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- Check for pending exceptions after function calls and script executions. - Call LOGERROR instead of JS_ReportError when there is a conversion error in FromJSVal, since that can only be called from C++ (where JS errors don't really make sense). Instead, C++ callers of FromJSVal should handle the failure and, themselves, either report an error or simply do something else. - Wrap JS_ReportError since that makes updating it later easier. This isn't a systematical fix since ToJSVal also ought return a boolean for failures, and we probably should trigger errors instead of warnings on 'implicit' conversions, rather a preparation diff. Part of the SM52 migration, stage: SM45 compatible (actually SM52 incompatible, too). Based on a patch by: Itms Comments by: Vladislavbelov, Stan` Refs #742, #4893 Differential Revision: https://code.wildfiregames.com/D3093 This was SVN commit r24187.
391 lines
10 KiB
C++
391 lines
10 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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// Pull in the headers from the default precompiled header,
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// even if rlinterface doesn't use precompiled headers.
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#include "lib/precompiled.h"
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#include "rlinterface/RLInterface.h"
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#include "gui/GUIManager.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/Loader.h"
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#include "ps/CLogger.h"
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#include "simulation2/components/ICmpAIInterface.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/LocalTurnManager.h"
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#include "third_party/mongoose/mongoose.h"
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#include <queue>
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#include <tuple>
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#include <sstream>
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// Globally accessible pointer to the RL Interface.
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RLInterface* g_RLInterface = nullptr;
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// Interactions with the game engine (g_Game) must be done in the main
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// thread as there are specific checks for this. We will pass our commands
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// to the main thread to be applied
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std::string RLInterface::SendGameMessage(const GameMessage msg)
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{
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std::unique_lock<std::mutex> msgLock(m_msgLock);
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m_GameMessage = &msg;
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m_msgApplied.wait(msgLock);
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return m_GameState;
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}
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std::string RLInterface::Step(const std::vector<Command> commands)
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{
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std::lock_guard<std::mutex> lock(m_lock);
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GameMessage msg = { GameMessageType::Commands, commands };
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return SendGameMessage(msg);
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}
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std::string RLInterface::Reset(const ScenarioConfig* scenario)
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{
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std::lock_guard<std::mutex> lock(m_lock);
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m_ScenarioConfig = *scenario;
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struct GameMessage msg = { GameMessageType::Reset };
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return SendGameMessage(msg);
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}
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std::vector<std::string> RLInterface::GetTemplates(const std::vector<std::string> names) const
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{
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std::lock_guard<std::mutex> lock(m_lock);
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CSimulation2& simulation = *g_Game->GetSimulation2();
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CmpPtr<ICmpTemplateManager> cmpTemplateManager(simulation.GetSimContext().GetSystemEntity());
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std::vector<std::string> templates;
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for (const std::string& templateName : names)
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{
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const CParamNode* node = cmpTemplateManager->GetTemplate(templateName);
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if (node != nullptr)
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{
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std::string content = utf8_from_wstring(node->ToXML());
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templates.push_back(content);
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}
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}
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return templates;
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}
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static void* RLMgCallback(mg_event event, struct mg_connection *conn, const struct mg_request_info *request_info)
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{
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RLInterface* interface = (RLInterface*)request_info->user_data;
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ENSURE(interface);
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void* handled = (void*)""; // arbitrary non-NULL pointer to indicate successful handling
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const char* header200 =
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"HTTP/1.1 200 OK\r\n"
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"Access-Control-Allow-Origin: *\r\n"
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"Content-Type: text/plain; charset=utf-8\r\n\r\n";
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const char* header404 =
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"HTTP/1.1 404 Not Found\r\n"
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"Content-Type: text/plain; charset=utf-8\r\n\r\n"
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"Unrecognised URI";
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const char* noPostData =
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"HTTP/1.1 400 Bad Request\r\n"
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"Content-Type: text/plain; charset=utf-8\r\n\r\n"
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"No POST data found.";
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const char* notRunningResponse =
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"HTTP/1.1 400 Bad Request\r\n"
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"Content-Type: text/plain; charset=utf-8\r\n\r\n"
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"Game not running. Please create a scenario first.";
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switch (event)
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{
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case MG_NEW_REQUEST:
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{
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std::stringstream stream;
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std::string uri = request_info->uri;
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if (uri == "/reset")
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{
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const char* val = mg_get_header(conn, "Content-Length");
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if (!val)
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{
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mg_printf(conn, "%s", noPostData);
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return handled;
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}
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ScenarioConfig scenario;
