0ad/source/simulation2/system/ComponentManagerSerialization.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

398 lines
12 KiB
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/* 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/>.
*/
#include "precompiled.h"
#include "ComponentManager.h"
#include "IComponent.h"
#include "ParamNode.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/HashSerializer.h"
#include "simulation2/serialization/StdSerializer.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "ps/CLogger.h"
std::string SerializeRNG(const boost::random::rand48& rng)
{
std::stringstream s;
s << rng;
return s.str();
}
void DeserializeRNG(const std::string& str, boost::random::rand48& rng)
{
std::stringstream s;
s << str;
s >> rng;
}
bool CComponentManager::DumpDebugState(std::ostream& stream, bool includeDebugInfo) const
{
CDebugSerializer serializer(m_ScriptInterface, stream, includeDebugInfo);
serializer.StringASCII("rng", SerializeRNG(m_RNG), 0, 32);
serializer.TextLine("entities:");
// We want the output to be grouped by entity ID, so invert the CComponentManager data structures
std::map<entity_id_t, std::map<ComponentTypeId, IComponent*> > components;
//std::map<ComponentTypeId, std::string> names;
std::map<ComponentTypeId, std::map<entity_id_t, IComponent*> >::const_iterator ctit = m_ComponentsByTypeId.begin();
for (; ctit != m_ComponentsByTypeId.end(); ++ctit)
{
std::map<entity_id_t, IComponent*>::const_iterator eit = ctit->second.begin();
for (; eit != ctit->second.end(); ++eit)
{
components[eit->first][ctit->first] = eit->second;
}
}
std::map<entity_id_t, std::map<ComponentTypeId, IComponent*> >::const_iterator cit = components.begin();
for (; cit != components.end(); ++cit)
{
std::stringstream n;
n << "- id: " << cit->first;
serializer.TextLine(n.str());
if (ENTITY_IS_LOCAL(cit->first))
serializer.TextLine(" type: local");
std::map<ComponentTypeId, IComponent*>::const_iterator it = cit->second.begin();
for (; it != cit->second.end(); ++it)
{
std::stringstream st;
st << " " << LookupComponentTypeName(it->first) << ":";
serializer.TextLine(st.str());
serializer.Indent(4);
it->second->Serialize(serializer);
serializer.Dedent(4);
}
serializer.TextLine("");
}
// TODO: catch exceptions
return true;
}
bool CComponentManager::ComputeStateHash(std::string& outHash, bool quick) const
{
// Hash serialization: this includes the minimal data necessary to detect
// differences in the state, and ignores things like counts and names
// If 'quick' is set, this checks even fewer things, so that it will
// be fast enough to run every turn but will typically detect any
// out-of-syncs fairly soon
CHashSerializer serializer(m_ScriptInterface);
serializer.StringASCII("rng", SerializeRNG(m_RNG), 0, 32);
serializer.NumberU32_Unbounded("next entity id", m_NextEntityId);
std::map<ComponentTypeId, std::map<entity_id_t, IComponent*> >::const_iterator cit = m_ComponentsByTypeId.begin();
for (; cit != m_ComponentsByTypeId.end(); ++cit)
{
// In quick mode, only check unit positions
if (quick && !(cit->first == CID_Position))
continue;
// Only emit component types if they have a component that will be serialized
bool needsSerialization = false;
for (std::map<entity_id_t, IComponent*>::const_iterator eit = cit->second.begin(); eit != cit->second.end(); ++eit)
{
// Don't serialize local entities
if (ENTITY_IS_LOCAL(eit->first))
continue;
needsSerialization = true;
break;
}
if (!needsSerialization)
continue;
serializer.NumberI32_Unbounded("component type id", cit->first);
for (std::map<entity_id_t, IComponent*>::const_iterator eit = cit->second.begin(); eit != cit->second.end(); ++eit)
{
// Don't serialize local entities
if (ENTITY_IS_LOCAL(eit->first))
continue;
serializer.NumberU32_Unbounded("entity id", eit->first);
eit->second->Serialize(serializer);
}
}
outHash = std::string((const char*)serializer.ComputeHash(), serializer.GetHashLength());
// TODO: catch exceptions
return true;
}
/*
* Simulation state serialization format:
*
* TODO: Global version number.
