mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 13:23:56 -07:00
Follows 34b1920e7b.
JSON functions and ToString are movec to their own headers.
Also clean out a few PersistentRooted usage to use the 2-phase init to
clean up scriptInterface usage.
With these functions split off, we can finally clean out headers and
remove ScriptInterface.h from most of them, in favour of smaller and
more precise headers.
Take the opportunity to clarify some comments regarding Mutability.
Differential Revision: https://code.wildfiregames.com/D3961
This was SVN commit r25434.
336 lines
10 KiB
C++
336 lines
10 KiB
C++
/* Copyright (C) 2021 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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#include "precompiled.h"
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#include "TurnManager.h"
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#include "gui/GUIManager.h"
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#include "maths/MathUtil.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/Profile.h"
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#include "ps/CLogger.h"
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#include "ps/Replay.h"
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#include "ps/Util.h"
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#include "scriptinterface/Object.h"
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#include "simulation2/Simulation2.h"
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#if 0
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#define NETTURN_LOG(...) debug_printf(__VA_ARGS__)
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#else
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#define NETTURN_LOG(...)
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#endif
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const CStr CTurnManager::EventNameSavegameLoaded = "SavegameLoaded";
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CTurnManager::CTurnManager(CSimulation2& simulation, u32 defaultTurnLength, u32 commandDelay, int clientId, IReplayLogger& replay)
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: m_Simulation2(simulation), m_CurrentTurn(0), m_CommandDelay(commandDelay), m_ReadyTurn(commandDelay - 1), m_TurnLength(defaultTurnLength),
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m_PlayerId(-1), m_ClientId(clientId), m_DeltaSimTime(0), m_Replay(replay),
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m_FinalTurn(std::numeric_limits<u32>::max()), m_TimeWarpNumTurns(0)
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{
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ScriptRequest rq(m_Simulation2.GetScriptInterface());
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m_QuickSaveMetadata.init(rq.cx);
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m_QueuedCommands.resize(1);
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}
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void CTurnManager::ResetState(u32 newCurrentTurn, u32 newReadyTurn)
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{
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m_CurrentTurn = newCurrentTurn;
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m_ReadyTurn = newReadyTurn;
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m_DeltaSimTime = 0;
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size_t queuedCommandsSize = m_QueuedCommands.size();
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m_QueuedCommands.clear();
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m_QueuedCommands.resize(queuedCommandsSize);
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}
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void CTurnManager::SetPlayerID(int playerId)
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{
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m_PlayerId = playerId;
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}
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bool CTurnManager::Update(float simFrameLength, size_t maxTurns)
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{
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if (m_CurrentTurn > m_FinalTurn)
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return false;
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m_DeltaSimTime += simFrameLength;
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// If the game becomes laggy, m_DeltaSimTime increases progressively.
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// The engine will fast forward accordingly to catch up.
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// To keep the game playable, stop fast forwarding after 2 turn lengths.
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m_DeltaSimTime = std::min(m_DeltaSimTime, 2.0f * m_TurnLength / 1000.0f);
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// If we haven't reached the next turn yet, do nothing
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if (m_DeltaSimTime < 0)
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return false;
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NETTURN_LOG("Update current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn);
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// Check that the next turn is ready for execution
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if (m_ReadyTurn <= m_CurrentTurn && m_CommandDelay > 1)
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{
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// Oops, we wanted to start the next turn but it's not ready yet -
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// there must be too much network lag.
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// TODO: complain to the user.
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// TODO: send feedback to the server to increase the turn length.
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// Reset the next-turn timer to 0 so we try again next update but
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// so we don't rush to catch up in subsequent turns.
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// TODO: we should do clever rate adjustment instead of just pausing like this.
