0ad/source/simulation2/system/TurnManager.h
wraitii 5473393e30 Add an interface for Reinforcement Learning.
Implement a simple HTTP server to start games, receive the gamestate and
pass commands to the simulation.
This is mainly intended for training reinforcement learning agents in 0
AD. As such, a python client and a small example are included.

This option can be enabled using the -rl-interface flag.

Patch by: irishninja
Reviewed By: wraitii, Itms
Fixes #5548

Differential Revision: https://code.wildfiregames.com/D2199
This was SVN commit r23917.
2020-08-01 10:52:59 +00:00

199 lines
6.2 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_TURNMANAGER
#define INCLUDED_TURNMANAGER
#include "ps/CStr.h"
#include "simulation2/helpers/SimulationCommand.h"
#include <list>
#include <map>
#include <vector>
#include <deque>
class CSimulationMessage;
class CSimulation2;
class IReplayLogger;
extern const u32 DEFAULT_TURN_LENGTH_SP;
extern const u32 DEFAULT_TURN_LENGTH_MP;
extern const int COMMAND_DELAY;
/**
* This file defines the base class of the turn managers for clients, local games and replays.
* The basic idea of our turn managing system across a network is as in this article:
* http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1
*
* Each player performs the simulation for turn N.
* User input is translated into commands scheduled for execution in turn N+2 which are
* distributed to all other clients.
* After a while, a client wants to perform the simulation for turn N+1,
* which first requires that it has all the other clients' commands for turn N+1.
* In that case, it does the simulation and tells all the other clients (via the server)
* it has finished sending commands for turn N+2, and it starts sending commands for turn N+3.
*
* Commands are redistributed immediately by the server.
* To ensure a consistent execution of commands, they are each associated with a
* client session ID (which is globally unique and consistent), which is used to sort them.
*/
/**
* Common turn system (used by clients and offline games).
*/
class CTurnManager
{
NONCOPYABLE(CTurnManager);
public:
/**
* Construct for a given network session ID.
*/
CTurnManager(CSimulation2& simulation, u32 defaultTurnLength, int clientId, IReplayLogger& replay);
virtual ~CTurnManager() { }
void ResetState(u32 newCurrentTurn, u32 newReadyTurn);
/**
* Set the current user's player ID, which will be added into command messages.
*/
void SetPlayerID(int playerId);
/**
* Advance the simulation by a certain time. If this brings us past the current
* turn length, the next turns are processed and the function returns true.
* Otherwise, nothing happens and it returns false.
*
* @param simFrameLength Length of the previous frame, in simulation seconds
* @param maxTurns Maximum number of turns to simulate at once
*/
bool Update(float simFrameLength, size_t maxTurns);
/**
* Advance the simulation by as much as possible. Intended for catching up
* over a small number of turns when rejoining a multiplayer match.
* Returns true if it advanced by at least one turn.
*/
bool UpdateFastForward();
/**
* Returns whether Update(simFrameLength, ...) will process at least one new turn.
* @param simFrameLength Length of the previous frame, in simulation seconds
*/
bool WillUpdate(float simFrameLength) const;
/**
* Advance the graphics by a certain time.
* @param simFrameLength Length of the previous frame, in simulation seconds
* @param realFrameLength Length of the previous frame, in real time seconds
*/
void Interpolate(float simFrameLength, float realFrameLength);
/**
* Called by networking code when a simulation message is received.
*/
virtual void OnSimulationMessage(CSimulationMessage* msg) = 0;
/**
* Called by simulation code, to add a new command to be distributed to all clients and executed soon.
*/
virtual void PostCommand(JS::HandleValue data) = 0;
/**
* Called when all commands for a given turn have been received.
* This allows Update to progress to that turn.
*/
void FinishedAllCommands(u32 turn, u32 turnLength);
/**
* Enables the recording of state snapshots every @p numTurns,
* which can be jumped back to via RewindTimeWarp().
* If @p numTurns is 0 then recording is disabled.
*/
void EnableTimeWarpRecording(size_t numTurns);
/**
* Jumps back to the latest recorded state snapshot (if any).
*/
void RewindTimeWarp();
void QuickSave(JS::HandleValue GUIMetadata);
void QuickLoad();
u32 GetCurrentTurn() { return m_CurrentTurn; }
protected:
/**
* Store a command to be executed at a given turn.
*/
void AddCommand(int client, int player, JS::HandleValue data, u32 turn);
/**
* Called when this client has finished sending all its commands scheduled for the given turn.
*/
virtual void NotifyFinishedOwnCommands(u32 turn) = 0;
/**
* Called when this client has finished a simulation update.
*/
virtual void NotifyFinishedUpdate(u32 turn) = 0;
/**
* Returns whether we should compute a complete state hash for the given turn,
* instead of a quick less-complete hash.
*/
bool TurnNeedsFullHash(u32 turn) const;
CSimulation2& m_Simulation2;
/// The turn that we have most recently executed
u32 m_CurrentTurn;
/// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn;
// Current turn length
u32 m_TurnLength;
/// Commands queued at each turn (index 0 is for m_CurrentTurn+1)
std::deque<std::map<u32, std::vector<SimulationCommand>>> m_QueuedCommands;
int m_PlayerId;
uint m_ClientId;
/// Simulation time remaining until we ought to execute the next turn (as a negative value to
/// add elapsed time increments to until we reach 0).
float m_DeltaSimTime;
bool m_HasSyncError;
IReplayLogger& m_Replay;
// The number of the last turn that is allowed to be executed (used for replays)
u32 m_FinalTurn;
private:
static const CStr EventNameSavegameLoaded;
size_t m_TimeWarpNumTurns; // 0 if disabled
std::list<std::string> m_TimeWarpStates;
std::string m_QuickSaveState; // TODO: should implement a proper disk-based quicksave system
JS::PersistentRootedValue m_QuickSaveMetadata;
};
#endif // INCLUDED_TURNMANAGER