/* Copyright (C) 2021 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 . */ #ifndef INCLUDED_MAPGENERATOR #define INCLUDED_MAPGENERATOR #include "ps/FileIo.h" #include "ps/TemplateLoader.h" #include "scriptinterface/StructuredClone.h" #include #include #include #include #include class CMapGeneratorWorker; /** * Random map generator interface. Initialized by CMapReader and then checked * periodically during loading, until it's finished (progress value is 0). * * The actual work is performed by CMapGeneratorWorker in a separate thread. */ class CMapGenerator { NONCOPYABLE(CMapGenerator); public: CMapGenerator(); ~CMapGenerator(); /** * Start the map generator thread * * @param scriptFile The VFS path for the script, e.g. "maps/random/latium.js" * @param settings JSON string containing settings for the map generator */ void GenerateMap(const VfsPath& scriptFile, const std::string& settings); /** * Get status of the map generator thread * * @return Progress percentage 1-100 if active, 0 when finished, or -1 on error */ int GetProgress(); /** * Get random map data, according to this format: * http://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat * * @return StructuredClone containing map data */ Script::StructuredClone GetResults(); private: CMapGeneratorWorker* m_Worker; }; /** * Random map generator worker thread. * (This is run in a thread so that the GUI remains responsive while loading) * * Thread-safety: * - Initialize and constructor/destructor must be called from the main thread. * - ScriptInterface created and destroyed by thread * - StructuredClone used to return JS map data - JS:Values can't be used across threads/contexts. */ class CMapGeneratorWorker { public: CMapGeneratorWorker(ScriptInterface* scriptInterface); ~CMapGeneratorWorker(); /** * Start the map generator thread * * @param scriptFile The VFS path for the script, e.g. "maps/random/latium.js" * @param settings JSON string containing settings for the map generator */ void Initialize(const VfsPath& scriptFile, const std::string& settings); /** * Get status of the map generator thread * * @return Progress percentage 1-100 if active, 0 when finished, or -1 on error */ int GetProgress(); /** * Get random map data, according to this format: * http://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat * * @return StructuredClone containing map data */ Script::StructuredClone GetResults(); /** * Set initial seed, callback data. * Expose functions, globals and classes defined in this class relevant to the map and test scripts. */ void InitScriptInterface(const u32 seed); private: /** * Expose functions defined in this class that are relevant to mapscripts but not the tests. */ void RegisterScriptFunctions_MapGenerator(); /** * Load all scripts of the given library * * @param libraryName VfsPath specifying name of the library (subfolder of ../maps/random/) * @return true if all scripts ran successfully, false if there's an error */ bool LoadScripts(const VfsPath& libraryName); /** * Finalize map generation and pass results from the script to the engine. */ void ExportMap(JS::HandleValue data); /** * Load an image file and return it as a height array. */ JS::Value LoadHeightmap(const VfsPath& src); /** * Load an Atlas terrain file (PMP) returning textures and heightmap. */ JS::Value LoadMapTerrain(const VfsPath& filename); /** * Sets the map generation progress, which is one of multiple stages determining the loading screen progress. */ void SetProgress(int progress); /** * Microseconds since the epoch. */ double GetMicroseconds(); /** * Return the template data of the given template name. */ CParamNode GetTemplate(const std::string& templateName); /** * Check whether the given template exists. */ bool TemplateExists(const std::string& templateName); /** * Returns all template names of simulation entity templates. */ std::vector FindTemplates(const std::string& path, bool includeSubdirectories); /** * Returns all template names of actors. */ std::vector FindActorTemplates(const std::string& path, bool includeSubdirectories); /** * Perform map generation in an independent thread. */ static void RunThread(CMapGeneratorWorker* self); /** * Perform the map generation. */ bool Run(); /** * Currently loaded script librarynames. */ std::set m_LoadedLibraries; /** * Result of the mapscript generation including terrain, entities and environment settings. */ Script::StructuredClone m_MapData; /** * Deterministic random number generator. */ boost::rand48 m_MapGenRNG; /** * Current map generation progress. */ int m_Progress; /** * Provides the script context. */ ScriptInterface* m_ScriptInterface; /** * Map generation script to run. */ VfsPath m_ScriptPath; /** * Map and simulation settings chosen in the gamesetup stage. */ std::string m_Settings; /** * Backend to loading template data. */ CTemplateLoader m_TemplateLoader; /** * Holds the mapgeneration thread identifier. */ std::thread m_WorkerThread; /** * Avoids thread synchronization issues. */ std::mutex m_WorkerMutex; }; #endif //INCLUDED_MAPGENERATOR