Index: ps/trunk/binaries/data/mods/public/gui/common/functions_global_object.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/common/functions_global_object.js (revision 22990) +++ ps/trunk/binaries/data/mods/public/gui/common/functions_global_object.js (revision 22991) @@ -1,98 +1,84 @@ function updateCounters() { let counters = []; if (Engine.ConfigDB_GetValue("user", "overlay.fps") === "true") // dennis-ignore: * counters.push(sprintf(translate("FPS: %(fps)4s"), { "fps": Engine.GetFPS() })); if (Engine.ConfigDB_GetValue("user", "overlay.realtime") === "true") counters.push((new Date()).toLocaleTimeString()); // If game has been started if (typeof appendSessionCounters != "undefined") appendSessionCounters(counters); let dataCounter = Engine.GetGUIObjectByName("dataCounter"); dataCounter.caption = counters.join("\n") + "\n"; dataCounter.hidden = !counters.length; dataCounter.size = sprintf("%(left)s %(top)s %(right)s %(bottom)s", { "left": "100%%-100", "top": "40", "right": "100%%-5", "bottom": 40 + 14 * counters.length }); } /** * Update the overlay with the most recent network warning of each client. */ function displayGamestateNotifications() { let messages = []; let maxTextWidth = 0; // Add network warnings if (Engine.ConfigDB_GetValue("user", "overlay.netwarnings") == "true") { let netwarnings = getNetworkWarnings(); messages = messages.concat(netwarnings.messages); maxTextWidth = Math.max(maxTextWidth, netwarnings.maxTextWidth); } // Resize textbox let width = maxTextWidth + 20; let height = 14 * messages.length; // Position left of the dataCounter let top = "40"; let right = Engine.GetGUIObjectByName("dataCounter").hidden ? "100%-15" : "100%-110"; let bottom = top + "+" + height; let left = right + "-" + width; let gameStateNotifications = Engine.GetGUIObjectByName("gameStateNotifications"); gameStateNotifications.caption = messages.join("\n"); gameStateNotifications.hidden = !messages.length; gameStateNotifications.size = left + " " + top + " " + right + " " + bottom; setTimeout(displayGamestateNotifications, 1000); } /** * This function is called from the engine whenever starting a game fails. */ function cancelOnLoadGameError(msg) { Engine.EndGame(); if (Engine.HasXmppClient()) Engine.StopXmppClient(); Engine.SwitchGuiPage("page_pregame.xml"); if (msg) Engine.PushGuiPage("page_msgbox.xml", { "width": 500, "height": 200, "message": '[font="sans-bold-18"]' + msg + '[/font]', "title": translate("Loading Aborted"), "mode": 2 }); Engine.ResetCursor(); } - -/** - * Also called from the C++ side when ending the game. - * The current page can be the summary screen or a message box, so it can't be moved to session/. - */ -function getReplayMetadata() -{ - let extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState"); - return { - "timeElapsed": extendedSimState.timeElapsed, - "playerStates": extendedSimState.players, - "mapSettings": Engine.GetInitAttributes().settings - }; -} Index: ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json =================================================================== --- ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json (revision 22990) +++ ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json (revision 22991) @@ -1,260 +1,261 @@ { "Title": "Programming", "Content": [ { "Title": "Programming managers", "List": [ {"nick": "Acumen", "name": "Stuart Walpole"}, {"nick": "Dak Lozar", "name": "Dave Loeser"}, {"nick": "h20", "name": "Daniel Wilhelm"}, {"nick": "Janwas", "name": "Jan Wassenberg"}, {"nick": "Raj", "name": "Raj Sharma"} ] }, { "Subtitle": "Special thanks to", "List": [ {"nick": "Ykkrosh", "name": "Philip Taylor"}, {"nick": "leper", "name": "Georg Kilzer"} ] }, { "List": [ {"nick": "01d55"}, {"nick": "Acumen", "name": "Stuart Walpole"}, {"name": "Adrian Fatol"}, {"nick": "AI-Amsterdam"}, {"nick": "Alan", "name": "Alan Kemp"}, {"nick": "aBothe", "name": "Alexander Bothe"}, {"nick": "alpha123", "name": "Peter P. Cannici"}, {"nick": "andy5995", "name": "Andy Alt"}, {"nick": "Angen"}, {"nick": "ArnH", "name": "Arno Hemelhof"}, {"nick": "Aurium", "name": "Aurélio Heckert"}, {"nick": "badmadblacksad", "name": "Martin F"}, {"name": "Mikołaj \"Bajter\" Korcz"}, {"nick": "bb", "name": "Bouke Jansen"}, {"nick": "Ben", "name": "Ben Vinegar"}, {"nick": "Bird"}, {"nick": "Blue", "name": "Richard Welsh"}, {"nick": "bmwiedemann"}, {"nick": "boeseRaupe", "name": "Michael Kluge"}, {"nick": "bog_dan_ro", "name": "BogDan Vatra"}, {"nick": "Bonk", "name": "Christopher Ebbert"}, {"nick": "borg-", "name": "Estevan Borges Martins"}, {"nick": "Boudica"}, {"nick": "Caius", "name": "Lars Kemmann"}, {"nick": "Calefaction", "name": "Matt Holmes"}, {"nick": "Calvinh", "name": "Carl-Johan Höiby"}, {"nick": "causative", "name": "Bart Parkis"}, {"name": "Cédric Houbart"}, {"nick": "Chakakhan", "name": "Kenny Long"}, {"nick": "Clockwork-Muse", "name": "Stephen A. Imhoff"}, {"nick": "Cracker78", "name": "Chad Heim"}, {"nick": "Crynux", "name": "Stephen J. Fewer"}, {"nick": "cwprogger"}, {"nick": "Dak Lozar", "name": "Dave Loeser"}, {"nick": "dalerank", "name": "Sergey Kushnirenko"}, {"nick": "dan", "name": "Dan Strandberg"}, {"name": "Daniel Trevitz"}, {"nick": "DanCar", "name": "Daniel Cardenas"}, {"nick": "danger89", "name": "Melroy van den Berg"}, {"nick": "Dariost", "name": "Dario Ostuni"}, {"nick": "Dave", "name": "David Protasowski"}, {"nick": "dax", "name": "Dacian Fiordean"}, {"nick": "deebee", "name": "Deepak Anthony"}, {"nick": "Deiz"}, {"nick": "Dietger", "name": "Dietger van Antwerpen"}, {"nick": "dp304"}, {"nick": "dpiquet", "name": "Damien Piquet"}, {"nick": "dumbo"}, {"nick": "Dunedan", "name": "Daniel Roschka"}, {"nick": "dvangennip", "name": "Doménique"}, {"nick": "Echelon9", "name": "Rhys Kidd"}, {"nick": "echotangoecho"}, {"nick": "eihrul", "name": "Lee Salzman"}, {"nick": "elexis", "name": "Alexander Heinsius"}, {"nick": "EmjeR", "name": "Matthijs de Rijk"}, {"nick": "EMontana"}, {"nick": "ericb"}, {"nick": "evanssthomas", "name": "Evans Thomas"}, {"nick": "Evulant", "name": "Alexander S."}, {"nick": "fabio", "name": "Fabio Pedretti"}, {"nick": "falsevision", "name": "Mahdi Khodadadifard"}, {"nick": "fatherbushido", "name": "Nicolas Tisserand"}, {"nick": "fcxSanya", "name": "Alexander Olkhovskiy"}, {"nick": "FeXoR", "name": "Florian Finke"}, {"nick": "Fire Giant", "name": "Malte Schwarzkopf"}, {"name": "Fork AD"}, {"nick": "fpre", "name": "Frederick Stallmeyer"}, {"nick": "Freagarach"}, {"nick": "freenity", "name": "Anton Galitch"}, {"nick": "Gallaecio", "name": "Adrián Chaves"}, {"nick": "gbish (aka Iny)", "name": "Grant Bishop"}, {"nick": "Gee", "name": "Gustav Larsson"}, {"nick": "Gentz", "name": "Hal Gentz"}, {"nick": "gerbilOFdoom"}, {"nick": "godlikeldh"}, {"nick": "greybeard", "name": "Joe Cocovich"}, {"nick": "grillaz"}, {"nick": "Grugnas", "name": "Giuseppe Tranchese"}, {"nick": "gudo"}, {"nick": "Guuts", "name": "Matthew Guttag"}, {"name": "Samuel Guarnieri"}, {"nick": "Hannibal_Baraq", "name": "Clive Juhász S."}, {"nick": "Haommin"}, {"nick": "happyconcepts", "name": "Ben Bird"}, {"nick": "h20", "name": "Daniel Wilhelm"}, {"nick": "historic_bruno", "name": "Ben Brian"}, {"nick": "idanwin"}, {"nick": "Imarok", "name": "J. S."}, {"nick": "infyquest", "name": "Vijay Kiran Kamuju"}, + {"nick": "irishninja", "name": "Brian Broll"}, {"nick": "IronNerd", "name": "Matthew McMullan"}, {"nick": "Itms", "name": "Nicolas Auvray"}, {"nick": "Jaison", "name": "Marco tom Suden"}, {"nick": "jammus", "name": "James Scott"}, {"nick": "javiergodas", "name": "Javier Godas Vieitez"}, {"nick": "Jgwman"}, {"nick": "JonBaer", "name": "Jon Baer"}, {"nick": "Josh", "name": "Joshua J. Bakita"}, {"nick": "joskar", "name": "Johnny Oskarsson"}, {"nick": "jP_wanN", "name": "Jonas Platte"}, {"nick": "Jubalbarca", "name": "James Baillie"}, {"nick": "JubJub", "name": "Sebastian Vetter"}, {"nick": "jurgemaister"}, {"nick": "kabzerek", "name": "Grzegorz Kabza"}, {"nick": "Kai", "name": "Kai Chen"}, {"name": "Kareem Ergawy"}, {"nick": "kevmo", "name": "Kevin Caffrey"}, {"nick": "kezz", "name": "Graeme Kerry"}, {"nick": "kingadami", "name": "Adam Winsor"}, {"nick": "kingbasil", "name": "Giannis Fafalios"}, {"nick": "Krinkle", "name": "Timo Tijhof"}, {"nick": "lafferjm", "name": "Justin Lafferty"}, {"nick": "LeanderH", "name": "Leander Hemelhof"}, {"nick": "leper", "name": "Georg Kilzer"}, {"nick": "LittleDev"}, {"nick": "livingaftermidnight", "name": "Will Dull"}, {"nick": "Louhike"}, {"nick": "lsdh"}, {"nick": "Ludovic", "name": "Ludovic Rousseau"}, {"nick": "luiko", "name": "Luis Carlos Garcia Barajas"}, {"nick": "madmax", "name": "Abhijit Nandy"}, {"nick": "madpilot", "name": "Guido Falsi"}, {"nick": "m0l0t0ph", "name": "Christoph Gielisch"}, {"nick": "markcho"}, {"nick": "MarkT", "name": "Mark Thompson"}, {"nick": "Markus"}, {"nick": "Matei", "name": "Matei Zaharia"}, {"nick": "Mate-86", "name": "Mate Kovacs"}, {"nick": "MattDoerksen", "name": "Matt Doerksen"}, {"nick": "mattlott", "name": "Matt Lott"}, {"nick": "maveric", "name": "Anton Protko"}, {"nick": "Micnasty", "name": "Travis Gorkin"}, {"nick": "mimo"}, {"nick": "mk12", "name": "Mitchell Kember"}, {"nick": "mmayfield45", "name": "Michael Mayfield"}, {"nick": "mmoanis", "name": "Mohamed Moanis"}, {"nick": "Molotov", "name": "Dario Alvarez"}, {"nick": "mpmoreti", "name": "Marcos Paulo Moreti"}, {"nick": "mreiland", "name": "Michael Reiland"}, {"nick": "myconid"}, {"nick": "nd3c3nt", "name": "Gavin Fowler"}, {"nick": "niektb", "name": "Niek ten Brinke"}, {"nick": "njm"}, {"nick": "NoMonkey", "name": "John Mena"}, {"nick": "notpete", "name": "Rich Cross"}, {"nick": "nwtour"}, {"nick": "odoaker", "name": "Ágoston Sipos"}, {"nick": "Offensive ePeen", "name": "Jared Ryan Bills"}, {"nick": "Ols", "name": "Oliver Whiteman"}, {"nick": "olsner", "name": "Simon Brenner"}, {"nick": "OptimusShepard", "name": "Pirmin Stanglmeier"}, {"nick": "otero"}, {"nick": "nani", "name": "S. N."}, {"nick": "Nescio"}, {"name": "Nick Owens"}, {"nick": "Palaxin", "name": "David A. Freitag"}, {"name": "Paul Withers"}, {"nick": "paulobezerr", "name": "Paulo George Gomes Bezerra"}, {"nick": "pcpa", "name": "Paulo Andrade"}, {"nick": "Pendingchaos"}, {"nick": "PeteVasi", "name": "Pete Vasiliauskas"}, {"nick": "pilino1234"}, {"nick": "PingvinBetyar", "name": "Schronk Tamás"}, {"nick": "plugwash", "name": "Peter Michael Green"}, {"nick": "Polakrity"}, {"nick": "Poya", "name": "Poya Manouchehri"}, {"name": "Quentin Pradet"}, {"nick": "prefect", "name": "Nicolai Hähnle"}, {"nick": "pstumpf", "name": "Pascal Stumpf"}, {"name": "André Puel"}, {"nick": "Prodigal Son"}, {"nick": "pyrolink", "name": "Andrew Decker"}, {"nick": "quantumstate", "name": "Jonathan Waller"}, {"nick": "QuickShot", "name": "Walter Krawec"}, {"nick": "quonter"}, {"nick": "qwertz"}, {"nick": "Radagast"}, {"nick": "Raj", "name": "Raj Sharma"}, {"nick": "rapidelectron", "name": "Christian Weihsbach"}, {"nick": "RedFox", "name": "Jorma Rebane"}, {"nick": "RefinedCode"}, {"nick": "Riemer"}, {"name": "Rolf Sievers"}, {"nick": "s0600204", "name": "Matthew Norwood"}, {"nick": "sacha_vrand", "name": "Sacha Vrand"}, {"nick": "SafaAlfulaij"}, {"nick": "Sandarac"}, {"nick": "sanderd17", "name": "Sander Deryckere"}, {"nick": "sathyam", "name": "Sathyam Vellal"}, {"nick": "sbirmi", "name": "Sharad Birmiwal"}, {"nick": "sbte", "name": "Sven Baars"}, {"nick": "scroogie", "name": "André Gemünd"}, {"nick": "scythetwirler", "name": "Casey X."}, {"nick": "serveurix"}, {"nick": "Shane", "name": "Shane Grant"}, {"nick": "shh"}, {"nick": "Silk", "name": "Josh Godsiff"}, {"nick": "silure"}, {"nick": "Simikolon", "name": "Yannick & Simon"}, {"nick": "smiley", "name": "M. L."}, {"nick": "Spahbod", "name": "Omid Davoodi"}, {"nick": "stanislas69", "name": "Stanislas Dolcini"}, {"nick": "Stefan"}, {"nick": "stilz", "name": "Sławomir Zborowski"}, {"nick": "stwf", "name": "Steven Fuchs"}, {"nick": "svott", "name": "Sven Ott"}, {"nick": "t4nk004"}, {"nick": "tbm", "name": "Martin Michlmayr"}, {"nick": "tau"}, {"nick": "Teiresias"}, {"nick": "temple"}, {"nick": "texane"}, {"nick": "thamlett", "name": "Timothy Hamlett"}, {"nick": "thedrunkyak", "name": "Dan Fuhr"}, {"nick": "TrinityDeath", "name": "Jethro Lu"}, {"nick": "triumvir", "name": "Corin Schedler"}, {"nick": "trompetin17", "name": "Juan Guillermo"}, {"nick": "user1", "name": "A. C."}, {"nick": "usey11"}, {"nick": "vincent_c", "name": "Vincent Cheng"}, {"nick": "vladislavbelov", "name": "Vladislav Belov"}, {"nick": "vts", "name": "Jeroen DR"}, {"nick": "WhiteTreePaladin", "name": "Brian Ashley"}, {"nick": "wraitii", "name": "Lancelot de Ferrière le Vayer"}, {"nick": "Xentelian", "name": "Mark Strawson"}, {"nick": "Xienen", "name": "Dayle Flowers"}, {"nick": "xtizer", "name": "Matt Green"}, {"nick": "yashi", "name": "Yasushi Shoji"}, {"nick": "Ykkrosh", "name": "Philip Taylor"}, {"nick": "Yves"}, {"nick": "Zeusthor", "name": "Jeffrey Tavares"}, {"nick": "zoot"}, {"nick": "zsol", "name": "Zsolt Dollenstein"}, {"nick": "ztamas", "name": "Tamas Zolnai"}, {"nick": "Zyi", "name": "Charles De Meulenaer"} ] } ] } Index: ps/trunk/binaries/data/mods/public/gui/session/session.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 22990) +++ ps/trunk/binaries/data/mods/public/gui/session/session.js (revision 22991) @@ -1,1720 +1,1720 @@ const g_IsReplay = Engine.IsVisualReplay(); const g_CivData = loadCivData(false, true); const g_Ceasefire = prepareForDropdown(g_Settings && g_Settings.Ceasefire); const g_MapSizes = prepareForDropdown(g_Settings && g_Settings.MapSizes); const g_MapTypes = prepareForDropdown(g_Settings && g_Settings.MapTypes); const g_PopulationCapacities = prepareForDropdown(g_Settings && g_Settings.PopulationCapacities); const g_StartingResources = prepareForDropdown(g_Settings && g_Settings.StartingResources); const g_VictoryDurations = prepareForDropdown(g_Settings && g_Settings.VictoryDurations); const g_VictoryConditions = g_Settings && g_Settings.VictoryConditions; var g_GameSpeeds; /** * Whether to display diplomacy colors (where players see self/ally/neutral/enemy each in different colors and * observers see each team in a different color) or regular player colors. */ var g_DiplomacyColorsToggle = false; /** * The array of displayed player colors (either the diplomacy color or regular color for each player). */ var g_DisplayedPlayerColors; /** * Colors to flash when pop limit reached. */ var g_DefaultPopulationColor = "white"; var g_PopulationAlertColor = "orange"; /** * Seen in the tooltip of the top panel. */ var g_ResourceTitleFont = "sans-bold-16"; /** * A random file will be played. TODO: more variety */ var g_Ambient = ["audio/ambient/dayscape/day_temperate_gen_03.ogg"]; /** * Map, player and match settings set in gamesetup. */ -const g_GameAttributes = deepfreeze(Engine.GetInitAttributes()); +const g_GameAttributes = deepfreeze(Engine.GuiInterfaceCall("GetInitAttributes")); /** * True if this is a multiplayer game. */ const g_IsNetworked = Engine.HasNetClient(); /** * Is this user in control of game settings (i.e. is a network server, or offline player). */ var g_IsController = !g_IsNetworked || Engine.HasNetServer(); /** * Whether we have finished the synchronization and * can start showing simulation related message boxes. */ var g_IsNetworkedActive = false; /** * True if the connection to the server has been lost. */ var g_Disconnected = false; /** * True if the current user has observer capabilities. */ var g_IsObserver = false; /** * True if the current user has rejoined (or joined the game after it started). */ var g_HasRejoined = false; /** * Shows a message box asking the user to leave if "won" or "defeated". */ var g_ConfirmExit = false; /** * True if the current player has paused the game explicitly. */ var g_Paused = false; /** * The list of GUIDs of players who have currently paused the game, if the game is networked. */ var g_PausingClients = []; /** * The playerID selected in the change perspective tool. */ var g_ViewedPlayer = Engine.GetPlayerID(); /** * True if the camera should focus on attacks and player commands * and select the affected units. */ var g_FollowPlayer = false; /** * Cache the basic player data (name, civ, color). */ var g_Players = []; /** * Last time when onTick was called(). * Used for animating the main menu. */ var g_LastTickTime = Date.now(); /** * Recalculate which units have their status bars shown with this frequency in milliseconds. */ var g_StatusBarUpdate = 200; /** * For restoring selection, order and filters when returning to the replay menu */ var g_ReplaySelectionData; /** * Remembers which clients are assigned to which player slots. * The keys are guids or "local" in Singleplayer. */ var g_PlayerAssignments; var g_DeveloperOverlay; /** * Whether the entire UI should be hidden (useful for promotional screenshots). * Can be toggled with a hotkey. */ var g_ShowGUI = true; /** * Whether status bars should be shown for all of the player's units. */ var g_ShowAllStatusBars = false; /** * Blink the population counter if the player can't train more units. */ var g_IsTrainingBlocked = false; /** * Cache of simulation state and template data (apart from TechnologyData, updated on every simulation update). */ var g_SimState; var g_EntityStates = {}; var g_TemplateData = {}; var g_TechnologyData = {}; var g_ResourceData = new Resources(); /** * Top coordinate of the research list. * Changes depending on the number of displayed counters. */ var g_ResearchListTop = 4; /** * List of additional entities to highlight. */ var g_ShowGuarding = false; var g_ShowGuarded = false; var g_AdditionalHighlight = []; /** * Display data of the current players entities shown in the top panel. */ var g_PanelEntities = []; /** * Order in which the panel entities are shown. */ var g_PanelEntityOrder = ["Hero", "Relic"]; /** * Unit classes to be checked for the idle-worker-hotkey. */ var g_WorkerTypes = ["FemaleCitizen", "Trader", "FishingBoat", "Citizen"]; /** * Unit classes to be checked for the military-only-selection modifier and for the idle-warrior-hotkey. */ var g_MilitaryTypes = ["Melee", "Ranged"]; function GetSimState() { if (!g_SimState) g_SimState = deepfreeze(Engine.GuiInterfaceCall("GetSimulationState")); return g_SimState; } function GetMultipleEntityStates(ents) { if (!ents.length) return null; let entityStates = Engine.GuiInterfaceCall("GetMultipleEntityStates", ents); for (let item of entityStates) g_EntityStates[item.entId] = item.state && deepfreeze(item.state); return entityStates; } function GetEntityState(entId) { if (!g_EntityStates[entId]) { let entityState = Engine.GuiInterfaceCall("GetEntityState", entId); g_EntityStates[entId] = entityState && deepfreeze(entityState); } return g_EntityStates[entId]; } function GetTemplateData(templateName) { if (!(templateName in g_TemplateData)) { let template = Engine.GuiInterfaceCall("GetTemplateData", templateName); translateObjectKeys(template, ["specific", "generic", "tooltip"]); g_TemplateData[templateName] = deepfreeze(template); } return g_TemplateData[templateName]; } function GetTechnologyData(technologyName, civ) { if (!g_TechnologyData[civ]) g_TechnologyData[civ] = {}; if (!(technologyName in g_TechnologyData[civ])) { let template = GetTechnologyDataHelper(TechnologyTemplates.Get(technologyName), civ, g_ResourceData); translateObjectKeys(template, ["specific", "generic", "description", "tooltip", "requirementsTooltip"]); g_TechnologyData[civ][technologyName] = deepfreeze(template); } return g_TechnologyData[civ][technologyName]; } function init(initData, hotloadData) { if (!g_Settings) { Engine.EndGame(); Engine.SwitchGuiPage("page_pregame.xml"); return; } // Fallback used by atlas g_PlayerAssignments = initData ? initData.playerAssignments : { "local": { "player": 1 } }; // Fallback used by atlas and autostart games if (g_PlayerAssignments.local && !g_PlayerAssignments.local.name) g_PlayerAssignments.local.name = singleplayerName(); if (initData) { g_ReplaySelectionData = initData.replaySelectionData; g_HasRejoined = initData.isRejoining; if (initData.savedGUIData) restoreSavedGameData(initData.savedGUIData); } g_DeveloperOverlay = new DeveloperOverlay(); LoadModificationTemplates(); updatePlayerData(); initializeMusic(); // before changing the perspective initGUIObjects(); if (hotloadData) g_Selection.selected = hotloadData.selection; sendLobbyPlayerlistUpdate(); onSimulationUpdate(); setTimeout(displayGamestateNotifications, 1000); } function initGUIObjects() { initMenu(); updateGameSpeedControl(); resizeDiplomacyDialog(); resizeTradeDialog(); initBarterButtons(); initPanelEntities(); initViewedPlayerDropdown(); initChatWindow(); Engine.SetBoundingBoxDebugOverlay(false); updateEnabledRangeOverlayTypes(); } function updatePlayerData() { let simState = GetSimState(); if (!simState) return; let playerData = []; for (let i = 0; i < simState.players.length; ++i) { let playerState = simState.players[i]; playerData.push({ "name": playerState.name, "civ": playerState.civ, "color": { "r": playerState.color.r * 255, "g": playerState.color.g * 255, "b": playerState.color.b * 255, "a": playerState.color.a * 255 }, "team": playerState.team, "teamsLocked": playerState.teamsLocked, "cheatsEnabled": playerState.cheatsEnabled, "state": playerState.state, "isAlly": playerState.isAlly, "isMutualAlly": playerState.isMutualAlly, "isNeutral": playerState.isNeutral, "isEnemy": playerState.isEnemy, "guid": undefined, // network guid for players controlled by hosts "offline": g_Players[i] && !!g_Players[i].offline }); } for (let guid in g_PlayerAssignments) { let playerID = g_PlayerAssignments[guid].player; if (!playerData[playerID]) continue; playerData[playerID].guid = guid; playerData[playerID].name = g_PlayerAssignments[guid].name; } g_Players = playerData; } function updateDiplomacyColorsButton() { g_DiplomacyColorsToggle = !g_DiplomacyColorsToggle; let diplomacyColorsButton = Engine.GetGUIObjectByName("diplomacyColorsButton"); diplomacyColorsButton.sprite = g_DiplomacyColorsToggle ? "stretched:session/minimap-diplomacy-on.png" : "stretched:session/minimap-diplomacy-off.png"; diplomacyColorsButton.sprite_over = g_DiplomacyColorsToggle ? "stretched:session/minimap-diplomacy-on-highlight.png" : "stretched:session/minimap-diplomacy-off-highlight.png"; Engine.GetGUIObjectByName("diplomacyColorsWindowButtonIcon").sprite = g_DiplomacyColorsToggle ? "stretched:session/icons/diplomacy-on.png" : "stretched:session/icons/diplomacy.png"; updateDisplayedPlayerColors(); } /** * Updates the displayed colors of players in the simulation and GUI. */ function updateDisplayedPlayerColors() { if (g_DiplomacyColorsToggle) { let getDiplomacyColor = stance => guiToRgbColor(Engine.ConfigDB_GetValue("user", "gui.session.diplomacycolors." + stance)) || guiToRgbColor(Engine.ConfigDB_GetValue("default", "gui.session.diplomacycolors." + stance)); let teamRepresentatives = {}; for (let i = 1; i < g_Players.length; ++i) if (g_ViewedPlayer <= 0) { // Observers and gaia see team colors let team = g_Players[i].team; g_DisplayedPlayerColors[i] = g_Players[teamRepresentatives[team] || i].color; if (team != -1 && !teamRepresentatives[team]) teamRepresentatives[team] = i; } else // Players see colors depending on diplomacy g_DisplayedPlayerColors[i] = g_ViewedPlayer == i ? getDiplomacyColor("self") : g_Players[g_ViewedPlayer].isAlly[i] ? getDiplomacyColor("ally") : g_Players[g_ViewedPlayer].isNeutral[i] ? getDiplomacyColor("neutral") : getDiplomacyColor("enemy"); g_DisplayedPlayerColors[0] = g_Players[0].color; } else g_DisplayedPlayerColors = g_Players.map(player => player.color); Engine.GuiInterfaceCall("UpdateDisplayedPlayerColors", { "displayedPlayerColors": g_DisplayedPlayerColors, "displayDiplomacyColors": g_DiplomacyColorsToggle, "showAllStatusBars": g_ShowAllStatusBars, "selected": g_Selection.toList() }); updateGUIObjects(); } /** * Depends on the current player (g_IsObserver). */ function updateHotkeyTooltips() { Engine.GetGUIObjectByName("chatInput").tooltip = translateWithContext("chat input", "Type the message to send.") + "\n" + colorizeAutocompleteHotkey() + colorizeHotkey("\n" + translate("Press %(hotkey)s to open the public chat."), "chat") + colorizeHotkey( "\n" + (g_IsObserver ? translate("Press %(hotkey)s to open the observer chat.") : translate("Press %(hotkey)s to open the ally chat.")), "teamchat") + colorizeHotkey("\n" + translate("Press %(hotkey)s to open the previously selected private chat."), "privatechat"); Engine.GetGUIObjectByName("idleWorkerButton").tooltip = colorizeHotkey("%(hotkey)s" + " ", "selection.idleworker") + translate("Find idle worker"); Engine.GetGUIObjectByName("diplomacyColorsButton").tooltip = colorizeHotkey("%(hotkey)s" + " ", "session.diplomacycolors") + translate("Toggle Diplomacy Colors"); Engine.GetGUIObjectByName("diplomacyColorsWindowButton").tooltip = colorizeHotkey("%(hotkey)s" + " ", "session.diplomacycolors") + translate("Toggle Diplomacy Colors"); Engine.GetGUIObjectByName("diplomacyButton").tooltip = colorizeHotkey("%(hotkey)s" + " ", "session.gui.diplomacy.toggle") + translate("Diplomacy"); Engine.GetGUIObjectByName("tradeButton").tooltip = colorizeHotkey("%(hotkey)s" + " ", "session.gui.barter.toggle") + translate("Barter & Trade"); Engine.GetGUIObjectByName("tradeHelp").tooltip = colorizeHotkey( translate("Select one type of goods you want to modify by clicking on it, and then use the arrows of the other types to modify their shares. You can also press %(hotkey)s while selecting one type of goods to bring its share to 100%%."), "session.fulltradeswap"); Engine.GetGUIObjectByName("barterHelp").tooltip = sprintf( translate("Start by selecting the resource you wish to sell from the upper row. For each time the lower buttons are pressed, %(quantity)s of the upper resource will be sold for the displayed quantity of the lower. Press and hold %(hotkey)s to temporarily multiply the traded amount by %(multiplier)s."), { "quantity": g_BarterResourceSellQuantity, "hotkey": colorizeHotkey("%(hotkey)s", "session.massbarter"), "multiplier": g_BarterMultiplier }); Engine.GetGUIObjectByName("objectivesButton").tooltip = colorizeHotkey("%(hotkey)s" + " ", "session.gui.objectives.toggle") + translate("Objectives"); } function initPanelEntities() { Engine.GetGUIObjectByName("panelEntityPanel").children.forEach((button, slot) => { button.onPress = function() { let panelEnt = g_PanelEntities.find(ent => ent.slot !== undefined && ent.slot == slot); if (!panelEnt) return; if (!Engine.HotkeyIsPressed("selection.add")) g_Selection.reset(); g_Selection.addList([panelEnt.ent]); }; button.onDoublePress = function() { let panelEnt = g_PanelEntities.find(ent => ent.slot !== undefined && ent.slot == slot); if (panelEnt) selectAndMoveTo(getEntityOrHolder(panelEnt.ent)); }; }); } /** * Returns the entity itself except when garrisoned where it returns its garrisonHolder */ function getEntityOrHolder(ent) { let entState = GetEntityState(ent); if (entState && !entState.position && entState.unitAI && entState.unitAI.orders.length && entState.unitAI.orders[0].type == "Garrison") return getEntityOrHolder(entState.unitAI.orders[0].data.target); return ent; } function initializeMusic() { initMusic(); if (g_ViewedPlayer != -1 && g_CivData[g_Players[g_ViewedPlayer].civ].Music) global.music.storeTracks(g_CivData[g_Players[g_ViewedPlayer].civ].Music); global.music.setState(global.music.states.PEACE); playAmbient(); } function initViewedPlayerDropdown() { g_DisplayedPlayerColors = g_Players.map(player => player.color); updateViewedPlayerDropdown(); // Select "observer" in the view player dropdown when rejoining as a defeated player let player = g_Players[Engine.GetPlayerID()]; Engine.GetGUIObjectByName("viewPlayer").selected = player && player.state == "defeated" ? 