forked from 0ad/0ad
wraitii
369c2e8801
GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
/* Copyright (C) 2020 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 <condition_variable>
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#include <mutex>
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#include <string>
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#include <vector>
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struct ScenarioConfig {
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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 Command {
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int playerID;
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std::string json_cmd;
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};
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enum GameMessageType { Reset, Commands };
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struct GameMessage {
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GameMessageType type;
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std::vector<Command> commands;
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};
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extern void EndGame();
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struct mg_context;
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const static std::string EMPTY_STATE;
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class RLInterface
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{
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public:
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std::string Step(const std::vector<Command> commands);
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std::string Reset(const ScenarioConfig* scenario);
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std::vector<std::string> GetTemplates(const std::vector<std::string> names) const;
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void EnableHTTP(const char* server_address);
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std::string SendGameMessage(const GameMessage msg);
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bool TryGetGameMessage(GameMessage& msg);
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void TryApplyMessage();
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std::string GetGameState();
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bool IsGameRunning();
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private:
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mg_context* m_MgContext = nullptr;
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const GameMessage* m_GameMessage = nullptr;
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std::string m_GameState;
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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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ScenarioConfig m_ScenarioConfig;
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};
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extern RLInterface* g_RLInterface;
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#endif // INCLUDED_RLINTERFACE
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