0ad/source/simulation2/components/CCmpAIManager.cpp
wraitii 4df03ed2d2 Run the AI in the same Compartment as the simulation. Let the AI access Sim data.
This is a paradigm change for AI computation.
Historically, the AI was intended to be run in a separate thread from
the simulation. The idea was that slow AI wouldn't stop the renderer
from being smooth.

In that original design, the AI received a copy of the game world and
used that to run its logic. This meant the simulation could safely do
whatever it wanted in the meantime. This copy was done via AIProxy &
AIInterface.

This design ended up having significant flaws:
- The copying impacts the simulation negatively, particularly because
AIProxy subscribes to a lot of messages (sometimes sent exclusively to
it). This time cannot be threaded, and impacts MP games without AIs.
- Copying the data is increasingly difficult. Modifiers are a headache,
LOS is not implemented. Lots of logic is duplicated.

The intended benefits of the design also failed to realise somewhat:
- The AI was never threaded, and in fact, it is probably better to try
and thread Sim + AI from the renderer than just the AI, at which point
threading the AI specifically brings little benefit.

The new design is much simpler and straighforward, but this has some
side-effects:
- The AI can now change the simulation. This can be used for cheating,
or possibly for a tutorial AI.
- The AI runs in the same GC zone as the simulation, which may lead to
more frequent Sim GCs (but overall we might expect a reduction in
temporary objects).
- The AI state was essentially cached, so replacing some functions with
Engine.QueryInterface might be slower. The tradeoff should be balanced
by lower AIProxy computation times.

Future work:
- Threading some specific AI tasks could still be worthwhile, but should
be done in specific worker threads, allowed to run over several turns if
needed.

Technical note: the AI 'global' is in its own Realm, which means name
collisions with the same are not possible.

Other notes:
- The RL Interface uses the AI Interface and thus will gradually lose
some data there. Given that the RL Interface can now request data
however, this should be dine.

Refs #5962, #2370

Differential Revision: https://code.wildfiregames.com/D3769
This was SVN commit r26274.
2022-01-30 13:33:34 +00:00