0 : Engine.GetPlayerID() + 1; } function updateViewedPlayerDropdown() { let viewPlayer = Engine.GetGUIObjectByName("viewPlayer"); viewPlayer.list_data = [-1].concat(g_Players.map((player, i) => i)); viewPlayer.list = [translate("Observer")].concat(g_Players.map( (player, i) => colorizePlayernameHelper("■", i) + " " + player.name )); } /** * Change perspective tool. * Shown to observers or when enabling the developers option. */ function selectViewPlayer(playerID) { if (playerID < -1 || playerID > g_Players.length - 1) return; if (g_ShowAllStatusBars) recalculateStatusBarDisplay(true); g_IsObserver = isPlayerObserver(Engine.GetPlayerID()); if (g_IsObserver || g_DeveloperOverlay.isChangePerspective()) { if (g_ViewedPlayer != playerID) clearSelection(); g_ViewedPlayer = playerID; } if (g_DeveloperOverlay.isChangePerspective()) { Engine.SetPlayerID(g_ViewedPlayer); g_IsObserver = isPlayerObserver(g_ViewedPlayer); } Engine.SetViewedPlayer(g_ViewedPlayer); updateDisplayedPlayerColors(); updateTopPanel(); updateChatAddressees(); updateHotkeyTooltips(); // Update GUI and clear player-dependent cache g_TemplateData = {}; Engine.GuiInterfaceCall("ResetTemplateModified"); onSimulationUpdate(); if (g_IsDiplomacyOpen) openDiplomacy(); if (g_IsTradeOpen) openTrade(); } /** * Returns true if the player with that ID is in observermode. */ function isPlayerObserver(playerID) { let playerStates = GetSimState().players; return !playerStates[playerID] || playerStates[playerID].state != "active"; } /** * Returns true if the current user can issue commands for that player. */ function controlsPlayer(playerID) { let playerStates = GetSimState().players; return !!playerStates[Engine.GetPlayerID()] && playerStates[Engine.GetPlayerID()].controlsAll || Engine.GetPlayerID() == playerID && !!playerStates[playerID] && playerStates[playerID].state != "defeated"; } /** * Called when one or more players have won or were defeated. * * @param {array} - IDs of the players who have won or were defeated. * @param {object} - a plural string stating the victory reason. * @param {boolean} - whether these players have won or lost. */ function playersFinished(players, victoryString, won) { addChatMessage({ "type": "defeat-victory", "message": victoryString, "players": players }); if (players.indexOf(Engine.GetPlayerID()) != -1) reportGame(); sendLobbyPlayerlistUpdate(); updatePlayerData(); updateChatAddressees(); updateGameSpeedControl(); if (players.indexOf(g_ViewedPlayer) == -1) return; // Select "observer" item on loss. On win enable observermode without changing perspective Engine.GetGUIObjectByName("viewPlayer").selected = won ? g_ViewedPlayer + 1 : 0; if (players.indexOf(Engine.GetPlayerID()) == -1 || Engine.IsAtlasRunning()) return; global.music.setState( won ? global.music.states.VICTORY : global.music.states.DEFEAT ); g_ConfirmExit = won ? "won" : "defeated"; } /** * Sets civ icon for the currently viewed player. * Hides most gui objects for observers. */ function updateTopPanel() { let isPlayer = g_ViewedPlayer > 0; let civIcon = Engine.GetGUIObjectByName("civIcon"); civIcon.hidden = !isPlayer; if (isPlayer) { civIcon.sprite = "stretched:" + g_CivData[g_Players[g_ViewedPlayer].civ].Emblem; Engine.GetGUIObjectByName("civIconOverlay").tooltip = sprintf( translate("%(civ)s\n%(hotkey_civinfo)s / %(hotkey_structree)s: View History / Structure Tree\nLast opened will be reopened on click."), { "civ": setStringTags(g_CivData[g_Players[g_ViewedPlayer].civ].Name, { "font": "sans-bold-stroke-14" }), "hotkey_civinfo": colorizeHotkey("%(hotkey)s", "civinfo"), "hotkey_structree": colorizeHotkey("%(hotkey)s", "structree") }); } // Following gaia can be interesting on scripted maps Engine.GetGUIObjectByName("optionFollowPlayer").hidden = !g_IsObserver || g_ViewedPlayer == -1; let viewPlayer = Engine.GetGUIObjectByName("viewPlayer"); viewPlayer.hidden = !g_IsObserver && !g_DeveloperOverlay.isChangePerspective(); let followPlayerLabel = Engine.GetGUIObjectByName("followPlayerLabel"); followPlayerLabel.hidden = Engine.GetTextWidth(followPlayerLabel.font, followPlayerLabel.caption + " ") + followPlayerLabel.getComputedSize().left > viewPlayer.getComputedSize().left; let resCodes = g_ResourceData.GetCodes(); let r = 0; for (let res of resCodes) { if (!Engine.GetGUIObjectByName("resource[" + r + "]")) { warn("Current GUI limits prevent displaying more than " + r + " resources in the top panel!"); break; } Engine.GetGUIObjectByName("resource[" + r + "]_icon").sprite = "stretched:session/icons/resources/" + res + ".png"; Engine.GetGUIObjectByName("resource[" + r + "]").hidden = !isPlayer; ++r; } horizontallySpaceObjects("resourceCounts", 5); hideRemaining("resourceCounts", r); let resPop = Engine.GetGUIObjectByName("population"); let resPopSize = resPop.size; resPopSize.left = Engine.GetGUIObjectByName("resource[" + (r - 1) + "]").size.right; resPop.size = resPopSize; Engine.GetGUIObjectByName("population").hidden = !isPlayer; Engine.GetGUIObjectByName("diplomacyButton").hidden = !isPlayer; Engine.GetGUIObjectByName("tradeButton").hidden = !isPlayer || (!g_ResourceData.GetTradableCodes().length && !g_ResourceData.GetBarterableCodes().length); Engine.GetGUIObjectByName("observerText").hidden = isPlayer; let alphaLabel = Engine.GetGUIObjectByName("alphaLabel"); alphaLabel.hidden = isPlayer && !viewPlayer.hidden; alphaLabel.size = isPlayer ? "50%+44 0 100%-283 100%" : "155 0 85%-279 100%"; Engine.GetGUIObjectByName("pauseButton").enabled = !g_IsObserver || !g_IsNetworked || g_IsController; Engine.GetGUIObjectByName("menuResignButton").enabled = !g_IsObserver; Engine.GetGUIObjectByName("lobbyButton").enabled = Engine.HasXmppClient(); } /** * Resign a player. * @param leaveGameAfterResign If player is quitting after resignation. */ function resignGame(leaveGameAfterResign) { if (g_IsObserver || g_Disconnected) return; Engine.PostNetworkCommand({ "type": "resign" }); if (!leaveGameAfterResign) resumeGame(true); } /** * Leave the game * @param willRejoin If player is going to be rejoining a networked game. */ function leaveGame(willRejoin) { if (!willRejoin && !g_IsObserver) resignGame(true); // Before ending the game let replayDirectory = Engine.GetCurrentReplayDirectory(); - let simData = getReplayMetadata(); + let simData = Engine.GuiInterfaceCall("GetReplayMetadata"); let playerID = Engine.GetPlayerID(); Engine.EndGame(); // After the replay file was closed in EndGame // Done here to keep EndGame small if (!g_IsReplay) Engine.AddReplayToCache(replayDirectory); if (g_IsController && Engine.HasXmppClient()) Engine.SendUnregisterGame(); Engine.SwitchGuiPage("page_summary.xml", { "sim": simData, "gui": { "dialog": false, "assignedPlayer": playerID, "disconnected": g_Disconnected, "isReplay": g_IsReplay, "replayDirectory": !g_HasRejoined && replayDirectory, "replaySelectionData": g_ReplaySelectionData } }); } // Return some data that we'll use when hotloading this file after changes function getHotloadData() { return { "selection": g_Selection.selected }; } function getSavedGameData() { return { "groups": g_Groups.groups }; } function restoreSavedGameData(data) { // Restore camera if any if (data.camera) Engine.SetCameraData(data.camera.PosX, data.camera.PosY, data.camera.PosZ, data.camera.RotX, data.camera.RotY, data.camera.Zoom); // Clear selection when loading a game g_Selection.reset(); // Restore control groups for (let groupNumber in data.groups) { g_Groups.groups[groupNumber].groups = data.groups[groupNumber].groups; g_Groups.groups[groupNumber].ents = data.groups[groupNumber].ents; } updateGroups(); } /** * Called every frame. */ function onTick() { if (!g_Settings) return; let now = Date.now(); let tickLength = now - g_LastTickTime; g_LastTickTime = now; handleNetMessages(); updateCursorAndTooltip(); if (g_Selection.dirty) { g_Selection.dirty = false; // When selection changed, get the entityStates of new entities GetMultipleEntityStates(g_Selection.toList().filter(entId => !g_EntityStates[entId])); updateGUIObjects(); // Display rally points for selected buildings if (Engine.GetPlayerID() != -1) Engine.GuiInterfaceCall("DisplayRallyPoint", { "entities": g_Selection.toList() }); } else if (g_ShowAllStatusBars && now % g_StatusBarUpdate <= tickLength) recalculateStatusBarDisplay(); updateTimers(); updateMenuPosition(tickLength); // When training is blocked, flash population (alternates color every 500msec) Engine.GetGUIObjectByName("resourcePop").textcolor = g_IsTrainingBlocked && now % 1000 < 500 ? g_PopulationAlertColor : g_DefaultPopulationColor; Engine.GuiInterfaceCall("ClearRenamedEntities"); } function onWindowResized() { // Update followPlayerLabel updateTopPanel(); resizeChatWindow(); } function changeGameSpeed(speed) { if (!g_IsNetworked) Engine.SetSimRate(speed); } function updateIdleWorkerButton() { Engine.GetGUIObjectByName("idleWorkerButton").enabled = Engine.GuiInterfaceCall("HasIdleUnits", { "viewedPlayer": g_ViewedPlayer, "idleClasses": g_WorkerTypes, "excludeUnits": [] }); } function onSimulationUpdate() { // Templates change depending on technologies and auras, so they have to be reloaded after such a change. // g_TechnologyData data never changes, so it shouldn't be deleted. g_EntityStates = {}; if (Engine.GuiInterfaceCall("IsTemplateModified")) { g_TemplateData = {}; Engine.GuiInterfaceCall("ResetTemplateModified"); } g_SimState = undefined; if (!GetSimState()) return; GetMultipleEntityStates(g_Selection.toList()); updateCinemaPath(); handleNotifications(); updateGUIObjects(); if (g_ConfirmExit) confirmExit(); } /** * Don't show the message box before all playerstate changes are processed. */ function confirmExit() { if (g_IsNetworked && !g_IsNetworkedActive) return; closeOpenDialogs(); // Don't ask for exit if other humans are still playing let askExit = !Engine.HasNetServer() || g_Players.every((player, i) => i == 0 || player.state != "active" || g_GameAttributes.settings.PlayerData[i].AI != ""); let subject = g_PlayerStateMessages[g_ConfirmExit]; if (askExit) subject += "\n" + translate("Do you want to quit?"); messageBox( 400, 200, subject, g_ConfirmExit == "won" ? translate("VICTORIOUS!") : translate("DEFEATED!"), askExit ? [translate("No"), translate("Yes")] : [translate("OK")], askExit ? [resumeGame, leaveGame] : [resumeGame] ); g_ConfirmExit = false; } function toggleGUI() { g_ShowGUI = !g_ShowGUI; updateCinemaPath(); } function updateCinemaPath() { let isPlayingCinemaPath = GetSimState().cinemaPlaying && !g_Disconnected; Engine.GetGUIObjectByName("session").hidden = !g_ShowGUI || isPlayingCinemaPath; Engine.Renderer_SetSilhouettesEnabled(!isPlayingCinemaPath && Engine.ConfigDB_GetValue("user", "silhouettes") == "true"); } function updateGUIObjects() { g_Selection.update(); if (g_ShowAllStatusBars) recalculateStatusBarDisplay(); if (g_ShowGuarding || g_ShowGuarded) updateAdditionalHighlight(); updatePanelEntities(); displayPanelEntities(); updateGroups(); updatePlayerDisplay(); updateResearchDisplay(); updateSelectionDetails(); updateBuildingPlacementPreview(); updateTimeNotifications(); updateIdleWorkerButton(); if (g_IsTradeOpen) { updateTraderTexts(); updateBarterButtons(); } if (g_ViewedPlayer > 0) { let playerState = GetSimState().players[g_ViewedPlayer]; g_DeveloperOverlay.setControlAll(playerState && playerState.controlsAll); } if (!g_IsObserver) { // Update music state on basis of battle state. let battleState = Engine.GuiInterfaceCall("GetBattleState", g_ViewedPlayer); if (battleState) global.music.setState(global.music.states[battleState]); } updateViewedPlayerDropdown(); updateDiplomacy(); g_DeveloperOverlay.update(); } function saveResPopTooltipSort() { Engine.ConfigDB_CreateAndWriteValueToFile("user", "gui.session.respoptooltipsort", String((+Engine.ConfigDB_GetValue("user", "gui.session.respoptooltipsort") + 2) % 3 - 1), "config/user.cfg"); } function onReplayFinished() { closeOpenDialogs(); pauseGame(); messageBox(400, 200, translateWithContext("replayFinished", "The replay has finished. Do you want to quit?"), translateWithContext("replayFinished", "Confirmation"), [translateWithContext("replayFinished", "No"), translateWithContext("replayFinished", "Yes")], [resumeGame, leaveGame]); } /** * updates a status bar on the GUI * nameOfBar: name of the bar * points: points to show * maxPoints: max points * direction: gets less from (right to left) 0; (top to bottom) 1; (left to right) 2; (bottom to top) 3; */ function updateGUIStatusBar(nameOfBar, points, maxPoints, direction) { // check, if optional direction parameter is valid. if (!direction || !(direction >= 0 && direction < 4)) direction = 0; // get the bar and update it let statusBar = Engine.GetGUIObjectByName(nameOfBar); if (!statusBar) return; let healthSize = statusBar.size; let value = 100 * Math.max(0, Math.min(1, points / maxPoints)); // inverse bar if (direction == 2 || direction == 3) value = 100 - value; if (direction == 0) healthSize.rright = value; else if (direction == 1) healthSize.rbottom = value; else if (direction == 2) healthSize.rleft = value; else if (direction == 3) healthSize.rtop = value; statusBar.size = healthSize; } function updatePanelEntities() { let panelEnts = g_ViewedPlayer == -1 ? GetSimState().players.reduce((ents, pState) => ents.concat(pState.panelEntities), []) : GetSimState().players[g_ViewedPlayer].panelEntities; g_PanelEntities = g_PanelEntities.filter(panelEnt => panelEnts.find(ent => ent == panelEnt.ent)); for (let ent of panelEnts) { let panelEntState = GetEntityState(ent); let template = GetTemplateData(panelEntState.template); let panelEnt = g_PanelEntities.find(pEnt => ent == pEnt.ent); if (!panelEnt) { panelEnt = { "ent": ent, "tooltip": undefined, "sprite": "stretched:session/portraits/" + template.icon, "maxHitpoints": undefined, "currentHitpoints": panelEntState.hitpoints, "previousHitpoints": undefined }; g_PanelEntities.push(panelEnt); } panelEnt.tooltip = createPanelEntityTooltip(panelEntState, template); panelEnt.previousHitpoints = panelEnt.currentHitpoints; panelEnt.currentHitpoints = panelEntState.hitpoints; panelEnt.maxHitpoints = panelEntState.maxHitpoints; } let panelEntIndex = ent => g_PanelEntityOrder.findIndex(entClass => GetEntityState(ent).identity.classes.indexOf(entClass) != -1); g_PanelEntities = g_PanelEntities.sort((panelEntA, panelEntB) => panelEntIndex(panelEntA.ent) - panelEntIndex(panelEntB.ent)); } function createPanelEntityTooltip(panelEntState, template) { let getPanelEntNameTooltip = panelEntState => "[font=\"sans-bold-16\"]" + template.name.specific + "[/font]"; return [ getPanelEntNameTooltip, getCurrentHealthTooltip, getAttackTooltip, getArmorTooltip, getEntityTooltip, getAurasTooltip ].map(tooltip => tooltip(panelEntState)).filter(tip => tip).join("\n"); } function displayPanelEntities() { let buttons = Engine.GetGUIObjectByName("panelEntityPanel").children; buttons.forEach((button, slot) => { if (button.hidden || g_PanelEntities.some(ent => ent.slot !== undefined && ent.slot == slot)) return; button.hidden = true; stopColorFade("panelEntityHitOverlay[" + slot + "]"); }); // The slot identifies the button, displayIndex determines its position. for (let displayIndex = 0; displayIndex < Math.min(g_PanelEntities.length, buttons.length); ++displayIndex) { let panelEnt = g_PanelEntities[displayIndex]; // Find the first unused slot if new, otherwise reuse previous. let slot = panelEnt.slot === undefined ? buttons.findIndex(button => button.hidden) : panelEnt.slot; let panelEntButton = Engine.GetGUIObjectByName("panelEntityButton[" + slot + "]"); panelEntButton.tooltip = panelEnt.tooltip; updateGUIStatusBar("panelEntityHealthBar[" + slot + "]", panelEnt.currentHitpoints, panelEnt.maxHitpoints); if (panelEnt.slot === undefined) { let panelEntImage = Engine.GetGUIObjectByName("panelEntityImage[" + slot + "]"); panelEntImage.sprite = panelEnt.sprite; panelEntButton.hidden = false; panelEnt.slot = slot; } // If the health of the panelEnt changed since the last update, trigger the animation. if (panelEnt.previousHitpoints > panelEnt.currentHitpoints) startColorFade("panelEntityHitOverlay[" + slot + "]", 100, 0, colorFade_attackUnit, true, smoothColorFadeRestart_attackUnit); // TODO: Instead of instant position changes, animate button movement. setPanelObjectPosition(panelEntButton, displayIndex, buttons.length); } } function updateGroups() { g_Groups.update(); // Determine the sum of the costs of a given template let getCostSum = (ent) => { let cost = GetTemplateData(GetEntityState(ent).template).cost; return cost ? Object.keys(cost).map(key => cost[key]).reduce((sum, cur) => sum + cur) : 0; }; for (let i in Engine.GetGUIObjectByName("unitGroupPanel").children) { Engine.GetGUIObjectByName("unitGroupLabel[" + i + "]").caption = i; let button = Engine.GetGUIObjectByName("unitGroupButton[" + i + "]"); button.hidden = g_Groups.groups[i].getTotalCount() == 0; button.onpress = (function(i) { return function() { performGroup((Engine.HotkeyIsPressed("selection.add") ? "add" : "select"), i); }; })(i); button.ondoublepress = (function(i) { return function() { performGroup("snap", i); }; })(i); button.onpressright = (function(i) { return function() { performGroup("breakUp", i); }; })(i); // Choose the icon of the most common template (or the most costly if it's not unique) if (g_Groups.groups[i].getTotalCount() > 0) { let icon = GetTemplateData(GetEntityState(g_Groups.groups[i].getEntsGrouped().reduce((pre, cur) => { if (pre.ents.length == cur.ents.length) return getCostSum(pre.ents[0]) > getCostSum(cur.ents[0]) ? pre : cur; return pre.ents.length > cur.ents.length ? pre : cur; }).ents[0]).template).icon; Engine.GetGUIObjectByName("unitGroupIcon[" + i + "]").sprite = icon ? ("stretched:session/portraits/" + icon) : "groupsIcon"; } setPanelObjectPosition(button, i, 1); } } /** * Create ally player stat tooltip. * @param {string} resource - Resource type, on which values will be sorted. * @param {object} playerStates - Playerstates from players whos stats are viewed in the tooltip. * @param {number} sort - 0 no order, -1 descending, 1 ascending order. * @returns {string} Tooltip string. */ function getAllyStatTooltip(resource, playerStates, sort) { let tooltip = []; for (let player in playerStates) tooltip.push({ "playername": colorizePlayernameHelper("■", player) + " " + g_Players[player].name, "statValue": resource == "pop" ? sprintf(translate("%(popCount)s/%(popLimit)s/%(popMax)s"), playerStates[player]) : Math.round(playerStates[player].resourceCounts[resource]), "orderValue": resource == "pop" ? playerStates[player].popCount : Math.round(playerStates[player].resourceCounts[resource]) }); if (sort) tooltip.sort((a, b) => sort * (b.orderValue - a.orderValue)); return "\n" + tooltip.map(stat => sprintf(translate("%(playername)s: %(statValue)s"), stat)).join("\n"); } function updatePlayerDisplay() { let allPlayerStates = GetSimState().players; let viewedPlayerState = allPlayerStates[g_ViewedPlayer]; let viewablePlayerStates = {}; for (let player in allPlayerStates) if (player != 0 && player != g_ViewedPlayer && g_Players[player].state != "defeated" && (g_IsObserver || viewedPlayerState.hasSharedLos && g_Players[player].isMutualAlly[g_ViewedPlayer])) viewablePlayerStates[player] = allPlayerStates[player]; if (!viewedPlayerState) return; let tooltipSort = +Engine.ConfigDB_GetValue("user", "gui.session.respoptooltipsort"); let orderHotkeyTooltip = Object.keys(viewablePlayerStates).length <= 1 ? "" : "\n" + sprintf(translate("%(order)s: %(hotkey)s to change order."), { "hotkey": setStringTags("\\[Click]", g_HotkeyTags), "order": tooltipSort == 0 ? translate("Unordered") : tooltipSort == 1 ? translate("Descending") : translate("Ascending") }); let resCodes = g_ResourceData.GetCodes(); for (let r = 0; r < resCodes.length; ++r) { let resourceObj = Engine.GetGUIObjectByName("resource[" + r + "]"); if (!resourceObj) break; let res = resCodes[r]; let tooltip = '[font="' + g_ResourceTitleFont + '"]' + resourceNameFirstWord(res) + '[/font]'; let descr = g_ResourceData.GetResource(res).description; if (descr) tooltip += "\n" + translate(descr); tooltip += orderHotkeyTooltip + getAllyStatTooltip(res, viewablePlayerStates, tooltipSort); resourceObj.tooltip = tooltip; Engine.GetGUIObjectByName("resource[" + r + "]_count").caption = Math.floor(viewedPlayerState.resourceCounts[res]); } Engine.GetGUIObjectByName("resourcePop").caption = sprintf(translate("%(popCount)s/%(popLimit)s"), viewedPlayerState); Engine.GetGUIObjectByName("population").tooltip = translate("Population (current / limit)") + "\n" + sprintf(translate("Maximum population: %(popCap)s"), { "popCap": viewedPlayerState.popMax }) + orderHotkeyTooltip + getAllyStatTooltip("pop", viewablePlayerStates, tooltipSort); g_IsTrainingBlocked = viewedPlayerState.trainingBlocked; } function selectAndMoveTo(ent) { let entState = GetEntityState(ent); if (!entState || !entState.position) return; g_Selection.reset(); g_Selection.addList([ent]); let position = entState.position; Engine.CameraMoveTo(position.x, position.z); } function updateResearchDisplay() { let researchStarted = Engine.GuiInterfaceCall("GetStartedResearch", g_ViewedPlayer); // Set up initial positioning. let buttonSideLength = Engine.GetGUIObjectByName("researchStartedButton[0]").size.right; for (let i = 0; i < 10; ++i) { let button = Engine.GetGUIObjectByName("researchStartedButton[" + i + "]"); let size = button.size; size.top = g_ResearchListTop + (4 + buttonSideLength) * i; size.bottom = size.top + buttonSideLength; button.size = size; } let numButtons = 0; for (let tech in researchStarted) { // Show at most 10 in-progress techs. if (numButtons >= 10) break; let template = GetTechnologyData(tech, g_Players[g_ViewedPlayer].civ); let button = Engine.GetGUIObjectByName("researchStartedButton[" + numButtons + "]"); button.hidden = false; button.tooltip = getEntityNames(template); button.onpress = (function(e) { return function() { selectAndMoveTo(e); }; })(researchStarted[tech].researcher); let icon = "stretched:session/portraits/" + template.icon; Engine.GetGUIObjectByName("researchStartedIcon[" + numButtons + "]").sprite = icon; // Scale the progress indicator. let size = Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size; // Buttons are assumed to be square, so left/right offsets can be used for top/bottom. size.top = size.left + Math.round(researchStarted[tech].progress * (size.right - size.left)); Engine.GetGUIObjectByName("researchStartedProgressSlider[" + numButtons + "]").size = size; Engine.GetGUIObjectByName("researchStartedTimeRemaining[" + numButtons + "]").caption = Engine.FormatMillisecondsIntoDateStringGMT(researchStarted[tech].timeRemaining, translateWithContext("countdown format", "m:ss")); ++numButtons; } // Hide unused buttons. for (let i = numButtons; i < 10; ++i) Engine.GetGUIObjectByName("researchStartedButton[" + i + "]").hidden = true; } /** * Toggles the display of status bars for all of the player's entities. * * @param {Boolean} remove - Whether to hide all previously shown status bars. */ function recalculateStatusBarDisplay(remove = false) { let entities; if (g_ShowAllStatusBars && !remove) entities = g_ViewedPlayer == -1 ? Engine.PickNonGaiaEntitiesOnScreen() : Engine.PickPlayerEntitiesOnScreen(g_ViewedPlayer); else { let selected = g_Selection.toList(); for (let ent in g_Selection.highlighted) selected.push(g_Selection.highlighted[ent]); // Remove selected entities from the 'all entities' array, // to avoid disabling their status bars. entities = Engine.GuiInterfaceCall( g_ViewedPlayer == -1 ? "GetNonGaiaEntities" : "GetPlayerEntities", { "viewedPlayer": g_ViewedPlayer }).filter(idx => selected.indexOf(idx) == -1); } Engine.GuiInterfaceCall("SetStatusBars", { "entities": entities, "enabled": g_ShowAllStatusBars && !remove, "showRank": Engine.ConfigDB_GetValue("user", "gui.session.rankabovestatusbar") == "true", "showExperience": Engine.ConfigDB_GetValue("user", "gui.session.experiencestatusbar") == "true" }); } /** * Inverts the given configuration boolean and returns the current state. * For example "silhouettes". */ function toggleConfigBool(configName) { let enabled = Engine.ConfigDB_GetValue("user", configName) != "true"; Engine.ConfigDB_CreateAndWriteValueToFile("user", configName, String(enabled), "config/user.cfg"); return enabled; } /** * Toggles the display of range overlays of selected entities for the given range type. * @param {string} type - for example "Auras" */ function toggleRangeOverlay(type) { let enabled = toggleConfigBool("gui.session." + type.toLowerCase() + "range"); Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", { "type": type, "enabled": enabled }); let selected = g_Selection.toList(); for (let ent in g_Selection.highlighted) selected.push(g_Selection.highlighted[ent]); Engine.GuiInterfaceCall("SetRangeOverlays", { "entities": selected, "enabled": enabled }); } function updateEnabledRangeOverlayTypes() { for (let type of ["Attack", "Auras", "Heal"]) Engine.GuiInterfaceCall("EnableVisualRangeOverlayType", { "type": type, "enabled": Engine.ConfigDB_GetValue("user", "gui.session." + type.toLowerCase() + "range") == "true" }); } // Update the additional list of entities to be highlighted. function updateAdditionalHighlight() { let entsAdd = []; // list of entities units to be highlighted let entsRemove = []; let highlighted = g_Selection.toList(); for (let ent in g_Selection.highlighted) highlighted.push(g_Selection.highlighted[ent]); if (g_ShowGuarding) // flag the guarding entities to add in this additional highlight for (let sel in g_Selection.selected) { let state = GetEntityState(g_Selection.selected[sel]); if (!state.guard || !state.guard.entities.length) continue; for (let ent of state.guard.entities) if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } if (g_ShowGuarded) // flag the guarded entities to add in this additional highlight for (let sel in g_Selection.selected) { let state = GetEntityState(g_Selection.selected[sel]); if (!state.unitAI || !state.unitAI.isGuarding) continue; let ent = state.unitAI.isGuarding; if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1) entsAdd.push(ent); } // flag the entities to remove (from the previously added) from this additional highlight for (let ent of g_AdditionalHighlight) if (highlighted.indexOf(ent) == -1 && entsAdd.indexOf(ent) == -1 && entsRemove.indexOf(ent) == -1) entsRemove.push(ent); _setHighlight(entsAdd, g_HighlightedAlpha, true); _setHighlight(entsRemove, 0, false); g_AdditionalHighlight = entsAdd; } function playAmbient() { Engine.PlayAmbientSound(pickRandom(g_Ambient), true); } /** * Adds the ingame time and ceasefire counter to the global FPS and * realtime counters shown in the top right corner. */ function appendSessionCounters(counters) { let simState = GetSimState(); if (Engine.ConfigDB_GetValue("user", "gui.session.timeelapsedcounter") === "true") { let currentSpeed = Engine.GetSimRate(); if (currentSpeed != 1.0) // Translation: The "x" means "times", with the mathematical meaning of multiplication. counters.push(sprintf(translate("%(time)s (%(speed)sx)"), { "time": timeToString(simState.timeElapsed), "speed": Engine.FormatDecimalNumberIntoString(currentSpeed) })); else counters.push(timeToString(simState.timeElapsed)); } if (simState.ceasefireActive && Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") === "true") counters.push(timeToString(simState.ceasefireTimeRemaining)); g_ResearchListTop = 4 + 14 * counters.length; } /** * Send the current list of players, teams, AIs, observers and defeated/won and offline states to the lobby. * The playerData format from g_GameAttributes is kept to reuse the GUI function presenting the data. */ function sendLobbyPlayerlistUpdate() { if (!g_IsController || !Engine.HasXmppClient()) return; // Extract the relevant player data and minimize packet load let minPlayerData = []; for (let playerID in g_GameAttributes.settings.PlayerData) { if (+playerID == 0) continue; let pData = g_GameAttributes.settings.PlayerData[playerID]; let minPData = { "Name": pData.Name, "Civ": pData.Civ }; if (g_GameAttributes.settings.LockTeams) minPData.Team = pData.Team; if (pData.AI) { minPData.AI = pData.AI; minPData.AIDiff = pData.AIDiff; minPData.AIBehavior = pData.AIBehavior; } if (g_Players[playerID].offline) minPData.Offline = true; // Whether the player has won or was defeated let state = g_Players[playerID].state; if (state != "active") minPData.State = state; minPlayerData.push(minPData); } // Add observers let connectedPlayers = 0; for (let guid in g_PlayerAssignments) { let pData = g_GameAttributes.settings.PlayerData[g_PlayerAssignments[guid].player]; if (pData) ++connectedPlayers; else minPlayerData.push({ "Name": g_PlayerAssignments[guid].name, "Team": "observer" }); } Engine.SendChangeStateGame(connectedPlayers, playerDataToStringifiedTeamList(minPlayerData)); } /** * Send a report on the gamestatus to the lobby. * Keep in sync with source/tools/XpartaMuPP/LobbyRanking.py */ function reportGame() { // Only 1v1 games are rated (and Gaia is part of g_Players) if (!Engine.HasXmppClient() || !Engine.IsRankedGame() || g_Players.length != 3 || Engine.GetPlayerID() == -1) return; let extendedSimState = Engine.GuiInterfaceCall("GetExtendedSimulationState"); let unitsClasses = [ "total", "Infantry", "Worker", "FemaleCitizen", "Cavalry", "Champion", "Hero", "Siege", "Ship", "Trader" ]; let unitsCountersTypes = [ "unitsTrained", "unitsLost", "enemyUnitsKilled" ]; let buildingsClasses = [ "total", "CivCentre", "House", "Economic", "Outpost", "Military", "Fortress", "Wonder" ]; let buildingsCountersTypes = [ "buildingsConstructed", "buildingsLost", "enemyBuildingsDestroyed" ]; let resourcesTypes = [ "wood", "food", "stone", "metal" ]; let resourcesCounterTypes = [ "resourcesGathered", "resourcesUsed", "resourcesSold", "resourcesBought" ]; let misc = [ "tradeIncome", "tributesSent", "tributesReceived", "treasuresCollected", "lootCollected", "percentMapExplored" ]; let playerStatistics = {}; // Unit Stats for (let unitCounterType of unitsCountersTypes) { if (!playerStatistics[unitCounterType]) playerStatistics[unitCounterType] = { }; for (let unitsClass of unitsClasses) playerStatistics[unitCounterType][unitsClass] = ""; } playerStatistics.unitsLostValue = ""; playerStatistics.unitsKilledValue = ""; // Building stats for (let buildingCounterType of buildingsCountersTypes) { if (!playerStatistics[buildingCounterType]) playerStatistics[buildingCounterType] = { }; for (let buildingsClass of buildingsClasses) playerStatistics[buildingCounterType][buildingsClass] = ""; } playerStatistics.buildingsLostValue = ""; playerStatistics.enemyBuildingsDestroyedValue = ""; // Resources for (let resourcesCounterType of resourcesCounterTypes) { if (!playerStatistics[resourcesCounterType]) playerStatistics[resourcesCounterType] = { }; for (let resourcesType of resourcesTypes) playerStatistics[resourcesCounterType][resourcesType] = ""; } playerStatistics.resourcesGathered.vegetarianFood = ""; for (let type of misc) playerStatistics[type] = ""; // Total playerStatistics.economyScore = ""; playerStatistics.militaryScore = ""; playerStatistics.totalScore = ""; let mapName = g_GameAttributes.settings.Name; let playerStates = ""; let playerCivs = ""; let teams = ""; let teamsLocked = true; // Serialize the statistics for each player into a comma-separated list. // Ignore gaia for (let i = 1; i < extendedSimState.players.length; ++i) { let player = extendedSimState.players[i]; let maxIndex = player.sequences.time.length - 1; playerStates += player.state + ","; playerCivs += player.civ + ","; teams += player.team + ","; teamsLocked = teamsLocked && player.teamsLocked; for (let resourcesCounterType of resourcesCounterTypes) for (let resourcesType of resourcesTypes) playerStatistics[resourcesCounterType][resourcesType] += player.sequences[resourcesCounterType][resourcesType][maxIndex] + ","; playerStatistics.resourcesGathered.vegetarianFood += player.sequences.resourcesGathered.vegetarianFood[maxIndex] + ","; for (let unitCounterType of unitsCountersTypes) for (let unitsClass of unitsClasses) playerStatistics[unitCounterType][unitsClass] += player.sequences[unitCounterType][unitsClass][maxIndex] + ","; for (let buildingCounterType of buildingsCountersTypes) for (let buildingsClass of buildingsClasses) playerStatistics[buildingCounterType][buildingsClass] += player.sequences[buildingCounterType][buildingsClass][maxIndex] + ","; let total = 0; for (let type in player.sequences.resourcesGathered) total += player.sequences.resourcesGathered[type][maxIndex]; playerStatistics.economyScore += total + ","; playerStatistics.militaryScore += Math.round((player.sequences.enemyUnitsKilledValue[maxIndex] + player.sequences.enemyBuildingsDestroyedValue[maxIndex]) / 10) + ","; playerStatistics.totalScore += (total + Math.round((player.sequences.enemyUnitsKilledValue[maxIndex] + player.sequences.enemyBuildingsDestroyedValue[maxIndex]) / 10)) + ","; for (let type of misc) playerStatistics[type] += player.sequences[type][maxIndex] + ","; } // Send the report with serialized data let reportObject = {}; reportObject.timeElapsed = extendedSimState.timeElapsed; reportObject.playerStates = playerStates; reportObject.playerID = Engine.GetPlayerID(); reportObject.matchID = g_GameAttributes.matchID; reportObject.civs = playerCivs; reportObject.teams = teams; reportObject.teamsLocked = String(teamsLocked); reportObject.ceasefireActive = String(extendedSimState.ceasefireActive); reportObject.ceasefireTimeRemaining = String(extendedSimState.ceasefireTimeRemaining); reportObject.mapName = mapName; reportObject.economyScore = playerStatistics.economyScore; reportObject.militaryScore = playerStatistics.militaryScore; reportObject.totalScore = playerStatistics.totalScore; for (let rct of resourcesCounterTypes) for (let rt of resourcesTypes) reportObject[rt + rct.substr(9)] = playerStatistics[rct][rt]; // eg. rt = food rct.substr = Gathered rct = resourcesGathered reportObject.vegetarianFoodGathered = playerStatistics.resourcesGathered.vegetarianFood; for (let type of unitsClasses) { // eg. type = Infantry (type.substr(0,1)).toLowerCase()+type.substr(1) = infantry reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "UnitsTrained"] = playerStatistics.unitsTrained[type]; reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "UnitsLost"] = playerStatistics.unitsLost[type]; reportObject["enemy" + type + "UnitsKilled"] = playerStatistics.enemyUnitsKilled[type]; } for (let type of buildingsClasses) { reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "BuildingsConstructed"] = playerStatistics.buildingsConstructed[type]; reportObject[(type.substr(0, 1)).toLowerCase() + type.substr(1) + "BuildingsLost"] = playerStatistics.buildingsLost[type]; reportObject["enemy" + type + "BuildingsDestroyed"] = playerStatistics.enemyBuildingsDestroyed[type]; } for (let type of misc) reportObject[type] = playerStatistics[type]; Engine.SendGameReport(reportObject); } Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 22990) +++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 22991) @@ -1,1984 +1,2007 @@ function GuiInterface() {} GuiInterface.prototype.Schema = ""; GuiInterface.prototype.Serialize = function() { // This component isn't network-synchronised for the biggest part // So most of the attributes shouldn't be serialized // Return an object with a small selection of deterministic data return { "timeNotifications": this.timeNotifications, "timeNotificationID": this.timeNotificationID }; }; GuiInterface.prototype.Deserialize = function(data) { this.Init(); this.timeNotifications = data.timeNotifications; this.timeNotificationID = data.timeNotificationID; }; GuiInterface.prototype.Init = function() { this.placementEntity = undefined; // = undefined or [templateName, entityID] this.placementWallEntities = undefined; this.placementWallLastAngle = 0; this.notifications = []; this.renamedEntities = []; this.miragedEntities = []; this.timeNotificationID = 1; this.timeNotifications = []; this.entsRallyPointsDisplayed = []; this.entsWithAuraAndStatusBars = new Set(); this.enabledVisualRangeOverlayTypes = {}; this.templateModified = {}; }; /* * All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg) * from GUI scripts, and executed here with arguments (player, arg). * * CAUTION: The input to the functions in this module is not network-synchronised, so it * mustn't affect the simulation state (i.e. the data that is serialised and can affect * the behaviour of the rest of the simulation) else it'll cause out-of-sync errors. */ /** * Returns global information about the current game state. * This is used by the GUI and also by AI scripts. */ GuiInterface.prototype.GetSimulationState = function() { let ret = { "players": [] }; let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let i = 0; i < numPlayers; ++i) { let cmpPlayer = QueryPlayerIDInterface(i); let cmpPlayerEntityLimits = QueryPlayerIDInterface(i, IID_EntityLimits); // Work out what phase we are in let phase = ""; let cmpTechnologyManager = QueryPlayerIDInterface(i, IID_TechnologyManager); if (cmpTechnologyManager) { if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; } // store player ally/neutral/enemy data as arrays let allies = []; let mutualAllies = []; let neutrals = []; let enemies = []; for (let j = 0; j < numPlayers; ++j) { allies[j] = cmpPlayer.IsAlly(j); mutualAllies[j] = cmpPlayer.IsMutualAlly(j); neutrals[j] = cmpPlayer.IsNeutral(j); enemies[j] = cmpPlayer.IsEnemy(j); } ret.players.push({ "name": cmpPlayer.GetName(), "civ": cmpPlayer.GetCiv(), "color": cmpPlayer.GetColor(), "controlsAll": cmpPlayer.CanControlAllUnits(), "popCount": cmpPlayer.GetPopulationCount(), "popLimit": cmpPlayer.GetPopulationLimit(), "popMax": cmpPlayer.GetMaxPopulation(), "panelEntities": cmpPlayer.GetPanelEntities(), "resourceCounts": cmpPlayer.GetResourceCounts(), "trainingBlocked": cmpPlayer.IsTrainingBlocked(), "state": cmpPlayer.GetState(), "team": cmpPlayer.GetTeam(), "teamsLocked": cmpPlayer.GetLockTeams(), "cheatsEnabled": cmpPlayer.GetCheatsEnabled(), "disabledTemplates": cmpPlayer.GetDisabledTemplates(), "disabledTechnologies": cmpPlayer.GetDisabledTechnologies(), "hasSharedDropsites": cmpPlayer.HasSharedDropsites(), "hasSharedLos": cmpPlayer.HasSharedLos(), "spyCostMultiplier": cmpPlayer.GetSpyCostMultiplier(), "phase": phase, "isAlly": allies, "isMutualAlly": mutualAllies, "isNeutral": neutrals, "isEnemy": enemies, "entityLimits": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimits() : null, "entityCounts": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetCounts() : null, "entityLimitChangers": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimitChangers() : null, "researchQueued": cmpTechnologyManager ? cmpTechnologyManager.GetQueuedResearch() : null, "researchStarted": cmpTechnologyManager ? cmpTechnologyManager.GetStartedTechs() : null, "researchedTechs": cmpTechnologyManager ? cmpTechnologyManager.GetResearchedTechs() : null, "classCounts": cmpTechnologyManager ? cmpTechnologyManager.GetClassCounts() : null, "typeCountsByClass": cmpTechnologyManager ? cmpTechnologyManager.GetTypeCountsByClass() : null, "canBarter": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).PlayerHasMarket(i), "barterPrices": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).GetPrices(i) }); } let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) ret.circularMap = cmpRangeManager.GetLosCircular(); let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); if (cmpTerrain) ret.mapSize = cmpTerrain.GetMapSize(); // Add timeElapsed let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); ret.timeElapsed = cmpTimer.GetTime(); // Add ceasefire info let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager); if (cmpCeasefireManager) { ret.ceasefireActive = cmpCeasefireManager.IsCeasefireActive(); ret.ceasefireTimeRemaining = ret.ceasefireActive ? cmpCeasefireManager.GetCeasefireStartedTime() + cmpCeasefireManager.GetCeasefireTime() - ret.timeElapsed : 0; } // Add cinema path info let cmpCinemaManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CinemaManager); if (cmpCinemaManager) ret.cinemaPlaying = cmpCinemaManager.IsPlaying(); // Add the game type and allied victory let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager); ret.victoryConditions = cmpEndGameManager.GetVictoryConditions(); ret.alliedVictory = cmpEndGameManager.GetAlliedVictory(); // Add basic statistics to each player for (let i = 0; i < numPlayers; ++i) { let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, IID_StatisticsTracker); if (cmpPlayerStatisticsTracker) ret.players[i].statistics = cmpPlayerStatisticsTracker.GetBasicStatistics(); } return ret; }; /** * Returns global information about the current game state, plus statistics. * This is used by the GUI at the end of a game, in the summary screen. * Note: Amongst statistics, the team exploration map percentage is computed from * scratch, so the extended simulation state should not be requested too often. */ GuiInterface.prototype.GetExtendedSimulationState = function() { // Get basic simulation info let ret = this.GetSimulationState(); // Add statistics to each player let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let i = 0; i < numPlayers; ++i) { let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, IID_StatisticsTracker); if (cmpPlayerStatisticsTracker) ret.players[i].sequences = cmpPlayerStatisticsTracker.GetSequences(); } return ret; }; +/** + * Returns the gamesettings that were chosen at the time the match started. + */ +GuiInterface.prototype.GetInitAttributes = function() +{ + return InitAttributes; +}; + +/** + * This data will be stored in the replay metadata file after a match has been finished recording. + */ +GuiInterface.prototype.GetReplayMetadata = function() +{ + let extendedSimState = this.GetExtendedSimulationState(); + return { + "timeElapsed": extendedSimState.timeElapsed, + "playerStates": extendedSimState.players, + "mapSettings": InitAttributes.settings + }; +}; + GuiInterface.prototype.GetRenamedEntities = function(player) { if (this.miragedEntities[player]) return this.renamedEntities.concat(this.miragedEntities[player]); return this.renamedEntities; }; GuiInterface.prototype.ClearRenamedEntities = function() { this.renamedEntities = []; this.miragedEntities = []; }; GuiInterface.prototype.AddMiragedEntity = function(player, entity, mirage) { if (!this.miragedEntities[player]) this.miragedEntities[player] = []; this.miragedEntities[player].push({ "entity": entity, "newentity": mirage }); }; /** * Get common entity info, often used in the gui */ GuiInterface.prototype.GetEntityState = function(player, ent) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); // All units must have a template; if not then it's a nonexistent entity id let template = cmpTemplateManager.GetCurrentTemplateName(ent); if (!template) return null; let ret = { "id": ent, "player": INVALID_PLAYER, "template": template }; let cmpMirage = Engine.QueryInterface(ent, IID_Mirage); if (cmpMirage) ret.mirage = true; let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity) ret.identity = { "rank": cmpIdentity.GetRank(), "classes": cmpIdentity.GetClassesList(), "visibleClasses": cmpIdentity.GetVisibleClassesList(), "selectionGroupName": cmpIdentity.GetSelectionGroupName(), "canDelete": !cmpIdentity.IsUndeletable() }; let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition && cmpPosition.IsInWorld()) ret.position = cmpPosition.GetPosition(); let cmpHealth = QueryMiragedInterface(ent, IID_Health); if (cmpHealth) { ret.hitpoints = cmpHealth.GetHitpoints(); ret.maxHitpoints = cmpHealth.GetMaxHitpoints(); ret.needsRepair = cmpHealth.IsRepairable() && cmpHealth.IsInjured(); ret.needsHeal = !cmpHealth.IsUnhealable(); } let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable); if (cmpCapturable) { ret.capturePoints = cmpCapturable.GetCapturePoints(); ret.maxCapturePoints = cmpCapturable.GetMaxCapturePoints(); } let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (cmpBuilder) ret.builder = true; let cmpMarket = QueryMiragedInterface(ent, IID_Market); if (cmpMarket) ret.market = { "land": cmpMarket.HasType("land"), "naval": cmpMarket.HasType("naval"), }; let cmpPack = Engine.QueryInterface(ent, IID_Pack); if (cmpPack) ret.pack = { "packed": cmpPack.IsPacked(), "progress": cmpPack.GetProgress(), }; var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade); if (cmpUpgrade) ret.upgrade = { "upgrades": cmpUpgrade.GetUpgrades(), "progress": cmpUpgrade.GetProgress(), "template": cmpUpgrade.GetUpgradingTo() }; let cmpStatusEffects = Engine.QueryInterface(ent, IID_StatusEffectsReceiver); if (cmpStatusEffects) ret.statusEffects = cmpStatusEffects.GetActiveStatuses(); let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) ret.production = { "entities": cmpProductionQueue.GetEntitiesList(), "technologies": cmpProductionQueue.GetTechnologiesList(), "techCostMultiplier": cmpProductionQueue.GetTechCostMultiplier(), "queue": cmpProductionQueue.GetQueue() }; let cmpTrader = Engine.QueryInterface(ent, IID_Trader); if (cmpTrader) ret.trader = { "goods": cmpTrader.GetGoods() }; let cmpFoundation = QueryMiragedInterface(ent, IID_Foundation); if (cmpFoundation) ret.foundation = { "numBuilders": cmpFoundation.GetNumBuilders(), "buildTime": cmpFoundation.GetBuildTime() }; let cmpRepairable = QueryMiragedInterface(ent, IID_Repairable); if (cmpRepairable) ret.repairable = { "numBuilders": cmpRepairable.GetNumBuilders(), "buildTime": cmpRepairable.GetBuildTime() }; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) ret.player = cmpOwnership.GetOwner(); let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) ret.rallyPoint = { "position": cmpRallyPoint.GetPositions()[0] }; // undefined or {x,z} object let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder); if (cmpGarrisonHolder) ret.garrisonHolder = { "entities": cmpGarrisonHolder.GetEntities(), "buffHeal": cmpGarrisonHolder.GetHealRate(), "allowedClasses": cmpGarrisonHolder.GetAllowedClasses(), "capacity": cmpGarrisonHolder.GetCapacity(), "garrisonedEntitiesCount": cmpGarrisonHolder.GetGarrisonedEntitiesCount() }; ret.canGarrison = !!Engine.QueryInterface(ent, IID_Garrisonable); let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) ret.unitAI = { "state": cmpUnitAI.GetCurrentState(), "orders": cmpUnitAI.GetOrders(), "hasWorkOrders": cmpUnitAI.HasWorkOrders(), "canGuard": cmpUnitAI.CanGuard(), "isGuarding": cmpUnitAI.IsGuardOf(), "canPatrol": cmpUnitAI.CanPatrol(), "selectableStances": cmpUnitAI.GetSelectableStances(), "isIdle": cmpUnitAI.IsIdle(), }; let cmpGuard = Engine.QueryInterface(ent, IID_Guard); if (cmpGuard) ret.guard = { "entities": cmpGuard.GetEntities(), }; let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer); if (cmpResourceGatherer) { ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus(); ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates(); } let cmpGate = Engine.QueryInterface(ent, IID_Gate); if (cmpGate) ret.gate = { "locked": cmpGate.IsLocked(), }; let cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) ret.alertRaiser = true; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); ret.visibility = cmpRangeManager.GetLosVisibility(ent, player); let cmpAttack = Engine.QueryInterface(ent, IID_Attack); if (cmpAttack) { let types = cmpAttack.GetAttackTypes(); if (types.length) ret.attack = {}; for (let type of types) { ret.attack[type] = {}; Object.assign(ret.attack[type], cmpAttack.GetAttackEffectsData(type)); ret.attack[type].splash = cmpAttack.GetSplashDamage(type); if (ret.attack[type].splash) Object.assign(ret.attack[type].splash, cmpAttack.GetAttackEffectsData(type, true)); let range = cmpAttack.GetRange(type); ret.attack[type].minRange = range.min; ret.attack[type].maxRange = range.max; let timers = cmpAttack.GetTimers(type); ret.attack[type].prepareTime = timers.prepare; ret.attack[type].repeatTime = timers.repeat; if (type != "Ranged") { // not a ranged attack, set some defaults ret.attack[type].elevationBonus = 0; ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; continue; } ret.attack[type].elevationBonus = range.elevationBonus; if (cmpUnitAI && cmpPosition && cmpPosition.IsInWorld()) { // For units, take the range in front of it, no spread. So angle = 0 ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 0); } else if(cmpPosition && cmpPosition.IsInWorld()) { // For buildings, take the average elevation around it. So angle = 2*pi ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 2*Math.PI); } else { // not in world, set a default? ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; } } } let cmpArmour = Engine.QueryInterface(ent, IID_Resistance); if (cmpArmour) ret.armour = cmpArmour.GetArmourStrengths("Damage"); let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI); if (cmpBuildingAI) ret.buildingAI = { "defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(), "maxArrowCount": cmpBuildingAI.GetMaxArrowCount(), "garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(), "garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(), "arrowCount": cmpBuildingAI.GetArrowCount() }; if (cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY) ret.turretParent = cmpPosition.GetTurretParent(); let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply); if (cmpResourceSupply) ret.resourceSupply = { "isInfinite": cmpResourceSupply.IsInfinite(), "max": cmpResourceSupply.GetMaxAmount(), "amount": cmpResourceSupply.GetCurrentAmount(), "type": cmpResourceSupply.GetType(), "killBeforeGather": cmpResourceSupply.GetKillBeforeGather(), "maxGatherers": cmpResourceSupply.GetMaxGatherers(), "numGatherers": cmpResourceSupply.GetNumGatherers() }; let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite); if (cmpResourceDropsite) ret.resourceDropsite = { "types": cmpResourceDropsite.GetTypes(), "sharable": cmpResourceDropsite.IsSharable(), "shared": cmpResourceDropsite.IsShared() }; let cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) ret.promotion = { "curr": cmpPromotion.GetCurrentXp(), "req": cmpPromotion.GetRequiredXp() }; if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) ret.isBarterMarket = true; let cmpHeal = Engine.QueryInterface(ent, IID_Heal); if (cmpHeal) ret.heal = { "hp": cmpHeal.GetHP(), "range": cmpHeal.GetRange().max, "rate": cmpHeal.GetRate(), "unhealableClasses": cmpHeal.GetUnhealableClasses(), "healableClasses": cmpHeal.GetHealableClasses(), }; let cmpLoot = Engine.QueryInterface(ent, IID_Loot); if (cmpLoot) { ret.loot = cmpLoot.GetResources(); ret.loot.xp = cmpLoot.GetXp(); } let cmpResourceTrickle = Engine.QueryInterface(ent, IID_ResourceTrickle); if (cmpResourceTrickle) ret.resourceTrickle = { "interval": cmpResourceTrickle.GetTimer(), "rates": cmpResourceTrickle.GetRates() }; let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) ret.speed = { "walk": cmpUnitMotion.GetWalkSpeed(), "run": cmpUnitMotion.GetWalkSpeed() * cmpUnitMotion.GetRunMultiplier() }; return ret; }; GuiInterface.prototype.GetMultipleEntityStates = function(player, ents) { return ents.map(ent => ({ "entId": ent, "state": this.GetEntityState(player, ent) })); }; GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); let rot = { "x": 0, "y": 0, "z": 0 }; let pos = { "x": cmd.x, "y": cmpTerrain.GetGroundLevel(cmd.x, cmd.z), "z": cmd.z }; let elevationBonus = cmd.elevationBonus || 0; let range = cmd.range; return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2*Math.PI); }; GuiInterface.prototype.GetTemplateData = function(player, templateName) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let template = cmpTemplateManager.GetTemplate(templateName); if (!template) return null; let aurasTemplate = {}; if (!template.Auras) return GetTemplateDataHelper(template, player, aurasTemplate); let auraNames = template.Auras._string.split(/\s+/); for (let name of auraNames) aurasTemplate[name] = AuraTemplates.Get(name); return GetTemplateDataHelper(template, player, aurasTemplate); }; GuiInterface.prototype.IsTechnologyResearched = function(player, data) { if (!data.tech) return true; let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.IsTechnologyResearched(data.tech); }; // Checks whether the requirements for this technology have been met GuiInterface.prototype.CheckTechnologyRequirements = function(player, data) { let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.CanResearch(data.tech); }; // Returns technologies that are being actively researched, along with // which entity is researching them and how far along the research is. GuiInterface.prototype.GetStartedResearch = function(player) { let cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (!cmpTechnologyManager) return {}; let ret = {}; for (let tech of cmpTechnologyManager.GetStartedTechs()) { ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) }; let cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue); if (cmpProductionQueue) { ret[tech].progress = cmpProductionQueue.GetQueue()[0].progress; ret[tech].timeRemaining = cmpProductionQueue.GetQueue()[0].timeRemaining; } else { ret[tech].progress = 0; ret[tech].timeRemaining = 0; } } return ret; }; // Returns the battle state of the player. GuiInterface.prototype.GetBattleState = function(player) { let cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection); if (!cmpBattleDetection) return false; return cmpBattleDetection.GetState(); }; // Returns a list of ongoing attacks against the player. GuiInterface.prototype.GetIncomingAttacks = function(player) { return QueryPlayerIDInterface(player, IID_AttackDetection).GetIncomingAttacks(); }; // Used to show a red square over GUI elements you can't yet afford. GuiInterface.prototype.GetNeededResources = function(player, data) { return QueryPlayerIDInterface(data.player || player).GetNeededResources(data.cost); }; /** * State of the templateData (player dependent): true when some template values have been modified * and need to be reloaded by the gui. */ GuiInterface.prototype.OnTemplateModification = function(msg) { this.templateModified[msg.player] = true; }; GuiInterface.prototype.IsTemplateModified = function(player) { return this.templateModified[player] || false; }; GuiInterface.prototype.ResetTemplateModified = function() { this.templateModified = {}; }; /** * Add a timed notification. * Warning: timed notifacations are serialised * (to also display them on saved games or after a rejoin) * so they should allways be added and deleted in a deterministic way. */ GuiInterface.prototype.AddTimeNotification = function(notification, duration = 10000) { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); notification.endTime = duration + cmpTimer.GetTime(); notification.id = ++this.timeNotificationID; // Let all players and observers receive the notification by default if (!notification.players) { notification.players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers(); notification.players[0] = -1; } this.timeNotifications.push(notification); this.timeNotifications.sort((n1, n2) => n2.endTime - n1.endTime); cmpTimer.SetTimeout(this.entity, IID_GuiInterface, "DeleteTimeNotification", duration, this.timeNotificationID); return this.timeNotificationID; }; GuiInterface.prototype.DeleteTimeNotification = function(notificationID) { this.timeNotifications = this.timeNotifications.filter(n => n.id != notificationID); }; GuiInterface.prototype.GetTimeNotifications = function(player) { let time = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime(); // filter on players and time, since the delete timer might be executed with a delay return this.timeNotifications.filter(n => n.players.indexOf(player) != -1 && n.endTime > time); }; GuiInterface.prototype.PushNotification = function(notification) { if (!notification.type || notification.type == "text") this.AddTimeNotification(notification); else this.notifications.push(notification); }; GuiInterface.prototype.GetNotifications = function() { let n = this.notifications; this.notifications = []; return n; }; GuiInterface.prototype.GetAvailableFormations = function(player, wantedPlayer) { return QueryPlayerIDInterface(wantedPlayer).GetFormations(); }; GuiInterface.prototype.GetFormationRequirements = function(player, data) { return GetFormationRequirements(data.formationTemplate); }; GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data) { return CanMoveEntsIntoFormation(data.ents, data.formationTemplate); }; GuiInterface.prototype.GetFormationInfoFromTemplate = function(player, data) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let template = cmpTemplateManager.GetTemplate(data.templateName); if (!template || !template.Formation) return {}; return { "name": template.Formation.FormationName, "tooltip": template.Formation.DisabledTooltip || "", "icon": template.Formation.Icon }; }; GuiInterface.prototype.IsFormationSelected = function(player, data) { return data.ents.some(ent => { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); return cmpUnitAI && cmpUnitAI.GetFormationTemplate() == data.formationTemplate; }); }; GuiInterface.prototype.IsStanceSelected = function(player, data) { for (let ent of data.ents) { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI && cmpUnitAI.GetStanceName() == data.stance) return true; } return false; }; GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd) { let buildableEnts = []; for (let ent of cmd.entities) { let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (!cmpBuilder) continue; for (let building of cmpBuilder.GetEntitiesList()) if (buildableEnts.indexOf(building) == -1) buildableEnts.push(building); } return buildableEnts; }; GuiInterface.prototype.UpdateDisplayedPlayerColors = function(player, data) { let updateEntityColor = (iids, entities) => { for (let ent of entities) for (let iid of iids) { let cmp = Engine.QueryInterface(ent, iid); if (cmp) cmp.UpdateColor(); } }; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let i = 1; i < numPlayers; ++i) { let cmpPlayer = QueryPlayerIDInterface(i, IID_Player); if (!cmpPlayer) continue; cmpPlayer.SetDisplayDiplomacyColor(data.displayDiplomacyColors); if (data.displayDiplomacyColors) cmpPlayer.SetDiplomacyColor(data.displayedPlayerColors[i]); updateEntityColor(data.showAllStatusBars && (i == player || player == -1) ? [IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer, IID_StatusBars] : [IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer], cmpRangeManager.GetEntitiesByPlayer(i)); } updateEntityColor([IID_Selectable, IID_StatusBars], data.selected); Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager).UpdateColors(); }; GuiInterface.prototype.SetSelectionHighlight = function(player, cmd) { let playerColors = {}; // cache of owner -> color map for (let ent of cmd.entities) { let cmpSelectable = Engine.QueryInterface(ent, IID_Selectable); if (!cmpSelectable) continue; // Find the entity's owner's color: let owner = INVALID_PLAYER; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) owner = cmpOwnership.GetOwner(); let color = playerColors[owner]; if (!color) { color = { "r": 1, "g": 1, "b": 1 }; let cmpPlayer = QueryPlayerIDInterface(owner); if (cmpPlayer) color = cmpPlayer.GetDisplayedColor(); playerColors[owner] = color; } cmpSelectable.SetSelectionHighlight({ "r": color.r, "g": color.g, "b": color.b, "a": cmd.alpha }, cmd.selected); let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager); if (!cmpRangeOverlayManager || player != owner && player != INVALID_PLAYER) continue; cmpRangeOverlayManager.SetEnabled(cmd.selected, this.enabledVisualRangeOverlayTypes, false); } }; GuiInterface.prototype.EnableVisualRangeOverlayType = function(player, data) { this.enabledVisualRangeOverlayTypes[data.type] = data.enabled; }; GuiInterface.prototype.GetEntitiesWithStatusBars = function() { return Array.from(this.entsWithAuraAndStatusBars); }; GuiInterface.prototype.SetStatusBars = function(player, cmd) { let affectedEnts = new Set(); for (let ent of cmd.entities) { let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (!cmpStatusBars) continue; cmpStatusBars.SetEnabled(cmd.enabled, cmd.showRank, cmd.showExperience); let cmpAuras = Engine.QueryInterface(ent, IID_Auras); if (!cmpAuras) continue; for (let name of cmpAuras.GetAuraNames()) { if (!cmpAuras.GetOverlayIcon(name)) continue; for (let e of cmpAuras.GetAffectedEntities(name)) affectedEnts.add(e); if (cmd.enabled) this.entsWithAuraAndStatusBars.add(ent); else this.entsWithAuraAndStatusBars.delete(ent); } } for (let ent of affectedEnts) { let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (cmpStatusBars) cmpStatusBars.RegenerateSprites(); } }; GuiInterface.prototype.SetRangeOverlays = function(player, cmd) { for (let ent of cmd.entities) { let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager); if (cmpRangeOverlayManager) cmpRangeOverlayManager.SetEnabled(cmd.enabled, this.enabledVisualRangeOverlayTypes, true); } }; GuiInterface.prototype.GetPlayerEntities = function(player) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(player); }; GuiInterface.prototype.GetNonGaiaEntities = function() { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities(); }; /** * Displays the rally points of a given list of entities (carried in cmd.entities). * * The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should * be rendered, in order to support instantaneously rendering a rally point marker at a specified location * instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js). * If cmd doesn't carry a custom location, then the position to render the marker at will be read from the * RallyPoint component. */ GuiInterface.prototype.DisplayRallyPoint = function(player, cmd) { let cmpPlayer = QueryPlayerIDInterface(player); // If there are some rally points already displayed, first hide them for (let ent of this.entsRallyPointsDisplayed) { let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (cmpRallyPointRenderer) cmpRallyPointRenderer.SetDisplayed(false); } this.entsRallyPointsDisplayed = []; // Show the rally points for the passed entities for (let ent of cmd.entities) { let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (!cmpRallyPointRenderer) continue; // entity must have a rally point component to display a rally point marker // (regardless of whether cmd specifies a custom location) let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (!cmpRallyPoint) continue; // Verify the owner let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (!(cmpPlayer && cmpPlayer.CanControlAllUnits())) if (!cmpOwnership || cmpOwnership.GetOwner() != player) continue; // If the command was passed an explicit position, use that and // override the real rally point position; otherwise use the real position let pos; if (cmd.x && cmd.z) pos = cmd; else pos = cmpRallyPoint.GetPositions()[0]; // may return undefined if no rally point is set if (pos) { // Only update the position if we changed it (cmd.queued is set) if ("queued" in cmd) if (cmd.queued == true) cmpRallyPointRenderer.AddPosition({ 'x': pos.x, 'y': pos.z }); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z else cmpRallyPointRenderer.SetPosition({ 'x': pos.x, 'y': pos.z }); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z // rebuild the renderer when not set (when reading saved game or in case of building update) else if (!cmpRallyPointRenderer.IsSet()) for (let posi of cmpRallyPoint.GetPositions()) cmpRallyPointRenderer.AddPosition({ 'x': posi.x, 'y': posi.z }); cmpRallyPointRenderer.SetDisplayed(true); // remember which entities have their rally points displayed so we can hide them again this.entsRallyPointsDisplayed.push(ent); } } }; GuiInterface.prototype.AddTargetMarker = function(player, cmd) { let ent = Engine.AddLocalEntity(cmd.template); if (!ent) return; let cmpPosition = Engine.QueryInterface(ent, IID_Position); cmpPosition.JumpTo(cmd.x, cmd.z); }; /** * Display the building placement preview. * cmd.template is the name of the entity template, or "" to disable the preview. * cmd.x, cmd.z, cmd.angle give the location. * * Returns result object from CheckPlacement: * { * "success": true iff the placement is valid, else false * "message": message to display in UI for invalid placement, else "" * "parameters": parameters to use in the message * "translateMessage": localisation info * "translateParameters": localisation info * "pluralMessage": we might return a plural translation instead (optional) * "pluralCount": localisation info (optional) * } */ GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd) { let result = { "success": false, "message": "", "parameters": {}, "translateMessage": false, "translateParameters": [], }; // See if we're changing template if (!this.placementEntity || this.placementEntity[0] != cmd.template) { // Destroy the old preview if there was one if (this.placementEntity) Engine.DestroyEntity(this.placementEntity[1]); // Load the new template if (cmd.template == "") this.placementEntity = undefined; else this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)]; } if (this.placementEntity) { let ent = this.placementEntity[1]; // Move the preview into the right location let pos = Engine.QueryInterface(ent, IID_Position); if (pos) { pos.JumpTo(cmd.x, cmd.z); pos.SetYRotation(cmd.angle); } let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether building placement is valid let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) error("cmpBuildRestrictions not defined"); else result = cmpBuildRestrictions.CheckPlacement(); let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager); if (cmpRangeOverlayManager) cmpRangeOverlayManager.SetEnabled(true, this.enabledVisualRangeOverlayTypes); // Set it to a red shade if this is an invalid location let cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (cmd.actorSeed !== undefined) cmpVisual.SetActorSeed(cmd.actorSeed); if (!result.success) cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColor(1, 1, 1, 1); } } return result; }; /** * Previews the placement of a wall between cmd.start and cmd.end, or just the starting piece of a wall if cmd.end is not * specified. Returns an object with information about the list of entities that need to be newly constructed to complete * at least a part of the wall, or false if there are entities required to build at least part of the wall but none of * them can be validly constructed. * * It's important to distinguish between three lists of entities that are at play here, because they may be subsets of one * another depending on things like snapping and whether some of the entities inside them can be validly positioned. * We have: * - The list of entities that previews the wall. This list is usually equal to the entities required to construct the * entire wall. However, if there is snapping to an incomplete tower (i.e. a foundation), it includes extra entities * to preview the completed tower on top of its foundation. * * - The list of entities that need to be newly constructed to build the entire wall. This list is regardless of whether * any of them can be validly positioned. The emphasishere here is on 'newly'; this list does not include any existing * towers at either side of the wall that we snapped to. Or, more generally; it does not include any _entities_ that we * snapped to; we might still snap to e.g. terrain, in which case the towers on either end will still need to be newly * constructed. * * - The list of entities that need to be newly constructed to build at least a part of the wall. This list is the same * as the one above, except that it is truncated at the first entity that cannot be validly positioned. This happens * e.g. if the player tries to build a wall straight through an obstruction. Note that any entities that can be validly * constructed but come after said first invalid entity are also truncated away. * * With this in mind, this method will return false if the second list is not empty, but the third one is. That is, if there * were entities that are needed to build the wall, but none of them can be validly constructed. False is also returned in * case of unexpected errors (typically missing components), and when clearing the preview by passing an empty wallset * argument (see below). Otherwise, it will return an object with the following information: * * result: { * 'startSnappedEnt': ID of the entity that we snapped to at the starting side of the wall. Currently only supports towers. * 'endSnappedEnt': ID of the entity that we snapped to at the (possibly truncated) ending side of the wall. Note that this * can only be set if no truncation of the second list occurs; if we snapped to an entity at the ending side * but the wall construction was truncated before we could reach it, it won't be set here. Currently only * supports towers. * 'pieces': Array with the following data for each of the entities in the third list: * [{ * 'template': Template name of the entity. * 'x': X coordinate of the entity's position. * 'z': Z coordinate of the entity's position. * 'angle': Rotation around the Y axis of the entity (in radians). * }, * ...] * 'cost': { The total cost required for constructing all the pieces as listed above. * 'food': ..., * 'wood': ..., * 'stone': ..., * 'metal': ..., * 'population': ..., * 'populationBonus': ..., * } * } * * @param cmd.wallSet Object holding the set of wall piece template names. Set to an empty value to clear the preview. * @param cmd.start Starting point of the wall segment being created. * @param cmd.end (Optional) Ending point of the wall segment being created. If not defined, it is understood that only * the starting point of the wall is available at this time (e.g. while the player is still in the process * of picking a starting point), and that therefore only the first entity in the wall (a tower) should be * previewed. * @param cmd.snapEntities List of candidate entities to snap the start and ending positions to. */ GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd) { let wallSet = cmd.wallSet; let start = { "pos": cmd.start, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; let end = { "pos": cmd.end, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; // -------------------------------------------------------------------------------- // do some entity cache management and check for snapping if (!this.placementWallEntities) this.placementWallEntities = {}; if (!wallSet) { // we're clearing the preview, clear the entity cache and bail for (let tpl in this.placementWallEntities) { for (let ent of this.placementWallEntities[tpl].entities) Engine.DestroyEntity(ent); this.placementWallEntities[tpl].numUsed = 0; this.placementWallEntities[tpl].entities = []; // keep template data around } return false; } // Move all existing cached entities outside of the world and reset their use count for (let tpl in this.placementWallEntities) { for (let ent of this.placementWallEntities[tpl].entities) { let pos = Engine.QueryInterface(ent, IID_Position); if (pos) pos.MoveOutOfWorld(); } this.placementWallEntities[tpl].numUsed = 0; } // Create cache entries for templates we haven't seen before for (let type in wallSet.templates) { if (type == "curves") continue; let tpl = wallSet.templates[type]; if (!(tpl in this.placementWallEntities)) { this.placementWallEntities[tpl] = { "numUsed": 0, "entities": [], "templateData": this.GetTemplateData(player, tpl), }; // ensure that the loaded template data contains a wallPiece component if (!this.placementWallEntities[tpl].templateData.wallPiece) { error("[SetWallPlacementPreview] No WallPiece component found for wall set template '" + tpl + "'"); return false; } } } // prevent division by zero errors further on if the start and end positions are the same if (end.pos && (start.pos.x === end.pos.x && start.pos.z === end.pos.z)) end.pos = undefined; // See if we need to snap the start and/or end coordinates to any of our list of snap entities. Note that, despite the list // of snapping candidate entities, it might still snap to e.g. terrain features. Use the "ent" key in the returned snapping // data to determine whether it snapped to an entity (if any), and to which one (see GetFoundationSnapData). if (cmd.snapEntities) { let snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5; // determined through trial and error let startSnapData = this.GetFoundationSnapData(player, { "x": start.pos.x, "z": start.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (startSnapData) { start.pos.x = startSnapData.x; start.pos.z = startSnapData.z; start.angle = startSnapData.angle; start.snapped = true; if (startSnapData.ent) start.snappedEnt = startSnapData.ent; } if (end.pos) { let endSnapData = this.GetFoundationSnapData(player, { "x": end.pos.x, "z": end.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (endSnapData) { end.pos.x = endSnapData.x; end.pos.z = endSnapData.z; end.angle = endSnapData.angle; end.snapped = true; if (endSnapData.ent) end.snappedEnt = endSnapData.ent; } } } // clear the single-building preview entity (we'll be rolling our own) this.SetBuildingPlacementPreview(player, { "template": "" }); // -------------------------------------------------------------------------------- // calculate wall placement and position preview entities let result = { "pieces": [], "cost": { "population": 0, "populationBonus": 0, "time": 0 }, }; for (let res of Resources.GetCodes()) result.cost[res] = 0; let previewEntities = []; if (end.pos) previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end); // see helpers/Walls.js // For wall placement, we may (and usually do) need to have wall pieces overlap each other more than would // otherwise be allowed by their obstruction shapes. However, during this preview phase, this is not so much of // an issue, because all preview entities have their obstruction components deactivated, meaning that their // obstruction shapes do not register in the simulation and hence cannot affect it. This implies that the preview // entities cannot be found to obstruct each other, which largely solves the issue of overlap between wall pieces. // Note that they will still be obstructed by existing shapes in the simulation (that have the BLOCK_FOUNDATION // flag set), which is what we want. The only exception to this is when snapping to existing towers (or // foundations thereof); the wall segments that connect up to these will be found to be obstructed by the // existing tower/foundation, and be shaded red to indicate that they cannot be placed there. To prevent this, // we manually set the control group of the outermost wall pieces equal to those of the snapped-to towers, so // that they are free from mutual obstruction (per definition of obstruction control groups). This is done by // assigning them an extra "controlGroup" field, which we'll then set during the placement loop below. // Additionally, in the situation that we're snapping to merely a foundation of a tower instead of a fully // constructed one, we'll need an extra preview entity for the starting tower, which also must not be obstructed // by the foundation it snaps to. if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) { let startEntObstruction = Engine.QueryInterface(start.snappedEnt, IID_Obstruction); if (previewEntities.length > 0 && startEntObstruction) previewEntities[0].controlGroups = [startEntObstruction.GetControlGroup()]; // if we're snapping to merely a foundation, add an extra preview tower and also set it to the same control group let startEntState = this.GetEntityState(player, start.snappedEnt); if (startEntState.foundation) { let cmpPosition = Engine.QueryInterface(start.snappedEnt, IID_Position); if (cmpPosition) previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [startEntObstruction ? startEntObstruction.GetControlGroup() : undefined], "excludeFromResult": true, // preview only, must not appear in the result }); } } else { // Didn't snap to an existing entity, add the starting tower manually. To prevent odd-looking rotation jumps // when shift-clicking to build a wall, reuse the placement angle that was last seen on a validly positioned // wall piece. // To illustrate the last point, consider what happens if we used some constant instead, say, 0. Issuing the // build command for a wall is asynchronous, so when the preview updates after shift-clicking, the wall piece // foundations are not registered yet in the simulation. This means they cannot possibly be picked in the list // of candidate entities for snapping. In the next preview update, we therefore hit this case, and would rotate // the preview to 0 radians. Then, after one or two simulation updates or so, the foundations register and // onSimulationUpdate in session.js updates the preview again. It first grabs a new list of snapping candidates, // which this time does include the new foundations; so we snap to the entity, and rotate the preview back to // the foundation's angle. // The result is a noticeable rotation to 0 and back, which is undesirable. So, for a split second there until // the simulation updates, we fake it by reusing the last angle and hope the player doesn't notice. previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": previewEntities.length > 0 ? previewEntities[0].angle : this.placementWallLastAngle }); } if (end.pos) { // Analogous to the starting side case above if (end.snappedEnt && end.snappedEnt != INVALID_ENTITY) { let endEntObstruction = Engine.QueryInterface(end.snappedEnt, IID_Obstruction); // Note that it's possible for the last entity in previewEntities to be the same as the first, i.e. the // same wall piece snapping to both a starting and an ending tower. And it might be more common than you would // expect; the allowed overlap between wall segments and towers facilitates this to some degree. To deal with // the possibility of dual initial control groups, we use a '.controlGroups' array rather than a single // '.controlGroup' property. Note that this array can only ever have 0, 1 or 2 elements (checked at a later time). if (previewEntities.length > 0 && endEntObstruction) { previewEntities[previewEntities.length-1].controlGroups = previewEntities[previewEntities.length-1].controlGroups || []; previewEntities[previewEntities.length-1].controlGroups.push(endEntObstruction.GetControlGroup()); } // if we're snapping to a foundation, add an extra preview tower and also set it to the same control group let endEntState = this.GetEntityState(player, end.snappedEnt); if (endEntState.foundation) { let cmpPosition = Engine.QueryInterface(end.snappedEnt, IID_Position); if (cmpPosition) previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [endEntObstruction ? endEntObstruction.GetControlGroup() : undefined], "excludeFromResult": true }); } } else previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": previewEntities.length > 0 ? previewEntities[previewEntities.length-1].angle : this.placementWallLastAngle }); } let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); if (!cmpTerrain) { error("[SetWallPlacementPreview] System Terrain component not found"); return false; } let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (!cmpRangeManager) { error("[SetWallPlacementPreview] System RangeManager component not found"); return false; } // Loop through the preview entities, and construct the subset of them that need to be, and can be, validly constructed // to build at least a part of the wall (meaning that the subset is truncated after the first entity that needs to be, // but cannot validly be, constructed). See method-level documentation for more details. let allPiecesValid = true; let numRequiredPieces = 0; // number of entities that are required to build the entire wall, regardless of validity for (let i = 0; i < previewEntities.length; ++i) { let entInfo = previewEntities[i]; let ent = null; let tpl = entInfo.template; let tplData = this.placementWallEntities[tpl].templateData; let entPool = this.placementWallEntities[tpl]; if (entPool.numUsed >= entPool.entities.length) { // allocate new entity ent = Engine.AddLocalEntity("preview|" + tpl); entPool.entities.push(ent); } else // reuse an existing one ent = entPool.entities[entPool.numUsed]; if (!ent) { error("[SetWallPlacementPreview] Failed to allocate or reuse preview entity of template '" + tpl + "'"); continue; } // move piece to right location // TODO: consider reusing SetBuildingPlacementReview for this, enhanced to be able to deal with multiple entities let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition) { cmpPosition.JumpTo(entInfo.pos.x, entInfo.pos.z); cmpPosition.SetYRotation(entInfo.angle); // if this piece is a tower, then it should have a Y position that is at least as high as its surrounding pieces if (tpl === wallSet.templates.tower) { let terrainGroundPrev = null; let terrainGroundNext = null; if (i > 0) terrainGroundPrev = cmpTerrain.GetGroundLevel(previewEntities[i-1].pos.x, previewEntities[i-1].pos.z); if (i < previewEntities.length - 1) terrainGroundNext = cmpTerrain.GetGroundLevel(previewEntities[i+1].pos.x, previewEntities[i+1].pos.z); if (terrainGroundPrev != null || terrainGroundNext != null) { let targetY = Math.max(terrainGroundPrev, terrainGroundNext); cmpPosition.SetHeightFixed(targetY); } } } let cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); if (!cmpObstruction) { error("[SetWallPlacementPreview] Preview entity of template '" + tpl + "' does not have an Obstruction component"); continue; } // Assign any predefined control groups. Note that there can only be 0, 1 or 2 predefined control groups; if there are // more, we've made a programming error. The control groups are assigned from the entInfo.controlGroups array on a // first-come first-served basis; the first value in the array is always assigned as the primary control group, and // any second value as the secondary control group. // By default, we reset the control groups to their standard values. Remember that we're reusing entities; if we don't // reset them, then an ending wall segment that was e.g. at one point snapped to an existing tower, and is subsequently // reused as a non-snapped ending wall segment, would no longer be capable of being obstructed by the same tower it was // once snapped to. let primaryControlGroup = ent; let secondaryControlGroup = INVALID_ENTITY; if (entInfo.controlGroups && entInfo.controlGroups.length > 0) { if (entInfo.controlGroups.length > 2) { error("[SetWallPlacementPreview] Encountered preview entity of template '" + tpl + "' with more than 2 initial control groups"); break; } primaryControlGroup = entInfo.controlGroups[0]; if (entInfo.controlGroups.length > 1) secondaryControlGroup = entInfo.controlGroups[1]; } cmpObstruction.SetControlGroup(primaryControlGroup); cmpObstruction.SetControlGroup2(secondaryControlGroup); // check whether this wall piece can be validly positioned here let validPlacement = false; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether it's in a visible or fogged region // TODO: should definitely reuse SetBuildingPlacementPreview, this is just straight up copy/pasta let visible = cmpRangeManager.GetLosVisibility(ent, player) != "hidden"; if (visible) { let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) { error("[SetWallPlacementPreview] cmpBuildRestrictions not defined for preview entity of template '" + tpl + "'"); continue; } // TODO: Handle results of CheckPlacement validPlacement = cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement().success; // If a wall piece has two control groups, it's likely a segment that spans // between two existing towers. To avoid placing a duplicate wall segment, // check for collisions with entities that share both control groups. if (validPlacement && entInfo.controlGroups && entInfo.controlGroups.length > 1) validPlacement = cmpObstruction.CheckDuplicateFoundation(); } allPiecesValid = allPiecesValid && validPlacement; // The requirement below that all pieces so far