forked from 0ad/0ad
906 lines
27 KiB
C++
906 lines
27 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.h"
|
|
|
|
#include "simulation2/MessageTypes.h"
|
|
#include "simulation2/system/ComponentManager.h"
|
|
#include "simulation2/system/ParamNode.h"
|
|
#include "simulation2/system/SimContext.h"
|
|
#include "simulation2/components/ICmpAIManager.h"
|
|
#include "simulation2/components/ICmpCommandQueue.h"
|
|
#include "simulation2/components/ICmpTemplateManager.h"
|
|
|
|
#include "graphics/MapReader.h"
|
|
#include "graphics/Terrain.h"
|
|
#include "lib/timer.h"
|
|
#include "lib/file/vfs/vfs_util.h"
|
|
#include "maths/MathUtil.h"
|
|
#include "ps/CLogger.h"
|
|
#include "ps/ConfigDB.h"
|
|
#include "ps/Filesystem.h"
|
|
#include "ps/Loader.h"
|
|
#include "ps/Profile.h"
|
|
#include "ps/Pyrogenesis.h"
|
|
#include "ps/XML/Xeromyces.h"
|
|
|
|
#include <iomanip>
|
|
|
|
#if MSC_VERSION
|
|
#include <process.h>
|
|
#define getpid _getpid // use the non-deprecated function name
|
|
#endif
|
|
|
|
static std::string Hexify(const std::string& s) // TODO: shouldn't duplicate this function in so many places
|
|
{
|
|
std::stringstream str;
|
|
str << std::hex;
|
|
for (size_t i = 0; i < s.size(); ++i)
|
|
str << std::setfill('0') << std::setw(2) << (int)(unsigned char)s[i];
|
|
return str.str();
|
|
}
|
|
|
|
class CSimulation2Impl
|
|
{
|
|
public:
|
|
CSimulation2Impl(CUnitManager* unitManager, CTerrain* terrain) :
|
|
m_SimContext(), m_ComponentManager(m_SimContext),
|
|
m_EnableOOSLog(false), m_EnableSerializationTest(false)
|
|
{
|
|
m_SimContext.m_UnitManager = unitManager;
|
|
m_SimContext.m_Terrain = terrain;
|
|
m_ComponentManager.LoadComponentTypes();
|
|
|
|
RegisterFileReloadFunc(ReloadChangedFileCB, this);
|
|
|
|
// Tests won't have config initialised
|
|
if (CConfigDB::IsInitialised())
|
|
{
|
|
CFG_GET_VAL("ooslog", Bool, m_EnableOOSLog);
|
|
CFG_GET_VAL("serializationtest", Bool, m_EnableSerializationTest);
|
|
}
|
|
}
|
|
|
|
~CSimulation2Impl()
|
|
{
|
|
UnregisterFileReloadFunc(ReloadChangedFileCB, this);
|
|
}
|
|
|
|
void ResetState(bool skipScriptedComponents, bool skipAI)
|
|
{
|
|
m_DeltaTime = 0.0;
|
|
m_LastFrameOffset = 0.0f;
|
|
m_TurnNumber = 0;
|
|
ResetComponentState(m_ComponentManager, skipScriptedComponents, skipAI);
|
|
}
|
|
|
|
static void ResetComponentState(CComponentManager& componentManager, bool skipScriptedComponents, bool skipAI)
|
|
{
|
|
componentManager.ResetState();
|
|
|
|
CParamNode noParam;
|
|
CComponentManager::ComponentTypeId cid;
|
|
|
|
// Add native system components:
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_TemplateManager, noParam);
|
|
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_CommandQueue, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_ObstructionManager, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_ParticleManager, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_Pathfinder, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_ProjectileManager, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_RangeManager, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_SoundManager, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_Terrain, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_TerritoryManager, noParam);
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_WaterManager, noParam);
|
|
|
|
// Add scripted system components:
|
|
if (!skipScriptedComponents)
|
|
{
|
|
#define LOAD_SCRIPTED_COMPONENT(name) \
|
|
cid = componentManager.LookupCID(name); \
|
|
if (cid == CID__Invalid) \
|
|
LOGERROR(L"Can't find component type " L##name); \
|
|
componentManager.AddComponent(SYSTEM_ENTITY, cid, noParam)
|
|
|
|
LOAD_SCRIPTED_COMPONENT("AIInterface");
|
|
LOAD_SCRIPTED_COMPONENT("Barter");
|
|
LOAD_SCRIPTED_COMPONENT("EndGameManager");
|
|
LOAD_SCRIPTED_COMPONENT("GuiInterface");
|
|
