0ad/source/rlinterface/RLInterface.h
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
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.
2020-12-09 14:39:14 +00:00

78 lines
2.0 KiB
C++

/* Copyright (C) 2020 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/>.
*/
#ifndef INCLUDED_RLINTERFACE
#define INCLUDED_RLINTERFACE
#include "simulation2/helpers/Player.h"
#include <condition_variable>
#include <mutex>
#include <string>
#include <vector>
struct ScenarioConfig {
bool saveReplay;
player_id_t playerID;
std::string content;
};
struct Command {
int playerID;
std::string json_cmd;
};
enum GameMessageType { Reset, Commands };
struct GameMessage {
GameMessageType type;
std::vector<Command> commands;
};
extern void EndGame();
struct mg_context;
const static std::string EMPTY_STATE;
class RLInterface
{
public:
std::string Step(const std::vector<Command> commands);
std::string Reset(const ScenarioConfig* scenario);
std::vector<std::string> GetTemplates(const std::vector<std::string> names) const;
void EnableHTTP(const char* server_address);
std::string SendGameMessage(const GameMessage msg);
bool TryGetGameMessage(GameMessage& msg);
void TryApplyMessage();
std::string GetGameState();
bool IsGameRunning();
private:
mg_context* m_MgContext = nullptr;
const GameMessage* m_GameMessage = nullptr;
std::string m_GameState;
bool m_NeedsGameState = false;
mutable std::mutex m_lock;
std::mutex m_msgLock;
std::condition_variable m_msgApplied;
ScenarioConfig m_ScenarioConfig;
};
extern RLInterface* g_RLInterface;
#endif // INCLUDED_RLINTERFACE