have to have valid positions, rather than only this single one, // ensures that no more foundations will be placed after a first invalidly-positioned piece. (It is possible // for pieces past some invalidly-positioned ones to still have valid positions, e.g. if you drag a wall // through and past an existing building). // Additionally, the excludeFromResult flag is set for preview entities that were manually added to be placed // on top of foundations of incompleted towers that we snapped to; they must not be part of the result. if (!entInfo.excludeFromResult) ++numRequiredPieces; if (allPiecesValid && !entInfo.excludeFromResult) { result.pieces.push({ "template": tpl, "x": entInfo.pos.x, "z": entInfo.pos.z, "angle": entInfo.angle, }); this.placementWallLastAngle = entInfo.angle; // grab the cost of this wall piece and add it up (note; preview entities don't have their Cost components // copied over, so we need to fetch it from the template instead). // TODO: we should really use a Cost object or at least some utility functions for this, this is mindless // boilerplate that's probably duplicated in tons of places. for (let res of Resources.GetCodes().concat(["population", "populationBonus", "time"])) result.cost[res] += tplData.cost[res]; } let canAfford = true; let cmpPlayer = QueryPlayerIDInterface(player, IID_Player); if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost)) canAfford = false; let cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (!allPiecesValid || !canAfford) cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColor(1, 1, 1, 1); } ++entPool.numUsed; } // If any were entities required to build the wall, but none of them could be validly positioned, return failure // (see method-level documentation). if (numRequiredPieces > 0 && result.pieces.length == 0) return false; if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) result.startSnappedEnt = start.snappedEnt; // We should only return that we snapped to an entity if all pieces up until that entity can be validly constructed, // i.e. are included in result.pieces (see docs for the result object). if (end.pos && end.snappedEnt && end.snappedEnt != INVALID_ENTITY && allPiecesValid) result.endSnappedEnt = end.snappedEnt; return result; }; /** * Given the current position {data.x, data.z} of an foundation of template data.template, returns the position and angle to snap * it to (if necessary/useful). * * @param data.x The X position of the foundation to snap. * @param data.z The Z position of the foundation to snap. * @param data.template The template to get the foundation snapping data for. * @param data.snapEntities Optional; list of entity IDs to snap to if {data.x, data.z} is within a circle of radius data.snapRadius * around the entity. Only takes effect when used in conjunction with data.snapRadius. * When this option is used and the foundation is found to snap to one of the entities passed in this list * (as opposed to e.g. snapping to terrain features), then the result will contain an additional key "ent", * holding the ID of the entity that was snapped to. * @param data.snapRadius Optional; when used in conjunction with data.snapEntities, indicates the circle radius around an entity that * {data.x, data.z} must be located within to have it snap to that entity. */ GuiInterface.prototype.GetFoundationSnapData = function(player, data) { let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(data.template); if (!template) { warn("[GetFoundationSnapData] Failed to load template '" + data.template + "'"); return false; } if (data.snapEntities && data.snapRadius && data.snapRadius > 0) { // see if {data.x, data.z} is inside the snap radius of any of the snap entities; and if so, to which it is closest // (TODO: break unlikely ties by choosing the lowest entity ID) let minDist2 = -1; let minDistEntitySnapData = null; let radius2 = data.snapRadius * data.snapRadius; for (let ent of data.snapEntities) { let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) continue; let pos = cmpPosition.GetPosition(); let dist2 = (data.x - pos.x) * (data.x - pos.x) + (data.z - pos.z) * (data.z - pos.z); if (dist2 > radius2) continue; if (minDist2 < 0 || dist2 < minDist2) { minDist2 = dist2; minDistEntitySnapData = { "x": pos.x, "z": pos.z, "angle": cmpPosition.GetRotation().y, "ent": ent }; } } if (minDistEntitySnapData != null) return minDistEntitySnapData; } if (template.BuildRestrictions.PlacementType == "shore") { let angle = GetDockAngle(template, data.x, data.z); if (angle !== undefined) return { "x": data.x, "z": data.z, "angle": angle }; } return false; }; GuiInterface.prototype.PlaySound = function(player, data) { if (!data.entity) return; PlaySound(data.name, data.entity); }; /** * Find any idle units. * * @param data.idleClasses Array of class names to include. * @param data.prevUnit The previous idle unit, if calling a second time to iterate through units. May be left undefined. * @param data.limit The number of idle units to return. May be left undefined (will return all idle units). * @param data.excludeUnits Array of units to exclude. * * Returns an array of idle units. * If multiple classes were supplied, and multiple items will be returned, the items will be sorted by class. */ GuiInterface.prototype.FindIdleUnits = function(player, data) { let idleUnits = []; // The general case is that only the 'first' idle unit is required; filtering would examine every unit. // This loop imitates a grouping/aggregation on the first matching idle class. let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let entity of cmpRangeManager.GetEntitiesByPlayer(player)) { let filtered = this.IdleUnitFilter(entity, data.idleClasses, data.excludeUnits); if (!filtered.idle) continue; // If the entity is in the 'current' (first, 0) bucket on a resumed search, it must be after the "previous" unit, if any. // By adding to the 'end', there is no pause if the series of units loops. var bucket = filtered.bucket; if(bucket == 0 && data.prevUnit && entity <= data.prevUnit) bucket = data.idleClasses.length; if (!idleUnits[bucket]) idleUnits[bucket] = []; idleUnits[bucket].push(entity); // If enough units have been collected in the first bucket, go ahead and return them. if (data.limit && bucket == 0 && idleUnits[0].length == data.limit) return idleUnits[0]; } let reduced = idleUnits.reduce((prev, curr) => prev.concat(curr), []); if (data.limit && reduced.length > data.limit) return reduced.slice(0, data.limit); return reduced; }; /** * Discover if the player has idle units. * * @param data.idleClasses Array of class names to include. * @param data.excludeUnits Array of units to exclude. * * Returns a boolean of whether the player has any idle units */ GuiInterface.prototype.HasIdleUnits = function(player, data) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); return cmpRangeManager.GetEntitiesByPlayer(player).some(unit => this.IdleUnitFilter(unit, data.idleClasses, data.excludeUnits).idle); }; /** * Whether to filter an idle unit * * @param unit The unit to filter. * @param idleclasses Array of class names to include. * @param excludeUnits Array of units to exclude. * * Returns an object with the following fields: * - idle - true if the unit is considered idle by the filter, false otherwise. * - bucket - if idle, set to the index of the first matching idle class, undefined otherwise. */ GuiInterface.prototype.IdleUnitFilter = function(unit, idleClasses, excludeUnits) { let cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI); if (!cmpUnitAI || !cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned()) return { "idle": false }; let cmpIdentity = Engine.QueryInterface(unit, IID_Identity); if(!cmpIdentity) return { "idle": false }; let bucket = idleClasses.findIndex(elem => MatchesClassList(cmpIdentity.GetClassesList(), elem)); if (bucket == -1 || excludeUnits.indexOf(unit) > -1) return { "idle": false }; return { "idle": true, "bucket": bucket }; }; GuiInterface.prototype.GetTradingRouteGain = function(player, data) { if (!data.firstMarket || !data.secondMarket) return null; return CalculateTraderGain(data.firstMarket, data.secondMarket, data.template); }; GuiInterface.prototype.GetTradingDetails = function(player, data) { let cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader); if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target)) return null; let firstMarket = cmpEntityTrader.GetFirstMarket(); let secondMarket = cmpEntityTrader.GetSecondMarket(); let result = null; if (data.target === firstMarket) { result = { "type": "is first", "hasBothMarkets": cmpEntityTrader.HasBothMarkets() }; if (cmpEntityTrader.HasBothMarkets()) result.gain = cmpEntityTrader.GetGoods().amount; } else if (data.target === secondMarket) { result = { "type": "is second", "gain": cmpEntityTrader.GetGoods().amount, }; } else if (!firstMarket) { result = { "type": "set first" }; } else if (!secondMarket) { result = { "type": "set second", "gain": cmpEntityTrader.CalculateGain(firstMarket, data.target), }; } else { // Else both markets are not null and target is different from them result = { "type": "set first" }; } return result; }; GuiInterface.prototype.CanAttack = function(player, data) { let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack); return cmpAttack && cmpAttack.CanAttack(data.target, data.types || undefined); }; /* * Returns batch build time. */ GuiInterface.prototype.GetBatchTime = function(player, data) { let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue); if (!cmpProductionQueue) return 0; return cmpProductionQueue.GetBatchTime(data.batchSize); }; GuiInterface.prototype.IsMapRevealed = function(player) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player); }; GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetDebugOverlay(enabled); }; GuiInterface.prototype.SetPathfinderHierDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetHierDebugOverlay(enabled); }; GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).SetDebugOverlay(enabled); }; GuiInterface.prototype.SetMotionDebugOverlay = function(player, data) { for (let ent of data.entities) { let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) cmpUnitMotion.SetDebugOverlay(data.enabled); } }; GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).SetDebugOverlay(enabled); }; GuiInterface.prototype.GetTraderNumber = function(player) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let traders = cmpRangeManager.GetEntitiesByPlayer(player).filter(e => Engine.QueryInterface(e, IID_Trader)); let landTrader = { "total": 0, "trading": 0, "garrisoned": 0 }; let shipTrader = { "total": 0, "trading": 0 }; for (let ent of traders) { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpIdentity || !cmpUnitAI) continue; if (cmpIdentity.HasClass("Ship")) { ++shipTrader.total; if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade") ++shipTrader.trading; } else { ++landTrader.total; if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade") ++landTrader.trading; if (cmpUnitAI.order && cmpUnitAI.order.type == "Garrison") { let holder = cmpUnitAI.order.data.target; let cmpHolderUnitAI = Engine.QueryInterface(holder, IID_UnitAI); if (cmpHolderUnitAI && cmpHolderUnitAI.order && cmpHolderUnitAI.order.type == "Trade") ++landTrader.garrisoned; } } } return { "landTrader": landTrader, "shipTrader": shipTrader }; }; GuiInterface.prototype.GetTradingGoods = function(player) { return QueryPlayerIDInterface(player).GetTradingGoods(); }; GuiInterface.prototype.OnGlobalEntityRenamed = function(msg) { this.renamedEntities.push(msg); }; // List the GuiInterface functions that can be safely called by GUI scripts. // (GUI scripts are non-deterministic and untrusted, so these functions must be // appropriately careful. They are called with a first argument "player", which is // trusted and indicates the player associated with the current client; no data should // be returned unless this player is meant to be able to see it.) let exposedFunctions = { "GetSimulationState": 1, "GetExtendedSimulationState": 1, + "GetInitAttributes": 1, + "GetReplayMetadata": 1, "GetRenamedEntities": 1, "ClearRenamedEntities": 1, "GetEntityState": 1, "GetMultipleEntityStates": 1, "GetAverageRangeForBuildings": 1, "GetTemplateData": 1, "IsTechnologyResearched": 1, "CheckTechnologyRequirements": 1, "GetStartedResearch": 1, "GetBattleState": 1, "GetIncomingAttacks": 1, "GetNeededResources": 1, "GetNotifications": 1, "GetTimeNotifications": 1, "GetAvailableFormations": 1, "GetFormationRequirements": 1, "CanMoveEntsIntoFormation": 1, "IsFormationSelected": 1, "GetFormationInfoFromTemplate": 1, "IsStanceSelected": 1, "UpdateDisplayedPlayerColors": 1, "SetSelectionHighlight": 1, "GetAllBuildableEntities": 1, "SetStatusBars": 1, "GetPlayerEntities": 1, "GetNonGaiaEntities": 1, "DisplayRallyPoint": 1, "AddTargetMarker": 1, "SetBuildingPlacementPreview": 1, "SetWallPlacementPreview": 1, "GetFoundationSnapData": 1, "PlaySound": 1, "FindIdleUnits": 1, "HasIdleUnits": 1, "GetTradingRouteGain": 1, "GetTradingDetails": 1, "CanAttack": 1, "GetBatchTime": 1, "IsMapRevealed": 1, "SetPathfinderDebugOverlay": 1, "SetPathfinderHierDebugOverlay": 1, "SetObstructionDebugOverlay": 1, "SetMotionDebugOverlay": 1, "SetRangeDebugOverlay": 1, "EnableVisualRangeOverlayType": 1, "SetRangeOverlays": 1, "GetTraderNumber": 1, "GetTradingGoods": 1, "IsTemplateModified": 1, "ResetTemplateModified": 1 }; GuiInterface.prototype.ScriptCall = function(player, name, args) { if (exposedFunctions[name]) return this[name](player, args); throw new Error("Invalid GuiInterface Call name \""+name+"\""); }; Engine.RegisterSystemComponentType(IID_GuiInterface, "GuiInterface", GuiInterface); Index: ps/trunk/source/ps/Game.cpp =================================================================== --- ps/trunk/source/ps/Game.cpp (revision 22990) +++ ps/trunk/source/ps/Game.cpp (revision 22991) @@ -1,466 +1,469 @@ /* Copyright (C) 2019 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 . */ #include "precompiled.h" #include "Game.h" #include "graphics/GameView.h" #include "graphics/LOSTexture.h" #include "graphics/ParticleManager.h" #include "graphics/UnitManager.h" #include "gui/GUIManager.h" #include "gui/CGUI.h" #include "lib/config2.h" #include "lib/timer.h" #include "network/NetClient.h" #include "network/NetServer.h" #include "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/CStr.h" #include "ps/Loader.h" #include "ps/LoaderThunks.h" #include "ps/Profile.h" #include "ps/Replay.h" #include "ps/Shapes.h" #include "ps/World.h" #include "ps/GameSetup/GameSetup.h" #include "renderer/Renderer.h" #include "renderer/TimeManager.h" #include "renderer/WaterManager.h" #include "scriptinterface/ScriptInterface.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpPlayer.h" #include "simulation2/components/ICmpPlayerManager.h" #include "simulation2/system/ReplayTurnManager.h" #include "soundmanager/ISoundManager.h" #include "tools/atlas/GameInterface/GameLoop.h" extern bool g_GameRestarted; extern GameLoopState* g_AtlasGameLoop; /** * Globally accessible pointer to the CGame object. **/ CGame *g_Game=NULL; /** * Constructor * **/ CGame::CGame(bool replayLog): m_World(new CWorld(this)), m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), g_ScriptRuntime, m_World->GetTerrain())), m_GameView(CRenderer::IsInitialised() ? new CGameView(this) : nullptr), m_GameStarted(false), m_Paused(false), m_SimRate(1.0f), m_PlayerID(-1), m_ViewedPlayerID(-1), m_IsSavedGame(false), m_IsVisualReplay(false), m_ReplayStream(NULL) { // TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps? if (replayLog) m_ReplayLogger = new CReplayLogger(m_Simulation2->GetScriptInterface()); else m_ReplayLogger = new CDummyReplayLogger(); // Need to set the CObjectManager references after various objects have // been initialised, so do it here rather than via the initialisers above. if (m_GameView) m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager()); m_TurnManager = new CLocalTurnManager(*m_Simulation2, GetReplayLogger()); // this will get replaced if we're a net server/client m_Simulation2->LoadDefaultScripts(); } /** * Destructor * **/ CGame::~CGame() { // Again, the in-game call tree is going to be different to the main menu one. if (CProfileManager::IsInitialised()) g_Profiler.StructuralReset(); + if (m_ReplayLogger) + m_ReplayLogger->SaveMetadata(*m_Simulation2); + delete m_TurnManager; delete m_GameView; delete m_Simulation2; delete m_World; delete m_ReplayLogger; delete m_ReplayStream; } void CGame::SetTurnManager(CTurnManager* turnManager) { if (m_TurnManager) delete m_TurnManager; m_TurnManager = turnManager; if (m_TurnManager) m_TurnManager->SetPlayerID(m_PlayerID); } int CGame::LoadVisualReplayData() { ENSURE(m_IsVisualReplay); ENSURE(!m_ReplayPath.empty()); ENSURE(m_ReplayStream); CReplayTurnManager* replayTurnMgr = static_cast(GetTurnManager()); u32 currentTurn = 0; std::string type; while ((*m_ReplayStream >> type).good()) { if (type == "turn") { u32 turn = 0; u32 turnLength = 0; *m_ReplayStream >> turn >> turnLength; ENSURE(turn == currentTurn && "You tried to replay a commands.txt file of a rejoined client. Please use the host's file."); replayTurnMgr->StoreReplayTurnLength(currentTurn, turnLength); } else if (type == "cmd") { player_id_t player; *m_ReplayStream >> player; std::string line; std::getline(*m_ReplayStream, line); replayTurnMgr->StoreReplayCommand(currentTurn, player, line); } else if (type == "hash" || type == "hash-quick") { bool quick = (type == "hash-quick"); std::string replayHash; *m_ReplayStream >> replayHash; replayTurnMgr->StoreReplayHash(currentTurn, replayHash, quick); } else if (type == "end") ++currentTurn; else CancelLoad(L"Failed to load replay data (unrecognized content)"); } SAFE_DELETE(m_ReplayStream); m_FinalReplayTurn = currentTurn > 0 ? currentTurn - 1 : 0; replayTurnMgr->StoreFinalReplayTurn(m_FinalReplayTurn); return 0; } bool CGame::StartVisualReplay(const OsPath& replayPath) { debug_printf("Starting to replay %s\n", replayPath.string8().c_str()); m_IsVisualReplay = true; SetTurnManager(new CReplayTurnManager(*m_Simulation2, GetReplayLogger())); m_ReplayPath = replayPath; m_ReplayStream = new std::ifstream(OsString(replayPath).c_str()); std::string type; ENSURE((*m_ReplayStream >> type).good() && type == "start"); std::string line; std::getline(*m_ReplayStream, line); const ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue attribs(cx); scriptInterface.ParseJSON(line, &attribs); StartGame(&attribs, ""); return true; } /** * Initializes the game with the set of attributes provided. * Makes calls to initialize the game view, world, and simulation objects. * Calls are made to facilitate progress reporting of the initialization. **/ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& savedState) { const ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); m_InitialSavedState = savedState; m_IsSavedGame = !savedState.empty(); m_Simulation2->SetInitAttributes(attribs); std::string mapType; scriptInterface.GetProperty(attribs, "mapType", mapType); float speed; if (scriptInterface.HasProperty(attribs, "gameSpeed") && scriptInterface.GetProperty(attribs, "gameSpeed", speed)) SetSimRate(speed); LDR_BeginRegistering(); RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000); // RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization // overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default // values. At the minute, it's just lighting settings, but could be extended to store camera position. // Storing lighting settings in the game view seems a little odd, but it's no big deal; maybe move it at // some point to be stored in the world object? if (m_GameView) m_GameView->RegisterInit(); if (mapType == "random") { // Load random map attributes std::wstring scriptFile; JS::RootedValue settings(cx); scriptInterface.GetProperty(attribs, "script", scriptFile); scriptInterface.GetProperty(attribs, "settings", &settings); m_World->RegisterInitRMS(scriptFile, scriptInterface.GetJSRuntime(), settings, m_PlayerID); } else { std::wstring mapFile; JS::RootedValue settings(cx); scriptInterface.GetProperty(attribs, "map", mapFile); scriptInterface.GetProperty(attribs, "settings", &settings); m_World->RegisterInit(mapFile, scriptInterface.GetJSRuntime(), settings, m_PlayerID); } if (m_GameView) RegMemFun(g_Renderer.GetSingletonPtr()->GetWaterManager(), &WaterManager::LoadWaterTextures, L"LoadWaterTextures", 80); if (m_IsSavedGame) RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000); if (m_IsVisualReplay) RegMemFun(this, &CGame::LoadVisualReplayData, L"Loading visual replay data", 1000); LDR_EndRegistering(); } int CGame::LoadInitialState() { ENSURE(m_IsSavedGame); ENSURE(!m_InitialSavedState.empty()); std::string state; m_InitialSavedState.swap(state); // deletes the original to save a bit of memory std::stringstream stream(state); bool ok = m_Simulation2->DeserializeState(stream); if (!ok) { CancelLoad(L"Failed to load saved game state. It might have been\nsaved with an incompatible version of the game."); return 0; } return 0; } /** * Game initialization has been completed. Set game started flag and start the session. * * @return PSRETURN 0 **/ PSRETURN CGame::ReallyStartGame() { JSContext* cx = m_Simulation2->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); // Call the script function InitGame only for new games, not saved games if (!m_IsSavedGame) { // Perform some simulation initializations (replace skirmish entities, explore territories, etc.) // that needs to be done before setting up the AI and shouldn't be done in Atlas if (!g_AtlasGameLoop->running) m_Simulation2->PreInitGame(); m_Simulation2->InitGame(); } // We need to do an initial Interpolate call to set up all the models etc, // because Update might never interpolate (e.g. if the game starts paused) // and we could end up rendering before having set up any models (so they'd // all be invisible) Interpolate(0, 0); m_GameStarted=true; // Render a frame to begin loading assets if (CRenderer::IsInitialised()) Render(); if (g_NetClient) g_NetClient->LoadFinished(); // Call the reallyStartGame GUI function, but only if it exists if (g_GUI && g_GUI->GetPageCount()) { JS::RootedValue global(cx, g_GUI->GetActiveGUI()->GetGlobalObject()); if (g_GUI->GetActiveGUI()->GetScriptInterface()->HasProperty(global, "reallyStartGame")) g_GUI->GetActiveGUI()->GetScriptInterface()->CallFunctionVoid(global, "reallyStartGame"); } debug_printf("GAME STARTED, ALL INIT COMPLETE\n"); // The call tree we've built for pregame probably isn't useful in-game. if (CProfileManager::IsInitialised()) g_Profiler.StructuralReset(); g_GameRestarted = true; return 0; } int CGame::GetPlayerID() { return m_PlayerID; } void CGame::SetPlayerID(player_id_t playerID) { m_PlayerID = playerID; m_ViewedPlayerID = playerID; if (m_TurnManager) m_TurnManager->SetPlayerID(m_PlayerID); } int CGame::GetViewedPlayerID() { return m_ViewedPlayerID; } void CGame::SetViewedPlayerID(player_id_t playerID) { m_ViewedPlayerID = playerID; } void CGame::StartGame(JS::MutableHandleValue attribs, const std::string& savedState) { if (m_ReplayLogger) m_ReplayLogger->StartGame(attribs); RegisterInit(attribs, savedState); } // TODO: doInterpolate is optional because Atlas interpolates explicitly, // so that it has more control over the update rate. The game might want to // do the same, and then doInterpolate should be redundant and removed. void CGame::Update(const double deltaRealTime, bool doInterpolate) { if (m_Paused || !m_TurnManager) return; const double deltaSimTime = deltaRealTime * m_SimRate; if (deltaSimTime) { // To avoid confusing the profiler, we need to trigger the new turn // while we're not nested inside any PROFILE blocks if (m_TurnManager->WillUpdate(deltaSimTime)) g_Profiler.Turn(); // At the normal sim rate, we currently want to render at least one // frame per simulation turn, so let maxTurns be 1. But for fast-forward // sim rates we want to allow more, so it's not bounded by framerate, // so just use the sim rate itself as the number of turns per frame. size_t maxTurns = (size_t)m_SimRate; if (m_TurnManager->Update(deltaSimTime, maxTurns)) { { PROFILE3("gui sim update"); g_GUI->SendEventToAll("SimulationUpdate"); } GetView()->GetLOSTexture().MakeDirty(); } if (CRenderer::IsInitialised()) g_Renderer.GetTimeManager().Update(deltaSimTime); } if (doInterpolate) m_TurnManager->Interpolate(deltaSimTime, deltaRealTime); } void CGame::Interpolate(float simFrameLength, float realFrameLength) { if (!m_TurnManager) return; m_TurnManager->Interpolate(simFrameLength, realFrameLength); } static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f); void CGame::CachePlayerColors() { m_PlayerColors.clear(); CmpPtr cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY); if (!cmpPlayerManager) return; int numPlayers = cmpPlayerManager->GetNumPlayers(); m_PlayerColors.resize(numPlayers); for (int i = 0; i < numPlayers; ++i) { CmpPtr cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i)); if (!cmpPlayer) m_PlayerColors[i] = BrokenColor; else m_PlayerColors[i] = cmpPlayer->GetDisplayedColor(); } } CColor CGame::GetPlayerColor(player_id_t player) const { if (player < 0 || player >= (int)m_PlayerColors.size()) return BrokenColor; return m_PlayerColors[player]; } bool CGame::IsGameFinished() const { for (const std::pair& p : m_Simulation2->GetEntitiesWithInterface(IID_Player)) { CmpPtr cmpPlayer(*m_Simulation2, p.first); if (cmpPlayer && cmpPlayer->GetState() == "won") return true; } return false; } Index: ps/trunk/source/ps/GameSetup/GameSetup.cpp =================================================================== --- ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 22990) +++ ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 22991) @@ -1,1684 +1,1680 @@ /* Copyright (C) 2019 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 . */ #include "precompiled.h" #include "lib/app_hooks.h" #include "lib/config2.h" #include "lib/input.h" #include "lib/ogl.h" #include "lib/timer.h" #include "lib/external_libraries/libsdl.h" #include "lib/file/common/file_stats.h" #include "lib/res/h_mgr.h" #include "lib/res/graphics/cursor.h" #include "lib/sysdep/cursor.h" #include "graphics/CinemaManager.h" #include "graphics/FontMetrics.h" #include "graphics/GameView.h" #include "graphics/LightEnv.h" #include "graphics/MapReader.h" #include "graphics/MaterialManager.h" #include "graphics/TerrainTextureManager.h" #include "gui/CGUI.h" #include "gui/GUIManager.h" #include "i18n/L10n.h" #include "maths/MathUtil.h" #include "network/NetServer.h" #include "network/NetClient.h" #include "network/NetMessage.h" #include "network/NetMessages.h" #include "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/GameSetup/Atlas.h" #include "ps/GameSetup/GameSetup.h" #include "ps/GameSetup/Paths.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/CmdLineArgs.h" #include "ps/GameSetup/HWDetect.h" #include "ps/Globals.h" #include "ps/Hotkey.h" #include "ps/Joystick.h" #include "ps/Loader.h" #include "ps/Mod.h" #include "ps/ModIo.h" #include "ps/Profile.h" #include "ps/ProfileViewer.h" #include "ps/Profiler2.h" #include "ps/Pyrogenesis.h" // psSetLogDir #include "ps/scripting/JSInterface_Console.h" #include "ps/TouchInput.h" #include "ps/UserReport.h" #include "ps/Util.h" #include "ps/VideoMode.h" #include "ps/VisualReplay.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "renderer/VertexBufferManager.h" #include "renderer/ModelRenderer.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptStats.h" #include "scriptinterface/ScriptConversions.h" #include "scriptinterface/ScriptRuntime.h" #include "simulation2/Simulation2.h" #include "lobby/IXmppClient.h" #include "soundmanager/scripting/JSInterface_Sound.h" #include "soundmanager/ISoundManager.h" #include "tools/atlas/GameInterface/GameLoop.h" #include "tools/atlas/GameInterface/View.h" #if !