LOAD_SCRIPTED_COMPONENT("PlayerManager");
|
|
LOAD_SCRIPTED_COMPONENT("TechnologyTemplateManager");
|
|
LOAD_SCRIPTED_COMPONENT("Timer");
|
|
|
|
#undef LOAD_SCRIPTED_COMPONENT
|
|
|
|
if (!skipAI)
|
|
{
|
|
componentManager.AddComponent(SYSTEM_ENTITY, CID_AIManager, noParam);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
static bool LoadDefaultScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts);
|
|
static bool LoadScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts, const VfsPath& path);
|
|
Status ReloadChangedFile(const VfsPath& path);
|
|
|
|
static Status ReloadChangedFileCB(void* param, const VfsPath& path)
|
|
{
|
|
return static_cast<CSimulation2Impl*>(param)->ReloadChangedFile(path);
|
|
}
|
|
|
|
int ProgressiveLoad();
|
|
void Update(int turnLength, const std::vector<SimulationCommand>& commands);
|
|
static void UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector<SimulationCommand>& commands);
|
|
void Interpolate(float simFrameLength, float frameOffset, float realFrameLength);
|
|
|
|
void DumpState();
|
|
|
|
CSimContext m_SimContext;
|
|
CComponentManager m_ComponentManager;
|
|
double m_DeltaTime;
|
|
float m_LastFrameOffset;
|
|
|
|
std::string m_StartupScript;
|
|
CScriptValRooted m_InitAttributes;
|
|
CScriptValRooted m_MapSettings;
|
|
|
|
std::set<VfsPath> m_LoadedScripts;
|
|
|
|
uint32_t m_TurnNumber;
|
|
|
|
bool m_EnableOOSLog;
|
|
|
|
|
|
// Functions and data for the serialization test mode: (see Update() for relevant comments)
|
|
|
|
bool m_EnableSerializationTest;
|
|
|
|
struct SerializationTestState
|
|
{
|
|
std::stringstream state;
|
|
std::stringstream debug;
|
|
std::string hash;
|
|
};
|
|
|
|
void DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix);
|
|
|
|
void ReportSerializationFailure(
|
|
SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter,
|
|
SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter);
|
|
|
|
static std::vector<SimulationCommand> CloneCommandsFromOtherContext(ScriptInterface& oldScript, ScriptInterface& newScript,
|
|
const std::vector<SimulationCommand>& commands)
|
|
{
|
|
std::vector<SimulationCommand> newCommands = commands;
|
|
for (size_t i = 0; i < newCommands.size(); ++i)
|
|
{
|
|
newCommands[i].data = CScriptValRooted(newScript.GetContext(),
|
|
newScript.CloneValueFromOtherContext(oldScript, newCommands[i].data.get()));
|
|
}
|
|
return newCommands;
|
|
}
|
|
};
|
|
|
|
bool CSimulation2Impl::LoadDefaultScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts)
|
|
{
|
|
return (
|
|
LoadScripts(componentManager, loadedScripts, "simulation/components/interfaces/") &&
|
|
LoadScripts(componentManager, loadedScripts, L"simulation/helpers/") &&
|
|
LoadScripts(componentManager, loadedScripts, L"simulation/components/")
|
|
);
|
|
}
|
|
|
|
bool CSimulation2Impl::LoadScripts(CComponentManager& componentManager, std::set<VfsPath>* loadedScripts, const VfsPath& path)
|
|
{
|
|
VfsPaths pathnames;
|
|
if (vfs::GetPathnames(g_VFS, path, L"*.js", pathnames) < 0)
|
|
return false;
|
|
|
|
bool ok = true;
|
|
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
|
|
{
|
|
VfsPath filename = *it;
|
|
if (loadedScripts)
|
|
loadedScripts->insert(filename);
|
|
LOGMESSAGE(L"Loading simulation script '%ls'", filename.string().c_str());
|
|
if (! componentManager.LoadScript(filename))
|
|
ok = false;
|
|
}
|
|
return ok;
|
|
}
|
|
|
|
Status CSimulation2Impl::ReloadChangedFile(const VfsPath& path)
|
|
{
|
|
const VfsPath& filename = path;
|
|
|
|
// Ignore if this file wasn't loaded as a script
|
|
// (TODO: Maybe we ought to load in any new .js files that are created in the right directories)
|
|
if (m_LoadedScripts.find(filename) == m_LoadedScripts.end())
|
|
return INFO::OK;
|
|
|
|
// If the file doesn't exist (e.g. it was deleted), don't bother loading it since that'll give an error message.