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std::string qs(request_info->query_string);
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scenario.saveReplay = qs.find("saveReplay") != std::string::npos;
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scenario.playerID = 1;
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char playerID[1];
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int len = mg_get_var(request_info->query_string, qs.length(), "playerID", playerID, 1);
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if (len != -1)
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scenario.playerID = std::stoi(playerID);
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int bufSize = std::atoi(val);
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std::unique_ptr<char> buf = std::unique_ptr<char>(new char[bufSize]);
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mg_read(conn, buf.get(), bufSize);
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std::string content(buf.get(), bufSize);
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scenario.content = content;
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std::string gameState = interface->Reset(&scenario);
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stream << gameState.c_str();
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}
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else if (uri == "/step")
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{
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if (!interface->IsGameRunning())
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{
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mg_printf(conn, "%s", notRunningResponse);
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return handled;
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}
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const char* val = mg_get_header(conn, "Content-Length");
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if (!val)
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{
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mg_printf(conn, "%s", noPostData);
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return handled;
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}
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int bufSize = std::atoi(val);
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std::unique_ptr<char> buf = std::unique_ptr<char>(new char[bufSize]);
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mg_read(conn, buf.get(), bufSize);
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std::string postData(buf.get(), bufSize);
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std::stringstream postStream(postData);
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std::string line;
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std::vector<Command> commands;
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while (std::getline(postStream, line, '\n'))
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{
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Command cmd;
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const std::size_t splitPos = line.find(";");
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if (splitPos != std::string::npos)
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{
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cmd.playerID = std::stoi(line.substr(0, splitPos));
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cmd.json_cmd = line.substr(splitPos + 1);
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commands.push_back(cmd);
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}
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}
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std::string gameState = interface->Step(commands);
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if (gameState.empty())
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{
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mg_printf(conn, "%s", notRunningResponse);
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return handled;
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}
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else
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stream << gameState.c_str();
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}
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else if (uri == "/templates")
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{
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if (!interface->IsGameRunning()) {
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mg_printf(conn, "%s", notRunningResponse);
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return handled;
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}
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const char* val = mg_get_header(conn, "Content-Length");
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if (!val)
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{
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mg_printf(conn, "%s", noPostData);
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return handled;
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}
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int bufSize = std::atoi(val);
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std::unique_ptr<char> buf = std::unique_ptr<char>(new char[bufSize]);
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mg_read(conn, buf.get(), bufSize);
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std::string postData(buf.get(), bufSize);
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std::stringstream postStream(postData);
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std::string line;
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std::vector<std::string> templateNames;
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while (std::getline(postStream, line, '\n'))
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templateNames.push_back(line);
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for (std::string templateStr : interface->GetTemplates(templateNames))
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stream << templateStr.c_str() << "\n";
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}
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else
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{
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mg_printf(conn, "%s", header404);
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return handled;
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}
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mg_printf(conn, "%s", header200);
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std::string str = stream.str();
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mg_write(conn, str.c_str(), str.length());
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return handled;
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}
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case MG_HTTP_ERROR:
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return nullptr;
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case MG_EVENT_LOG:
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// Called by Mongoose's cry()
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LOGERROR("Mongoose error: %s", request_info->log_message);
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return nullptr;
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case MG_INIT_SSL:
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return nullptr;
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default:
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debug_warn(L"Invalid Mongoose event type");
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return nullptr;
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}
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};
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void RLInterface::EnableHTTP(const char* server_address)
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{
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LOGMESSAGERENDER("Starting RL interface HTTP server");
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// Ignore multiple enablings
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if (m_MgContext)
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return;
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const char *options[] = {
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"listening_ports", server_address,
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"num_threads", "6", // enough for the browser's parallel connection limit
