MainTextureMask></Texture></Overlay>"
"</Selectable>"
"</Entity>";
CParamNode::LoadXMLString(out, xml.c_str(), actorNameW.c_str());
}
static Status AddToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the .xml extension
VfsPath pathstem = pathname.ChangeExtension(L"");
// Strip the root from the path
std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT)-1);
// We want to ignore template_*.xml templates, since they should never be built in the editor
if (name.substr(0, 9) == L"template_")
return INFO::OK;
templates.push_back(std::string(name.begin(), name.end()));
return INFO::OK;
}
static Status AddActorToTemplates(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::string>& templates = *(std::vector<std::string>*)cbData;
// Strip the root from the path
std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1);
templates.push_back("actor|" + std::string(name.begin(), name.end()));
return INFO::OK;
}
std::vector<std::string> CCmpTemplateManager::FindAllTemplates(bool includeActors)
{
// TODO: eventually this should probably read all the template files and look for flags to
// determine which should be displayed in the editor (and in what categories etc); for now we'll
// just return all the files
std::vector<std::string> templates;
Status ok;
// Find all the normal entity templates first
ok = vfs::ForEachFile(g_VFS, TEMPLATE_ROOT, AddToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
WARN_IF_ERR(ok);
if (includeActors)
{
// Add all the actors too
ok = vfs::ForEachFile(g_VFS, ACTOR_ROOT, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", vfs::DIR_RECURSIVE);
WARN_IF_ERR(ok);
}
return templates;
}
/**
* Get the list of entities using the specified template
*/
std::vector<entity_id_t> CCmpTemplateManager::GetEntitiesUsingTemplate(std::string templateName)
{
std::vector<entity_id_t> entities;
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if(it->second == templateName)
entities.push_back(it->first);
}
return entities;
}
void CCmpTemplateManager::CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse)
{
// We only want to include components which are necessary (for the visual previewing of an entity)
// and safe (i.e. won't do anything that affects the synchronised simulation state), so additions
// to this list should be carefully considered
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("BuildRestrictions");
// Need these for the Actor Viewer:
permittedComponentTypes.insert("Attack");
permittedComponentTypes.insert("UnitMotion");
permittedComponentTypes.insert("Sound");
// (This set could be initialised once and reused, but it's not worth the effort)
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Disable the Obstruction component (if there is one) so it doesn't affect pathfinding
// (but can still be used for testing this entity for collisions against others)
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><Active>false</Active></Obstruction></Entity>");
if (!corpse)
{
// Previews should not cast shadows
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><DisableShadows/></VisualActor></Entity>");
// Previews should always be visible in fog-of-war/etc
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range><RetainInFog>false</RetainInFog><AlwaysVisible>true</AlwaysVisible></Vision></Entity>");
}
if (corpse)
{
// Corpses should include decay components and un-inactivate them
if (out.GetChild("Entity").GetChild("Decay").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Decay><Inactive disable=''/></Decay></Entity>");
// Corpses shouldn't display silhouettes (especially since they're often half underground)
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "<Entity><VisualActor><SilhouetteDisplay>false</SilhouetteDisplay></VisualActor></Entity>");
}
}
void CCmpTemplateManager::CopyFoundationSubset(CParamNode& out, const CParamNode& in)
{
// TODO: this is all kind of yucky and hard-coded; it'd be nice to have a more generic
// extensible scriptable way to define these subsets
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("BuildRestrictions");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Armour");
permittedComponentTypes.insert("Health");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Decay");
permittedComponentTypes.insert("Cost");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("Vision");
permittedComponentTypes.insert("AIProxy");
permittedComponentTypes.insert("RallyPoint");
permittedComponentTypes.insert("RallyPointRenderer");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// Switch the actor to foundation mode
CParamNode::LoadXMLString(out, "<Entity><VisualActor><Foundation/></VisualActor></Entity>");
// Add the Foundation component, to deal with the construction process
CParamNode::LoadXMLString(out, "<Entity><Foundation/></Entity>");
// Initialise health to 1
CParamNode::LoadXMLString(out, "<Entity><Health><Initial>1</Initial></Health></Entity>");
// Foundations shouldn't initially block unit movement
if (out.GetChild("Entity").GetChild("Obstruction").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Obstruction><DisableBlockMovement>true</DisableBlockMovement><DisableBlockPathfinding>true</DisableBlockPathfinding></Obstruction></Entity>");
// Don't provide population bonuses yet (but still do take up population cost)
if (out.GetChild("Entity").GetChild("Cost").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Cost><PopulationBonus>0</PopulationBonus></Cost></Entity>");
// Foundations should be visible themselves in fog-of-war if their base template is,
// but shouldn't have any vision range
if (out.GetChild("Entity").GetChild("Vision").IsOk())
CParamNode::LoadXMLString(out, "<Entity><Vision><Range>0</Range></Vision></Entity>");
}
void CCmpTemplateManager::CopyConstructionSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for buildings rising during construction
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}
void CCmpTemplateManager::CopyResourceSubset(CParamNode& out, const CParamNode& in)
{
// Currently used for animals which die and leave a gatherable corpse.
// Mostly serves to filter out components like Vision, UnitAI, etc.
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
permittedComponentTypes.insert("Identity");
permittedComponentTypes.insert("Obstruction");
permittedComponentTypes.insert("Minimap");
permittedComponentTypes.insert("ResourceSupply");
permittedComponentTypes.insert("Selectable");
permittedComponentTypes.insert("Footprint");
permittedComponentTypes.insert("StatusBars");
permittedComponentTypes.insert("OverlayRenderer");
permittedComponentTypes.insert("Sound");
permittedComponentTypes.insert("AIProxy");
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
}