|
|
// (Also don't bother trying to 'unload' it from the component manager, because that's not possible)
|
|
if (!VfsFileExists(path))
|
|
return INFO::OK;
|
|
|
|
LOGMESSAGE(L"Reloading simulation script '%ls'", filename.string().c_str());
|
|
if (!m_ComponentManager.LoadScript(filename, true))
|
|
return ERR::FAIL;
|
|
|
|
return INFO::OK;
|
|
}
|
|
|
|
int CSimulation2Impl::ProgressiveLoad()
|
|
{
|
|
// yield after this time is reached. balances increased progress bar
|
|
// smoothness vs. slowing down loading.
|
|
const double end_time = timer_Time() + 200e-3;
|
|
|
|
int ret;
|
|
|
|
do
|
|
{
|
|
bool progressed = false;
|
|
int total = 0;
|
|
int progress = 0;
|
|
|
|
CMessageProgressiveLoad msg(&progressed, &total, &progress);
|
|
|
|
m_ComponentManager.BroadcastMessage(msg);
|
|
|
|
if (!progressed || total == 0)
|
|
return 0; // we have nothing left to load
|
|
|
|
ret = Clamp(100*progress / total, 1, 100);
|
|
}
|
|
while (timer_Time() < end_time);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CSimulation2Impl::DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix)
|
|
{
|
|
if (!state.hash.empty())
|
|
{
|
|
std::ofstream file (OsString(path / (L"hash." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc);
|
|
file << Hexify(state.hash);
|
|
}
|
|
|
|
if (!state.debug.str().empty())
|
|
{
|
|
std::ofstream file (OsString(path / (L"debug." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc);
|
|
file << state.debug.str();
|
|
}
|
|
|
|
if (!state.state.str().empty())
|
|
{
|
|
std::ofstream file (OsString(path / (L"state." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary);
|
|
file << state.state.str();
|
|
}
|
|
}
|
|
|
|
void CSimulation2Impl::ReportSerializationFailure(
|
|
SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter,
|
|
SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter)
|
|
{
|
|
OsPath path = psLogDir() / "oos_log";
|
|
CreateDirectories(path, 0700);
|
|
|
|
// Clean up obsolete files from previous runs
|
|
wunlink(path / "hash.before.a");
|
|
wunlink(path / "hash.before.b");
|
|
wunlink(path / "debug.before.a");
|
|
wunlink(path / "debug.before.b");
|
|
wunlink(path / "state.before.a");
|
|
wunlink(path / "state.before.b");
|
|
wunlink(path / "hash.after.a");
|
|
wunlink(path / "hash.after.b");
|
|
wunlink(path / "debug.after.a");
|
|
wunlink(path / "debug.after.b");
|
|
wunlink(path / "state.after.a");
|
|
wunlink(path / "state.after.b");
|
|
|
|
if (primaryStateBefore)
|
|
DumpSerializationTestState(*primaryStateBefore, path, L"before.a");
|
|
if (primaryStateAfter)
|
|
DumpSerializationTestState(*primaryStateAfter, path, L"after.a");
|
|
if (secondaryStateBefore)
|
|
DumpSerializationTestState(*secondaryStateBefore, path, L"before.b");
|
|
if (secondaryStateAfter)
|
|
DumpSerializationTestState(*secondaryStateAfter, path, L"after.b");
|
|
|
|
debug_warn(L"Serialization test failure");
|
|
}
|
|
|
|
void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
|
|
{
|
|
PROFILE3("sim update");
|
|
PROFILE2_ATTR("turn %d", (int)m_TurnNumber);
|
|
|
|
fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;
|
|
|
|
/*
|
|
* In serialization test mode, we save the original (primary) simulation state before each turn update.
|
|
* We run the update, then load the saved state into a secondary context.
|
|
* We serialize that again and compare to the original serialization (to check that
|
|
* serialize->deserialize->serialize is equivalent to serialize).
|
|
* Then we run the update on the secondary context, and check that its new serialized
|
|
* state matches the primary context after the update (to check that the simulation doesn't depend
|
|
* on anything that's not serialized).
