0ad/source/simulation2/components/CCmpAIManager.cpp
elexis 27da92e55f Main.cpp cleanup.
Use an enum to indicate the type of engine shutdown instead of three
bools.
State in the comments that the program is restarted within the same
process.

In preparation of introducing an IsQuitRequested function (which shall
not be named is_quit_requested as stressed by Vladislav):
Rename kill_mainloop to QuitEngine, restart_mainloop to RestartEngine,
restart_mainloop_in_atlas to StartAtlas to not break consistency.
Don't rename RestartInAtlas in JS just now.
Group declarations at the top of main.cpp.

This was SVN commit r21817.
2018-05-08 09:45:54 +00:00

1189 lines
39 KiB
C++

/* Copyright (C) 2018 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/system/Component.h"
#include "ICmpAIManager.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Terrain.h"
#include "lib/timer.h"
#include "lib/tex/tex.h"
#include "lib/allocators/shared_ptr.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "ps/TemplateLoader.h"
#include "ps/Util.h"
#include "simulation2/components/ICmpAIInterface.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/LongPathfinder.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.h"
#include "simulation2/serialization/SerializeTemplates.h"
extern void QuitEngine();
/**
* @file
* Player AI interface.
* AI is primarily scripted, and the CCmpAIManager component defined here
* takes care of managing all the scripts.
*
* To avoid slow AI scripts causing jerky rendering, they are run in a background
* thread (maintained by CAIWorker) so that it's okay if they take a whole simulation
* turn before returning their results (though preferably they shouldn't use nearly
* that much CPU).
*
* CCmpAIManager grabs the world state after each turn (making use of AIInterface.js
* and AIProxy.js to decide what data to include) then passes it to CAIWorker.
* The AI scripts will then run asynchronously and return a list of commands to execute.
* Any attempts to read the command list (including indirectly via serialization)
* will block until it's actually completed, so the rest of the engine should avoid
* reading it for as long as possible.
*
* JS::Values are passed between the game and AI threads using ScriptInterface::StructuredClone.
*
* TODO: actually the thread isn't implemented yet, because performance hasn't been
* sufficiently problematic to justify the complexity yet, but the CAIWorker interface
* is designed to hopefully support threading when we want it.
*/
/**
* Implements worker thread for CCmpAIManager.
*/
class CAIWorker
{
private:
class CAIPlayer
{
NONCOPYABLE(CAIPlayer);
public:
CAIPlayer(CAIWorker& worker, const std::wstring& aiName, player_id_t player, u8 difficulty, const std::wstring& behavior,
shared_ptr<ScriptInterface> scriptInterface) :
m_Worker(worker), m_AIName(aiName), m_Player(player), m_Difficulty(difficulty), m_Behavior(behavior),
m_ScriptInterface(scriptInterface), m_Obj(scriptInterface->GetJSRuntime())
{
}
bool Initialise()
{
// LoadScripts will only load each script once even though we call it for each player
if (!m_Worker.LoadScripts(m_AIName))
return false;
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
OsPath path = L"simulation/ai/" + m_AIName + L"/data.json";
JS::RootedValue metadata(cx);
m_Worker.LoadMetadata(path, &metadata);
if (metadata.isUndefined())
{
LOGERROR("Failed to create AI player: can't find %s", path.string8());
return false;
}
// Get the constructor name from the metadata
std::string moduleName;
std::string constructor;
JS::RootedValue objectWithConstructor(cx); // object that should contain the constructor function
JS::RootedValue global(cx, m_ScriptInterface->GetGlobalObject());
JS::RootedValue ctor(cx);
if (!m_ScriptInterface->HasProperty(metadata, "moduleName"))
{
LOGERROR("Failed to create AI player: %s: missing 'moduleName'", path.string8());
return false;
}
m_ScriptInterface->GetProperty(metadata, "moduleName", moduleName);
if (!m_ScriptInterface->GetProperty(global, moduleName.c_str(), &objectWithConstructor)
|| objectWithConstructor.isUndefined())
{
LOGERROR("Failed to create AI player: %s: can't find the module that should contain the constructor: '%s'", path.string8(), moduleName);
return false;
}
if (!m_ScriptInterface->GetProperty(metadata, "constructor", constructor))
{
LOGERROR("Failed to create AI player: %s: missing 'constructor'", path.string8());
return false;
}
// Get the constructor function from the loaded scripts
if (!m_ScriptInterface->GetProperty(objectWithConstructor, constructor.c_str(), &ctor)
|| ctor.isNull())
{
LOGERROR("Failed to create AI player: %s: can't find constructor '%s'", path.string8(), constructor);
return false;
}
m_ScriptInterface->GetProperty(metadata, "useShared", m_UseSharedComponent);
// Set up the data to pass as the constructor argument
JS::RootedValue settings(cx);
m_ScriptInterface->Eval(L"({})", &settings);
m_ScriptInterface->SetProperty(settings, "player", m_Player, false);
m_ScriptInterface->SetProperty(settings, "difficulty", m_Difficulty, false);
m_ScriptInterface->SetProperty(settings, "behavior", m_Behavior, false);
if (!m_UseSharedComponent)
{
ENSURE(m_Worker.m_HasLoadedEntityTemplates);
m_ScriptInterface->SetProperty(settings, "templates", m_Worker.m_EntityTemplates, false);
}
JS::AutoValueVector argv(cx);
argv.append(settings.get());
m_ScriptInterface->CallConstructor(ctor, argv, &m_Obj);
if (m_Obj.get().isNull())
{
LOGERROR("Failed to create AI player: %s: error calling constructor '%s'", path.string8(), constructor);
return false;
}
return true;
}
void Run(JS::HandleValue state, int playerID)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj, "HandleMessage", state, playerID);
}
// overloaded with a sharedAI part.
