mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 05:44:08 -07:00
Support direct access to serializer streams, so serializers can be nested. Make component script "this.template" read-only. Stop globally-subscribed component scripts receiving messages posted to local components, to reduce out-of-sync risks. Move pathfinder data out of entity template directory. Fix GuiInterface deserialization. This was SVN commit r8865.
511 lines
15 KiB
C++
511 lines
15 KiB
C++
/* Copyright (C) 2011 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 "simulation2/system/Component.h"
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#include "ICmpAIManager.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "simulation2/components/ICmpAIInterface.h"
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#include "simulation2/components/ICmpAIProxy.h"
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#include "simulation2/components/ICmpCommandQueue.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/serialization/DebugSerializer.h"
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#include "simulation2/serialization/StdDeserializer.h"
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#include "simulation2/serialization/StdSerializer.h"
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#include "simulation2/serialization/SerializeTemplates.h"
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/**
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* @file Player AI interface.
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*
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* AI is primarily scripted, and the CCmpAIManager component defined here
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* takes care of managing all the scripts.
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*
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* To avoid slow AI scripts causing jerky rendering, they are run in a background
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* thread (maintained by CAIWorker) so that it's okay if they take a whole simulation
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* turn before returning their results (though preferably they shouldn't use nearly
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* that much CPU).
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*
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* CCmpAIManager grabs the world state after each turn (making use of AIInterface.js
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* and AIProxy.js to decide what data to include) then passes it to CAIWorker.
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* The AI scripts will then run asynchronously and return a list of commands to execute.
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* Any attempts to read the command list (including indirectly via serialization)
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* will block until it's actually completed, so the rest of the engine should avoid
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* reading it for as long as possible.
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*
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* TODO: actually the thread isn't implemented yet, because performance hasn't been
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* sufficiently problematic to justify the complexity yet, but the CAIWorker interface
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* is designed to hopefully support threading when we want it.
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*/
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class CAIWorker
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{
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private:
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struct SAIPlayer
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{
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std::wstring aiName;
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player_id_t player;
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CScriptValRooted obj;
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};
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struct SCommands
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{
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player_id_t player;
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std::vector<CScriptValRooted> commands;
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};
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public:
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struct SReturnedCommands
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{
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player_id_t player;
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std::vector<std::string> commands;
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};
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CAIWorker() :
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m_ScriptInterface("Engine", "AI"),
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m_CommandsComputed(true),
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m_CurrentlyComputingPlayer(-1)
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{
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m_ScriptInterface.SetCallbackData(static_cast<void*> (this));
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// TODO: ought to seed the RNG (in a network-synchronised way) before we use it
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m_ScriptInterface.ReplaceNondeterministicFunctions(m_RNG);
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m_ScriptInterface.RegisterFunction<void, CScriptValRooted, CAIWorker::PostCommand>("PostCommand");
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}
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~CAIWorker()
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{
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// Clear rooted script values before destructing the script interface
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m_EntityTemplates = CScriptValRooted();
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m_PlayerMetadata.clear();
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m_Players.clear();
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m_Commands.clear();
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}
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bool AddPlayer(const std::wstring& aiName, player_id_t player, bool callConstructor)
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{
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std::wstring path = L"simulation/ai/" + aiName + L"/data.json";
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CScriptValRooted metadata = LoadPlayerFiles(aiName, path);
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if (metadata.uninitialised())
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{
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LOGERROR(L"Failed to create AI player: can't find %ls", path.c_str());
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return false;
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}
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// Get the constructor name from the metadata
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std::string constructor;
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if (!m_ScriptInterface.GetProperty(metadata.get(), "constructor", constructor))
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{
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LOGERROR(L"Failed to create AI player: %ls: missing 'constructor'", path.c_str());
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return false;
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}
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// Get the constructor function from the loaded scripts
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CScriptVal ctor;
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if (!m_ScriptInterface.GetProperty(m_ScriptInterface.GetGlobalObject(), constructor.c_str(), ctor)
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|| ctor.undefined())
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{
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LOGERROR(L"Failed to create AI player: %ls: can't find constructor '%hs'", path.c_str(), constructor.c_str());
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return false;
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}
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CScriptVal obj;
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if (callConstructor)
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{
