0ad/source/simulation2/components/CCmpAIManager.cpp
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

1100 lines
35 KiB
C++

/* Copyright (C) 2014 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/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/ICmpTechnologyTemplateManager.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.h"
#include "simulation2/serialization/SerializeTemplates.h"
/**
* @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, uint8_t difficulty,
shared_ptr<ScriptInterface> scriptInterface) :
m_Worker(worker), m_AIName(aiName), m_Player(player), m_Difficulty(difficulty),
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);
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;
uint8_t m_Difficulty;
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_TechTemplates(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->LoadGlobalScripts();
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::DumpHeap>("DumpHeap");
m_ScriptInterface->RegisterFunction<void, CAIWorker::ForceGC>("ForceGC");
m_ScriptInterface->RegisterFunction<void, std::wstring, std::vector<u32>, u32, u32, u32, CAIWorker::DumpImage>("DumpImage");
}
~CAIWorker()
{
JS_RemoveExtraGCRootsTracer(m_ScriptInterface->GetJSRuntime(), Trace, this);
}
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 (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
{
if (!m_ScriptInterface->LoadGlobalScriptFile(*it))
{
LOGERROR("Failed to load script %s", it->string8());
return false;
}
}
return true;
}
static void IncludeModule(ScriptInterface::CxPrivate* pCxPrivate, 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!");
}
// The next two ought to be implmeneted someday but for now as it returns "null" it can't
static void DumpHeap(ScriptInterface::CxPrivate* pCxPrivate)
{
pCxPrivate->pScriptInterface->DumpHeap();
}
static void ForceGC(ScriptInterface::CxPrivate* pCxPrivate)
{
PROFILE3("AI compute GC");
JS_GC(pCxPrivate->pScriptInterface->GetJSRuntime());
}
/**
* Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights).
*/
static void DumpImage(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::wstring name, 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(uint32_t seed)
{
m_RNG.seed(seed);
}
bool TryLoadSharedComponent(bool hasTechs)
{
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);
if (hasTechs)
{
m_ScriptInterface->SetProperty(settings, "techTemplates", m_TechTemplates, false);
}
else
{
// won't get the tech templates directly.
JS::RootedValue fakeTech(cx);
m_ScriptInterface->Eval("({})", &fakeTech);
m_ScriptInterface->SetProperty(settings, "techTemplates", fakeTech, 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, uint8_t difficulty)
{
shared_ptr<CAIPlayer> ai(new CAIPlayer(*this, aiName, player, difficulty, 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<u16>& passabilityMap, const Grid<u8>& territoryMap)
{
// 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);
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 StartComputation(const shared_ptr<ScriptInterface::StructuredClone>& gameState, const Grid<u16>& passabilityMap, const Grid<u8>& territoryMap, bool territoryMapDirty)
{
ENSURE(m_CommandsComputed);
m_GameState = gameState;
JSContext* cx = m_ScriptInterface->GetContext();
if (passabilityMap.m_DirtyID != m_PassabilityMap.m_DirtyID)
{
m_PassabilityMap = passabilityMap;
ScriptInterface::ToJSVal(cx, &m_PassabilityMapVal, m_PassabilityMap);
}
if (territoryMapDirty)
{
m_TerritoryMap = territoryMap;
ScriptInterface::ToJSVal(cx, &m_TerritoryMapVal, m_TerritoryMap);
}
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 RegisterTechTemplates(const shared_ptr<ScriptInterface::StructuredClone>& techTemplates)
{
m_ScriptInterface->ReadStructuredClone(techTemplates, &m_TechTemplates);
}