(OS_WIN || OS_MACOSX || OS_ANDROID) // assume all other platforms use X11 for wxWidgets #define MUST_INIT_X11 1 #include #else #define MUST_INIT_X11 0 #endif extern void RestartEngine(); #include #include #include ERROR_GROUP(System); ERROR_TYPE(System, SDLInitFailed); ERROR_TYPE(System, VmodeFailed); ERROR_TYPE(System, RequiredExtensionsMissing); bool g_DoRenderGui = true; bool g_DoRenderLogger = true; bool g_DoRenderCursor = true; shared_ptr g_ScriptRuntime; static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code bool g_InDevelopmentCopy; bool g_CheckedIfInDevelopmentCopy = false; static void SetTextureQuality(int quality) { int q_flags; GLint filter; retry: // keep this in sync with SANE_TEX_QUALITY_DEFAULT switch(quality) { // worst quality case 0: q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP; filter = GL_NEAREST; break; // [perf] add bilinear filtering case 1: q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP; filter = GL_LINEAR; break; // [vmem] no longer reduce resolution case 2: q_flags = OGL_TEX_HALF_BPP; filter = GL_LINEAR; break; // [vmem] add mipmaps case 3: q_flags = OGL_TEX_HALF_BPP; filter = GL_NEAREST_MIPMAP_LINEAR; break; // [perf] better filtering case 4: q_flags = OGL_TEX_HALF_BPP; filter = GL_LINEAR_MIPMAP_LINEAR; break; // [vmem] no longer reduce bpp case SANE_TEX_QUALITY_DEFAULT: q_flags = OGL_TEX_FULL_QUALITY; filter = GL_LINEAR_MIPMAP_LINEAR; break; // [perf] add anisotropy case 6: // TODO: add anisotropic filtering q_flags = OGL_TEX_FULL_QUALITY; filter = GL_LINEAR_MIPMAP_LINEAR; break; // invalid default: debug_warn(L"SetTextureQuality: invalid quality"); quality = SANE_TEX_QUALITY_DEFAULT; // careful: recursion doesn't work and we don't want to duplicate // the "sane" default values. goto retry; } ogl_tex_set_defaults(q_flags, filter); } //---------------------------------------------------------------------------- // GUI integration //---------------------------------------------------------------------------- // display progress / description in loading screen void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task) { const ScriptInterface& scriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface()); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::AutoValueVector paramData(cx); paramData.append(JS::NumberValue(percent)); JS::RootedValue valPendingTask(cx); scriptInterface.ToJSVal(cx, &valPendingTask, pending_task); paramData.append(valPendingTask); g_GUI->GetActiveGUI()->SendEventToAll("GameLoadProgress", paramData); } bool ShouldRender() { return !g_app_minimized && (g_app_has_focus || !g_VideoMode.IsInFullscreen()); } void Render() { // Do not render if not focused while in fullscreen or minimised, // as that triggers a difficult-to-reproduce crash on some graphic cards. if (!ShouldRender()) return; PROFILE3("render"); ogl_WarnIfError(); g_Profiler2.RecordGPUFrameStart(); ogl_WarnIfError(); // prepare before starting the renderer frame if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->BeginFrame(); if (g_Game) g_Renderer.SetSimulation(g_Game->GetSimulation2()); // start new frame g_Renderer.BeginFrame(); ogl_WarnIfError(); if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->Render(); ogl_WarnIfError(); g_Renderer.RenderTextOverlays(); // If we're in Atlas game view, render special tools if (g_AtlasGameLoop && g_AtlasGameLoop->view) { g_AtlasGameLoop->view->DrawCinemaPathTool(); ogl_WarnIfError(); } if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->GetCinema()->Render(); ogl_WarnIfError(); if (g_DoRenderGui) g_GUI->Draw(); ogl_WarnIfError(); // If we're in Atlas game view, render special overlays (e.g. editor bandbox) if (g_AtlasGameLoop && g_AtlasGameLoop->view) { g_AtlasGameLoop->view->DrawOverlays(); ogl_WarnIfError(); } // Text: glDisable(GL_DEPTH_TEST); g_Console->Render(); ogl_WarnIfError(); if (g_DoRenderLogger) g_Logger->Render(); ogl_WarnIfError(); // Profile information g_ProfileViewer.RenderProfile(); ogl_WarnIfError(); // Draw the cursor (or set the Windows cursor, on Windows) if (g_DoRenderCursor) { PROFILE3_GPU("cursor"); CStrW cursorName = g_CursorName; if (cursorName.empty()) { cursor_draw(g_VFS, NULL, g_mouse_x, g_yres-g_mouse_y, g_GuiScale, false); } else { bool forceGL = false; CFG_GET_VAL("nohwcursor", forceGL); #if CONFIG2_GLES #warning TODO: implement cursors for GLES #else // set up transform for GL cursor glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); CMatrix3D transform; transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); glLoadMatrixf(&transform._11); #endif #if OS_ANDROID #warning TODO: cursors for Android #else if (cursor_draw(g_VFS, cursorName.c_str(), g_mouse_x, g_yres-g_mouse_y, g_GuiScale, forceGL) < 0) LOGWARNING("Failed to draw cursor '%s'", utf8_from_wstring(cursorName)); #endif #if CONFIG2_GLES #warning TODO: implement cursors for GLES #else // restore transform glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #endif } } glEnable(GL_DEPTH_TEST); g_Renderer.EndFrame(); PROFILE2_ATTR("draw calls: %d", (int)g_Renderer.GetStats().m_DrawCalls); PROFILE2_ATTR("terrain tris: %d", (int)g_Renderer.GetStats().m_TerrainTris); PROFILE2_ATTR("water tris: %d", (int)g_Renderer.GetStats().m_WaterTris); PROFILE2_ATTR("model tris: %d", (int)g_Renderer.GetStats().m_ModelTris); PROFILE2_ATTR("overlay tris: %d", (int)g_Renderer.GetStats().m_OverlayTris); PROFILE2_ATTR("blend splats: %d", (int)g_Renderer.GetStats().m_BlendSplats); PROFILE2_ATTR("particles: %d", (int)g_Renderer.GetStats().m_Particles); ogl_WarnIfError(); g_Profiler2.RecordGPUFrameEnd(); ogl_WarnIfError(); } ErrorReactionInternal psDisplayError(const wchar_t* UNUSED(text), size_t UNUSED(flags)) { // If we're fullscreen, then sometimes (at least on some particular drivers on Linux) // displaying the error dialog hangs the desktop since the dialog box is behind the // fullscreen window. So we just force the game to windowed mode before displaying the dialog. // (But only if we're in the main thread, and not if we're being reentrant.) if (ThreadUtil::IsMainThread()) { static bool reentering = false; if (!reentering) { reentering = true; g_VideoMode.SetFullscreen(false); reentering = false; } } // We don't actually implement the error display here, so return appropriately return ERI_NOT_IMPLEMENTED; } const std::vector& GetMods(const CmdLineArgs& args, int flags) { const bool init_mods = (flags & INIT_MODS) == INIT_MODS; const bool add_user = !InDevelopmentCopy() && !args.Has("noUserMod"); const bool add_public = (flags & INIT_MODS_PUBLIC) == INIT_MODS_PUBLIC; if (!init_mods) { // Add the user mod if it should be present if (add_user && (g_modsLoaded.empty() || g_modsLoaded.back() != "user")) g_modsLoaded.push_back("user"); return g_modsLoaded; } g_modsLoaded = args.GetMultiple("mod"); if (add_public) g_modsLoaded.insert(g_modsLoaded.begin(), "public"); g_modsLoaded.insert(g_modsLoaded.begin(), "mod"); // Add the user mod if not explicitly disabled or we have a dev copy so // that saved files end up in version control and not in the user mod. if (add_user) g_modsLoaded.push_back("user"); return g_modsLoaded; } void MountMods(const Paths& paths, const std::vector& mods) { OsPath modPath = paths.RData()/"mods"; OsPath modUserPath = paths.UserData()/"mods"; for (size_t i = 0; i < mods.size(); ++i) { size_t priority = (i+1)*2; // mods are higher priority than regular mountings, which default to priority 0 size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE|VFS_MOUNT_REPLACEABLE; size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST; OsPath modName(mods[i]); if (InDevelopmentCopy()) { // We are running a dev copy, so only mount mods in the user mod path // if the mod does not exist in the data path. if (DirectoryExists(modPath / modName/"")) g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority); else g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority); } else { g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority); // Ensure that user modified files are loaded, if they are present g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority+1); } } } static void InitVfs(const CmdLineArgs& args, int flags) { TIMER(L"InitVfs"); const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0; const Paths paths(args); OsPath logs(paths.Logs()); CreateDirectories(logs, 0700); psSetLogDir(logs); // desired location for crashlog is now known. update AppHooks ASAP // (particularly before the following error-prone operations): AppHooks hooks = {0}; hooks.bundle_logs = psBundleLogs; hooks.get_log_dir = psLogDir; if (setup_error) hooks.display_error = psDisplayError; app_hooks_update(&hooks); g_VFS = CreateVfs(); const OsPath readonlyConfig = paths.RData()/"config"/""; g_VFS->Mount(L"config/", readonlyConfig); // Engine localization files. g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/""); MountMods(paths, GetMods(args, flags)); // We mount these dirs last as otherwise writing could result in files being placed in a mod's dir. g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/""); g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH); // Mounting with highest priority, so that a mod supplied user.cfg is harmless g_VFS->Mount(L"config/", readonlyConfig, 0, (size_t)-1); if(readonlyConfig != paths.Config()) g_VFS->Mount(L"config/", paths.Config(), 0, (size_t)-1); g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); // (adding XMBs to archive speeds up subsequent reads) // note: don't bother with g_VFS->TextRepresentation - directories // haven't yet been populated and are empty. } static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcScriptInterface, JS::HandleValue initData) { { // console TIMER(L"ps_console"); g_Console->UpdateScreenSize(g_xres, g_yres); // Calculate and store the line spacing CFontMetrics font(CStrIntern(CONSOLE_FONT)); g_Console->m_iFontHeight = font.GetLineSpacing(); g_Console->m_iFontWidth = font.GetCharacterWidth(L'C'); g_Console->m_charsPerPage = (size_t)(g_xres / g_Console->m_iFontWidth); // Offset by an arbitrary amount, to make it fit more nicely g_Console->m_iFontOffset = 7; double blinkRate = 0.5; CFG_GET_VAL("gui.cursorblinkrate", blinkRate); g_Console->SetCursorBlinkRate(blinkRate); } // hotkeys { TIMER(L"ps_lang_hotkeys"); LoadHotkeys(); } if (!setup_gui) { // We do actually need *some* kind of GUI loaded, so use the // (currently empty) Atlas one g_GUI->SwitchPage(L"page_atlas.xml", srcScriptInterface, initData); return; } // GUI uses VFS, so this must come after VFS init. g_GUI->SwitchPage(gui_page, srcScriptInterface, initData); } void InitPsAutostart(bool networked, JS::HandleValue attrs) { // The GUI has not been initialized yet, so use the simulation scriptinterface for this variable ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue playerAssignments(cx); ScriptInterface::CreateObject(cx, &playerAssignments); if (!networked) { JS::RootedValue localPlayer(cx); ScriptInterface::CreateObject(cx, &localPlayer, "player", g_Game->GetPlayerID()); scriptInterface.SetProperty(playerAssignments, "local", localPlayer); } JS::RootedValue sessionInitData(cx); ScriptInterface::CreateObject( cx, &sessionInitData, "attribs", attrs, "playerAssignments", playerAssignments); InitPs(true, L"page_loading.xml", &scriptInterface, sessionInitData); } void InitInput() { g_Joystick.Initialise(); // register input handlers // This stack is constructed so the first added, will be the last // one called. This is important, because each of the handlers // has the potential to block events to go further down // in the chain. I.e. the last one in the list added, is the // only handler that can block all messages before they are // processed. in_add_handler(game_view_handler); in_add_handler(CProfileViewer::InputThunk); in_add_handler(conInputHandler); in_add_handler(HotkeyInputHandler); // gui_handler needs to be registered after (i.e. called before!) the // hotkey handler so that input boxes can be typed in without // setting off hotkeys. in_add_handler(gui_handler); in_add_handler(touch_input_handler); // must be registered after (called before) the GUI which relies on these globals in_add_handler(GlobalsInputHandler); // Should be called first, this updates our hotkey press state // so that js calls to HotkeyIsPressed are synched with events. in_add_handler(HotkeyStateChange); } static void ShutdownPs() { SAFE_DELETE(g_GUI); UnloadHotkeys(); // disable the special Windows cursor, or free textures for OGL cursors cursor_draw(g_VFS, 0, g_mouse_x, g_yres-g_mouse_y, 1.0, false); } static void InitRenderer() { TIMER(L"InitRenderer"); if(g_NoGLS3TC) ogl_tex_override(OGL_TEX_S3TC, OGL_TEX_DISABLE); if(g_NoGLAutoMipmap) ogl_tex_override(OGL_TEX_AUTO_MIPMAP_GEN, OGL_TEX_DISABLE); // create renderer new CRenderer; g_RenderingOptions.ReadConfig(); // set renderer options from command line options - NOVBO must be set before opening the renderer // and init them in the ConfigDB when needed g_RenderingOptions.SetNoVBO(g_NoGLVBO); g_RenderingOptions.SetShadows(g_Shadows); g_ConfigDB.SetValueBool(CFG_SYSTEM, "shadows", g_Shadows); g_RenderingOptions.SetWaterEffects(g_WaterEffects); g_ConfigDB.SetValueBool(CFG_SYSTEM, "watereffects", g_WaterEffects); g_RenderingOptions.SetWaterFancyEffects(g_WaterFancyEffects); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterfancyeffects", g_WaterFancyEffects); g_RenderingOptions.SetWaterRealDepth(g_WaterRealDepth); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterrealdepth", g_WaterRealDepth); g_RenderingOptions.SetWaterReflection(g_WaterReflection); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterreflection", g_WaterReflection); g_RenderingOptions.SetWaterRefraction(g_WaterRefraction); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterrefraction", g_WaterRefraction); g_RenderingOptions.SetWaterShadows(g_WaterShadows); g_ConfigDB.SetValueBool(CFG_SYSTEM, "watershadows", g_WaterShadows); g_RenderingOptions.SetRenderPath(RenderPathEnum::FromString(g_RenderPath)); g_RenderingOptions.SetShadowPCF(g_ShadowPCF); g_ConfigDB.SetValueBool(CFG_SYSTEM, "shadowpcf", g_ShadowPCF); g_RenderingOptions.SetParticles(g_Particles); g_ConfigDB.SetValueBool(CFG_SYSTEM, "particles", g_Particles); g_RenderingOptions.SetFog(g_Fog); g_ConfigDB.SetValueBool(CFG_SYSTEM, "fog", g_Fog); g_RenderingOptions.SetSilhouettes(g_Silhouettes); g_ConfigDB.SetValueBool(CFG_SYSTEM, "silhouettes", g_Silhouettes); g_RenderingOptions.SetShowSky(g_ShowSky); g_ConfigDB.SetValueBool(CFG_SYSTEM, "showsky", g_ShowSky); g_RenderingOptions.SetPreferGLSL(g_PreferGLSL); g_ConfigDB.SetValueBool(CFG_SYSTEM, "preferglsl", g_PreferGLSL); g_RenderingOptions.SetPostProc(g_PostProc); g_ConfigDB.SetValueBool(CFG_SYSTEM, "postproc", g_PostProc); g_RenderingOptions.SetSmoothLOS(g_SmoothLOS); g_ConfigDB.SetValueBool(CFG_SYSTEM, "smoothlos", g_SmoothLOS); // create terrain related stuff new CTerrainTextureManager; g_Renderer.Open(g_xres, g_yres); // Setup lighting environment. Since the Renderer accesses the // lighting environment through a pointer, this has to be done before // the first Frame. g_Renderer.SetLightEnv(&g_LightEnv); // I haven't seen the camera affecting GUI rendering and such, but the // viewport has to be updated according to the video mode SViewPort vp; vp.m_X = 0; vp.m_Y = 0; vp.m_Width = g_xres; vp.m_Height = g_yres; g_Renderer.SetViewport(vp); ColorActivateFastImpl(); ModelRenderer::Init(); } static void InitSDL() { #if OS_LINUX // In fullscreen mode when SDL is compiled with DGA support, the mouse // sensitivity often appears to be unusably wrong (typically too low). // (This seems to be reported almost exclusively on Ubuntu, but can be // reproduced on Gentoo after explicitly enabling DGA.) // Disabling the DGA mouse appears to fix that problem, and doesn't // have any obvious negative effects. setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 0); #endif if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0) { LOGERROR("SDL library initialization failed: %s", SDL_GetError()); throw PSERROR_System_SDLInitFailed(); } atexit(SDL_Quit); // Text input is active by default, disable it until it is actually needed. SDL_StopTextInput(); #if OS_MACOSX // Some Mac mice only have one button, so they can't right-click // but SDL2 can emulate that with Ctrl+Click bool macMouse = false; CFG_GET_VAL("macmouse", macMouse); SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, macMouse ? "1" : "0"); #endif } static void ShutdownSDL() { SDL_Quit(); sys_cursor_reset(); } void EndGame() { - if (g_Game && g_Game->IsGameStarted() && !g_Game->IsVisualReplay() && - g_AtlasGameLoop && !g_AtlasGameLoop->running && CRenderer::IsInitialised()) - VisualReplay::SaveReplayMetadata(g_GUI->GetActiveGUI()->GetScriptInterface().get()); - SAFE_DELETE(g_NetClient); SAFE_DELETE(g_NetServer); SAFE_DELETE(g_Game); if (CRenderer::IsInitialised()) { ISoundManager::CloseGame(); g_Renderer.ResetState(); } } void Shutdown(int flags) { const bool hasRenderer = CRenderer::IsInitialised(); if ((flags & SHUTDOWN_FROM_CONFIG)) goto from_config; EndGame(); SAFE_DELETE(g_XmppClient); SAFE_DELETE(g_ModIo); ShutdownPs(); TIMER_BEGIN(L"shutdown TexMan"); delete &g_TexMan; TIMER_END(L"shutdown TexMan"); if (hasRenderer) { TIMER_BEGIN(L"shutdown Renderer"); g_Renderer.~CRenderer(); g_VBMan.Shutdown(); TIMER_END(L"shutdown Renderer"); } g_Profiler2.ShutdownGPU(); // Free cursors before shutting down SDL, as they may depend on SDL. cursor_shutdown(); TIMER_BEGIN(L"shutdown SDL"); ShutdownSDL(); TIMER_END(L"shutdown SDL"); if (hasRenderer) g_VideoMode.Shutdown(); TIMER_BEGIN(L"shutdown UserReporter"); g_UserReporter.Deinitialize(); TIMER_END(L"shutdown UserReporter"); // Cleanup curl now that g_ModIo and g_UserReporter have been shutdown. curl_global_cleanup(); delete &g_L10n; from_config: TIMER_BEGIN(L"shutdown ConfigDB"); delete &g_ConfigDB; TIMER_END(L"shutdown ConfigDB"); SAFE_DELETE(g_Console); // This is needed to ensure that no callbacks from the JSAPI try to use // the profiler when it's already destructed g_ScriptRuntime.reset(); // resource // first shut down all resource owners, and then the handle manager. TIMER_BEGIN(L"resource modules"); ISoundManager::SetEnabled(false); g_VFS.reset(); // this forcibly frees all open handles (thus preventing real leaks), // and makes further access to h_mgr impossible. h_mgr_shutdown(); file_stats_dump(); TIMER_END(L"resource modules"); TIMER_BEGIN(L"shutdown misc"); timer_DisplayClientTotals(); CNetHost::Deinitialize(); // should be last, since the above use them SAFE_DELETE(g_Logger); delete &g_Profiler; delete &g_ProfileViewer; SAFE_DELETE(g_ScriptStatsTable); TIMER_END(L"shutdown misc"); } #if OS_UNIX static void FixLocales() { #if OS_MACOSX || OS_BSD // OS X requires a UTF-8 locale in LC_CTYPE so that *wprintf can handle // wide characters. Peculiarly the string "UTF-8" seems to be acceptable // despite not being a real locale, and it's conveniently language-agnostic, // so use that. setlocale(LC_CTYPE, "UTF-8"); #endif // On misconfigured systems with incorrect locale settings, we'll die // with a C++ exception when some code (e.g. Boost) tries to use locales. // To avoid death, we'll detect the problem here and warn the user and // reset to the default C locale. // For informing the user of the problem, use the list of env vars that // glibc setlocale looks at. (LC_ALL is checked first, and LANG last.) const char* const LocaleEnvVars[] = { "LC_ALL", "LC_COLLATE", "LC_CTYPE", "LC_MONETARY", "LC_NUMERIC", "LC_TIME", "LC_MESSAGES", "LANG" }; try { // this constructor is similar to setlocale(LC_ALL, ""), // but instead of returning NULL, it throws runtime_error // when the first locale env variable found contains an invalid value std::locale(""); } catch (std::runtime_error&) { LOGWARNING("Invalid locale settings"); for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++) { if (char* envval = getenv(LocaleEnvVars[i])) LOGWARNING(" %s=\"%s\"", LocaleEnvVars[i], envval); else LOGWARNING(" %s=\"(unset)\"", LocaleEnvVars[i]); } // We should set LC_ALL since it overrides LANG if (setenv("LC_ALL", std::locale::classic().name().c_str(), 1)) debug_warn(L"Invalid locale settings, and unable to set LC_ALL env variable."); else LOGWARNING("Setting LC_ALL env variable to: %s", getenv("LC_ALL")); } } #else static void FixLocales() { // Do nothing on Windows } #endif void EarlyInit() { // If you ever want to catch a particular allocation: //_CrtSetBreakAlloc(232647); ThreadUtil::SetMainThread(); debug_SetThreadName("main"); // add all debug_printf "tags" that we are interested in: debug_filter_add("TIMER"); timer_LatchStartTime(); // initialise profiler early so it can profile startup, // but only after LatchStartTime g_Profiler2.Initialise(); FixLocales(); // Because we do GL calls from a secondary thread, Xlib needs to // be told to support multiple threads safely. // This is needed for Atlas, but we have to call it before any other // Xlib functions (e.g. the ones used when drawing the main menu // before launching Atlas) #if MUST_INIT_X11 int status = XInitThreads(); if (status == 0) debug_printf("Error enabling thread-safety via XInitThreads\n"); #endif // Initialise the low-quality rand function srand(time(NULL)); // NOTE: this rand should *not* be used for simulation! } bool Autostart(const CmdLineArgs& args); /** * Returns true if the user has intended to start a visual replay from command line. */ bool AutostartVisualReplay(const std::string& replayFile); bool Init(const CmdLineArgs& args, int flags) { h_mgr_init(); // Do this as soon as possible, because it chdirs // and will mess up the error reporting if anything // crashes before the working directory is set. InitVfs(args, flags); // This must come after VFS init, which sets the current directory // (required for finding our output log files). g_Logger = new CLogger; new CProfileViewer; new CProfileManager; // before any script code g_ScriptStatsTable = new CScriptStatsTable; g_ProfileViewer.AddRootTable(g_ScriptStatsTable); // Set up the console early, so that debugging // messages can be logged to it. (The console's size // and fonts are set later in InitPs()) g_Console = new CConsole(); // g_ConfigDB, command line args, globals CONFIG_Init(args); // Using a global object for the runtime is a workaround until Simulation and AI use // their own threads and also their own runtimes. const int runtimeSize = 384 * 1024 * 1024; const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024; g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr(), runtimeSize, heapGrowthBytesGCTrigger); Mod::CacheEnabledModVersions(g_ScriptRuntime); // Special command-line mode to dump the entity schemas instead of running the game. // (This must be done after loading VFS etc, but should be done before wasting time // on anything else.) if (args.Has("dumpSchema")) { CSimulation2 sim(NULL, g_ScriptRuntime, NULL); sim.LoadDefaultScripts(); std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc); f << sim.GenerateSchema(); std::cout << "Generated entity.rng\n"; exit(0); } CNetHost::Initialize(); #if CONFIG2_AUDIO if (!args.Has("autostart-nonvisual")) ISoundManager::CreateSoundManager(); #endif // Check if there are mods specified on the command line, // or if we already set the mods (~INIT_MODS), // else check if there are mods that should be loaded specified // in the config and load those (by aborting init and restarting // the engine). if (!args.Has("mod") && (flags & INIT_MODS) == INIT_MODS) { CStr modstring; CFG_GET_VAL("mod.enabledmods", modstring); if (!modstring.empty()) { std::vector mods; boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on); std::swap(g_modsLoaded, mods); // Abort init and restart RestartEngine(); return false; } } new L10n; // Optionally start profiler HTTP output automatically // (By default it's only enabled by a hotkey, for security/performance) bool profilerHTTPEnable = false; CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable); if (profilerHTTPEnable) g_Profiler2.EnableHTTP(); // Initialise everything except Win32 sockets (because our networking // system already inits those) curl_global_init(CURL_GLOBAL_ALL & ~CURL_GLOBAL_WIN32); if (!g_Quickstart) g_UserReporter.Initialize(); // after config PROFILE2_EVENT("Init finished"); return true; } void InitGraphics(const CmdLineArgs& args, int flags, const std::vector& installedMods) { const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0; if(setup_vmode) { InitSDL(); if (!g_VideoMode.InitSDL()) throw PSERROR_System_VmodeFailed(); // abort startup } RunHardwareDetection(); const int quality = SANE_TEX_QUALITY_DEFAULT; // TODO: set value from config file SetTextureQuality(quality); ogl_WarnIfError(); // Optionally start profiler GPU timings automatically // (By default it's only enabled by a hotkey, for performance/compatibility) bool profilerGPUEnable = false; CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable); if (profilerGPUEnable) g_Profiler2.EnableGPU(); if(!g_Quickstart) { WriteSystemInfo(); // note: no longer vfs_display here. it's dog-slow due to unbuffered // file output and very rarely needed. } if(g_DisableAudio) ISoundManager::SetEnabled(false); g_GUI = new CGUIManager(); // (must come after SetVideoMode, since it calls ogl_Init) if (ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", NULL) != 0 // ARB && ogl_HaveExtensions(0, "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", NULL) != 0) // GLSL { DEBUG_DISPLAY_ERROR( L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders." L" In the future, the game will not support pre-shader graphics cards." L" You are advised to try installing newer drivers and/or upgrade your graphics card." L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734" ); // TODO: actually quit once fixed function support is dropped } const char* missing = ogl_HaveExtensions(0, "GL_ARB_multitexture", "GL_EXT_draw_range_elements", "GL_ARB_texture_env_combine", "GL_ARB_texture_env_dot3", NULL); if(missing) { wchar_t buf[500]; swprintf_s(buf, ARRAY_SIZE(buf), L"The %hs extension doesn't appear to be available on your computer." L" The game may still work, though - you are welcome to try at your own risk." L" If not or it doesn't look right, upgrade your graphics card.", missing ); DEBUG_DISPLAY_ERROR(buf); // TODO: i18n } if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar")) { DEBUG_DISPLAY_ERROR( L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer." L" Shadows are not available and overall graphics quality might suffer." L" You are advised to try installing newer drivers and/or upgrade your graphics card."); g_Shadows = false; } ogl_WarnIfError(); InitRenderer(); InitInput(); ogl_WarnIfError(); // TODO: Is this the best place for this? if (VfsDirectoryExists(L"maps/")) CXeromyces::AddValidator(g_VFS, "map", "maps/scenario.rng"); try { if (!AutostartVisualReplay(args.Get("replay-visual")) && !Autostart(args)) { const bool setup_gui = ((flags & INIT_NO_GUI) == 0); // We only want to display the splash screen at startup shared_ptr scriptInterface = g_GUI->GetScriptInterface(); JSContext* cx = scriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue data(cx); if (g_GUI) { ScriptInterface::CreateObject(cx, &data, "isStartup", true); if (!installedMods.empty()) scriptInterface->SetProperty(data, "installedMods", installedMods); } InitPs(setup_gui, installedMods.empty() ? L"page_pregame.xml" : L"page_modmod.xml", g_GUI->GetScriptInterface().get(), data); } } catch (PSERROR_Game_World_MapLoadFailed& e) { // Map Loading failed // Start the engine so we have a GUI InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue); // Call script function to do the actual work // (delete game data, switch GUI page, show error, etc.) CancelLoad(CStr(e.what()).FromUTF8()); } } void InitNonVisual(const CmdLineArgs& args) { // Need some stuff for terrain movement costs: // (TODO: this ought to be independent of any graphics code) new