// javascript can handle both natively on the same function.
void Run(JS::HandleValue state, int playerID, JS::HandleValue SharedAI)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj, "HandleMessage", state, playerID, SharedAI);
}
void InitAI(JS::HandleValue state, JS::HandleValue SharedAI)
{
m_Commands.clear();
m_ScriptInterface->CallFunctionVoid(m_Obj, "Init", state, m_Player, SharedAI);
}
CAIWorker& m_Worker;
std::wstring m_AIName;
player_id_t m_Player;
u8 m_Difficulty;
std::wstring m_Behavior;
bool m_UseSharedComponent;
// Take care to keep this declaration before heap rooted members. Destructors of heap rooted
// members have to be called before the runtime destructor.
shared_ptr<ScriptInterface> m_ScriptInterface;
JS::PersistentRootedValue m_Obj;
std::vector<shared_ptr<ScriptInterface::StructuredClone> > m_Commands;
};
public:
struct SCommandSets
{
player_id_t player;
std::vector<shared_ptr<ScriptInterface::StructuredClone> > commands;
};
CAIWorker() :
m_ScriptInterface(new ScriptInterface("Engine", "AI", g_ScriptRuntime)),
m_TurnNum(0),
m_CommandsComputed(true),
m_HasLoadedEntityTemplates(false),
m_HasSharedComponent(false),
m_SerializablePrototypes(new ObjectIdCache<std::wstring>(g_ScriptRuntime)),
m_EntityTemplates(g_ScriptRuntime->m_rt),
m_SharedAIObj(g_ScriptRuntime->m_rt),
m_PassabilityMapVal(g_ScriptRuntime->m_rt),
m_TerritoryMapVal(g_ScriptRuntime->m_rt)
{
m_ScriptInterface->ReplaceNondeterministicRNG(m_RNG);
m_ScriptInterface->SetCallbackData(static_cast<void*> (this));
m_SerializablePrototypes->init();
JS_AddExtraGCRootsTracer(m_ScriptInterface->GetJSRuntime(), Trace, this);
m_ScriptInterface->RegisterFunction<void, int, JS::HandleValue, CAIWorker::PostCommand>("PostCommand");
m_ScriptInterface->RegisterFunction<void, std::wstring, CAIWorker::IncludeModule>("IncludeModule");
m_ScriptInterface->RegisterFunction<void, CAIWorker::ExitProgram>("Exit");
m_ScriptInterface->RegisterFunction<JS::Value, JS::HandleValue, JS::HandleValue, pass_class_t, CAIWorker::ComputePath>("ComputePath");
m_ScriptInterface->RegisterFunction<void, std::wstring, std::vector<u32>, u32, u32, u32, CAIWorker::DumpImage>("DumpImage");
m_ScriptInterface->RegisterFunction<CParamNode, std::string, CAIWorker::GetTemplate>("GetTemplate");
JSI_VFS::RegisterScriptFunctions_Simulation(*(m_ScriptInterface.get()));
// Globalscripts may use VFS script functions
m_ScriptInterface->LoadGlobalScripts();
}
~CAIWorker()
{
JS_RemoveExtraGCRootsTracer(m_ScriptInterface->GetJSRuntime(), Trace, this);
}
bool HasLoadedEntityTemplates() const { return m_HasLoadedEntityTemplates; }
bool LoadScripts(const std::wstring& moduleName)
{
// Ignore modules that are already loaded
if (m_LoadedModules.find(moduleName) != m_LoadedModules.end())
return true;
// Mark this as loaded, to prevent it recursively loading itself
m_LoadedModules.insert(moduleName);
// Load and execute *.js
VfsPaths pathnames;
if (vfs::GetPathnames(g_VFS, L"simulation/ai/" + moduleName + L"/", L"*.js", pathnames) < 0)
{
LOGERROR("Failed to load AI scripts for module %s", utf8_from_wstring(moduleName));
return false;
}
for (const VfsPath& path : pathnames)
{
if (!m_ScriptInterface->LoadGlobalScriptFile(path))
{
LOGERROR("Failed to load script %s", path.string8());
return false;
}
}
return true;
}
static void IncludeModule(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name)
{
ENSURE(pCxPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCxPrivate->pCBData);
self->LoadScripts(name);
}
static void PostCommand(ScriptInterface::CxPrivate* pCxPrivate, int playerid, JS::HandleValue cmd)
{
ENSURE(pCxPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCxPrivate->pCBData);
self->PostCommand(playerid, cmd);
}
void PostCommand(int playerid, JS::HandleValue cmd)
{
for (size_t i=0; i<m_Players.size(); i++)
{
if (m_Players[i]->m_Player == playerid)
{
m_Players[i]->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(cmd));
return;
}
}
LOGERROR("Invalid playerid in PostCommand!");
}
static JS::Value ComputePath(ScriptInterface::CxPrivate* pCxPrivate,
JS::HandleValue position, JS::HandleValue goal, pass_class_t passClass)
{
ENSURE(pCxPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCxPrivate->pCBData);
JSContext* cx(self->m_ScriptInterface->GetContext());
JSAutoRequest rq(cx);
CFixedVector2D pos, goalPos;
std::vector<CFixedVector2D> waypoints;
JS::RootedValue retVal(cx);