1120 lines
35 KiB
C++

/* Copyright (C) 2022 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 "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/StructuredClone.h"
#include "scriptinterface/JSON.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/HierarchicalPathfinder.h"
#include "simulation2/helpers/LongPathfinder.h"
#include "simulation2/serialization/DebugSerializer.h"
#include "simulation2/serialization/SerializedTypes.h"
#include "simulation2/serialization/StdDeserializer.h"
#include "simulation2/serialization/StdSerializer.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.
*
* The original idea was to run CAIWorker in a separate thread to prevent
* slow AIs from impacting framerate. However, copying the game-state every turn
* proved difficult and rather slow itself (and isn't threadable, obviously).
* For these reasons, the design was changed to a single-thread, same-compartment, different-realm design.
* The AI can therefore directly use the simulation data via the 'Sim' & 'SimEngine' globals.
* As a result, a lof of the code is still designed to be "thread-ready", but this no longer matters.
*
* TODO: despite the above, it would still be useful to allow the AI to run tasks asynchronously (and off-thread).
* This could be implemented by having a separate JS runtime in a different thread,
* that runs tasks and returns after a distinct # of simulation turns (to maintain determinism).
*
* Note also that the RL Interface, by default, uses the 'AI representation'.
* This representation, alimented by the JS AIInterface/AIProxy tandem, is likely to grow smaller over time
* as the AI uses more sim data directly.
*/
/**
* AI computation orchestator 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,
std::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->GetGeneralJSContext())
{
}
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;
ScriptRequest rq(m_ScriptInterface);
OsPath path = L"simulation/ai/" + m_AIName + L"/data.json";
JS::RootedValue metadata(rq.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(rq.cx); // object that should contain the constructor function
JS::RootedValue global(rq.cx, rq.globalValue());
JS::RootedValue ctor(rq.cx);
if (!Script::HasProperty(rq, metadata, "moduleName"))
{
LOGERROR("Failed to create AI player: %s: missing 'moduleName'", path.string8());
return false;
}
Script::GetProperty(rq, metadata, "moduleName", moduleName);
if (!Script::GetProperty(rq, 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 (!Script::GetProperty(rq, 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 (!Script::GetProperty(rq, objectWithConstructor, constructor.c_str(), &ctor)
|| ctor.isNull())
{
LOGERROR("Failed to create AI player: %s: can't find constructor '%s'", path.string8(), constructor);
return false;
}
Script::GetProperty(rq, metadata, "useShared", m_UseSharedComponent);
// Set up the data to pass as the constructor argument
JS::RootedValue settings(rq.cx);
Script::CreateObject(
rq,
&settings,
"player", m_Player,
"difficulty", m_Difficulty,
"behavior", m_Behavior);
if (!m_UseSharedComponent)
{
ENSURE(m_Worker.m_HasLoadedEntityTemplates);
Script::SetProperty(rq, settings, "templates", m_Worker.m_EntityTemplates, false);
}
JS::RootedValueVector argv(rq.cx);
ignore_result(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();
ScriptRequest rq(m_ScriptInterface);
ScriptFunction::CallVoid(rq, 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();
ScriptRequest rq(m_ScriptInterface);
ScriptFunction::CallVoid(rq, m_Obj, "HandleMessage", state, playerID, SharedAI);
}
void InitAI(JS::HandleValue state, JS::HandleValue SharedAI)
{
m_Commands.clear();
ScriptRequest rq(m_ScriptInterface);
ScriptFunction::CallVoid(rq, 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 context destructor.
std::shared_ptr<ScriptInterface> m_ScriptInterface;
JS::PersistentRootedValue m_Obj;
std::vector<Script::StructuredClone> m_Commands;
};
public:
struct SCommandSets
{
player_id_t player;
std::vector<Script::StructuredClone> commands;
};
CAIWorker() :
m_TurnNum(0),
m_CommandsComputed(true),
m_HasLoadedEntityTemplates(false),
m_HasSharedComponent(false)
{
}
~CAIWorker()
{
// Init will always be called.
JS_RemoveExtraGCRootsTracer(m_ScriptInterface->GetGeneralJSContext(), Trace, this);
}
void Init(const ScriptInterface& simInterface)
{
// Create the script interface in the same compartment as the simulation interface.
// This will allow us to directly share data from the sim to the AI (and vice versa, should the need arise).
m_ScriptInterface = std::make_shared<ScriptInterface>("Engine", "AI", simInterface);
ScriptRequest rq(m_ScriptInterface);
m_EntityTemplates.init(rq.cx);
m_SharedAIObj.init(rq.cx);
m_PassabilityMapVal.init(rq.cx);
m_TerritoryMapVal.init(rq.cx);
m_ScriptInterface->ReplaceNondeterministicRNG(m_RNG);
m_ScriptInterface->SetCallbackData(static_cast<void*> (this));
JS_AddExtraGCRootsTracer(m_ScriptInterface->GetGeneralJSContext(), Trace, this);
{
ScriptRequest simrq(simInterface);
// Register the sim globals for easy & explicit access. Mark it replaceable for hotloading.