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);
}
// Since the template data is shared between AI players, freeze it
// to stop any of them changing it and confusing the other players
m_ScriptInterface->FreezeObject(m_EntityTemplates, 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)
{
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.NumberU32_Unbounded("num ais", (u32)m_Players.size());
serializer.Bool("useSharedScript", m_HasSharedComponent);
if (m_HasSharedComponent)
{
JS::RootedValue sharedData(cx);
JS::RootedValue tmpSharedAIObj(cx, m_SharedAIObj.get()); // TODO: Check if this temporary root can be removed after SpiderMonkey 31 upgrade
if (!m_ScriptInterface->CallFunction(tmpSharedAIObj, "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.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);
}
JS::RootedValue tmpPlayerObj(cx, m_Players[i]->m_Obj.get()); // TODO: Check if this temporary root can be removed after SpiderMonkey 31 upgrade
bool hasCustomSerialize = m_ScriptInterface->HasProperty(tmpPlayerObj, "Serialize");
if (hasCustomSerialize)
{
JS::RootedValue scriptData(cx);
if (!m_ScriptInterface->CallFunction(tmpPlayerObj, "Serialize", &scriptData))
LOGERROR("AI script Serialize call failed");
serializer.ScriptVal("data", &scriptData);
}
else
{
serializer.ScriptVal("data", &tmpPlayerObj);
}
}
}
void Deserialize(std::istream& stream)
{
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);
m_PlayerMetadata.clear();
m_Players.clear();
std::string rngString;
std::stringstream rngStream;
deserializer.StringASCII("rng", rngString, 0, 32);
rngStream << rngString;
rngStream >> m_RNG;
deserializer.NumberU32_Unbounded("turn", m_TurnNum);
uint32_t numAis;
deserializer.NumberU32_Unbounded("num ais", numAis);
deserializer.Bool("useSharedScript", m_HasSharedComponent);
TryLoadSharedComponent(false);
if (m_HasSharedComponent)
{
JS::RootedValue sharedData(cx);
JS::RootedValue tmpSharedAIObj(cx, m_SharedAIObj.get()); // TODO: Check if this temporary root can be removed after SpiderMonkey 31
deserializer.ScriptVal("sharedData", &sharedData);
if (!m_ScriptInterface->CallFunctionVoid(tmpSharedAIObj, "Deserialize", sharedData))
LOGERROR("AI shared script Deserialize call failed");
}
for (size_t i = 0; i < numAis; ++i)
{
std::wstring name;
player_id_t player;
uint8_t difficulty;
deserializer.String("name", name, 1, 256);
deserializer.NumberI32_Unbounded("player", player);
deserializer.NumberU8_Unbounded("difficulty",difficulty);
if (!AddPlayer(name, player, difficulty))
throw PSERROR_Deserialize_ScriptError();
uint32_t 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);
}
}
}
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!");
JS::RootedObject obj(m_ScriptInterface->GetContext(), &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(m_ScriptInterface->GetContext(), 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 (auto& prototypes : m_DeserializablePrototypes)
JS_CallHeapObjectTracer(trc, &prototypes.second, "CAIWorker::m_DeserializablePrototypes");
for (auto& metadata : m_PlayerMetadata)
JS_CallHeapValueTracer(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");
JS::RootedValue tmpSharedAIObj(cx, m_SharedAIObj.get()); // TODO: Check if this temporary root can be removed after SpiderMonkey 31
m_ScriptInterface->CallFunctionVoid(tmpSharedAIObj, "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;
JS::PersistentRootedValue m_TechTemplates;
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<u16> m_PassabilityMap;
JS::PersistentRootedValue m_PassabilityMapVal;
Grid<u8> m_TerritoryMap;
JS::PersistentRootedValue m_TerritoryMapVal;
bool m_CommandsComputed;
shared_ptr<ObjectIdCache<std::wstring> > m_SerializablePrototypes;
std::map<std::wstring, JS::Heap<JSObject*> > m_DeserializablePrototypes;
};
/**
* Implementation of ICmpAIManager.