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// Set up the data to pass as the constructor argument
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CScriptVal settings;
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m_ScriptInterface.Eval(L"({})", settings);
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m_ScriptInterface.SetProperty(settings.get(), "player", player, false);
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m_ScriptInterface.SetProperty(settings.get(), "templates", m_EntityTemplates, false);
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obj = m_ScriptInterface.CallConstructor(ctor.get(), settings.get());
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}
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else
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{
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// For deserialization, we want to create the object with the correct prototype
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// but don't want to actually run the constructor again
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obj = m_ScriptInterface.NewObjectFromConstructor(ctor.get());
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}
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if (obj.undefined())
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{
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LOGERROR(L"Failed to create AI player: %ls: error calling constructor '%hs'", path.c_str(), constructor.c_str());
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return false;
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}
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SAIPlayer ai;
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ai.aiName = aiName;
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ai.player = player;
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ai.obj = CScriptValRooted(m_ScriptInterface.GetContext(), obj);
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m_Players.push_back(ai);
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return true;
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}
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void StartComputation(const std::string& gameState)
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{
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debug_assert(m_CommandsComputed);
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m_GameState = gameState;
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m_CommandsComputed = false;
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}
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void WaitToFinishComputation()
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{
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if (!m_CommandsComputed)
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{
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PerformComputation();
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m_CommandsComputed = true;
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}
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}
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void GetCommands(std::vector<SReturnedCommands>& commands)
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{
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WaitToFinishComputation();
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commands.clear();
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commands.resize(m_Commands.size());
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for (size_t i = 0; i < m_Commands.size(); ++i)
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{
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commands[i].player = m_Commands[i].player;
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commands[i].commands.resize(m_Commands[i].commands.size());
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for (size_t j = 0; j < m_Commands[i].commands.size(); ++j)
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{
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// Serialize the returned command, so that it's safe to transfer
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// across threads (in the future when we actually run AI in a
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// background thread)
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std::stringstream stream;
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CStdSerializer serializer(m_ScriptInterface, stream);
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serializer.ScriptVal("command", m_Commands[i].commands[j]);
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commands[i].commands[j] = stream.str();
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}
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}
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}
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void LoadEntityTemplates(const std::vector<std::pair<std::string, const CParamNode*> >& templates)
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{
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m_ScriptInterface.Eval("({})", m_EntityTemplates);
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for (size_t i = 0; i < templates.size(); ++i)
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{
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jsval val = templates[i].second->ToJSVal(m_ScriptInterface.GetContext(), false);
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m_ScriptInterface.SetProperty(m_EntityTemplates.get(), templates[i].first.c_str(), CScriptVal(val), true);
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}
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// Since the template data is shared between AI players, freeze it
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// to stop any of them changing it and confusing the other players
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m_ScriptInterface.FreezeObject(m_EntityTemplates.get(), true);
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}
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void Serialize(std::ostream& stream, bool isDebug)
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{
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WaitToFinishComputation();
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if (isDebug)
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{
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CDebugSerializer serializer(m_ScriptInterface, stream);
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serializer.Indent(4);
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SerializeState(serializer);
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}
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else
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{
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CStdSerializer serializer(m_ScriptInterface, stream);
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SerializeState(serializer);
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}
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}
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void SerializeState(ISerializer& serializer)
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{
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serializer.NumberU32_Unbounded("num ais", m_Players.size());
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for (size_t i = 0; i < m_Players.size(); ++i)
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{
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serializer.String("name", m_Players[i].aiName, 0, 256);
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serializer.NumberI32_Unbounded("player", m_Players[i].player);
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serializer.ScriptVal("data", m_Players[i].obj);
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}
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serializer.NumberU32_Unbounded("num ai commands", m_Commands.size());
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for (size_t i = 0; i < m_Commands.size(); ++i)
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{
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serializer.NumberI32_Unbounded("player", m_Commands[i].player);
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SerializeVector<SerializeScriptVal>()(serializer, "commands", m_Commands[i].commands);
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}
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}
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void Deserialize(std::istream& stream)
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{