CTerrainTextureManager; g_TexMan.LoadTerrainTextures(); Autostart(args); } void RenderGui(bool RenderingState) { g_DoRenderGui = RenderingState; } void RenderLogger(bool RenderingState) { g_DoRenderLogger = RenderingState; } void RenderCursor(bool RenderingState) { g_DoRenderCursor = RenderingState; } /** * Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON * data from it. * The scenario map format is used for scenario and skirmish map types (random * games do not use a "map" (format) but a small JavaScript program which * creates a map on the fly). It contains a section to initialize the game * setup screen. * @param mapPath Absolute path (from VFS root) to the map file to peek in. * @return ScriptSettings in JSON format extracted from the map. */ CStr8 LoadSettingsOfScenarioMap(const VfsPath &mapPath) { CXeromyces mapFile; const char *pathToSettings[] = { "Scenario", "ScriptSettings", "" // Path to JSON data in map }; Status loadResult = mapFile.Load(g_VFS, mapPath); if (INFO::OK != loadResult) { LOGERROR("LoadSettingsOfScenarioMap: Unable to load map file '%s'", mapPath.string8()); throw PSERROR_Game_World_MapLoadFailed("Unable to load map file, check the path for typos."); } XMBElement mapElement = mapFile.GetRoot(); // Select the ScriptSettings node in the map file... for (int i = 0; pathToSettings[i][0]; ++i) { int childId = mapFile.GetElementID(pathToSettings[i]); XMBElementList nodes = mapElement.GetChildNodes(); auto it = std::find_if(nodes.begin(), nodes.end(), [&childId](const XMBElement& child) { return child.GetNodeName() == childId; }); if (it != nodes.end()) mapElement = *it; } // ... they contain a JSON document to initialize the game setup // screen return mapElement.GetText(); } /* * Command line options for autostart * (keep synchronized with binaries/system/readme.txt): * * -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; * TYPEDIR is skirmishes, scenarios, or random * -autostart-seed=SEED sets randomization seed value (default 0, use -1 for random) * -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra) * -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI * (0: sandbox, 5: very hard) * -autostart-aiseed=AISEED sets the seed used for the AI random * generator (default 0, use -1 for random) * -autostart-player=NUMBER sets the playerID in non-networked games (default 1, use -1 for observer) * -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV * (skirmish and random maps only) * -autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2). * -autostart-ceasefire=NUM sets a ceasefire duration NUM * (default 0 minutes) * -autostart-nonvisual disable any graphics and sounds * -autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME * located in simulation/data/settings/victory_conditions/ * (default conquest). When the first given SCRIPTNAME is * "endless", no victory conditions will apply. * -autostart-wonderduration=NUM sets the victory duration NUM for wonder victory condition * (default 10 minutes) * -autostart-relicduration=NUM sets the victory duration NUM for relic victory condition * (default 10 minutes) * -autostart-reliccount=NUM sets the number of relics for relic victory condition * (default 2 relics) * -autostart-disable-replay disable saving of replays * * Multiplayer: * -autostart-playername=NAME sets local player NAME (default 'anonymous') * -autostart-host sets multiplayer host mode * -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer * game (default 2) * -autostart-client=IP sets multiplayer client to join host at * given IP address * Random maps only: * -autostart-size=TILES sets random map size in TILES (default 192) * -autostart-players=NUMBER sets NUMBER of players on random map * (default 2) * * Examples: * 1) "Bob" will host a 2 player game on the Arcadia map: * -autostart="scenarios/Arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob" * "Alice" joins the match as player 2: * -autostart="scenarios/Arcadia" -autostart-client=127.0.0.1 -autostart-playername="Alice" * The players use the developer overlay to control players. * * 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot: * -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra * * 3) Observe the PetraBot on a triggerscript map: * -autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1 */ bool Autostart(const CmdLineArgs& args) { CStr autoStartName = args.Get("autostart"); if (autoStartName.empty()) return false; g_Game = new CGame(!args.Has("autostart-disable-replay")); ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue attrs(cx); JS::RootedValue settings(cx); JS::RootedValue playerData(cx); ScriptInterface::CreateObject(cx, &attrs); ScriptInterface::CreateObject(cx, &settings); ScriptInterface::CreateArray(cx, &playerData); // The directory in front of the actual map name indicates which type // of map is being loaded. Drawback of this approach is the association // of map types and folders is hard-coded, but benefits are: // - No need to pass the map type via command line separately // - Prevents mixing up of scenarios and skirmish maps to some degree Path mapPath = Path(autoStartName); std::wstring mapDirectory = mapPath.Parent().Filename().string(); std::string mapType; if (mapDirectory == L"random") { // Random map definition will be loaded from JSON file, so we need to parse it std::wstring scriptPath = L"maps/" + autoStartName.FromUTF8() + L".json"; JS::RootedValue scriptData(cx); scriptInterface.ReadJSONFile(scriptPath, &scriptData); if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "settings", &settings)) { // JSON loaded ok - copy script name over to game attributes std::wstring scriptFile; scriptInterface.GetProperty(settings, "Script", scriptFile); scriptInterface.SetProperty(attrs, "script", scriptFile); // RMS filename } else { // Problem with JSON file LOGERROR("Autostart: Error reading random map script '%s'", utf8_from_wstring(scriptPath)); throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details."); } // Get optional map size argument (default 192) uint mapSize = 192; if (args.Has("autostart-size")) { CStr size = args.Get("autostart-size"); mapSize = size.ToUInt(); } scriptInterface.SetProperty(settings, "Size", mapSize); // Random map size (in patches) // Get optional number of players (default 2) size_t numPlayers = 2; if (args.Has("autostart-players")) { CStr num = args.Get("autostart-players"); numPlayers = num.ToUInt(); } // Set up player data for (size_t i = 0; i < numPlayers; ++i) { JS::RootedValue player(cx); // We could load player_defaults.json here, but that would complicate the logic // even more and autostart is only intended for developers anyway ScriptInterface::CreateObject(cx, &player, "Civ", "athen"); scriptInterface.SetPropertyInt(playerData, i, player); } mapType = "random"; } else if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes") { // Initialize general settings from the map data so some values // (e.g. name of map) are always present, even when autostart is // partially configured CStr8 mapSettingsJSON = LoadSettingsOfScenarioMap("maps/" + autoStartName + ".xml"); scriptInterface.ParseJSON(mapSettingsJSON, &settings); // Initialize the playerData array being modified by autostart // with the real map data, so sensible values are present: scriptInterface.GetProperty(settings, "PlayerData", &playerData); if (mapDirectory == L"scenarios") mapType = "scenario"; else mapType = "skirmish"; } else { LOGERROR("Autostart: Unrecognized map type '%s'", utf8_from_wstring(mapDirectory)); throw PSERROR_Game_World_MapLoadFailed("Unrecognized map type.\nConsult readme.txt for the currently supported types."); } scriptInterface.SetProperty(attrs, "mapType", mapType); scriptInterface.SetProperty(attrs, "map", "maps/" + autoStartName); scriptInterface.SetProperty(settings, "mapType", mapType); scriptInterface.SetProperty(settings, "CheatsEnabled", true); // The seed is used for both random map generation and simulation u32 seed = 0; if (args.Has("autostart-seed")) { CStr seedArg = args.Get("autostart-seed"); if (seedArg == "-1") seed = rand(); else seed = seedArg.ToULong(); } scriptInterface.SetProperty(settings, "Seed", seed); // Set seed for AIs u32 aiseed = 0; if (args.Has("autostart-aiseed")) { CStr seedArg = args.Get("autostart-aiseed"); if (seedArg == "-1") aiseed = rand(); else aiseed = seedArg.ToULong(); } scriptInterface.SetProperty(settings, "AISeed", aiseed); // Set player data for AIs // attrs.settings = { PlayerData: [ { AI: ... }, ... ] } // or = { PlayerData: [ null, { AI: ... }, ... ] } when gaia set int offset = 1; JS::RootedValue player(cx); if (scriptInterface.GetPropertyInt(playerData, 0, &player) && player.isNull()) offset = 0; // Set teams if (args.Has("autostart-team")) { std::vector civArgs = args.GetMultiple("autostart-team"); for (size_t i = 0; i < civArgs.size(); ++i) { int playerID = civArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-team option", playerID); continue; } ScriptInterface::CreateObject(cx, &player); } int teamID = civArgs[i].AfterFirst(":").ToInt() - 1; scriptInterface.SetProperty(player, "Team", teamID); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } int ceasefire = 0; if (args.Has("autostart-ceasefire")) ceasefire = args.Get("autostart-ceasefire").ToInt(); scriptInterface.SetProperty(settings, "Ceasefire", ceasefire); if (args.Has("autostart-ai")) { std::vector aiArgs = args.GetMultiple("autostart-ai"); for (size_t i = 0; i < aiArgs.size(); ++i) { int playerID = aiArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-ai option", playerID); continue; } ScriptInterface::CreateObject(cx, &player); } scriptInterface.SetProperty(player, "AI", aiArgs[i].AfterFirst(":")); scriptInterface.SetProperty(player, "AIDiff", 3); scriptInterface.SetProperty(player, "AIBehavior", "balanced"); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } // Set AI difficulty if (args.Has("autostart-aidiff")) { std::vector civArgs = args.GetMultiple("autostart-aidiff"); for (size_t i = 0; i < civArgs.size(); ++i) { int playerID = civArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-aidiff option", playerID); continue; } ScriptInterface::CreateObject(cx, &player); } scriptInterface.SetProperty(player, "AIDiff", civArgs[i].AfterFirst(":").ToInt()); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } // Set player data for Civs if (args.Has("autostart-civ")) { if (mapDirectory != L"scenarios") { std::vector civArgs = args.GetMultiple("autostart-civ"); for (size_t i = 0; i < civArgs.size(); ++i) { int playerID = civArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-civ option", playerID); continue; } ScriptInterface::CreateObject(cx, &player); } scriptInterface.SetProperty(player, "Civ", civArgs[i].AfterFirst(":")); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } else LOGWARNING("Autostart: Option 'autostart-civ' is invalid for scenarios"); } // Add player data to map settings scriptInterface.SetProperty(settings, "PlayerData", playerData); // Add map settings to game attributes scriptInterface.SetProperty(attrs, "settings", settings); // Get optional playername CStrW userName = L"anonymous"; if (args.Has("autostart-playername")) userName = args.Get("autostart-playername").FromUTF8(); // Add additional scripts to the TriggerScripts property std::vector triggerScriptsVector; JS::RootedValue triggerScripts(cx); if (scriptInterface.HasProperty(settings, "TriggerScripts")) { scriptInterface.GetProperty(settings, "TriggerScripts", &triggerScripts); FromJSVal_vector(cx, triggerScripts, triggerScriptsVector); } if (!CRenderer::IsInitialised()) { CStr nonVisualScript = "scripts/NonVisualTrigger.js"; triggerScriptsVector.push_back(nonVisualScript.FromUTF8()); } std::vector victoryConditions(1, "conquest"); if (args.Has("autostart-victory")) victoryConditions = args.GetMultiple("autostart-victory"); if (victoryConditions.size() == 1 && victoryConditions[0] == "endless") victoryConditions.clear(); scriptInterface.SetProperty(settings, "VictoryConditions", victoryConditions); for (const CStr& victory : victoryConditions) { JS::RootedValue scriptData(cx); JS::RootedValue data(cx); JS::RootedValue victoryScripts(cx); CStrW scriptPath = L"simulation/data/settings/victory_conditions/" + victory.FromUTF8() + L".json"; scriptInterface.ReadJSONFile(scriptPath, &scriptData); if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "Data", &data) && !data.isUndefined() && scriptInterface.GetProperty(data, "Scripts", &victoryScripts) && !victoryScripts.isUndefined()) { std::vector victoryScriptsVector; FromJSVal_vector(cx, victoryScripts, victoryScriptsVector); triggerScriptsVector.insert(triggerScriptsVector.end(), victoryScriptsVector.begin(), victoryScriptsVector.end()); } else { LOGERROR("Autostart: Error reading victory script '%s'", utf8_from_wstring(scriptPath)); throw PSERROR_Game_World_MapLoadFailed("Error reading victory script.\nCheck application log for details."); } } ToJSVal_vector(cx, &triggerScripts, triggerScriptsVector); scriptInterface.SetProperty(settings, "TriggerScripts", triggerScripts); int wonderDuration = 10; if (args.Has("autostart-wonderduration")) wonderDuration = args.Get("autostart-wonderduration").ToInt(); scriptInterface.SetProperty(settings, "WonderDuration", wonderDuration); int relicDuration = 10; if (args.Has("autostart-relicduration")) relicDuration = args.Get("autostart-relicduration").ToInt(); scriptInterface.SetProperty(settings, "RelicDuration", relicDuration); int relicCount = 2; if (args.Has("autostart-reliccount")) relicCount = args.Get("autostart-reliccount").ToInt(); scriptInterface.SetProperty(settings, "RelicCount", relicCount); if (args.Has("autostart-host")) { InitPsAutostart(true, attrs); size_t maxPlayers = 2; if (args.Has("autostart-host-players")) maxPlayers = args.Get("autostart-host-players").ToUInt(); g_NetServer = new CNetServer(false, maxPlayers); g_NetServer->UpdateGameAttributes(&attrs, scriptInterface); bool ok = g_NetServer->SetupConnection(PS_DEFAULT_PORT); ENSURE(ok); g_NetClient = new CNetClient(g_Game, true); g_NetClient->SetUserName(userName); g_NetClient->SetupConnection("127.0.0.1", PS_DEFAULT_PORT, nullptr); } else if (args.Has("autostart-client")) { InitPsAutostart(true, attrs); g_NetClient = new CNetClient(g_Game, false); g_NetClient->SetUserName(userName); CStr ip = args.Get("autostart-client"); if (ip.empty()) ip = "127.0.0.1"; bool ok = g_NetClient->SetupConnection(ip, PS_DEFAULT_PORT, nullptr); ENSURE(ok); } else { g_Game->SetPlayerID(args.Has("autostart-player") ? args.Get("autostart-player").ToInt() : 1); g_Game->StartGame(&attrs, ""); if (CRenderer::IsInitialised()) { InitPsAutostart(false, attrs); } else { // TODO: Non progressive load can fail - need a decent way to handle this LDR_NonprogressiveLoad(); ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK); } } return true; } bool AutostartVisualReplay(const std::string& replayFile) { if (!FileExists(OsPath(replayFile))) return false; g_Game = new CGame(false); g_Game->SetPlayerID(-1); g_Game->StartVisualReplay(replayFile); ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue attrs(cx, g_Game->GetSimulation2()->GetInitAttributes()); InitPsAutostart(false, attrs); return true; } void CancelLoad(const CStrW& message) { shared_ptr pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface(); JSContext* cx = pScriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, pScriptInterface->GetGlobalObject()); LDR_Cancel(); if (g_GUI && g_GUI->GetPageCount() && pScriptInterface->HasProperty(global, "cancelOnLoadGameError")) pScriptInterface->CallFunctionVoid(global, "cancelOnLoadGameError", message); } bool InDevelopmentCopy() { if (!g_CheckedIfInDevelopmentCopy) { g_InDevelopmentCopy = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK); g_CheckedIfInDevelopmentCopy = true; } return g_InDevelopmentCopy; } Index: ps/trunk/source/ps/Replay.cpp =================================================================== --- ps/trunk/source/ps/Replay.cpp (revision 22990) +++ ps/trunk/source/ps/Replay.cpp (revision 22991) @@ -1,314 +1,343 @@ /* Copyright (C) 2019 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 . */ #include "precompiled.h" #include "Replay.h" #include "graphics/TerrainTextureManager.h" #include "lib/timer.h" #include "lib/file/file_system.h" #include "lib/res/h_mgr.h" #include "lib/tex/tex.h" #include "ps/Game.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "ps/Mod.h" #include "ps/Profile.h" #include "ps/ProfileViewer.h" #include "ps/Pyrogenesis.h" #include "ps/Mod.h" #include "ps/Util.h" #include "ps/VisualReplay.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRuntime.h" #include "scriptinterface/ScriptStats.h" -#include "simulation2/Simulation2.h" +#include "simulation2/components/ICmpGuiInterface.h" +#include "simulation2/helpers/Player.h" #include "simulation2/helpers/SimulationCommand.h" +#include "simulation2/Simulation2.h" +#include "simulation2/system/CmpPtr.h" #include #include /** * Number of turns between two saved profiler snapshots. * Keep in sync with source/tools/replayprofile/graph.js */ static const int PROFILE_TURN_INTERVAL = 20; CReplayLogger::CReplayLogger(const ScriptInterface& scriptInterface) : m_ScriptInterface(scriptInterface), m_Stream(NULL) { } CReplayLogger::~CReplayLogger() { delete m_Stream; } void CReplayLogger::StartGame(JS::MutableHandleValue attribs) { JSContext* cx = m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); // Add timestamp, since the file-modification-date can change m_ScriptInterface.SetProperty(attribs, "timestamp", (double)std::time(nullptr)); // Add engine version and currently loaded mods for sanity checks when replaying m_ScriptInterface.SetProperty(attribs, "engine_version", engine_version); JS::RootedValue mods(cx, Mod::GetLoadedModsWithVersions(m_ScriptInterface)); m_ScriptInterface.SetProperty(attribs, "mods", mods); m_Directory = createDateIndexSubdirectory(VisualReplay::GetDirectoryPath()); debug_printf("Writing replay to %s\n", m_Directory.string8().c_str()); m_Stream = new std::ofstream(OsString(m_Directory / L"commands.txt").c_str(), std::ofstream::out | std::ofstream::trunc); *m_Stream << "start " << m_ScriptInterface.StringifyJSON(attribs, false) << "\n"; } void CReplayLogger::Turn(u32 n, u32 turnLength, std::vector& commands) { JSContext* cx = m_ScriptInterface.GetContext(); JSAutoRequest rq(cx); *m_Stream << "turn " << n << " " << turnLength << "\n"; for (SimulationCommand& command : commands) *m_Stream << "cmd " << command.player << " " << m_ScriptInterface.StringifyJSON(&command.data, false) << "\n"; *m_Stream << "end\n"; m_Stream->flush(); } void CReplayLogger::Hash(const std::string& hash, bool quick) { if (quick) *m_Stream << "hash-quick " << Hexify(hash) << "\n"; else *m_Stream << "hash " << Hexify(hash) << "\n"; } +void CReplayLogger::SaveMetadata(const CSimulation2& simulation) +{ + CmpPtr cmpGuiInterface(simulation, SYSTEM_ENTITY); + if (!cmpGuiInterface) + { + LOGERROR("Could not save replay metadata!"); + return; + } + + ScriptInterface& scriptInterface = simulation.GetScriptInterface(); + JSContext* cx = scriptInterface.GetContext(); + JSAutoRequest rq(cx); + + JS::RootedValue arg(cx); + JS::RootedValue metadata(cx); + cmpGuiInterface->ScriptCall(INVALID_PLAYER, L"GetReplayMetadata", arg, &metadata); + + const OsPath fileName = g_Game->GetReplayLogger().GetDirectory() / L"metadata.json"; + CreateDirectories(fileName.Parent(), 0700); + + std::ofstream stream (OsString(fileName).c_str(), std::ofstream::out | std::ofstream::trunc); + stream << scriptInterface.StringifyJSON(&metadata, false); + stream.close(); + debug_printf("Saved replay metadata to %s\n", fileName.string8().c_str()); +} + OsPath CReplayLogger::GetDirectory() const { return m_Directory; } //////////////////////////////////////////////////////////////// CReplayPlayer::CReplayPlayer() : m_Stream(NULL) { } CReplayPlayer::~CReplayPlayer() { delete m_Stream; } void CReplayPlayer::Load(const OsPath& path) { ENSURE(!m_Stream); m_Stream = new std::ifstream(OsString(path).c_str()); ENSURE(m_Stream->good()); } CStr CReplayPlayer::ModListToString(const std::vector>& list) const { CStr text; for (const std::vector& mod : list) text += mod[0] + " (" + mod[1] + ")\n"; return text; } void CReplayPlayer::CheckReplayMods(const ScriptInterface& scriptInterface, JS::HandleValue attribs) const { JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); std::vector> replayMods; scriptInterface.GetProperty(attribs, "mods", replayMods); std::vector> enabledMods; JS::RootedValue enabledModsJS(cx, Mod::GetLoadedModsWithVersions(scriptInterface)); scriptInterface.FromJSVal(cx, enabledModsJS, enabledMods); CStr warn; if (replayMods.size() != enabledMods.size()) warn = "The number of enabled mods does not match the mods of the replay."; else for (size_t i = 0; i < replayMods.size(); ++i) { if (replayMods[i][0] != enabledMods[i][0]) { warn = "The enabled mods don't match the mods of the replay."; break; } else if (replayMods[i][1] != enabledMods[i][1]) { warn = "The mod '" + replayMods[i][0] + "' with version '" + replayMods[i][1] + "' is required by the replay file, but version '" + enabledMods[i][1] + "' is present!"; break; } } if (!warn.empty()) LOGWARNING("%s\nThe mods of the replay are:\n%s\nThese mods are enabled:\n%s", warn, ModListToString(replayMods), ModListToString(enabledMods)); } void CReplayPlayer::Replay(const bool serializationtest, const int rejointestturn, const bool ooslog, const bool testHashFull, const bool testHashQuick) { ENSURE(m_Stream); new CProfileViewer; new CProfileManager; g_ScriptStatsTable = new CScriptStatsTable; g_ProfileViewer.AddRootTable(g_ScriptStatsTable); const int runtimeSize = 384 * 1024 * 1024; const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024; g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr(), runtimeSize, heapGrowthBytesGCTrigger); Mod::CacheEnabledModVersions(g_ScriptRuntime); g_Game = new CGame(false); if (serializationtest) g_Game->GetSimulation2()->EnableSerializationTest(); if (rejointestturn > 0) g_Game->GetSimulation2()->EnableRejoinTest(rejointestturn); if (ooslog) g_Game->GetSimulation2()->EnableOOSLog(); // Need some stuff for terrain movement costs: // (TODO: this ought to be independent of any graphics code) new CTerrainTextureManager; g_TexMan.LoadTerrainTextures(); // Initialise h_mgr so it doesn't crash when emitting sounds h_mgr_init(); std::vector commands; u32 turn = 0; u32 turnLength = 0; { JSContext* cx = g_Game->GetSimulation2()->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); std::string type; while ((*m_Stream >> type).good()) { if (type == "start") { std::string line; std::getline(*m_Stream, line); JS::RootedValue attribs(cx); ENSURE(g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs)); CheckReplayMods(g_Game->GetSimulation2()->GetScriptInterface(), attribs); g_Game->StartGame(&attribs, ""); // TODO: Non progressive load can fail - need a decent way to handle this LDR_NonprogressiveLoad(); PSRETURN ret = g_Game->ReallyStartGame(); ENSURE(ret == PSRETURN_OK); } else if (type == "turn") { *m_Stream >> turn >> turnLength; debug_printf("Turn %u (%u)...\n", turn, turnLength); } else if (type == "cmd") { player_id_t player; *m_Stream >> player; std::string line; std::getline(*m_Stream, line); JS::RootedValue data(cx); g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &data); g_Game->GetSimulation2()->GetScriptInterface().FreezeObject(data, true); commands.emplace_back(SimulationCommand(player, cx, data)); } else if (type == "hash" || type == "hash-quick") { std::string replayHash; *m_Stream >> replayHash; TestHash(type, replayHash, testHashFull, testHashQuick); } else if (type == "end") { { g_Profiler2.RecordFrameStart(); PROFILE2("frame"); g_Profiler2.IncrementFrameNumber(); PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber()); g_Game->GetSimulation2()->Update(turnLength, commands); commands.clear(); } g_Profiler.Frame(); if (turn % PROFILE_TURN_INTERVAL == 0) g_ProfileViewer.SaveToFile(); } else debug_printf("Unrecognised replay token %s\n", type.c_str()); } } SAFE_DELETE(m_Stream); g_Profiler2.SaveToFile(); std::string hash; bool ok = g_Game->GetSimulation2()->ComputeStateHash(hash, false); ENSURE(ok); debug_printf("# Final state: %s\n", Hexify(hash).c_str()); timer_DisplayClientTotals(); SAFE_DELETE(g_Game); // Must be explicitly destructed here to avoid callbacks from the JSAPI trying to use g_Profiler2 when // it's already destructed. g_ScriptRuntime.reset(); // Clean up delete &g_TexMan; delete &g_Profiler; delete &g_ProfileViewer; SAFE_DELETE(g_ScriptStatsTable); } void CReplayPlayer::TestHash(const std::string& hashType, const std::string& replayHash, const bool testHashFull, const bool testHashQuick) { bool quick = (hashType == "hash-quick"); if ((quick && !testHashQuick) || (!quick && !testHashFull)) return; std::string hash; ENSURE(g_Game->GetSimulation2()->ComputeStateHash(hash, quick)); std::string hexHash = Hexify(hash); if (hexHash == replayHash) debug_printf("%s ok (%s)\n", hashType.c_str(), hexHash.c_str()); else debug_printf("%s MISMATCH (%s != %s)\n", hashType.c_str(), hexHash.c_str(), replayHash.c_str()); } Index: ps/trunk/source/ps/Replay.h =================================================================== --- ps/trunk/source/ps/Replay.h (revision 22990) +++ ps/trunk/source/ps/Replay.h (revision 22991) @@ -1,110 +1,118 @@ -/* Copyright (C) 2018 Wildfire Games. +/* Copyright (C) 2019 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 . */ #ifndef INCLUDED_REPLAY #define INCLUDED_REPLAY #include "ps/CStr.h" #include "scriptinterface/ScriptTypes.h" struct SimulationCommand; +class CSimulation2; class ScriptInterface; /** * Replay log recorder interface. * Call its methods at appropriate times during the game. */ class IReplayLogger { public: IReplayLogger() { } virtual ~IReplayLogger() { } /** * Started the game with the given game attributes. */ virtual void StartGame(JS::MutableHandleValue attribs) = 0; /** * Run the given turn with the given collection of player commands. */ virtual void Turn(u32 n, u32 turnLength, std::vector& commands) = 0; /** * Optional hash of simulation state (for sync checking). */ virtual void Hash(const std::string& hash, bool quick) = 0; /** + * Saves metadata.json containing part of the simulation state used for the summary screen. + */ + virtual void SaveMetadata(const CSimulation2& simulation) = 0; + + /** * Remember the directory containing the commands.txt file, so that we can save additional files to it. */ virtual OsPath GetDirectory() const = 0; }; /** * Implementation of IReplayLogger that simply throws away all data. */ class CDummyReplayLogger : public IReplayLogger { public: virtual void StartGame(JS::MutableHandleValue UNUSED(attribs)) { } virtual void Turn(u32 UNUSED(n), u32 UNUSED(turnLength), std::vector& UNUSED(commands)) { } virtual void Hash(const std::string& UNUSED(hash), bool UNUSED(quick)) { } + virtual void SaveMetadata(const CSimulation2& UNUSED(simulation)) { }; virtual OsPath GetDirectory() const { return OsPath(); } }; /** * Implementation of IReplayLogger that saves data to a file in the logs directory. */ class CReplayLogger : public IReplayLogger { NONCOPYABLE(CReplayLogger); public: CReplayLogger(const ScriptInterface& scriptInterface); ~CReplayLogger(); virtual void StartGame(JS::MutableHandleValue attribs); virtual void Turn(u32 n, u32 turnLength, std::vector& commands); virtual void Hash(const std::string& hash, bool quick); + virtual void SaveMetadata(const CSimulation2& simulation); virtual OsPath GetDirectory() const; private: const ScriptInterface& m_ScriptInterface; std::ostream* m_Stream; OsPath m_Directory; }; /** * Replay log replayer. Runs the log with no graphics and dumps some info to stdout. */ class CReplayPlayer { public: CReplayPlayer(); ~CReplayPlayer(); void Load(const OsPath& path); void Replay(const bool serializationtest, const int rejointestturn, const bool ooslog, const bool testHashFull, const bool testHashQuick); private: std::istream* m_Stream; CStr ModListToString(const std::vector>& list) const; void CheckReplayMods(const ScriptInterface& scriptInterface, JS::HandleValue attribs) const; void TestHash(const std::string& hashType, const std::string& replayHash, const bool testHashFull, const bool testHashQuick); }; #endif // INCLUDED_REPLAY Index: ps/trunk/source/ps/VisualReplay.cpp =================================================================== --- ps/trunk/source/ps/VisualReplay.cpp (revision 22990) +++ ps/trunk/source/ps/VisualReplay.cpp (revision 22991) @@ -1,531 +1,507 @@ /* Copyright (C) 2019 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 . */ #include "precompiled.h" #include "VisualReplay.h" #include "graphics/GameView.h" #include "lib/allocators/shared_ptr.h" #include "lib/external_libraries/libsdl.h" #include "lib/utf8.h" #include "network/NetClient.h" #include "network/NetServer.