|
|
*/
|
|
|
|
const bool serializationTestDebugDump = false; // set true to save human-readable state dumps before an error is detected, for debugging (but slow)
|
|
const bool serializationTestHash = true; // set true to save and compare hash of state
|
|
|
|
SerializationTestState primaryStateBefore;
|
|
if (m_EnableSerializationTest)
|
|
{
|
|
ENSURE(m_ComponentManager.SerializeState(primaryStateBefore.state));
|
|
if (serializationTestDebugDump)
|
|
ENSURE(m_ComponentManager.DumpDebugState(primaryStateBefore.debug, false));
|
|
if (serializationTestHash)
|
|
ENSURE(m_ComponentManager.ComputeStateHash(primaryStateBefore.hash, false));
|
|
}
|
|
|
|
|
|
UpdateComponents(m_SimContext, turnLengthFixed, commands);
|
|
|
|
|
|
if (m_EnableSerializationTest)
|
|
{
|
|
// Initialise the secondary simulation
|
|
CTerrain secondaryTerrain;
|
|
CSimContext secondaryContext;
|
|
secondaryContext.m_Terrain = &secondaryTerrain;
|
|
CComponentManager secondaryComponentManager(secondaryContext);
|
|
secondaryComponentManager.LoadComponentTypes();
|
|
ENSURE(LoadDefaultScripts(secondaryComponentManager, NULL));
|
|
ResetComponentState(secondaryComponentManager, false, false);
|
|
|
|
// Load the map into the secondary simulation
|
|
|
|
LDR_BeginRegistering();
|
|
CMapReader* mapReader = new CMapReader; // automatically deletes itself
|
|
|
|
// TODO: this duplicates CWorld::RegisterInit and could probably be cleaned up a bit
|
|
std::string mapType;
|
|
m_ComponentManager.GetScriptInterface().GetProperty(m_InitAttributes.get(), "mapType", mapType);
|
|
if (mapType == "scenario")
|
|
{
|
|
// Load scenario attributes
|
|
std::wstring mapFile;
|
|
m_ComponentManager.GetScriptInterface().GetProperty(m_InitAttributes.get(), "map", mapFile);
|
|
|
|
VfsPath mapfilename(VfsPath("maps/scenarios") / (mapFile + L".pmp"));
|
|
mapReader->LoadMap(mapfilename, &secondaryTerrain, NULL, NULL, NULL, NULL, NULL, NULL,
|
|
NULL, NULL, &secondaryContext, INVALID_PLAYER, true); // throws exception on failure
|
|
}
|
|
else
|
|
{
|
|
// TODO: support random map scripts
|
|
debug_warn(L"Serialization test mode only supports scenarios");
|
|
}
|
|
|
|
LDR_EndRegistering();
|
|
ENSURE(LDR_NonprogressiveLoad() == INFO::OK);
|
|
|
|
ENSURE(secondaryComponentManager.DeserializeState(primaryStateBefore.state));
|
|
|
|
SerializationTestState secondaryStateBefore;
|
|
ENSURE(secondaryComponentManager.SerializeState(secondaryStateBefore.state));
|
|
if (serializationTestDebugDump)
|
|
ENSURE(secondaryComponentManager.DumpDebugState(secondaryStateBefore.debug, false));
|
|
if (serializationTestHash)
|
|
ENSURE(secondaryComponentManager.ComputeStateHash(secondaryStateBefore.hash, false));
|
|
|
|
if (primaryStateBefore.state.str() != secondaryStateBefore.state.str() ||
|
|
primaryStateBefore.hash != secondaryStateBefore.hash)
|
|
{
|
|
ReportSerializationFailure(&primaryStateBefore, NULL, &secondaryStateBefore, NULL);
|
|
}
|
|
|
|
SerializationTestState primaryStateAfter;
|
|
ENSURE(m_ComponentManager.SerializeState(primaryStateAfter.state));
|
|
if (serializationTestHash)
|
|
ENSURE(m_ComponentManager.ComputeStateHash(primaryStateAfter.hash, false));
|
|
|
|
UpdateComponents(secondaryContext, turnLengthFixed,
|
|
CloneCommandsFromOtherContext(m_ComponentManager.GetScriptInterface(), secondaryComponentManager.GetScriptInterface(), commands));
|
|
|
|
SerializationTestState secondaryStateAfter;
|
|
ENSURE(secondaryComponentManager.SerializeState(secondaryStateAfter.state));
|
|
