0ad/source/simulation2/system/TurnManager.cpp
elexis eafd44cfc5 Remove counterproductive lowercasing of GUI ScriptEvent names, refs #127.
a8f48ff7e0 introduced XeroXMB lowercasing of element and attribute names
as a feature.
cf9d8b9797, 4d390f501c, dda6268466 added bugfixes and TODOs because of
that.
f76d0ffdc6, 44fe226dd2 removed the XeroXMB lowercase feature.
This patch removes the lowercasing GUI bugfixes that don't fix any bug
anymore while increasing code complexity and lowering performance
(string copies).

Do not send mouse coordinates objects for events that do not relate to
the mouse.

Store event names in static const members to:
(1) improve performance, ensuring that the CStr is not reconstructed
every call,
(2) obtain compile errors when misspelling event names,
(3) allow reuse of the strings in inherited and friend classes.

Differential Revision: https://code.wildfiregames.com/D2445
Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log
and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log

This was SVN commit r23403.
2020-01-15 16:00:37 +00:00

365 lines
11 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TurnManager.h"
#include "gui/GUIManager.h"
#include "maths/MathUtil.h"
#include "ps/Pyrogenesis.h"
#include "ps/Profile.h"
#include "ps/CLogger.h"
#include "ps/Replay.h"
#include "ps/Util.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
const u32 DEFAULT_TURN_LENGTH_MP = 500;
const u32 DEFAULT_TURN_LENGTH_SP = 200;
const int COMMAND_DELAY = 2;
#if 0
#define NETTURN_LOG(...) debug_printf(__VA_ARGS__)
#else
#define NETTURN_LOG(...)
#endif
const CStr CTurnManager::EventNameSavegameLoaded = "SavegameLoaded";
CTurnManager::CTurnManager(CSimulation2& simulation, u32 defaultTurnLength, int clientId, IReplayLogger& replay)
: m_Simulation2(simulation), m_CurrentTurn(0), m_ReadyTurn(1), m_TurnLength(defaultTurnLength),
m_PlayerId(-1), m_ClientId(clientId), m_DeltaSimTime(0), m_HasSyncError(false), m_Replay(replay),
m_FinalTurn(std::numeric_limits<u32>::max()), m_TimeWarpNumTurns(0),
m_QuickSaveMetadata(m_Simulation2.GetScriptInterface().GetContext())
{
// When we are on turn n, we schedule new commands for n+2.
// We know that all other clients have finished scheduling commands for n (else we couldn't have got here).
// We know we have not yet finished scheduling commands for n+2.
// Hence other clients can be on turn n-1, n, n+1, and no other.
// So they can be sending us commands scheduled for n+1, n+2, n+3.
// So we need a 3-element buffer:
m_QueuedCommands.resize(COMMAND_DELAY + 1);
}
void CTurnManager::ResetState(u32 newCurrentTurn, u32 newReadyTurn)
{
m_CurrentTurn = newCurrentTurn;
m_ReadyTurn = newReadyTurn;
m_DeltaSimTime = 0;
size_t queuedCommandsSize = m_QueuedCommands.size();
m_QueuedCommands.clear();
m_QueuedCommands.resize(queuedCommandsSize);
}
void CTurnManager::SetPlayerID(int playerId)
{
m_PlayerId = playerId;
}
bool CTurnManager::WillUpdate(float simFrameLength) const
{
// Keep this in sync with the return value of Update()
if (m_CurrentTurn > m_FinalTurn)
return false;
if (m_DeltaSimTime + simFrameLength < 0)
return false;
if (m_ReadyTurn <= m_CurrentTurn)
return false;
return true;
}
bool CTurnManager::Update(float simFrameLength, size_t maxTurns)
{
if (m_CurrentTurn > m_FinalTurn)
return false;
m_DeltaSimTime += simFrameLength;
// If the game becomes laggy, m_DeltaSimTime increases progressively.
// The engine will fast forward accordingly to catch up.
// To keep the game playable, stop fast forwarding after 2 turn lengths.