JS::RootedValue global(rq.cx, simrq.globalValue());
m_ScriptInterface->SetGlobal("Sim", global, true);
JS::RootedValue scope(rq.cx, JS::ObjectValue(*simrq.nativeScope.get()));
m_ScriptInterface->SetGlobal("SimEngine", scope, true);
}
#define REGISTER_FUNC_NAME(func, name) \
ScriptFunction::Register<&CAIWorker::func, ScriptInterface::ObjectFromCBData<CAIWorker>>(rq, name);
REGISTER_FUNC_NAME(PostCommand, "PostCommand");
REGISTER_FUNC_NAME(LoadScripts, "IncludeModule");
ScriptFunction::Register<QuitEngine>(rq, "Exit");
REGISTER_FUNC_NAME(ComputePathScript, "ComputePath");
REGISTER_FUNC_NAME(DumpImage, "DumpImage");
REGISTER_FUNC_NAME(GetTemplate, "GetTemplate");
#undef REGISTER_FUNC_NAME
JSI_VFS::RegisterScriptFunctions_Simulation(rq);
// Globalscripts may use VFS script functions
m_ScriptInterface->LoadGlobalScripts();
}
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;
}
void PostCommand(int playerid, JS::HandleValue cmd)
{
ScriptRequest rq(m_ScriptInterface);
for (size_t i=0; i<m_Players.size(); i++)
{
if (m_Players[i]->m_Player == playerid)
{
m_Players[i]->m_Commands.push_back(Script::WriteStructuredClone(rq, cmd));
return;
}
}
LOGERROR("Invalid playerid in PostCommand!");
}
JS::Value ComputePathScript(JS::HandleValue position, JS::HandleValue goal, pass_class_t passClass)
{
ScriptRequest rq(m_ScriptInterface);
CFixedVector2D pos, goalPos;
std::vector<CFixedVector2D> waypoints;
JS::RootedValue retVal(rq.cx);
Script::FromJSVal(rq, position, pos);
Script::FromJSVal(rq, goal, goalPos);
ComputePath(pos, goalPos, passClass, waypoints);
Script::ToJSVal(rq, &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(m_HierarchicalPathfinder, pos.X, pos.Y, pathGoal, passClass, ret);
for (Waypoint& wp : ret.m_Waypoints)
waypoints.emplace_back(wp.x, wp.z);
}
CParamNode GetTemplate(const std::string& name)
{
if (!m_TemplateLoader.TemplateExists(name))
return CParamNode(false);
return m_TemplateLoader.GetTemplateFileData(name).GetChild("Entity");
}
/**
* Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights).
*/
void DumpImage(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);
std::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()
{
ScriptRequest rq(m_ScriptInterface);
// 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(rq.cx);
JS::RootedValue global(rq.cx, rq.globalValue());
JS::RootedValue ctor(rq.cx);
if (!Script::GetProperty(rq, global, "API3", &AIModule) || AIModule.isUndefined())
{
LOGERROR("Failed to create shared AI component: %s: can't find module '%s'", path.string8(), "API3");
return false;
}
if (!Script::GetProperty(rq, 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 playersID(rq.cx);
Script::CreateObject(rq, &playersID);
for (size_t i = 0; i < m_Players.size(); ++i)
{
JS::RootedValue val(rq.cx);
Script::ToJSVal(rq, &val, m_Players[i]->m_Player);
Script::SetPropertyInt(rq, playersID, i, val, true);
}
ENSURE(m_HasLoadedEntityTemplates);
JS::RootedValue settings(rq.cx);
Script::CreateObject(
rq,
&settings,
"players", playersID,
"templates", m_EntityTemplates);
JS::RootedValueVector argv(rq.cx);
ignore_result(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)
{
std::shared_ptr<CAIPlayer> ai = std::make_shared<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 Script::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.
ScriptRequest rq(m_ScriptInterface);
JS::RootedValue state(rq.cx);
Script::ReadStructuredClone(rq, gameState, &state);
Script::ToJSVal(rq, &m_PassabilityMapVal, passabilityMap);
Script::ToJSVal(rq, &m_TerritoryMapVal, territoryMap);
m_PassabilityMap = passabilityMap;
m_NonPathfindingPassClasses = nonPathfindingPassClassMasks;
m_PathfindingPassClasses = pathfindingPassClassMasks;
m_LongPathfinder.Reload(&m_PassabilityMap);
m_HierarchicalPathfinder.Recompute(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
if (m_HasSharedComponent)
{
Script::SetProperty(rq, state, "passabilityMap", m_PassabilityMapVal, true);
Script::SetProperty(rq, state, "territoryMap", m_TerritoryMapVal, true);
ScriptFunction::CallVoid(rq, 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 Script::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);
m_HierarchicalPathfinder.Recompute(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
else
{
m_LongPathfinder.Update(&m_PassabilityMap);
m_HierarchicalPathfinder.Update(&m_PassabilityMap, dirtinessGrid);
}
ScriptRequest rq(m_ScriptInterface);
if (dimensionChange || justDeserialized)
Script::ToJSVal(rq, &m_PassabilityMapVal, m_PassabilityMap);
else
{
// Avoid a useless memory reallocation followed by a garbage collection.
JS::RootedObject mapObj(rq.cx, &m_PassabilityMapVal.toObject());
JS::RootedValue mapData(rq.cx);
ENSURE(JS_GetProperty(rq.cx, mapObj, "data", &mapData));
JS::RootedObject dataObj(rq.cx, &mapData.toObject());
u32 length = 0;
ENSURE(JS::GetArrayLength(rq.cx, dataObj, &length));
u32 nbytes = (u32)(length * sizeof(NavcellData));
bool sharedMemory;
JS::AutoCheckCannotGC nogc;
memcpy((void*)JS_GetUint16ArrayData(dataObj, &sharedMemory, 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;
ScriptRequest rq(m_ScriptInterface);