if (serializationTestHash)
|
|
ENSURE(secondaryComponentManager.ComputeStateHash(secondaryStateAfter.hash, false));
|
|
|
|
if (primaryStateAfter.state.str() != secondaryStateAfter.state.str() ||
|
|
primaryStateAfter.hash != secondaryStateAfter.hash)
|
|
{
|
|
// Only do the (slow) dumping now we know we're going to need to report it
|
|
ENSURE(m_ComponentManager.DumpDebugState(primaryStateAfter.debug, false));
|
|
ENSURE(secondaryComponentManager.DumpDebugState(secondaryStateAfter.debug, false));
|
|
|
|
ReportSerializationFailure(&primaryStateBefore, &primaryStateAfter, &secondaryStateBefore, &secondaryStateAfter);
|
|
}
|
|
}
|
|
|
|
// if (m_TurnNumber == 0)
|
|
// m_ComponentManager.GetScriptInterface().DumpHeap();
|
|
|
|
// Run the GC occasionally
|
|
// (TODO: we ought to schedule this for a frame where we're not
|
|
// running the sim update, to spread the load)
|
|
if (m_TurnNumber % 10 == 0)
|
|
m_ComponentManager.GetScriptInterface().MaybeGC();
|
|
|
|
if (m_EnableOOSLog)
|
|
DumpState();
|
|
|
|
// Start computing AI for the next turn
|
|
CmpPtr<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY);
|
|
if (cmpAIManager)
|
|
cmpAIManager->StartComputation();
|
|
|
|
++m_TurnNumber;
|
|
}
|
|
|
|
void CSimulation2Impl::UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector<SimulationCommand>& commands)
|
|
{
|
|
// TODO: the update process is pretty ugly, with lots of messages and dependencies
|
|
// between different components. Ought to work out a nicer way to do this.
|
|
|
|
CComponentManager& componentManager = simContext.GetComponentManager();
|
|
|
|
CMessageTurnStart msgTurnStart;
|
|
componentManager.BroadcastMessage(msgTurnStart);
|
|
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(simContext, SYSTEM_ENTITY);
|
|
if (cmpPathfinder)
|
|
cmpPathfinder->FinishAsyncRequests();
|
|
|
|
// Push AI commands onto the queue before we use them
|
|
CmpPtr<ICmpAIManager> cmpAIManager(simContext, SYSTEM_ENTITY);
|
|
if (cmpAIManager)
|
|
cmpAIManager->PushCommands();
|
|
|
|
CmpPtr<ICmpCommandQueue> cmpCommandQueue(simContext, SYSTEM_ENTITY);
|
|
if (cmpCommandQueue)
|
|
cmpCommandQueue->FlushTurn(commands);
|
|
|
|
// Process newly generated move commands so the UI feels snappy
|
|
if (cmpPathfinder)
|
|
cmpPathfinder->ProcessSameTurnMoves();
|
|
|
|
// Send all the update phases
|
|
{
|
|
CMessageUpdate msgUpdate(turnLengthFixed);
|
|
componentManager.BroadcastMessage(msgUpdate);
|
|
}
|
|
{
|
|
CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed);
|
|
componentManager.BroadcastMessage(msgUpdate);
|
|
}
|
|
|
|
// Process move commands for formations (group proxy)
|
|
if (cmpPathfinder)
|
|
cmpPathfinder->ProcessSameTurnMoves();
|
|
|
|
{
|
|
CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed);
|
|
componentManager.BroadcastMessage(msgUpdate);
|
|
}
|
|
{
|
|
CMessageUpdate_Final msgUpdate(turnLengthFixed);
|
|
componentManager.BroadcastMessage(msgUpdate);
|
|
}
|
|
|
|
// Process moves resulting from group proxy movement (unit needs to catch up or realign) and any others
|
|
if (cmpPathfinder)
|
|
cmpPathfinder->ProcessSameTurnMoves();
|
|
|
|
// Clean up any entities destroyed during the simulation update
|
|
componentManager.FlushDestroyedComponents();
|
|
}
|
|
|
|
void CSimulation2Impl::Interpolate(float simFrameLength, float frameOffset, float realFrameLength)
|
|
{
|
|
PROFILE3("sim interpolate");
|
|
|
|
m_LastFrameOffset = frameOffset;
|
|
|
|
CMessageInterpolate msg(simFrameLength, frameOffset, realFrameLength);