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m_DeltaSimTime = 0;
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return false;
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}
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maxTurns = std::max((size_t)1, maxTurns); // always do at least one turn
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for (size_t i = 0; i < maxTurns; ++i)
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{
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// Check that we've reached the i'th next turn
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if (m_DeltaSimTime < 0)
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break;
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// Check that the i'th next turn is still ready
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if (m_ReadyTurn <= m_CurrentTurn && m_CommandDelay > 1)
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break;
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// To avoid confusing the profiler, we need to trigger the new turn
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// while we're not nested inside any PROFILE blocks
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g_Profiler.Turn();
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NotifyFinishedOwnCommands(m_CurrentTurn + m_CommandDelay);
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// Increase now, so Update can send new commands for a subsequent turn
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++m_CurrentTurn;
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// Clean up any destroyed entities since the last turn (e.g. placement previews
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// or rally point flags generated by the GUI). (Must do this before the time warp
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// serialization.)
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m_Simulation2.FlushDestroyedEntities();
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// Save the current state for rewinding, if enabled
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if (m_TimeWarpNumTurns && (m_CurrentTurn % m_TimeWarpNumTurns) == 0)
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{
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PROFILE3("time warp serialization");
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std::stringstream stream;
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m_Simulation2.SerializeState(stream);
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m_TimeWarpStates.push_back(stream.str());
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}
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// Put all the client commands into a single list, in a globally consistent order
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std::vector<SimulationCommand> commands;
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for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
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commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
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m_QueuedCommands.pop_front();
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m_QueuedCommands.resize(m_QueuedCommands.size() + 1);
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m_Replay.Turn(m_CurrentTurn-1, m_TurnLength, commands);
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NETTURN_LOG("Running %d cmds\n", commands.size());
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m_Simulation2.Update(m_TurnLength, commands);
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NotifyFinishedUpdate(m_CurrentTurn);
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// Set the time for the next turn update
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m_DeltaSimTime -= m_TurnLength / 1000.f;
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}
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return true;
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}
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bool CTurnManager::UpdateFastForward()
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{
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m_DeltaSimTime = 0;
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NETTURN_LOG("UpdateFastForward current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn);
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// Check that the next turn is ready for execution
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if (m_ReadyTurn <= m_CurrentTurn)
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return false;
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while (m_ReadyTurn > m_CurrentTurn)
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{
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// TODO: It would be nice to remove some of the duplication with Update()
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// (This is similar but doesn't call any Notify functions or update DeltaTime,
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// it just updates the simulation state)
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++m_CurrentTurn;
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m_Simulation2.FlushDestroyedEntities();
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// Put all the client commands into a single list, in a globally consistent order
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std::vector<SimulationCommand> commands;
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for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
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commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
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m_QueuedCommands.pop_front();
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m_QueuedCommands.resize(m_QueuedCommands.size() + 1);
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m_Replay.Turn(m_CurrentTurn-1, m_TurnLength, commands);
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NETTURN_LOG("Running %d cmds\n", commands.size());
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m_Simulation2.Update(m_TurnLength, commands);
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}
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return true;
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}
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void CTurnManager::Interpolate(float simFrameLength, float realFrameLength)
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{
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// TODO: using m_TurnLength might be a bit dodgy when length changes - maybe
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// we need to save the previous turn length?
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float offset = Clamp(m_DeltaSimTime / (m_TurnLength / 1000.f) + 1.0, 0.0, 1.0);
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// Stop animations while still updating the selection highlight
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if (m_CurrentTurn > m_FinalTurn)
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simFrameLength = 0;
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m_Simulation2.Interpolate(simFrameLength, offset, realFrameLength);
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}
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void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, u32 turn)
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{
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NETTURN_LOG("AddCommand(client=%d player=%d turn=%d current=%d, ready=%d)\n", client, player, turn, m_CurrentTurn, m_ReadyTurn);
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// Reject commands for turns that we should not be able to compute (in the past).
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if (m_CurrentTurn >= turn)
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{
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// The most likely explanation is that an observer that's lagging behind is sending commands,
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// which is possible when cheats are enabled. Report & ignore.
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// It seems a bad idea to error out too badly here:
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// nefarious clients could try and send broken commands to DOS.