if (dimensionChange)
Script::ToJSVal(rq, &m_TerritoryMapVal, m_TerritoryMap);
else
{
// Avoid a useless memory reallocation followed by a garbage collection.
JS::RootedObject mapObj(rq.cx, &m_TerritoryMapVal.toObject());
JS::RootedValue mapData(rq.cx);
ENSURE(JS_GetProperty(rq.cx, mapObj, "data", &mapData));
JS::RootedObject dataObj(rq.cx, &mapData.toObject());
u32 length = 0;
ENSURE(JS::GetArrayLength(rq.cx, dataObj, &length));
u32 nbytes = (u32)(length * sizeof(u8));
bool sharedMemory;
JS::AutoCheckCannotGC nogc;
memcpy((void*)JS_GetUint8ArrayData(dataObj, &sharedMemory, 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)
{
ScriptRequest rq(m_ScriptInterface);
m_HasLoadedEntityTemplates = true;
Script::CreateObject(rq, &m_EntityTemplates);
JS::RootedValue val(rq.cx);
for (size_t i = 0; i < templates.size(); ++i)
{
templates[i].second->ToJSVal(rq, false, &val);
Script::SetProperty(rq, 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);
SerializeState(serializer);
}
}
void SerializeState(ISerializer& serializer)
{
if (m_Players.empty())
return;
ScriptRequest rq(m_ScriptInterface);
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)
serializer.ScriptVal("sharedData", &m_SharedAIObj);
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(rq.cx);
Script::ReadStructuredClone(rq, m_Players[i]->m_Commands[j], &val);
serializer.ScriptVal("command", &val);
}
serializer.ScriptVal("data", &m_Players[i]->m_Obj);
}
// AI pathfinder
Serializer(serializer, "non pathfinding pass classes", m_NonPathfindingPassClasses);
Serializer(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;
ScriptRequest rq(m_ScriptInterface);
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();
deserializer.ScriptObjectAssign("sharedData", m_SharedAIObj);
}
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(rq.cx);
deserializer.ScriptVal("command", &val);
m_Players.back()->m_Commands.push_back(Script::WriteStructuredClone(rq, val));
}
deserializer.ScriptObjectAssign("data", m_Players.back()->m_Obj);
}
// AI pathfinder
Serializer(deserializer, "non pathfinding pass classes", m_NonPathfindingPassClasses);
Serializer(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_HierarchicalPathfinder.Recompute(&m_PassabilityMap, m_NonPathfindingPassClasses, m_PathfindingPassClasses);
}
int getPlayerSize()
{
return m_Players.size();
}
private:
static void Trace(JSTracer *trc, void *data)
{
reinterpret_cast<CAIWorker*>(data)->TraceMember(trc);
}
void TraceMember(JSTracer *trc)
{
for (std::pair<const VfsPath, JS::Heap<JS::Value>>& metadata : m_PlayerMetadata)
JS::TraceEdge(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
Script::ReadJSONFile(ScriptRequest(m_ScriptInterface), 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
ScriptRequest rq(m_ScriptInterface);
JS::RootedValue state(rq.cx);
{
PROFILE3("AI compute read state");
Script::ReadStructuredClone(rq, m_GameState, &state);
Script::SetProperty(rq, state, "passabilityMap", m_PassabilityMapVal, true);
Script::SetProperty(rq, state, "territoryMap", m_TerritoryMapVal, true);
}
// It would be nice to do
// Script::FreezeObject(rq, 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");
ScriptFunction::CallVoid(rq, 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);
}
}
std::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<std::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;
Script::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;
HierarchicalPathfinder m_HierarchicalPathfinder;
LongPathfinder m_LongPathfinder;
bool m_CommandsComputed;
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_Worker.Init(GetSimContext().GetScriptInterface());
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();
ScriptRequest rq(scriptInterface);
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(rq.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(Script::WriteStructuredClone(rq, state),
*passabilityMap, *territoryMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks);
}
virtual void StartComputation()
{
PROFILE("AI setup");
const ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
ScriptRequest rq(scriptInterface);
if (m_Worker.getPlayerSize() == 0)
return;
CmpPtr<ICmpAIInterface> cmpAIInterface(GetSystemEntity());
ENSURE(cmpAIInterface);
// Get the game state from AIInterface
JS::RootedValue state(rq.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(Script::WriteStructuredClone(rq, 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();
ScriptRequest rq(scriptInterface);
JS::RootedValue clonedCommandVal(rq.cx);
for (size_t i = 0; i < commands.size(); ++i)
{
for (size_t j = 0; j < commands[i].commands.size(); ++j)
{
Script::ReadStructuredClone(rq, 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();
ScriptRequest rq(scriptInterface);
JS::RootedValue classesVal(rq.cx);
Script::CreateObject(rq, &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)
Script::SetProperty(rq, classesVal, it->first.c_str(), it->second, true);
Script::SetProperty(rq, state, "passabilityClasses", classesVal, true);
}
CAIWorker m_Worker;
};
REGISTER_COMPONENT_TYPE(AIManager)