|
|
m_ComponentManager.BroadcastMessage(msg);
|
|
|
|
// Clean up any entities destroyed during interpolate (e.g. local corpses)
|
|
m_ComponentManager.FlushDestroyedComponents();
|
|
}
|
|
|
|
void CSimulation2Impl::DumpState()
|
|
{
|
|
PROFILE("DumpState");
|
|
|
|
std::stringstream pid;
|
|
pid << getpid();
|
|
std::stringstream name;\
|
|
name << std::setw(5) << std::setfill('0') << m_TurnNumber << ".txt";
|
|
OsPath path = psLogDir() / "sim_log" / pid.str() / name.str();
|
|
CreateDirectories(path.Parent(), 0700);
|
|
std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
|
|
|
|
file << "State hash: " << std::hex;
|
|
std::string hashRaw;
|
|
m_ComponentManager.ComputeStateHash(hashRaw, false);
|
|
for (size_t i = 0; i < hashRaw.size(); ++i)
|
|
file << std::setfill('0') << std::setw(2) << (int)(unsigned char)hashRaw[i];
|
|
file << std::dec << "\n";
|
|
|
|
file << "\n";
|
|
|
|
m_ComponentManager.DumpDebugState(file, true);
|
|
|
|
std::ofstream binfile (OsString(path.ChangeExtension(L".dat")).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary);
|
|
m_ComponentManager.SerializeState(binfile);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
CSimulation2::CSimulation2(CUnitManager* unitManager, CTerrain* terrain) :
|
|
m(new CSimulation2Impl(unitManager, terrain))
|
|
{
|
|
}
|
|
|
|
CSimulation2::~CSimulation2()
|
|
{
|
|
delete m;
|
|
}
|
|
|
|
// Forward all method calls to the appropriate CSimulation2Impl/CComponentManager methods:
|
|
|
|
void CSimulation2::EnableOOSLog()
|
|
{
|
|
m->m_EnableOOSLog = true;
|
|
}
|
|
|
|
void CSimulation2::EnableSerializationTest()
|
|
{
|
|
m->m_EnableSerializationTest = true;
|
|
}
|
|
|
|
entity_id_t CSimulation2::AddEntity(const std::wstring& templateName)
|
|
{
|
|
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity());
|
|
}
|
|
|
|
entity_id_t CSimulation2::AddEntity(const std::wstring& templateName, entity_id_t preferredId)
|
|
{
|
|
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity(preferredId));
|
|
}
|
|
|
|
entity_id_t CSimulation2::AddLocalEntity(const std::wstring& templateName)
|
|
{
|
|
return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewLocalEntity());
|
|
}
|
|
|
|
void CSimulation2::DestroyEntity(entity_id_t ent)
|
|
{
|
|
m->m_ComponentManager.DestroyComponentsSoon(ent);
|
|
}
|
|
|
|
void CSimulation2::FlushDestroyedEntities()
|
|
{
|
|
m->m_ComponentManager.FlushDestroyedComponents();
|
|
}
|
|
|
|
IComponent* CSimulation2::QueryInterface(entity_id_t ent, int iid) const
|
|
{
|
|
return m->m_ComponentManager.QueryInterface(ent, iid);
|
|
}
|
|
|
|
void CSimulation2::PostMessage(entity_id_t ent, const CMessage& msg) const
|
|
{
|
|
m->m_ComponentManager.PostMessage(ent, msg);
|
|
}
|
|
|
|
void CSimulation2::BroadcastMessage(const CMessage& msg) const
|
|
{
|
|
m->m_ComponentManager.BroadcastMessage(msg);
|
|
}
|
|
|
|
CSimulation2::InterfaceList CSimulation2::GetEntitiesWithInterface(int iid)
|
|
{
|
|
return m->m_ComponentManager.GetEntitiesWithInterface(iid);
|
|
}
|
|
|
|
const CSimulation2::InterfaceListUnordered& CSimulation2::GetEntitiesWithInterfaceUnordered(int iid)
|
|
{
|
|
return m->m_ComponentManager.GetEntitiesWithInterfaceUnordered(iid);
|
|
}
|
|
|
|
const CSimContext& CSimulation2::GetSimContext() const
|
|
{
|
|
return m->m_SimContext;
|
|
}
|
|
|
|
ScriptInterface& CSimulation2::GetScriptInterface() const
|
|
{
|
|
return m->m_ComponentManager.GetScriptInterface();
|
|
}
|
|
|
|
void CSimulation2::InitGame(const CScriptVal& data)