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debug_assert(m_CommandsComputed); // deserializing while we're still actively computing would be bad
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CStdDeserializer deserializer(m_ScriptInterface, stream);
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m_PlayerMetadata.clear();
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m_Players.clear();
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m_Commands.clear();
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uint32_t numAis;
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deserializer.NumberU32_Unbounded("num ais", numAis);
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for (size_t i = 0; i < numAis; ++i)
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{
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std::wstring name;
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player_id_t player;
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deserializer.String("name", name, 0, 256);
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deserializer.NumberI32_Unbounded("player", player);
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if (!AddPlayer(name, player, false))
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throw PSERROR_Deserialize_ScriptError();
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// Use ScriptObjectAppend so we don't lose the carefully-constructed
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// prototype/parent of this object
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deserializer.ScriptObjectAppend("data", m_Players.back().obj.getRef());
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}
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uint32_t numCommands;
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deserializer.NumberU32_Unbounded("num ai commands", numCommands);
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m_Commands.resize(numCommands);
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for (size_t i = 0; i < numCommands; ++i)
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{
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deserializer.NumberI32_Unbounded("player", m_Commands[i].player);
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SerializeVector<SerializeScriptVal>()(deserializer, "commands", m_Commands[i].commands);
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}
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}
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private:
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CScriptValRooted LoadPlayerFiles(const std::wstring& aiName, const std::wstring& path)
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{
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if (m_PlayerMetadata.find(path) == m_PlayerMetadata.end())
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{
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// Load and cache the AI player metadata
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m_PlayerMetadata[path] = m_ScriptInterface.ReadJSONFile(path);
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// TODO: includes
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// Load and execute *.js
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VfsPaths pathnames;
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fs_util::GetPathnames(g_VFS, L"simulation/ai/" + aiName + L"/", L"*.js", pathnames);
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for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it)
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{
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m_ScriptInterface.LoadGlobalScriptFile(*it);
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}
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}
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return m_PlayerMetadata[path];
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}
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void PerformComputation()
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{
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PROFILE("AI compute");
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m_Commands.clear();
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// Deserialize the game state, to pass to the AI's HandleMessage
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CScriptVal state;
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{
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// TIMER(L"deserialize AI game state");
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std::stringstream stream(m_GameState);
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CStdDeserializer deserializer(m_ScriptInterface, stream);
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deserializer.ScriptVal("state", state);
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}
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m_ScriptInterface.FreezeObject(state.get(), true);
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m_Commands.resize(m_Players.size());
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for (size_t i = 0; i < m_Players.size(); ++i)
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{
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m_Commands[i].player = m_Players[i].player;
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m_CurrentlyComputingPlayer = i;
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m_ScriptInterface.CallFunctionVoid(m_Players[i].obj.get(), "HandleMessage", state);
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// (This script will probably call PostCommand)
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}
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m_CurrentlyComputingPlayer = -1;
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}
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static void PostCommand(void* cbdata, CScriptValRooted cmd)
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{
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CAIWorker* self = static_cast<CAIWorker*> (cbdata);
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debug_assert(self->m_CurrentlyComputingPlayer >= 0); // called outside of PerformComputation somehow
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self->m_Commands[self->m_CurrentlyComputingPlayer].commands.push_back(cmd);
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}
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ScriptInterface m_ScriptInterface;
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boost::rand48 m_RNG;
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CScriptValRooted m_EntityTemplates;
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std::map<std::wstring, CScriptValRooted> m_PlayerMetadata;
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std::vector<SAIPlayer> m_Players;
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std::string m_GameState;
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bool m_CommandsComputed;
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std::vector<SCommands> m_Commands;
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int m_CurrentlyComputingPlayer; // used so PostCommand knows what player the command is for
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};
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class CCmpAIManager : public ICmpAIManager
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{
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public:
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static void ClassInit(CComponentManager& UNUSED(componentManager))
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{
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}
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DEFAULT_COMPONENT_ALLOCATOR(AIManager)
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
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{
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LoadEntityTemplates();
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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{
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}
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virtual void Serialize(ISerializer& serialize)
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{
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// Because the AI worker uses its own ScriptInterface, we can't use the
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// ISerializer (which was initialised with the simulation ScriptInterface)
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// directly. So we'll just grab the ISerializer's stream and write to it
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// with an independent serializer.