self->m_ScriptInterface->FromJSVal<CFixedVector2D>(cx, position, pos);
self->m_ScriptInterface->FromJSVal<CFixedVector2D>(cx, goal, goalPos);
self->ComputePath(pos, goalPos, passClass, waypoints);
self->m_ScriptInterface->ToJSVal<std::vector<CFixedVector2D> >(cx, &retVal, waypoints);
return retVal;
}
void ComputePath(const CFixedVector2D& pos, const CFixedVector2D& goal, pass_class_t passClass, std::vector<CFixedVector2D>& waypoints)
{
WaypointPath ret;
PathGoal pathGoal = { PathGoal::POINT, goal.X, goal.Y };
m_LongPathfinder.ComputePath(pos.X, pos.Y, pathGoal, passClass, ret);
for (Waypoint& wp : ret.m_Waypoints)
waypoints.emplace_back(wp.x, wp.z);
}
static CParamNode GetTemplate(ScriptInterface::CxPrivate* pCxPrivate, const std::string& name)
{
ENSURE(pCxPrivate->pCBData);
CAIWorker* self = static_cast<CAIWorker*> (pCxPrivate->pCBData);
return self->GetTemplate(name);
}
CParamNode GetTemplate(const std::string& name)
{
if (!m_TemplateLoader.TemplateExists(name))
return CParamNode(false);
return m_TemplateLoader.GetTemplateFileData(name).GetChild("Entity");
}
static void ExitProgram(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
QuitEngine();
}
/**
* Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights).
*/
static void DumpImage(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& name, const std::vector<u32>& data, u32 w, u32 h, u32 max)
{
// TODO: this is totally not threadsafe.
VfsPath filename = L"screenshots/aidump/" + name;
if (data.size() != w*h)
{
debug_warn(L"DumpImage: data size doesn't match w*h");
return;
}
if (max == 0)
{
debug_warn(L"DumpImage: max must not be 0");
return;
}
const size_t bpp = 8;
int flags = TEX_BOTTOM_UP|TEX_GREY;
const size_t img_size = w * h * bpp/8;
const size_t hdr_size = tex_hdr_size(filename);
shared_ptr<u8> buf;
AllocateAligned(buf, hdr_size+img_size, maxSectorSize);
Tex t;
if (t.wrap(w, h, bpp, flags, buf, hdr_size) < 0)
return;
u8* img = buf.get() + hdr_size;
for (size_t i = 0; i < data.size(); ++i)
img[i] = (u8)((data[i] * 255) / max);
tex_write(&t, filename);
}
void SetRNGSeed(u32 seed)
{
m_RNG.seed(seed);
}
bool TryLoadSharedComponent()
{
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
// we don't need to load it.
if (!m_HasSharedComponent)
return false;
// reset the value so it can be used to determine if we actually initialized it.
m_HasSharedComponent = false;
if (LoadScripts(L"common-api"))
m_HasSharedComponent = true;
else
return false;
// mainly here for the error messages
OsPath path = L"simulation/ai/common-api/";
// Constructor name is SharedScript, it's in the module API3
// TODO: Hardcoding this is bad, we need a smarter way.
JS::RootedValue AIModule(cx);
JS::RootedValue global(cx, m_ScriptInterface->GetGlobalObject());
JS::RootedValue ctor(cx);
if (!m_ScriptInterface->GetProperty(global, "API3", &AIModule) || AIModule.isUndefined())
{
LOGERROR("Failed to create shared AI component: %s: can't find module '%s'", path.string8(), "API3");
return false;
}
if (!m_ScriptInterface->GetProperty(AIModule, "SharedScript", &ctor)
|| ctor.isUndefined())
{
LOGERROR("Failed to create shared AI component: %s: can't find constructor '%s'", path.string8(), "SharedScript");
return false;
}
// Set up the data to pass as the constructor argument
JS::RootedValue settings(cx);
m_ScriptInterface->Eval(L"({})", &settings);
JS::RootedValue playersID(cx);
m_ScriptInterface->Eval(L"({})", &playersID);
for (size_t i = 0; i < m_Players.size(); ++i)
{
JS::RootedValue val(cx);
m_ScriptInterface->ToJSVal(cx, &val, m_Players[i]->m_Player);
m_ScriptInterface->SetPropertyInt(playersID, i, val, true);
}
m_ScriptInterface->SetProperty(settings, "players", playersID);
ENSURE(m_HasLoadedEntityTemplates);
m_ScriptInterface->SetProperty(settings, "templates", m_EntityTemplates, false);
JS::AutoValueVector argv(cx);
argv.append(settings);
m_ScriptInterface->CallConstructor(ctor, argv, &m_SharedAIObj);
if (m_SharedAIObj.get().isNull())
{
LOGERROR("Failed to create shared AI component: %s: error calling constructor '%s'", path.string8(), "SharedScript");
return false;
}
return true;
}
bool AddPlayer(const std::wstring& aiName, player_id_t player, u8 difficulty, const std::wstring& behavior)
{
shared_ptr<CAIPlayer> ai(new CAIPlayer(*this, aiName, player, difficulty, behavior, m_ScriptInterface));
if (!ai->Initialise())
return false;
// this will be set to true if we need to load the shared Component.