|
|
{
|
|
GetScriptInterface().CallFunctionVoid(GetScriptInterface().GetGlobalObject(), "InitGame", data);
|
|
}
|
|
|
|
void CSimulation2::Update(int turnLength)
|
|
{
|
|
std::vector<SimulationCommand> commands;
|
|
m->Update(turnLength, commands);
|
|
}
|
|
|
|
void CSimulation2::Update(int turnLength, const std::vector<SimulationCommand>& commands)
|
|
{
|
|
m->Update(turnLength, commands);
|
|
}
|
|
|
|
void CSimulation2::Interpolate(float simFrameLength, float frameOffset, float realFrameLength)
|
|
{
|
|
m->Interpolate(simFrameLength, frameOffset, realFrameLength);
|
|
}
|
|
|
|
void CSimulation2::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling)
|
|
{
|
|
PROFILE3("sim submit");
|
|
|
|
CMessageRenderSubmit msg(collector, frustum, culling);
|
|
m->m_ComponentManager.BroadcastMessage(msg);
|
|
}
|
|
|
|
float CSimulation2::GetLastFrameOffset() const
|
|
{
|
|
return m->m_LastFrameOffset;
|
|
}
|
|
|
|
bool CSimulation2::LoadScripts(const VfsPath& path)
|
|
{
|
|
return m->LoadScripts(m->m_ComponentManager, &m->m_LoadedScripts, path);
|
|
}
|
|
|
|
bool CSimulation2::LoadDefaultScripts()
|
|
{
|
|
return m->LoadDefaultScripts(m->m_ComponentManager, &m->m_LoadedScripts);
|
|
}
|
|
|
|
void CSimulation2::SetStartupScript(const std::string& code)
|
|
{
|
|
m->m_StartupScript = code;
|
|
}
|
|
|
|
const std::string& CSimulation2::GetStartupScript()
|
|
{
|
|
return m->m_StartupScript;
|
|
}
|
|
|
|
void CSimulation2::SetInitAttributes(const CScriptValRooted& attribs)
|
|
{
|
|
m->m_InitAttributes = attribs;
|
|
}
|
|
|
|
CScriptValRooted CSimulation2::GetInitAttributes()
|
|
{
|
|
return m->m_InitAttributes;
|
|
}
|
|
|
|
void CSimulation2::SetMapSettings(const std::string& settings)
|
|
{
|
|
m->m_MapSettings = m->m_ComponentManager.GetScriptInterface().ParseJSON(settings);
|
|
}
|
|
|
|
void CSimulation2::SetMapSettings(const CScriptValRooted& settings)
|
|
{
|
|
m->m_MapSettings = settings;
|
|
}
|
|
|
|
std::string CSimulation2::GetMapSettingsString()
|
|
{
|
|
return m->m_ComponentManager.GetScriptInterface().StringifyJSON(m->m_MapSettings.get());
|
|
}
|
|
|
|
CScriptVal CSimulation2::GetMapSettings()
|
|
{
|
|
return m->m_MapSettings.get();
|
|
}
|
|
|
|
void CSimulation2::LoadPlayerSettings(bool newPlayers)
|
|
{
|
|
GetScriptInterface().CallFunctionVoid(GetScriptInterface().GetGlobalObject(), "LoadPlayerSettings", m->m_MapSettings, newPlayers);
|
|
}
|
|
|
|
void CSimulation2::LoadMapSettings()
|
|
{
|
|
// Initialize here instead of in Update()
|
|
GetScriptInterface().CallFunctionVoid(GetScriptInterface().GetGlobalObject(), "LoadMapSettings", m->m_MapSettings);
|
|
|
|
if (!m->m_StartupScript.empty())
|
|
GetScriptInterface().LoadScript(L"map startup script", m->m_StartupScript);
|
|
}
|
|
|
|
int CSimulation2::ProgressiveLoad()
|
|
{
|
|
return m->ProgressiveLoad();
|
|
}
|
|
|
|
Status CSimulation2::ReloadChangedFile(const VfsPath& path)
|
|
{
|
|
return m->ReloadChangedFile(path);
|
|
}
|
|
|
|
void CSimulation2::ResetState(bool skipScriptedComponents, bool skipAI)
|
|
{
|
|
m->ResetState(skipScriptedComponents, skipAI);
|
|
}
|
|
|
|
bool CSimulation2::ComputeStateHash(std::string& outHash, bool quick)
|
|
{
|
|
return m->m_ComponentManager.ComputeStateHash(outHash, quick);
|
|
}
|
|
|
|
bool CSimulation2::DumpDebugState(std::ostream& stream)
|
|
{
|
|
return m->m_ComponentManager.DumpDebugState(stream, true);
|
|
}
|
|
|
|
bool CSimulation2::SerializeState(std::ostream& stream)
|
|
{
|
|
return m->m_ComponentManager.SerializeState(stream);