* Number of SYSTEM_ENTITY component types
* For each SYSTEM_ENTITY component type:
* Component type name
* TODO: Component type version number.
* Component state.
* Number of (non-empty, non-SYSTEM_ENTITY-only) component types.
* For each component type:
* Component type name.
* TODO: Component type version number.
* Number of entities.
* For each entity:
* Entity id.
* Component state.
*
* Rationale:
* Saved games should be valid across patches, which might change component
* type IDs. Thus the names are serialized, not the IDs.
* Version numbers are used so saved games from future versions can be rejected,
* and those from older versions can be fixed up to work with the latest version.
* (These aren't really needed for networked games (where everyone will have the same
* version), but it doesn't seem worth having a separate codepath for that.)
*/
bool CComponentManager::SerializeState(std::ostream& stream) const
{
CStdSerializer serializer(m_ScriptInterface, stream);
// We don't serialize the destruction queue, since we'd have to be careful to skip local entities etc.
// This means we cannot have non-local entities in the destruction queue at this point.
ENSURE(m_DestructionQueue.empty() || std::find_if(m_DestructionQueue.begin(), m_DestructionQueue.end(),
[](entity_id_t ent) { return !ENTITY_IS_LOCAL(ent); }) == m_DestructionQueue.end());
serializer.StringASCII("rng", SerializeRNG(m_RNG), 0, 32);
serializer.NumberU32_Unbounded("next entity id", m_NextEntityId);
std::map<ComponentTypeId, std::map<entity_id_t, IComponent*> >::const_iterator cit;
uint32_t numSystemComponentTypes = 0;
uint32_t numComponentTypes = 0;
std::set<ComponentTypeId> serializedSystemComponentTypes;
std::set<ComponentTypeId> serializedComponentTypes;
for (cit = m_ComponentsByTypeId.begin(); cit != m_ComponentsByTypeId.end(); ++cit)
{
// Only emit component types if they have a component that will be serialized
bool needsSerialization = false;
for (std::map<entity_id_t, IComponent*>::const_iterator eit = cit->second.begin(); eit != cit->second.end(); ++eit)
{
// Don't serialize local entities, and handle SYSTEM_ENTITY separately
if (ENTITY_IS_LOCAL(eit->first) || eit->first == SYSTEM_ENTITY)
continue;
needsSerialization = true;
break;
}
if (needsSerialization)
{
numComponentTypes++;
serializedComponentTypes.insert(cit->first);
}
if (cit->second.find(SYSTEM_ENTITY) != cit->second.end())
{
numSystemComponentTypes++;
serializedSystemComponentTypes.insert(cit->first);
}
}
serializer.NumberU32_Unbounded("num system component types", numSystemComponentTypes);
for (cit = m_ComponentsByTypeId.begin(); cit != m_ComponentsByTypeId.end(); ++cit)
{
if (serializedSystemComponentTypes.find(cit->first) == serializedSystemComponentTypes.end())
continue;
std::map<ComponentTypeId, ComponentType>::const_iterator ctit = m_ComponentTypesById.find(cit->first);
if (ctit == m_ComponentTypesById.end())
{
debug_warn(L"Invalid ctit"); // this should never happen
return false;
}
serializer.StringASCII("name", ctit->second.name, 0, 255);
std::map<entity_id_t, IComponent*>::const_iterator eit = cit->second.find(SYSTEM_ENTITY);
if (eit == cit->second.end())
{
debug_warn(L"Invalid eit"); // this should never happen
return false;
}
eit->second->Serialize(serializer);
}
serializer.NumberU32_Unbounded("num component types", numComponentTypes);
for (cit = m_ComponentsByTypeId.begin(); cit != m_ComponentsByTypeId.end(); ++cit)
{
if (serializedComponentTypes.find(cit->first) == serializedComponentTypes.end())
continue;
std::map<ComponentTypeId, ComponentType>::const_iterator ctit = m_ComponentTypesById.find(cit->first);