if (!m_HasSharedComponent)
m_HasSharedComponent = ai->m_UseSharedComponent;
m_Players.push_back(ai);
return true;
}
bool RunGamestateInit(const shared_ptr<ScriptInterface::StructuredClone>& gameState, const Grid<NavcellData>& passabilityMap, const Grid<u8>& territoryMap,
const std::map<std::string, pass_class_t>& nonPathfindingPassClassMasks, const std::map<std::string, pass_class_t>& pathfindingPassClassMasks)
{
// this will be run last by InitGame.js, passing the full game representation.
// For now it will run for the shared Component.
// This is NOT run during deserialization.
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue state(cx);
m_ScriptInterface->ReadStructuredClone(gameState, &state);
ScriptInterface::ToJSVal(cx, &m_PassabilityMapVal, passabilityMap);
ScriptInterface::ToJSVal(cx, &m_TerritoryMapVal, territoryMap);
m_PassabilityMap = passabilityMap;
m_NonPathfindingPassClasses = nonPathfindingPassClassMasks;
m_PathfindingPassClasses = pathfindingPassClassMasks;
m_LongPathfinder.Reload(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
if (m_HasSharedComponent)
{
m_ScriptInterface->SetProperty(state, "passabilityMap", m_PassabilityMapVal, true);
m_ScriptInterface->SetProperty(state, "territoryMap", m_TerritoryMapVal, true);
m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "init", state);
for (size_t i = 0; i < m_Players.size(); ++i)
{
if (m_HasSharedComponent && m_Players[i]->m_UseSharedComponent)
m_Players[i]->InitAI(state, m_SharedAIObj);
}
}
return true;
}
void UpdateGameState(const shared_ptr<ScriptInterface::StructuredClone>& gameState)
{
ENSURE(m_CommandsComputed);
m_GameState = gameState;
}
void UpdatePathfinder(const Grid<NavcellData>& passabilityMap, bool globallyDirty, const Grid<u8>& dirtinessGrid, bool justDeserialized,
const std::map<std::string, pass_class_t>& nonPathfindingPassClassMasks, const std::map<std::string, pass_class_t>& pathfindingPassClassMasks)
{
ENSURE(m_CommandsComputed);
bool dimensionChange = m_PassabilityMap.m_W != passabilityMap.m_W || m_PassabilityMap.m_H != passabilityMap.m_H;
m_PassabilityMap = passabilityMap;
if (globallyDirty)
m_LongPathfinder.Reload(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
else
m_LongPathfinder.Update(&m_PassabilityMap, dirtinessGrid);
JSContext* cx = m_ScriptInterface->GetContext();
if (dimensionChange || justDeserialized)
ScriptInterface::ToJSVal(cx, &m_PassabilityMapVal, m_PassabilityMap);
else
{
// Avoid a useless memory reallocation followed by a garbage collection.
JSAutoRequest rq(cx);
JS::RootedObject mapObj(cx, &m_PassabilityMapVal.toObject());
JS::RootedValue mapData(cx);
ENSURE(JS_GetProperty(cx, mapObj, "data", &mapData));
JS::RootedObject dataObj(cx, &mapData.toObject());
u32 length = 0;
ENSURE(JS_GetArrayLength(cx, dataObj, &length));
u32 nbytes = (u32)(length * sizeof(NavcellData));
JS::AutoCheckCannotGC nogc;
memcpy((void*)JS_GetUint16ArrayData(dataObj, nogc), m_PassabilityMap.m_Data, nbytes);
}
}
void UpdateTerritoryMap(const Grid<u8>& territoryMap)
{
ENSURE(m_CommandsComputed);
bool dimensionChange = m_TerritoryMap.m_W != territoryMap.m_W || m_TerritoryMap.m_H != territoryMap.m_H;
m_TerritoryMap = territoryMap;
JSContext* cx = m_ScriptInterface->GetContext();
if (dimensionChange)
ScriptInterface::ToJSVal(cx, &m_TerritoryMapVal, m_TerritoryMap);
else
{
// Avoid a useless memory reallocation followed by a garbage collection.