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m_Worker.Serialize(serialize.GetStream(), serialize.IsDebug());
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(context, paramNode);
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m_Worker.Deserialize(deserialize.GetStream());
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}
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virtual void AddPlayer(std::wstring id, player_id_t player)
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{
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m_Worker.AddPlayer(id, player, true);
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}
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virtual void StartComputation()
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{
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PROFILE("AI setup");
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ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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CmpPtr<ICmpAIInterface> cmpAIInterface(GetSimContext(), SYSTEM_ENTITY);
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debug_assert(!cmpAIInterface.null());
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// Get most of the game state from AIInterface
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CScriptVal state = cmpAIInterface->GetRepresentation();
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// Get entity state from each entity:
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CScriptVal entities;
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scriptInterface.Eval(L"({})", entities);
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const std::map<entity_id_t, IComponent*>& ents = GetSimContext().GetComponentManager().GetEntitiesWithInterface(IID_AIProxy);
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for (std::map<entity_id_t, IComponent*>::const_iterator it = ents.begin(); it != ents.end(); ++it)
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{
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// Skip local entities
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if (ENTITY_IS_LOCAL(it->first))
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continue;
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CScriptVal rep = static_cast<ICmpAIProxy*>(it->second)->GetRepresentation();
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scriptInterface.SetPropertyInt(entities.get(), it->first, rep, true);
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}
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// Add the entities state into the object returned by AIInterface
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scriptInterface.SetProperty(state.get(), "entities", entities, true);
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// Serialize the state representation, so that it's safe to transfer
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// across threads (in the future when we actually run AI in a
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// background thread)
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std::stringstream stream;
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CStdSerializer serializer(scriptInterface, stream);
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serializer.ScriptVal("state", state);
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m_Worker.StartComputation(stream.str());
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}
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virtual void PushCommands()
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{
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ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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std::vector<CAIWorker::SReturnedCommands> commands;
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m_Worker.GetCommands(commands);
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CmpPtr<ICmpCommandQueue> cmpCommandQueue(GetSimContext(), SYSTEM_ENTITY);
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if (cmpCommandQueue.null())
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return;
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for (size_t i = 0; i < commands.size(); ++i)
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{
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for (size_t j = 0; j < commands[i].commands.size(); ++j)
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{
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std::stringstream stream(commands[i].commands[j]);
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CStdDeserializer deserializer(scriptInterface, stream);
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CScriptVal cmd;
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deserializer.ScriptVal("command", cmd);
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cmpCommandQueue->PushLocalCommand(commands[i].player, cmd);
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}
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}
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}
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private:
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void LoadEntityTemplates()
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{
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TIMER(L"LoadEntityTemplates");
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CmpPtr<ICmpTemplateManager> cmpTemplateManager(GetSimContext(), SYSTEM_ENTITY);
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debug_assert(!cmpTemplateManager.null());
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std::vector<std::string> templateNames = cmpTemplateManager->FindAllTemplates(false);
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std::vector<std::pair<std::string, const CParamNode*> > templates;
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templates.reserve(templateNames.size());
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for (size_t i = 0; i < templateNames.size(); ++i)
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{
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const CParamNode* node = cmpTemplateManager->GetTemplate(templateNames[i]);
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if (node)
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templates.push_back(std::make_pair(templateNames[i], node));
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}
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m_Worker.LoadEntityTemplates(templates);
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}
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CAIWorker m_Worker;
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};
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REGISTER_COMPONENT_TYPE(AIManager)
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