*/
class CCmpAIManager : public ICmpAIManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_ProgressiveLoad);
}
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_JustDeserialized = false;
StartLoadEntityTemplates();
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
// 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);
ForceLoadEntityTemplates();
m_Worker.Deserialize(deserialize.GetStream());
m_JustDeserialized = true;
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_ProgressiveLoad:
{
const CMessageProgressiveLoad& msgData = static_cast<const CMessageProgressiveLoad&> (msg);
*msgData.total += (int)m_TemplateNames.size();
if (*msgData.progressed)
break;
if (ContinueLoadEntityTemplates())
*msgData.progressed = true;
*msgData.progress += (int)m_TemplateLoadedIdx;
break;
}
}
}
virtual void AddPlayer(std::wstring id, player_id_t player, uint8_t difficulty)
{
m_Worker.AddPlayer(id, player, difficulty);
// 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(uint32_t seed)
{
m_Worker.SetRNGSeed(seed);
}
virtual void TryLoadSharedComponent()
{
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
// load the technology templates
CmpPtr<ICmpTechnologyTemplateManager> cmpTechTemplateManager(GetSystemEntity());
ENSURE(cmpTechTemplateManager);
// Get the game state from AIInterface
JS::RootedValue techTemplates(cx);
cmpTechTemplateManager->GetAllTechs(&techTemplates);
m_Worker.RegisterTechTemplates(scriptInterface.WriteStructuredClone(techTemplates));
m_Worker.TryLoadSharedComponent(true);
}
virtual void RunGamestateInit()
{
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<u16> dummyGrid;
const Grid<u16>* 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 NeedUpdate first
Grid<u8> dummyGrid2;
const Grid<u8>* territoryMap = &dummyGrid2;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID))
{
territoryMap = &cmpTerritoryManager->GetTerritoryGrid();
}
LoadPathfinderClasses(state);
m_Worker.RunGamestateInit(scriptInterface.WriteStructuredClone(state), *passabilityMap, *territoryMap);
}
virtual void StartComputation()
{
PROFILE("AI setup");
ForceLoadEntityTemplates();
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);
// Get the passability data
Grid<u16> dummyGrid;
const Grid<u16>* 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 NeedUpdate first
bool territoryMapDirty = false;
Grid<u8> dummyGrid2;
const Grid<u8>* territoryMap = &dummyGrid2;
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID))
{
territoryMap = &cmpTerritoryManager->GetTerritoryGrid();
territoryMapDirty = true;
}
LoadPathfinderClasses(state);
m_Worker.StartComputation(scriptInterface.WriteStructuredClone(state), *passabilityMap, *territoryMap, territoryMapDirty);
m_JustDeserialized = false;
}
virtual void PushCommands()
{
std::vector<CAIWorker::SCommandSets> commands;
m_Worker.GetCommands(commands);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(GetSystemEntity());
if (!cmpCommandQueue)
return;
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:
std::vector<std::string> m_TemplateNames;
size_t m_TemplateLoadedIdx;
std::vector<std::pair<std::string, const CParamNode*> > m_Templates;
size_t m_TerritoriesDirtyID;
bool m_JustDeserialized;
void StartLoadEntityTemplates()
{
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSystemEntity());
ENSURE(cmpTemplateManager);
m_TemplateNames = cmpTemplateManager->FindAllTemplates(false);
m_TemplateLoadedIdx = 0;
m_Templates.reserve(m_TemplateNames.size());
}
// Tries to load the next entity template. Returns true if we did some work.
bool ContinueLoadEntityTemplates()
{
if (m_TemplateLoadedIdx >= m_TemplateNames.size())
return false;
CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSystemEntity());
ENSURE(cmpTemplateManager);
const CParamNode* node = cmpTemplateManager->GetTemplateWithoutValidation(m_TemplateNames[m_TemplateLoadedIdx]);
if (node)
m_Templates.push_back(std::make_pair(m_TemplateNames[m_TemplateLoadedIdx], node));
m_TemplateLoadedIdx++;
// If this was the last template, send the data to the worker
if (m_TemplateLoadedIdx == m_TemplateNames.size())
m_Worker.LoadEntityTemplates(m_Templates);
return true;
}
void ForceLoadEntityTemplates()
{
while (ContinueLoadEntityTemplates())
{
}
}
void LoadPathfinderClasses(JS::HandleValue state)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue classesVal(cx);
scriptInterface.Eval("({ pathfinderObstruction: 1, foundationObstruction: 2 })", &classesVal);
std::map<std::string, ICmpPathfinder::pass_class_t> classes = cmpPathfinder->GetPassabilityClasses();
for (std::map<std::string, ICmpPathfinder::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)