JSAutoRequest rq(cx);
JS::RootedObject mapObj(cx, &m_TerritoryMapVal.toObject());
JS::RootedValue mapData(cx);
ENSURE(JS_GetProperty(cx, mapObj, "data", &mapData));
JS::RootedObject dataObj(cx, &mapData.toObject());
u32 length = 0;
ENSURE(JS_GetArrayLength(cx, dataObj, &length));
u32 nbytes = (u32)(length * sizeof(u8));
JS::AutoCheckCannotGC nogc;
memcpy((void*)JS_GetUint8ArrayData(dataObj, nogc), m_TerritoryMap.m_Data, nbytes);
}
}
void StartComputation()
{
m_CommandsComputed = false;
}
void WaitToFinishComputation()
{
if (!m_CommandsComputed)
{
PerformComputation();
m_CommandsComputed = true;
}
}
void GetCommands(std::vector<SCommandSets>& commands)
{
WaitToFinishComputation();
commands.clear();
commands.resize(m_Players.size());
for (size_t i = 0; i < m_Players.size(); ++i)
{
commands[i].player = m_Players[i]->m_Player;
commands[i].commands = m_Players[i]->m_Commands;
}
}
void LoadEntityTemplates(const std::vector<std::pair<std::string, const CParamNode*> >& templates)
{
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
m_HasLoadedEntityTemplates = true;
m_ScriptInterface->Eval("({})", &m_EntityTemplates);
JS::RootedValue val(cx);
for (size_t i = 0; i < templates.size(); ++i)
{
templates[i].second->ToJSVal(cx, false, &val);
m_ScriptInterface->SetProperty(m_EntityTemplates, templates[i].first.c_str(), val, true);
}
}
void Serialize(std::ostream& stream, bool isDebug)
{
WaitToFinishComputation();
if (isDebug)
{
CDebugSerializer serializer(*m_ScriptInterface, stream);
serializer.Indent(4);
SerializeState(serializer);
}
else
{
CStdSerializer serializer(*m_ScriptInterface, stream);
// TODO: see comment in Deserialize()
serializer.SetSerializablePrototypes(m_SerializablePrototypes);
SerializeState(serializer);
}
}
void SerializeState(ISerializer& serializer)
{
if (m_Players.empty())
return;
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
std::stringstream rngStream;
rngStream << m_RNG;
serializer.StringASCII("rng", rngStream.str(), 0, 32);
serializer.NumberU32_Unbounded("turn", m_TurnNum);
serializer.Bool("useSharedScript", m_HasSharedComponent);
if (m_HasSharedComponent)
{
JS::RootedValue sharedData(cx);
if (!m_ScriptInterface->CallFunction(m_SharedAIObj, "Serialize", &sharedData))
LOGERROR("AI shared script Serialize call failed");
serializer.ScriptVal("sharedData", &sharedData);
}
for (size_t i = 0; i < m_Players.size(); ++i)
{
serializer.String("name", m_Players[i]->m_AIName, 1, 256);
serializer.NumberI32_Unbounded("player", m_Players[i]->m_Player);
serializer.NumberU8_Unbounded("difficulty", m_Players[i]->m_Difficulty);
serializer.String("behavior", m_Players[i]->m_Behavior, 1, 256);
serializer.NumberU32_Unbounded("num commands", (u32)m_Players[i]->m_Commands.size());
for (size_t j = 0; j < m_Players[i]->m_Commands.size(); ++j)
{
JS::RootedValue val(cx);
m_ScriptInterface->ReadStructuredClone(m_Players[i]->m_Commands[j], &val);
serializer.ScriptVal("command", &val);
}
bool hasCustomSerialize = m_ScriptInterface->HasProperty(m_Players[i]->m_Obj, "Serialize");
if (hasCustomSerialize)
{
JS::RootedValue scriptData(cx);
if (!m_ScriptInterface->CallFunction(m_Players[i]->m_Obj, "Serialize", &scriptData))
LOGERROR("AI script Serialize call failed");
serializer.ScriptVal("data", &scriptData);
}
else
{
serializer.ScriptVal("data", &m_Players[i]->m_Obj);
}
}
// AI pathfinder
SerializeMap<SerializeString, SerializeU16_Unbounded>()(serializer, "non pathfinding pass classes", m_NonPathfindingPassClasses);
SerializeMap<SerializeString, SerializeU16_Unbounded>()(serializer, "pathfinding pass classes", m_PathfindingPassClasses);
serializer.NumberU16_Unbounded("pathfinder grid w", m_PassabilityMap.m_W);
serializer.NumberU16_Unbounded("pathfinder grid h", m_PassabilityMap.m_H);
serializer.RawBytes("pathfinder grid data", (const u8*)m_PassabilityMap.m_Data,
m_PassabilityMap.m_W*m_PassabilityMap.m_H*sizeof(NavcellData));
}
void Deserialize(std::istream& stream, u32 numAis)
{
m_PlayerMetadata.clear();
m_Players.clear();
if (numAis == 0)
return;
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
ENSURE(m_CommandsComputed); // deserializing while we're still actively computing would be bad
CStdDeserializer deserializer(*m_ScriptInterface, stream);
std::string rngString;
std::stringstream rngStream;
deserializer.StringASCII("rng", rngString, 0, 32);
rngStream << rngString;
rngStream >> m_RNG;
deserializer.NumberU32_Unbounded("turn", m_TurnNum);
deserializer.Bool("useSharedScript", m_HasSharedComponent);
if (m_HasSharedComponent)
{
TryLoadSharedComponent();
JS::RootedValue sharedData(cx);
deserializer.ScriptVal("sharedData", &sharedData);
if (!m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "Deserialize", sharedData))