m_DeltaSimTime = std::min(m_DeltaSimTime, 2.0f * m_TurnLength / 1000.0f);
// If we haven't reached the next turn yet, do nothing
if (m_DeltaSimTime < 0)
return false;
NETTURN_LOG("Update current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn);
// Check that the next turn is ready for execution
if (m_ReadyTurn <= m_CurrentTurn)
{
// Oops, we wanted to start the next turn but it's not ready yet -
// there must be too much network lag.
// TODO: complain to the user.
// TODO: send feedback to the server to increase the turn length.
// Reset the next-turn timer to 0 so we try again next update but
// so we don't rush to catch up in subsequent turns.
// TODO: we should do clever rate adjustment instead of just pausing like this.
m_DeltaSimTime = 0;
return false;
}
maxTurns = std::max((size_t)1, maxTurns); // always do at least one turn
for (size_t i = 0; i < maxTurns; ++i)
{
// Check that we've reached the i'th next turn
if (m_DeltaSimTime < 0)
break;
// Check that the i'th next turn is still ready
if (m_ReadyTurn <= m_CurrentTurn)
break;
NotifyFinishedOwnCommands(m_CurrentTurn + COMMAND_DELAY);
// Increase now, so Update can send new commands for a subsequent turn
++m_CurrentTurn;
// Clean up any destroyed entities since the last turn (e.g. placement previews
// or rally point flags generated by the GUI). (Must do this before the time warp
// serialization.)
m_Simulation2.FlushDestroyedEntities();
// Save the current state for rewinding, if enabled
if (m_TimeWarpNumTurns && (m_CurrentTurn % m_TimeWarpNumTurns) == 0)
{
PROFILE3("time warp serialization");
std::stringstream stream;
m_Simulation2.SerializeState(stream);
m_TimeWarpStates.push_back(stream.str());
}
// Put all the client commands into a single list, in a globally consistent order
std::vector<SimulationCommand> commands;
for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
m_QueuedCommands.pop_front();
m_QueuedCommands.resize(m_QueuedCommands.size() + 1);
m_Replay.Turn(m_CurrentTurn-1, m_TurnLength, commands);
NETTURN_LOG("Running %d cmds\n", commands.size());
m_Simulation2.Update(m_TurnLength, commands);
NotifyFinishedUpdate(m_CurrentTurn);
// Set the time for the next turn update
m_DeltaSimTime -= m_TurnLength / 1000.f;
}
return true;
}
bool CTurnManager::UpdateFastForward()
{
m_DeltaSimTime = 0;
NETTURN_LOG("UpdateFastForward current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn);
// Check that the next turn is ready for execution
if (m_ReadyTurn <= m_CurrentTurn)
return false;
while (m_ReadyTurn > m_CurrentTurn)
{
// TODO: It would be nice to remove some of the duplication with Update()
// (This is similar but doesn't call any Notify functions or update DeltaTime,
// it just updates the simulation state)
++m_CurrentTurn;
m_Simulation2.FlushDestroyedEntities();
// Put all the client commands into a single list, in a globally consistent order
std::vector<SimulationCommand> commands;
for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
m_QueuedCommands.pop_front();
m_QueuedCommands.resize(m_QueuedCommands.size() + 1);
m_Replay.Turn(m_CurrentTurn-1, m_TurnLength, commands);
NETTURN_LOG("Running %d cmds\n", commands.size());
m_Simulation2.Update(m_TurnLength, commands);
}
return true;
}
void CTurnManager::Interpolate(float simFrameLength, float realFrameLength)
{
// TODO: using m_TurnLength might be a bit dodgy when length changes - maybe
// we need to save the previous turn length?
float offset = Clamp(m_DeltaSimTime / (m_TurnLength / 1000.f) + 1.0, 0.0, 1.0);