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nullptr
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};
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m_MgContext = mg_start(RLMgCallback, this, options);
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ENSURE(m_MgContext);
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}
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bool RLInterface::TryGetGameMessage(GameMessage& msg)
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{
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if (m_GameMessage != nullptr) {
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msg = *m_GameMessage;
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m_GameMessage = nullptr;
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return true;
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}
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return false;
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}
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void RLInterface::TryApplyMessage()
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{
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const bool nonVisual = !g_GUI;
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const bool isGameStarted = g_Game && g_Game->IsGameStarted();
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if (m_NeedsGameState && isGameStarted)
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{
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m_GameState = GetGameState();
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m_msgApplied.notify_one();
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m_msgLock.unlock();
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m_NeedsGameState = false;
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}
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if (m_msgLock.try_lock())
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{
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GameMessage msg;
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if (TryGetGameMessage(msg)) {
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switch (msg.type)
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{
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case GameMessageType::Reset:
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{
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if (isGameStarted)
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EndGame();
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g_Game = new CGame(m_ScenarioConfig.saveReplay);
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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JS::RootedValue attrs(rq.cx);
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scriptInterface.ParseJSON(m_ScenarioConfig.content, &attrs);
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g_Game->SetPlayerID(m_ScenarioConfig.playerID);
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g_Game->StartGame(&attrs, "");
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if (nonVisual)
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{
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LDR_NonprogressiveLoad();
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ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK);
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m_GameState = GetGameState();
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m_msgApplied.notify_one();
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m_msgLock.unlock();
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}
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else
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{
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JS::RootedValue initData(rq.cx);
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scriptInterface.CreateObject(rq, &initData);
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scriptInterface.SetProperty(initData, "attribs", attrs);
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JS::RootedValue playerAssignments(rq.cx);
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scriptInterface.CreateObject(rq, &playerAssignments);
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scriptInterface.SetProperty(initData, "playerAssignments", playerAssignments);
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g_GUI->SwitchPage(L"page_loading.xml", &scriptInterface, initData);
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m_NeedsGameState = true;
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}
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break;
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}
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case GameMessageType::Commands:
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{
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if (!g_Game)
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{
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m_GameState = EMPTY_STATE;
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m_msgApplied.notify_one();
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m_msgLock.unlock();
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return;
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}
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CLocalTurnManager* turnMgr = static_cast<CLocalTurnManager*>(g_Game->GetTurnManager());
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const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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for (Command command : msg.commands)
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{
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JS::RootedValue commandJSON(rq.cx);
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scriptInterface.ParseJSON(command.json_cmd, &commandJSON);
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turnMgr->PostCommand(command.playerID, commandJSON);
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}
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const double deltaRealTime = DEFAULT_TURN_LENGTH_SP;
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if (nonVisual)
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{
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const double deltaSimTime = deltaRealTime * g_Game->GetSimRate();
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size_t maxTurns = static_cast<size_t>(g_Game->GetSimRate());
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g_Game->GetTurnManager()->Update(deltaSimTime, maxTurns);
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}
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else
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g_Game->Update(deltaRealTime);
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m_GameState = GetGameState();
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m_msgApplied.notify_one();
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m_msgLock.unlock();
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break;
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}
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}
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}
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else
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m_msgLock.unlock();
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}
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}
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std::string RLInterface::GetGameState()
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{
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const ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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const CSimContext simContext = g_Game->GetSimulation2()->GetSimContext();
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CmpPtr<ICmpAIInterface> cmpAIInterface(simContext.GetSystemEntity());
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JS::RootedValue state(rq.cx);
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cmpAIInterface->GetFullRepresentation(&state, true);
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return scriptInterface.StringifyJSON(&state, false);
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}
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bool RLInterface::IsGameRunning()
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{
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return !!g_Game;
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}
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