LOGERROR("AI shared script Deserialize call failed");
}
for (size_t i = 0; i < numAis; ++i)
{
std::wstring name;
player_id_t player;
u8 difficulty;
std::wstring behavior;
deserializer.String("name", name, 1, 256);
deserializer.NumberI32_Unbounded("player", player);
deserializer.NumberU8_Unbounded("difficulty",difficulty);
deserializer.String("behavior", behavior, 1, 256);
if (!AddPlayer(name, player, difficulty, behavior))
throw PSERROR_Deserialize_ScriptError();
u32 numCommands;
deserializer.NumberU32_Unbounded("num commands", numCommands);
m_Players.back()->m_Commands.reserve(numCommands);
for (size_t j = 0; j < numCommands; ++j)
{
JS::RootedValue val(cx);
deserializer.ScriptVal("command", &val);
m_Players.back()->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(val));
}
// TODO: this is yucky but necessary while the AIs are sharing data between contexts;
// ideally a new (de)serializer instance would be created for each player
// so they would have a single, consistent script context to use and serializable
// prototypes could be stored in their ScriptInterface
deserializer.SetSerializablePrototypes(m_DeserializablePrototypes);
bool hasCustomDeserialize = m_ScriptInterface->HasProperty(m_Players.back()->m_Obj, "Deserialize");
if (hasCustomDeserialize)
{
JS::RootedValue scriptData(cx);
deserializer.ScriptVal("data", &scriptData);
if (m_Players[i]->m_UseSharedComponent)
{
if (!m_ScriptInterface->CallFunctionVoid(m_Players.back()->m_Obj, "Deserialize", scriptData, m_SharedAIObj))
LOGERROR("AI script Deserialize call failed");
}
else if (!m_ScriptInterface->CallFunctionVoid(m_Players.back()->m_Obj, "Deserialize", scriptData))
{
LOGERROR("AI script deserialize() call failed");
}
}
else
{
deserializer.ScriptVal("data", &m_Players.back()->m_Obj);
}
}
// AI pathfinder
SerializeMap<SerializeString, SerializeU16_Unbounded>()(deserializer, "non pathfinding pass classes", m_NonPathfindingPassClasses);
SerializeMap<SerializeString, SerializeU16_Unbounded>()(deserializer, "pathfinding pass classes", m_PathfindingPassClasses);
u16 mapW, mapH;
deserializer.NumberU16_Unbounded("pathfinder grid w", mapW);
deserializer.NumberU16_Unbounded("pathfinder grid h", mapH);
m_PassabilityMap = Grid<NavcellData>(mapW, mapH);
deserializer.RawBytes("pathfinder grid data", (u8*)m_PassabilityMap.m_Data, mapW*mapH*sizeof(NavcellData));
m_LongPathfinder.Reload(&m_PassabilityMap, m_NonPathfindingPassClasses, m_PathfindingPassClasses);
}
int getPlayerSize()
{
return m_Players.size();
}
void RegisterSerializablePrototype(std::wstring name, JS::HandleValue proto)
{
// Require unique prototype and name (for reverse lookup)
// TODO: this is yucky - see comment in Deserialize()
ENSURE(proto.isObject() && "A serializable prototype has to be an object!");
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedObject obj(cx, &proto.toObject());
if (m_SerializablePrototypes->has(obj) || m_DeserializablePrototypes.find(name) != m_DeserializablePrototypes.end())
{
LOGERROR("RegisterSerializablePrototype called with same prototype multiple times: p=%p n='%s'", (void *)obj.get(), utf8_from_wstring(name));
return;
}
m_SerializablePrototypes->add(cx, obj, name);
m_DeserializablePrototypes[name] = JS::Heap<JSObject*>(obj);
}
private:
static void Trace(JSTracer *trc, void *data)
{
reinterpret_cast<CAIWorker*>(data)->TraceMember(trc);
}
void TraceMember(JSTracer *trc)
{
for (std::pair<const std::wstring, JS::Heap<JSObject*>>& prototype : m_DeserializablePrototypes)
JS_CallObjectTracer(trc, &prototype.second, "CAIWorker::m_DeserializablePrototypes");
for (std::pair<const VfsPath, JS::Heap<JS::Value>>& metadata : m_PlayerMetadata)
JS_CallValueTracer(trc, &metadata.second, "CAIWorker::m_PlayerMetadata");
}
void LoadMetadata(const VfsPath& path, JS::MutableHandleValue out)
{
if (m_PlayerMetadata.find(path) == m_PlayerMetadata.end())
{
// Load and cache the AI player metadata
m_ScriptInterface->ReadJSONFile(path, out);
m_PlayerMetadata[path] = JS::Heap<JS::Value>(out);
return;
}
out.set(m_PlayerMetadata[path].get());
}
void PerformComputation()
{
// Deserialize the game state, to pass to the AI's HandleMessage
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue state(cx);
{
PROFILE3("AI compute read state");
m_ScriptInterface->ReadStructuredClone(m_GameState, &state);
m_ScriptInterface->SetProperty(state, "passabilityMap", m_PassabilityMapVal, true);
m_ScriptInterface->SetProperty(state, "territoryMap", m_TerritoryMapVal, true);
}
// It would be nice to do
// m_ScriptInterface->FreezeObject(state.get(), true);
// to prevent AI scripts accidentally modifying the state and
// affecting other AI scripts they share it with. But the performance
// cost is far too high, so we won't do that.