|
|
}
|
|
|
|
bool CSimulation2::DeserializeState(std::istream& stream)
|
|
{
|
|
// TODO: need to make sure the required SYSTEM_ENTITY components get constructed
|
|
return m->m_ComponentManager.DeserializeState(stream);
|
|
}
|
|
|
|
std::string CSimulation2::GenerateSchema()
|
|
{
|
|
return m->m_ComponentManager.GenerateSchema();
|
|
}
|
|
|
|
std::vector<std::string> CSimulation2::GetRMSData()
|
|
{
|
|
VfsPath path(L"maps/random/");
|
|
VfsPaths pathnames;
|
|
|
|
std::vector<std::string> data;
|
|
|
|
// Find all ../maps/random/*.json
|
|
Status ret = vfs::GetPathnames(g_VFS, path, L"*.json", pathnames);
|
|
if (ret == INFO::OK)
|
|
{
|
|
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
|
|
{
|
|
// Load JSON file
|
|
CVFSFile file;
|
|
PSRETURN ret = file.Load(g_VFS, *it);
|
|
if (ret != PSRETURN_OK)
|
|
{
|
|
LOGERROR(L"Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret));
|
|
}
|
|
else
|
|
{
|
|
data.push_back(file.DecodeUTF8()); // assume it's UTF-8
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Some error reading directory
|
|
wchar_t error[200];
|
|
LOGERROR(L"Error reading directory '%ls': %ls", path.string().c_str(), StatusDescription(ret, error, ARRAY_SIZE(error)));
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
std::vector<std::string> CSimulation2::GetCivData()
|
|
{
|
|
VfsPath path(L"civs/");
|
|
VfsPaths pathnames;
|
|
|
|
std::vector<std::string> data;
|
|
|
|
// Load all JSON files in civs directory
|
|
Status ret = vfs::GetPathnames(g_VFS, path, L"*.json", pathnames);
|
|
if (ret == INFO::OK)
|
|
{
|
|
for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
|
|
{
|
|
// Load JSON file
|
|
CVFSFile file;
|
|
PSRETURN ret = file.Load(g_VFS, *it);
|
|
if (ret != PSRETURN_OK)
|
|
{
|
|
LOGERROR(L"CSimulation2::GetCivData: Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret));
|
|
}
|
|
else
|
|
{
|
|
data.push_back(file.DecodeUTF8()); // assume it's UTF-8
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Some error reading directory
|
|
wchar_t error[200];
|
|
LOGERROR(L"CSimulation2::GetCivData: Error reading directory '%ls': %ls", path.string().c_str(), StatusDescription(ret, error, ARRAY_SIZE(error)));
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
std::string CSimulation2::GetPlayerDefaults()
|
|
{
|
|
return ReadJSON(L"simulation/data/player_defaults.json");
|
|
}
|
|
|
|
std::string CSimulation2::GetMapSizes()
|
|
{
|
|
return ReadJSON(L"simulation/data/map_sizes.json");
|
|
}
|
|
|
|
std::string CSimulation2::ReadJSON(VfsPath path)
|
|
{
|
|
std::string data;
|
|
|
|
if (!VfsFileExists(path))
|
|
{
|
|
LOGERROR(L"File '%ls' does not exist", path.string().c_str());
|
|
}
|
|
else
|
|
{
|
|
// Load JSON file
|
|
CVFSFile file;
|
|
PSRETURN ret = file.Load(g_VFS, path);
|
|
if (ret != PSRETURN_OK)
|
|
{
|
|
LOGERROR(L"Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret));
|
|
}
|
|
else
|
|
{
|
|
data = file.DecodeUTF8(); // assume it's UTF-8
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
std::string CSimulation2::GetAIData()
|
|
{
|
|
ScriptInterface& scriptInterface = GetScriptInterface();
|
|
std::vector<CScriptValRooted> aiData = ICmpAIManager::GetAIs(scriptInterface);
|
|
|
|
// Build single JSON string with array of AI data
|
|
CScriptValRooted ais;
|
|
if (!scriptInterface.Eval("({})", ais) || !scriptInterface.SetProperty(ais.get(), "AIData", aiData))
|
|
return std::string();
|
|
|
|
return scriptInterface.StringifyJSON(ais.get());
|
|
}
|