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LOGWARNING("Received command for invalid turn %i (current turn is %i)", turn, m_CurrentTurn);
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return;
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}
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ScriptRequest rq(m_Simulation2.GetScriptInterface());
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Script::FreezeObject(rq, data, true);
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size_t command_in_turns = turn - (m_CurrentTurn+1);
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if (m_QueuedCommands.size() <= command_in_turns)
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m_QueuedCommands.resize(command_in_turns+1);
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m_QueuedCommands[turn - (m_CurrentTurn+1)][client].emplace_back(player, rq.cx, data);
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}
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void CTurnManager::FinishedAllCommands(u32 turn, u32 turnLength)
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{
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NETTURN_LOG("FinishedAllCommands(%d, %d)\n", turn, turnLength);
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ENSURE(turn == m_ReadyTurn + 1);
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m_ReadyTurn = turn;
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m_TurnLength = turnLength;
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}
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bool CTurnManager::TurnNeedsFullHash(u32 turn) const
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{
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// Check immediately for errors caused by e.g. inconsistent game versions
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// (The hash is computed after the first sim update, so we start at turn == 1)
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if (turn == 1)
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return true;
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// Otherwise check the full state every ~10 seconds in multiplayer games
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// (TODO: should probably remove this when we're reasonably sure the game
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// isn't too buggy, since the full hash is still pretty slow)
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if (turn % 20 == 0)
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return true;
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return false;
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}
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void CTurnManager::EnableTimeWarpRecording(size_t numTurns)
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{
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m_TimeWarpStates.clear();
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m_TimeWarpNumTurns = numTurns;
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}
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void CTurnManager::RewindTimeWarp()
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{
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if (m_TimeWarpStates.empty())
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return;
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std::stringstream stream(m_TimeWarpStates.back());
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m_Simulation2.DeserializeState(stream);
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m_TimeWarpStates.pop_back();
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// Reset the turn manager state, so we won't execute stray commands and
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// won't do the next snapshot until the appropriate time.
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// (Ideally we ought to serialise the turn manager state and restore it
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// here, but this is simpler for now.)
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ResetState(1, m_CommandDelay);
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}
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void CTurnManager::QuickSave(JS::HandleValue GUIMetadata)
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{
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TIMER(L"QuickSave");
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std::stringstream stream;
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if (!m_Simulation2.SerializeState(stream))
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{
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LOGERROR("Failed to quicksave game");
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return;
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}
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m_QuickSaveState = stream.str();
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ScriptRequest rq(m_Simulation2.GetScriptInterface());
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m_QuickSaveMetadata.set(Script::DeepCopy(rq, GUIMetadata));
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// Freeze state to ensure that consectuvie loads don't modify the state
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Script::FreezeObject(rq, m_QuickSaveMetadata, true);
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LOGMESSAGERENDER("Quicksaved game");
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}
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void CTurnManager::QuickLoad()
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{
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TIMER(L"QuickLoad");
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if (m_QuickSaveState.empty())
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{
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LOGERROR("Cannot quickload game - no game was quicksaved");
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return;
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}
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std::stringstream stream(m_QuickSaveState);
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if (!m_Simulation2.DeserializeState(stream))
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{
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LOGERROR("Failed to quickload game");
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return;
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}
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// See RewindTimeWarp
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ResetState(1, m_CommandDelay);
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if (!g_GUI)
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return;
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ScriptRequest rq(m_Simulation2.GetScriptInterface());
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// Provide a copy, so that GUI components don't have to clone to get mutable objects
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JS::RootedValue quickSaveMetadataClone(rq.cx, Script::DeepCopy(rq, m_QuickSaveMetadata));
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JS::RootedValueArray<1> paramData(rq.cx);
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paramData[0].set(quickSaveMetadataClone);
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g_GUI->SendEventToAll(EventNameSavegameLoaded, paramData);
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LOGMESSAGERENDER("Quickloaded game");
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}
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