// If there is a shared component, run it
if (m_HasSharedComponent)
{
PROFILE3("AI run shared component");
m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "onUpdate", state);
}
for (size_t i = 0; i < m_Players.size(); ++i)
{
PROFILE3("AI script");
PROFILE2_ATTR("player: %d", m_Players[i]->m_Player);
PROFILE2_ATTR("script: %ls", m_Players[i]->m_AIName.c_str());
if (m_HasSharedComponent && m_Players[i]->m_UseSharedComponent)
m_Players[i]->Run(state, m_Players[i]->m_Player, m_SharedAIObj);
else
m_Players[i]->Run(state, m_Players[i]->m_Player);
}
}
// Take care to keep this declaration before heap rooted members. Destructors of heap rooted
// members have to be called before the runtime destructor.
shared_ptr<ScriptRuntime> m_ScriptRuntime;
shared_ptr<ScriptInterface> m_ScriptInterface;
boost::rand48 m_RNG;
u32 m_TurnNum;
JS::PersistentRootedValue m_EntityTemplates;
bool m_HasLoadedEntityTemplates;
std::map<VfsPath, JS::Heap<JS::Value> > m_PlayerMetadata;
std::vector<shared_ptr<CAIPlayer> > m_Players; // use shared_ptr just to avoid copying
bool m_HasSharedComponent;
JS::PersistentRootedValue m_SharedAIObj;
std::vector<SCommandSets> m_Commands;
std::set<std::wstring> m_LoadedModules;
shared_ptr<ScriptInterface::StructuredClone> m_GameState;
Grid<NavcellData> m_PassabilityMap;
JS::PersistentRootedValue m_PassabilityMapVal;
Grid<u8> m_TerritoryMap;
JS::PersistentRootedValue m_TerritoryMapVal;
std::map<std::string, pass_class_t> m_NonPathfindingPassClasses;
std::map<std::string, pass_class_t> m_PathfindingPassClasses;
LongPathfinder m_LongPathfinder;
bool m_CommandsComputed;
shared_ptr<ObjectIdCache<std::wstring> > m_SerializablePrototypes;
std::map<std::wstring, JS::Heap<JSObject*> > m_DeserializablePrototypes;
CTemplateLoader m_TemplateLoader;
};
/**
* Implementation of ICmpAIManager.
*/
class CCmpAIManager : public ICmpAIManager
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(AIManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_TerritoriesDirtyID = 0;
m_TerritoriesDirtyBlinkingID = 0;
m_JustDeserialized = false;
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberU32_Unbounded("num ais", m_Worker.getPlayerSize());
// Because the AI worker uses its own ScriptInterface, we can't use the
// ISerializer (which was initialised with the simulation ScriptInterface)
// directly. So we'll just grab the ISerializer's stream and write to it
// with an independent serializer.
m_Worker.Serialize(serialize.GetStream(), serialize.IsDebug());
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
u32 numAis;
deserialize.NumberU32_Unbounded("num ais", numAis);
if (numAis > 0)
LoadUsedEntityTemplates();
m_Worker.Deserialize(deserialize.GetStream(), numAis);
m_JustDeserialized = true;
}
virtual void AddPlayer(const std::wstring& id, player_id_t player, u8 difficulty, const std::wstring& behavior)
{
LoadUsedEntityTemplates();
m_Worker.AddPlayer(id, player, difficulty, behavior);
// AI players can cheat and see through FoW/SoD, since that greatly simplifies
// their implementation.
// (TODO: maybe cleverer AIs should be able to optionally retain FoW/SoD)
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
if (cmpRangeManager)
cmpRangeManager->SetLosRevealAll(player, true);
}
virtual void SetRNGSeed(u32 seed)
{
m_Worker.SetRNGSeed(seed);
}
virtual void TryLoadSharedComponent()
{
m_Worker.TryLoadSharedComponent();
}
virtual void RunGamestateInit()
{
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
CmpPtr<ICmpAIInterface> cmpAIInterface(GetSystemEntity());
ENSURE(cmpAIInterface);
// Get the game state from AIInterface
// We flush events from the initialization so we get a clean state now.