if (ctit == m_ComponentTypesById.end())
{
debug_warn(L"Invalid ctit"); // this should never happen
return false;
}
serializer.StringASCII("name", ctit->second.name, 0, 255);
// Count the components before serializing any of them
uint32_t numComponents = 0;
for (std::map<entity_id_t, IComponent*>::const_iterator eit = cit->second.begin(); eit != cit->second.end(); ++eit)
{
// Don't serialize local entities or SYSTEM_ENTITY
if (ENTITY_IS_LOCAL(eit->first) || eit->first == SYSTEM_ENTITY)
continue;
numComponents++;
}
// Emit the count
serializer.NumberU32_Unbounded("num components", numComponents);
// Serialize the components now
for (std::map<entity_id_t, IComponent*>::const_iterator eit = cit->second.begin(); eit != cit->second.end(); ++eit)
{
// Don't serialize local entities or SYSTEM_ENTITY
if (ENTITY_IS_LOCAL(eit->first) || eit->first == SYSTEM_ENTITY)
continue;
serializer.NumberU32_Unbounded("entity id", eit->first);
eit->second->Serialize(serializer);
}
}
// TODO: catch exceptions
return true;
}
bool CComponentManager::DeserializeState(std::istream& stream)
{
try
{
CStdDeserializer deserializer(m_ScriptInterface, stream);
ResetState();
InitSystemEntity();
std::string rng;
deserializer.StringASCII("rng", rng, 0, 32);
DeserializeRNG(rng, m_RNG);
deserializer.NumberU32_Unbounded("next entity id", m_NextEntityId); // TODO: use sensible bounds
uint32_t numSystemComponentTypes;
deserializer.NumberU32_Unbounded("num system component types", numSystemComponentTypes);
ICmpTemplateManager* templateManager = NULL;
CParamNode noParam;
for (size_t i = 0; i < numSystemComponentTypes; ++i)
{
std::string ctname;
deserializer.StringASCII("name", ctname, 0, 255);
ComponentTypeId ctid = LookupCID(ctname);
if (ctid == CID__Invalid)
{
LOGERROR("Deserialization saw unrecognised component type '%s'", ctname.c_str());
return false;
}
IComponent* component = ConstructComponent(m_SystemEntity, ctid);
if (!component)
return false;
component->Deserialize(noParam, deserializer);
// If this was the template manager, remember it so we can use it when
// deserializing any further non-system entities
if (ctid == CID_TemplateManager)
templateManager = static_cast<ICmpTemplateManager*> (component);
}
uint32_t numComponentTypes;
deserializer.NumberU32_Unbounded("num component types", numComponentTypes);
for (size_t i = 0; i < numComponentTypes; ++i)
{
std::string ctname;
deserializer.StringASCII("name", ctname, 0, 255);
ComponentTypeId ctid = LookupCID(ctname);
if (ctid == CID__Invalid)
{
LOGERROR("Deserialization saw unrecognised component type '%s'", ctname.c_str());
return false;
}
uint32_t numComponents;
deserializer.NumberU32_Unbounded("num components", numComponents);
for (size_t j = 0; j < numComponents; ++j)
{
entity_id_t ent;
deserializer.NumberU32_Unbounded("entity id", ent);
IComponent* component = ConstructComponent(LookupEntityHandle(ent, true), ctid);
if (!component)
return false;
// Try to find the template for this entity
const CParamNode* entTemplate = NULL;
if (templateManager)
entTemplate = templateManager->LoadLatestTemplate(ent);
// Deserialize, with the appropriate template for this component
if (entTemplate)
component->Deserialize(entTemplate->GetChild(ctname.c_str()), deserializer);
else
component->Deserialize(noParam, deserializer);
}
}
if (stream.peek() != EOF)
{
LOGERROR("Deserialization didn't reach EOF");
return false;
}
// Allow components to do some final reinitialisation after everything is loaded
CMessageDeserialized msg;
BroadcastMessage(msg);
return true;
}
catch (PSERROR_Deserialize& e)
{
LOGERROR("Deserialization failed: %s", e.what());
return false;
}
}