// Stop animations while still updating the selection highlight
if (m_CurrentTurn > m_FinalTurn)
simFrameLength = 0;
m_Simulation2.Interpolate(simFrameLength, offset, realFrameLength);
}
void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, u32 turn)
{
NETTURN_LOG("AddCommand(client=%d player=%d turn=%d)\n", client, player, turn);
if (!(m_CurrentTurn < turn && turn <= m_CurrentTurn + COMMAND_DELAY + 1))
{
debug_warn(L"Received command for invalid turn");
return;
}
m_Simulation2.GetScriptInterface().FreezeObject(data, true);
JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
m_QueuedCommands[turn - (m_CurrentTurn+1)][client].emplace_back(player, cx, data);
}
void CTurnManager::FinishedAllCommands(u32 turn, u32 turnLength)
{
NETTURN_LOG("FinishedAllCommands(%d, %d)\n", turn, turnLength);
ENSURE(turn == m_ReadyTurn + 1);
m_ReadyTurn = turn;
m_TurnLength = turnLength;
}
bool CTurnManager::TurnNeedsFullHash(u32 turn) const
{
// Check immediately for errors caused by e.g. inconsistent game versions
// (The hash is computed after the first sim update, so we start at turn == 1)
if (turn == 1)
return true;
// Otherwise check the full state every ~10 seconds in multiplayer games
// (TODO: should probably remove this when we're reasonably sure the game
// isn't too buggy, since the full hash is still pretty slow)
if (turn % 20 == 0)
return true;
return false;
}
void CTurnManager::EnableTimeWarpRecording(size_t numTurns)
{
m_TimeWarpStates.clear();
m_TimeWarpNumTurns = numTurns;
}
void CTurnManager::RewindTimeWarp()
{
if (m_TimeWarpStates.empty())
return;
std::stringstream stream(m_TimeWarpStates.back());
m_Simulation2.DeserializeState(stream);
m_TimeWarpStates.pop_back();
// Reset the turn manager state, so we won't execute stray commands and
// won't do the next snapshot until the appropriate time.
// (Ideally we ought to serialise the turn manager state and restore it
// here, but this is simpler for now.)
ResetState(0, 1);
}
void CTurnManager::QuickSave(JS::HandleValue GUIMetadata)
{
TIMER(L"QuickSave");
std::stringstream stream;
if (!m_Simulation2.SerializeState(stream))
{
LOGERROR("Failed to quicksave game");
return;
}
m_QuickSaveState = stream.str();
JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
if (JS_StructuredClone(cx, GUIMetadata, &m_QuickSaveMetadata, nullptr, nullptr))
{
// Freeze state to ensure that consectuvie loads don't modify the state
m_Simulation2.GetScriptInterface().FreezeObject(m_QuickSaveMetadata, true);
}
else
{
LOGERROR("Could not copy savegame GUI metadata");
m_QuickSaveMetadata = JS::UndefinedValue();
}
LOGMESSAGERENDER("Quicksaved game");
}
void CTurnManager::QuickLoad()
{
TIMER(L"QuickLoad");
if (m_QuickSaveState.empty())
{
LOGERROR("Cannot quickload game - no game was quicksaved");
return;
}
std::stringstream stream(m_QuickSaveState);
if (!m_Simulation2.DeserializeState(stream))
{
LOGERROR("Failed to quickload game");
return;
}
// See RewindTimeWarp
ResetState(0, 1);
if (!g_GUI)
return;
JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// Provide a copy, so that GUI components don't have to clone to get mutable objects
JS::RootedValue quickSaveMetadataClone(cx);
if (!JS_StructuredClone(cx, m_QuickSaveMetadata, &quickSaveMetadataClone, nullptr, nullptr))
{
LOGERROR("Failed to clone quicksave state!");
return;
}
JS::AutoValueArray<1> paramData(cx);
paramData[0].set(quickSaveMetadataClone);
g_GUI->SendEventToAll(EventNameSavegameLoaded, paramData);
LOGMESSAGERENDER("Quickloaded game");
}