JS::RootedValue state(cx);
cmpAIInterface->GetFullRepresentation(&state, true);
// Get the passability data
Grid<NavcellData> dummyGrid;
const Grid<NavcellData>* passabilityMap = &dummyGrid;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (cmpPathfinder)
passabilityMap = &cmpPathfinder->GetPassabilityGrid();
// Get the territory data
// Since getting the territory grid can trigger a recalculation, we check NeedUpdateAI first
Grid<u8> dummyGrid2;
const Grid<u8>* territoryMap = &dummyGrid2;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdateAI(&m_TerritoriesDirtyID, &m_TerritoriesDirtyBlinkingID))
territoryMap = &cmpTerritoryManager->GetTerritoryGrid();
LoadPathfinderClasses(state);
std::map<std::string, pass_class_t> nonPathfindingPassClassMasks, pathfindingPassClassMasks;
if (cmpPathfinder)
cmpPathfinder->GetPassabilityClasses(nonPathfindingPassClassMasks, pathfindingPassClassMasks);
m_Worker.RunGamestateInit(scriptInterface.WriteStructuredClone(state), *passabilityMap, *territoryMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
virtual void StartComputation()
{
PROFILE("AI setup");
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
if (m_Worker.getPlayerSize() == 0)
return;
CmpPtr<ICmpAIInterface> cmpAIInterface(GetSystemEntity());
ENSURE(cmpAIInterface);
// Get the game state from AIInterface
JS::RootedValue state(cx);
if (m_JustDeserialized)
cmpAIInterface->GetFullRepresentation(&state, false);
else
cmpAIInterface->GetRepresentation(&state);
LoadPathfinderClasses(state); // add the pathfinding classes to it
// Update the game state
m_Worker.UpdateGameState(scriptInterface.WriteStructuredClone(state));
// Update the pathfinding data
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (cmpPathfinder)
{
const GridUpdateInformation& dirtinessInformations = cmpPathfinder->GetAIPathfinderDirtinessInformation();
if (dirtinessInformations.dirty || m_JustDeserialized)
{
const Grid<NavcellData>& passabilityMap = cmpPathfinder->GetPassabilityGrid();
std::map<std::string, pass_class_t> nonPathfindingPassClassMasks, pathfindingPassClassMasks;
cmpPathfinder->GetPassabilityClasses(nonPathfindingPassClassMasks, pathfindingPassClassMasks);
m_Worker.UpdatePathfinder(passabilityMap,
dirtinessInformations.globallyDirty, dirtinessInformations.dirtinessGrid, m_JustDeserialized,
nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
cmpPathfinder->FlushAIPathfinderDirtinessInformation();
}
// Update the territory data
// Since getting the territory grid can trigger a recalculation, we check NeedUpdateAI first
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && (cmpTerritoryManager->NeedUpdateAI(&m_TerritoriesDirtyID, &m_TerritoriesDirtyBlinkingID) || m_JustDeserialized))
{
const Grid<u8>& territoryMap = cmpTerritoryManager->GetTerritoryGrid();
m_Worker.UpdateTerritoryMap(territoryMap);
}
m_Worker.StartComputation();
m_JustDeserialized = false;
}
virtual void PushCommands()
{
std::vector<CAIWorker::SCommandSets> commands;
m_Worker.GetCommands(commands);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(GetSystemEntity());
if (!cmpCommandQueue)
return;
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue clonedCommandVal(cx);
for (size_t i = 0; i < commands.size(); ++i)
{
for (size_t j = 0; j < commands[i].commands.size(); ++j)
{
scriptInterface.ReadStructuredClone(commands[i].commands[j], &clonedCommandVal);
cmpCommandQueue->PushLocalCommand(commands[i].player, clonedCommandVal);
}
}
}
private:
size_t m_TerritoriesDirtyID;
size_t m_TerritoriesDirtyBlinkingID;
bool m_JustDeserialized;
/**
* Load the templates of all entities on the map (called when adding a new AI player for a new game
* or when deserializing)
*/
void LoadUsedEntityTemplates()
{
if (m_Worker.HasLoadedEntityTemplates())
return;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSystemEntity());
ENSURE(cmpTemplateManager);
std::vector<std::string> templateNames = cmpTemplateManager->FindUsedTemplates();
std::vector<std::pair<std::string, const CParamNode*> > usedTemplates;
usedTemplates.reserve(templateNames.size());
for (const std::string& name : templateNames)
{
const CParamNode* node = cmpTemplateManager->GetTemplateWithoutValidation(name);
if (node)
usedTemplates.emplace_back(name, node);
}
// Send the data to the worker
m_Worker.LoadEntityTemplates(usedTemplates);
}
void LoadPathfinderClasses(JS::HandleValue state)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue classesVal(cx);
scriptInterface.Eval("({})", &classesVal);
std::map<std::string, pass_class_t> classes;
cmpPathfinder->GetPassabilityClasses(classes);
for (std::map<std::string, pass_class_t>::iterator it = classes.begin(); it != classes.end(); ++it)
scriptInterface.SetProperty(classesVal, it->first.c_str(), it->second, true);
scriptInterface.SetProperty(state, "passabilityClasses", classesVal, true);
}
CAIWorker m_Worker;
};
REGISTER_COMPONENT_TYPE(AIManager)