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/GameSetup/Paths.h" #include "ps/Mod.h" #include "ps/Pyrogenesis.h" #include "ps/Replay.h" #include "ps/Util.h" #include "scriptinterface/ScriptInterface.h" /** * Filter too short replays (value in seconds). */ const u8 minimumReplayDuration = 3; OsPath VisualReplay::GetDirectoryPath() { return Paths(g_args).UserData() / "replays" / engine_version; } OsPath VisualReplay::GetCacheFilePath() { return GetDirectoryPath() / L"replayCache.json"; } OsPath VisualReplay::GetTempCacheFilePath() { return GetDirectoryPath() / L"replayCache_temp.json"; } bool VisualReplay::StartVisualReplay(const OsPath& directory) { ENSURE(!g_NetServer); ENSURE(!g_NetClient); ENSURE(!g_Game); const OsPath replayFile = VisualReplay::GetDirectoryPath() / directory / L"commands.txt"; if (!FileExists(replayFile)) return false; g_Game = new CGame(false); return g_Game->StartVisualReplay(replayFile); } bool VisualReplay::ReadCacheFile(const ScriptInterface& scriptInterface, JS::MutableHandleObject cachedReplaysObject) { JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); if (!FileExists(GetCacheFilePath())) return false; std::ifstream cacheStream(OsString(GetCacheFilePath()).c_str()); CStr cacheStr((std::istreambuf_iterator(cacheStream)), std::istreambuf_iterator()); cacheStream.close(); JS::RootedValue cachedReplays(cx); if (scriptInterface.ParseJSON(cacheStr, &cachedReplays)) { cachedReplaysObject.set(&cachedReplays.toObject()); bool isArray; if (JS_IsArrayObject(cx, cachedReplaysObject, &isArray) && isArray) return true; } LOGWARNING("The replay cache file is corrupted, it will be deleted"); wunlink(GetCacheFilePath()); return false; } void VisualReplay::StoreCacheFile(const ScriptInterface& scriptInterface, JS::HandleObject replays) { JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue replaysRooted(cx, JS::ObjectValue(*replays)); std::ofstream cacheStream(OsString(GetTempCacheFilePath()).c_str(), std::ofstream::out | std::ofstream::trunc); cacheStream << scriptInterface.StringifyJSON(&replaysRooted); cacheStream.close(); wunlink(GetCacheFilePath()); if (wrename(GetTempCacheFilePath(), GetCacheFilePath())) LOGERROR("Could not store the replay cache"); } JS::HandleObject VisualReplay::ReloadReplayCache(const ScriptInterface& scriptInterface, bool compareFiles) { TIMER(L"ReloadReplayCache"); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); // Maps the filename onto the index and size typedef std::map> replayCacheMap; replayCacheMap fileList; JS::RootedObject cachedReplaysObject(cx); if (ReadCacheFile(scriptInterface, &cachedReplaysObject)) { // Create list of files included in the cache u32 cacheLength = 0; JS_GetArrayLength(cx, cachedReplaysObject, &cacheLength); for (u32 j = 0; j < cacheLength; ++j) { JS::RootedValue replay(cx); JS_GetElement(cx, cachedReplaysObject, j, &replay); JS::RootedValue file(cx); OsPath fileName; double fileSize; scriptInterface.GetProperty(replay, "directory", fileName); scriptInterface.GetProperty(replay, "fileSize", fileSize); fileList[fileName] = std::make_pair(j, fileSize); } } JS::RootedObject replays(cx, JS_NewArrayObject(cx, 0)); DirectoryNames directories; if (GetDirectoryEntries(GetDirectoryPath(), nullptr, &directories) != INFO::OK) return replays; bool newReplays = false; std::vector copyFromOldCache; // Specifies where the next replay should be kept u32 i = 0; for (const OsPath& directory : directories) { // This cannot use IsQuitRequested(), because the current loop and that function both run in the main thread. // So SDL events are not processed unless called explicitly here. if (SDL_QuitRequested()) // Don't return, because we want to save our progress break; const OsPath replayFile = GetDirectoryPath() / directory / L"commands.txt"; bool isNew = true; replayCacheMap::iterator it = fileList.find(directory); if (it != fileList.end()) { if (compareFiles) { if (!FileExists(replayFile)) continue; CFileInfo fileInfo; GetFileInfo(replayFile, &fileInfo); if (fileInfo.Size() == it->second.second) isNew = false; } else isNew = false; } if (isNew) { JS::RootedValue replayData(cx, LoadReplayData(scriptInterface, directory)); if (replayData.isNull()) { if (!FileExists(replayFile)) continue; CFileInfo fileInfo; GetFileInfo(replayFile, &fileInfo); ScriptInterface::CreateObject( cx, &replayData, "directory", directory.string(), "fileSize", static_cast(fileInfo.Size())); } JS_SetElement(cx, replays, i++, replayData); newReplays = true; } else copyFromOldCache.push_back(it->second.first); } debug_printf( "Loading %lu cached replays, removed %lu outdated entries, loaded %i new entries\n", (unsigned long)fileList.size(), (unsigned long)(fileList.size() - copyFromOldCache.size()), i); if (!newReplays && fileList.empty()) return replays; // No replay was changed, so just return the cache if (!newReplays && fileList.size() == copyFromOldCache.size()) return cachedReplaysObject; { // Copy the replays from the old cache that are not deleted if (!copyFromOldCache.empty()) for (u32 j : copyFromOldCache) { JS::RootedValue replay(cx); JS_GetElement(cx, cachedReplaysObject, j, &replay); JS_SetElement(cx, replays, i++, replay); } } StoreCacheFile(scriptInterface, replays); return replays; } JS::Value VisualReplay::GetReplays(const ScriptInterface& scriptInterface, bool compareFiles) { TIMER(L"GetReplays"); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedObject replays(cx, ReloadReplayCache(scriptInterface, compareFiles)); // Only take entries with data JS::RootedValue replaysWithoutNullEntries(cx); ScriptInterface::CreateArray(cx, &replaysWithoutNullEntries); u32 replaysLength = 0; JS_GetArrayLength(cx, replays, &replaysLength); for (u32 j = 0, i = 0; j < replaysLength; ++j) { JS::RootedValue replay(cx); JS_GetElement(cx, replays, j, &replay); if (scriptInterface.HasProperty(replay, "attribs")) scriptInterface.SetPropertyInt(replaysWithoutNullEntries, i++, replay); } return replaysWithoutNullEntries; } /** * Move the cursor backwards until a newline was read or the beginning of the file was found. * Either way the cursor points to the beginning of a newline. * * @return The current cursor position or -1 on error. */ inline off_t goBackToLineBeginning(std::istream* replayStream, const OsPath& fileName, off_t fileSize) { int currentPos; char character; for (int characters = 0; characters < 10000; ++characters) { currentPos = (int) replayStream->tellg(); // Stop when reached the beginning of the file if (currentPos == 0) return currentPos; if (!replayStream->good()) { LOGERROR("Unknown error when returning to the last line (%i of %lu) of %s", currentPos, fileSize, fileName.string8().c_str()); return -1; } // Stop when reached newline replayStream->get(character); if (character == '\n') return currentPos; // Otherwise go back one character. // Notice: -1 will set the cursor back to the most recently read character. replayStream->seekg(-2, std::ios_base::cur); } LOGERROR("Infinite loop when going back to a line beginning in %s", fileName.string8().c_str()); return -1; } /** * Compute game duration in seconds. Assume constant turn length. * Find the last line that starts with "turn" by reading the file backwards. * * @return seconds or -1 on error */ inline int getReplayDuration(std::istream* replayStream, const OsPath& fileName, off_t fileSize) { CStr type; // Move one character before the file-end replayStream->seekg(-2, std::ios_base::end); // Infinite loop protection, should never occur. // There should be about 5 lines to read until a turn is found. for (int linesRead = 1; linesRead < 1000; ++linesRead) { off_t currentPosition = goBackToLineBeginning(replayStream, fileName, fileSize); // Read error or reached file beginning. No turns exist. if (currentPosition < 1) return -1; if (!replayStream->good()) { LOGERROR("Read error when determining replay duration at %i of %llu in %s", currentPosition - 2, fileSize, fileName.string8().c_str()); return -1; } // Found last turn, compute duration. if (currentPosition + 4 < fileSize && (*replayStream >> type).good() && type == "turn") { u32 turn = 0, turnLength = 0; *replayStream >> turn >> turnLength; return (turn+1) * turnLength / 1000; // add +1 as turn numbers starts with 0 } // Otherwise move cursor back to the character before the last newline replayStream->seekg(currentPosition - 2, std::ios_base::beg); } LOGERROR("Infinite loop when determining replay duration for %s", fileName.string8().c_str()); return -1; } JS::Value VisualReplay::LoadReplayData(const ScriptInterface& scriptInterface, const OsPath& directory) { // The directory argument must not be constant, otherwise concatenating will fail const OsPath replayFile = GetDirectoryPath() / directory / L"commands.txt"; if (!FileExists(replayFile)) return JS::NullValue(); // Get file size and modification date CFileInfo fileInfo; GetFileInfo(replayFile, &fileInfo); const off_t fileSize = fileInfo.Size(); if (fileSize == 0) return JS::NullValue(); std::ifstream* replayStream = new std::ifstream(OsString(replayFile).c_str()); CStr type; if (!(*replayStream >> type).good()) { LOGERROR("Couldn't open %s.", replayFile.string8().c_str()); SAFE_DELETE(replayStream); return JS::NullValue(); } if (type != "start") { LOGWARNING("The replay %s doesn't begin with 'start'!", replayFile.string8().c_str()); SAFE_DELETE(replayStream); return JS::NullValue(); } // Parse header / first line CStr header; std::getline(*replayStream, header); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue attribs(cx); if (!scriptInterface.ParseJSON(header, &attribs)) { LOGERROR("Couldn't parse replay header of %s", replayFile.string8().c_str()); SAFE_DELETE(replayStream); return JS::NullValue(); } // Ensure "turn" after header if (!(*replayStream >> type).good() || type != "turn") { SAFE_DELETE(replayStream); return JS::NullValue(); // there are no turns at all } // Don't process files of rejoined clients u32 turn = 1; *replayStream >> turn; if (turn != 0) { SAFE_DELETE(replayStream); return JS::NullValue(); } int duration = getReplayDuration(replayStream, replayFile, fileSize); SAFE_DELETE(replayStream); // Ensure minimum duration if (duration < minimumReplayDuration) return JS::NullValue(); // Return the actual data JS::RootedValue replayData(cx); ScriptInterface::CreateObject( cx, &replayData, "directory", directory.string(), "fileSize", static_cast(fileSize), "duration", duration); scriptInterface.SetProperty(replayData, "attribs", attribs); return replayData; } bool VisualReplay::DeleteReplay(const OsPath& replayDirectory) { if (replayDirectory.empty()) return false; const OsPath directory = GetDirectoryPath() / replayDirectory; return DirectoryExists(directory) && DeleteDirectory(directory) == INFO::OK; } JS::Value VisualReplay::GetReplayAttributes(ScriptInterface::CxPrivate* pCxPrivate, const OsPath& directoryName) { // Create empty JS object JSContext* cx = pCxPrivate->pScriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue attribs(cx); ScriptInterface::CreateObject(cx, &attribs); // Return empty object if file doesn't exist const OsPath replayFile = GetDirectoryPath() / directoryName / L"commands.txt"; if (!FileExists(replayFile)) return attribs; // Open file std::istream* replayStream = new std::ifstream(OsString(replayFile).c_str()); CStr type, line; ENSURE((*replayStream >> type).good() && type == "start"); // Read and return first line std::getline(*replayStream, line); pCxPrivate->pScriptInterface->ParseJSON(line, &attribs); SAFE_DELETE(replayStream);; return attribs; } void VisualReplay::AddReplayToCache(const ScriptInterface& scriptInterface, const CStrW& directoryName) { TIMER(L"AddReplayToCache"); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue replayData(cx, LoadReplayData(scriptInterface, OsPath(directoryName))); if (replayData.isNull()) return; JS::RootedObject cachedReplaysObject(cx); if (!ReadCacheFile(scriptInterface, &cachedReplaysObject)) cachedReplaysObject = JS_NewArrayObject(cx, 0); u32 cacheLength = 0; JS_GetArrayLength(cx, cachedReplaysObject, &cacheLength); JS_SetElement(cx, cachedReplaysObject, cacheLength, replayData); StoreCacheFile(scriptInterface, cachedReplaysObject); } -void VisualReplay::SaveReplayMetadata(ScriptInterface* scriptInterface) -{ - JSContext* cx = scriptInterface->GetContext(); - JSAutoRequest rq(cx); - - JS::RootedValue metadata(cx); - JS::RootedValue global(cx, scriptInterface->GetGlobalObject()); - - if (!scriptInterface->CallFunction(global, "getReplayMetadata", &metadata)) - { - LOGERROR("Could not save replay metadata!"); - return; - } - - // Get the directory of the currently active replay - const OsPath fileName = g_Game->GetReplayLogger().GetDirectory() / L"metadata.json"; - CreateDirectories(fileName.Parent(), 0700); - - std::ofstream stream (OsString(fileName).c_str(), std::ofstream::out | std::ofstream::trunc); - stream << scriptInterface->StringifyJSON(&metadata, false); - stream.close(); - debug_printf("Saved replay metadata to %s\n", fileName.string8().c_str()); -} - bool VisualReplay::HasReplayMetadata(const OsPath& directoryName) { const OsPath filePath(GetDirectoryPath() / directoryName / L"metadata.json"); if (!FileExists(filePath)) return false; CFileInfo fileInfo; GetFileInfo(filePath, &fileInfo); return fileInfo.Size() > 0; } JS::Value VisualReplay::GetReplayMetadata(ScriptInterface::CxPrivate* pCxPrivate, const OsPath& directoryName) { if (!HasReplayMetadata(directoryName)) return JS::NullValue(); JSContext* cx = pCxPrivate->pScriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue metadata(cx); std::ifstream* stream = new std::ifstream(OsString(GetDirectoryPath() / directoryName / L"metadata.json").c_str()); ENSURE(stream->good()); CStr line; std::getline(*stream, line); stream->close(); SAFE_DELETE(stream); pCxPrivate->pScriptInterface->ParseJSON(line, &metadata); return metadata; } Index: ps/trunk/source/ps/VisualReplay.h =================================================================== --- ps/trunk/source/ps/VisualReplay.h (revision 22990) +++ ps/trunk/source/ps/VisualReplay.h (revision 22991) @@ -1,128 +1,123 @@ /* Copyright (C) 2019 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 . */ #ifndef INCLUDED_REPlAY #define INCLUDED_REPlAY #include "scriptinterface/ScriptInterface.h" class CSimulation2; class CGUIManager; /** * Contains functions for visually replaying past games. */ namespace VisualReplay { /** * Returns the absolute path to the sim-log directory (that contains the directories with the replay files. */ OsPath GetDirectoryPath(); /** * Returns the absolute path to the replay cache file. */ OsPath GetCacheFilePath(); /** * Returns the absolute path to the temporary replay cache file used to * always have a valid cache file in place even if bad things happen. */ OsPath GetTempCacheFilePath(); /** * Replays the commands.txt file in the given subdirectory visually. */ bool StartVisualReplay(const OsPath& directory); /** * Reads the replay Cache file and parses it into a jsObject * * @param scriptInterface - the ScriptInterface in which to create the return data. * @param cachedReplaysObject - the cached replays. * @return true on succes */ bool ReadCacheFile(const ScriptInterface& scriptInterface, JS::MutableHandleObject cachedReplaysObject); /** * Stores the replay list in the replay cache file * * @param scriptInterface - the ScriptInterface in which to create the return data. * @param replays - the replay list to store. */ void StoreCacheFile(const ScriptInterface& scriptInterface, JS::HandleObject replays); /** * Load the replay cache and check if there are new/deleted replays. If so, update the cache. * * @param scriptInterface - the ScriptInterface in which to create the return data. * @param compareFiles - compare the directory name and the FileSize of the replays and the cache. * @return cache entries */ JS::HandleObject ReloadReplayCache(const ScriptInterface& scriptInterface, bool compareFiles); /** * Get a list of replays to display in the GUI. * * @param scriptInterface - the ScriptInterface in which to create the return data. * @param compareFiles - reload the cache, which takes more time, * but nearly ensures, that no changed replay is missed. * @return array of objects containing replay data */ JS::Value GetReplays(const ScriptInterface& scriptInterface, bool compareFiles); /** * Parses a commands.txt file and extracts metadata. * Works similarly to CGame::LoadReplayData(). */ JS::Value LoadReplayData(const ScriptInterface& scriptInterface, const OsPath& directory); /** * Permanently deletes the visual replay (including the parent directory) * * @param replayFile - path to commands.txt, whose parent directory will be deleted. * @return true if deletion was successful, false on error */ bool DeleteReplay(const OsPath& replayFile); /** * Returns the parsed header of the replay file (commands.txt). */ JS::Value GetReplayAttributes(ScriptInterface::CxPrivate* pCxPrivate, const OsPath& directoryName); /** * Returns whether or not the metadata / summary screen data has been saved properly when the game ended. */ bool HasReplayMetadata(const OsPath& directoryName); /** * Returns the metadata of a replay. */ JS::Value GetReplayMetadata(ScriptInterface::CxPrivate* pCxPrivate, const OsPath& directoryName); /** - * Saves the metadata from the session to metadata.json. - */ -void SaveReplayMetadata(ScriptInterface* scriptInterface); - -/** * Adds a replay to the replayCache. */ void AddReplayToCache(const ScriptInterface& scriptInterface, const CStrW& directoryName); } #endif Index: ps/trunk/source/simulation2/Simulation2.cpp =================================================================== --- ps/trunk/source/simulation2/Simulation2.cpp (revision 22990) +++ ps/trunk/source/simulation2/Simulation2.cpp (revision 22991) @@ -1,996 +1,999 @@ /* Copyright (C) 2019 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 . */ #include "precompiled.h" #include "Simulation2.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRuntime.h" #include "simulation2/MessageTypes.h" #include "simulation2/system/ComponentManager.h" #include "simulation2/system/ParamNode.h" #include "simulation2/system/SimContext.h" #include "simulation2/components/ICmpAIManager.h" #include "simulation2/components/ICmpCommandQueue.h" #include "simulation2/components/ICmpTemplateManager.h" #include "graphics/MapReader.h" #include "graphics/Terrain.h" #include "lib/timer.h" #include "lib/file/vfs/vfs_util.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/Filesystem.h" #include "ps/Loader.h" #include "ps/Profile.h" #include "ps/Pyrogenesis.h" #include "ps/Util.h" #include "ps/XML/Xeromyces.h" #include class CSimulation2Impl { public: CSimulation2Impl(CUnitManager* unitManager, shared_ptr rt, CTerrain* terrain) : m_SimContext(), m_ComponentManager(m_SimContext, rt), m_EnableOOSLog(false), m_EnableSerializationTest(false), m_RejoinTestTurn(-1), m_TestingRejoin(false), m_SecondaryTerrain(nullptr), m_SecondaryContext(nullptr), m_SecondaryComponentManager(nullptr), m_SecondaryLoadedScripts(nullptr), m_MapSettings(rt->m_rt), m_InitAttributes(rt->m_rt) { m_SimContext.m_UnitManager = unitManager; m_SimContext.m_Terrain = terrain; m_ComponentManager.LoadComponentTypes(); RegisterFileReloadFunc(ReloadChangedFileCB, this); // Tests won't have config initialised if (CConfigDB::IsInitialised()) { CFG_GET_VAL("ooslog", m_EnableOOSLog); CFG_GET_VAL("serializationtest", m_EnableSerializationTest); CFG_GET_VAL("rejointest", m_RejoinTestTurn); if (m_RejoinTestTurn <= 0) // Handle bogus values of the arg m_RejoinTestTurn = -1; } if (m_EnableOOSLog) { m_OOSLogPath = createDateIndexSubdirectory(psLogDir() / "oos_logs"); debug_printf("Writing ooslogs to %s\n", m_OOSLogPath.string8().c_str()); } } ~CSimulation2Impl() { delete m_SecondaryTerrain; delete m_SecondaryContext; delete m_SecondaryComponentManager; delete m_SecondaryLoadedScripts; UnregisterFileReloadFunc(ReloadChangedFileCB, this); } void ResetState(bool skipScriptedComponents, bool skipAI) { m_DeltaTime = 0.0; m_LastFrameOffset = 0.0f; m_TurnNumber = 0; ResetComponentState(m_ComponentManager, skipScriptedComponents, skipAI); } static void ResetComponentState(CComponentManager& componentManager, bool skipScriptedComponents, bool skipAI) { componentManager.ResetState(); componentManager.InitSystemEntity(); componentManager.AddSystemComponents(skipScriptedComponents, skipAI); } static bool LoadDefaultScripts(CComponentManager& componentManager, std::set* loadedScripts); static bool LoadScripts(CComponentManager& componentManager, std::set* loadedScripts, const VfsPath& path); static bool LoadTriggerScripts(CComponentManager& componentManager, JS::HandleValue mapSettings, std::set* loadedScripts); Status ReloadChangedFile(const VfsPath& path); static Status ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } int ProgressiveLoad(); void Update(int turnLength, const std::vector& commands); static void UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector& commands); void Interpolate(float simFrameLength, float frameOffset, float realFrameLength); void DumpState(); CSimContext m_SimContext; CComponentManager m_ComponentManager; double m_DeltaTime; float m_LastFrameOffset; std::string m_StartupScript; JS::PersistentRootedValue m_InitAttributes; JS::PersistentRootedValue m_MapSettings; std::set m_LoadedScripts; uint32_t m_TurnNumber; bool m_EnableOOSLog; OsPath m_OOSLogPath; // Functions and data for the serialization test mode: (see Update() for relevant comments) bool m_EnableSerializationTest; int m_RejoinTestTurn; bool m_TestingRejoin; // Secondary simulation CTerrain* m_SecondaryTerrain; CSimContext* m_SecondaryContext; CComponentManager* m_SecondaryComponentManager; std::set* m_SecondaryLoadedScripts; struct SerializationTestState { std::stringstream state; std::stringstream debug; std::string hash; }; void DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix); void ReportSerializationFailure( SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter, SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter); void InitRNGSeedSimulation(); void InitRNGSeedAI(); static std::vector CloneCommandsFromOtherContext(const ScriptInterface& oldScript, const ScriptInterface& newScript, const std::vector& commands) { JSContext* cxOld = oldScript.GetContext(); JSAutoRequest rqOld(cxOld); std::vector newCommands; newCommands.reserve(commands.size()); for (const SimulationCommand& command : commands) { JSContext* cxNew = newScript.GetContext(); JSAutoRequest rqNew(cxNew); JS::RootedValue tmpCommand(cxNew, newScript.CloneValueFromOtherContext(oldScript, command.data)); newScript.FreezeObject(tmpCommand, true); SimulationCommand cmd(command.player, cxNew, tmpCommand); newCommands.emplace_back(std::move(cmd)); } return newCommands; } }; bool CSimulation2Impl::LoadDefaultScripts(CComponentManager& componentManager, std::set* loadedScripts) { return ( LoadScripts(componentManager, loadedScripts, L"simulation/components/interfaces/") && LoadScripts(componentManager, loadedScripts, L"simulation/helpers/") && LoadScripts(componentManager, loadedScripts, L"simulation/components/") ); } bool CSimulation2Impl::LoadScripts(CComponentManager& componentManager, std::set* loadedScripts, const VfsPath& path) { VfsPaths pathnames; if (vfs::GetPathnames(g_VFS, path, L"*.js", pathnames) < 0) return false; bool ok = true; for (const VfsPath& path : pathnames) { if (loadedScripts) loadedScripts->insert(path); LOGMESSAGE("Loading simulation script '%s'", path.string8()); if (!componentManager.LoadScript(path)) ok = false; } return ok; } bool CSimulation2Impl::LoadTriggerScripts(CComponentManager& componentManager, JS::HandleValue mapSettings, std::set* loadedScripts) { bool ok = true; if (componentManager.GetScriptInterface().HasProperty(mapSettings, "TriggerScripts")) { std::vector scriptNames; componentManager.GetScriptInterface().GetProperty(mapSettings, "TriggerScripts", scriptNames); for (const std::string& triggerScript : scriptNames) { std::string scriptName = "maps/" + triggerScript; if (loadedScripts) { if (loadedScripts->find(scriptName) != loadedScripts->end()) continue; loadedScripts->insert(scriptName); } LOGMESSAGE("Loading trigger script '%s'", scriptName.c_str()); if (!componentManager.LoadScript(scriptName.data())) ok = false; } } return ok; } Status CSimulation2Impl::ReloadChangedFile(const VfsPath& path) { // Ignore if this file wasn't loaded as a script // (TODO: Maybe we ought to load in any new .js files that are created in the right directories) if (m_LoadedScripts.find(path) == m_LoadedScripts.end()) return INFO::OK; // If the file doesn't exist (e.g. it was deleted), don't bother loading it since that'll give an error message. // (Also don't bother trying to 'unload' it from the component manager, because that's not possible) if (!VfsFileExists(path)) return INFO::OK; LOGMESSAGE("Reloading simulation script '%s'", path.string8()); if (!m_ComponentManager.LoadScript(path, true)) return ERR::FAIL; return INFO::OK; } int CSimulation2Impl::ProgressiveLoad() { // yield after this time is reached. balances increased progress bar // smoothness vs. slowing down loading. const double end_time = timer_Time() + 200e-3; int ret; do { bool progressed = false; int total = 0; int progress = 0; CMessageProgressiveLoad msg(&progressed, &total, &progress); m_ComponentManager.BroadcastMessage(msg); if (!progressed || total == 0) return 0; // we have nothing left to load ret = Clamp(100*progress / total, 1, 100); } while (timer_Time() < end_time); return ret; } void CSimulation2Impl::DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix) { if (!state.hash.empty()) { std::ofstream file (OsString(path / (L"hash." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc); file << Hexify(state.hash); } if (!state.debug.str().empty()) { std::ofstream file (OsString(path / (L"debug." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc); file << state.debug.str(); } if (!state.state.str().empty()) { std::ofstream file (OsString(path / (L"state." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary); file << state.state.str(); } } void CSimulation2Impl::ReportSerializationFailure( SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter, SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter) { const OsPath path = createDateIndexSubdirectory(psLogDir() / "serializationtest"); debug_printf("Writing serializationtest-data to %s\n", path.string8().c_str()); // Clean up obsolete files from previous runs wunlink(path / "hash.before.a"); wunlink(path / "hash.before.b"); wunlink(path / "debug.before.a"); wunlink(path / "debug.before.b"); wunlink(path / "state.before.a"); wunlink(path / "state.before.b"); wunlink(path / "hash.after.a"); wunlink(path / "hash.after.b"); wunlink(path / "debug.after.a"); wunlink(path / "debug.after.b"); wunlink(path / "state.after.a"); wunlink(path / "state.after.b"); if (primaryStateBefore) DumpSerializationTestState(*primaryStateBefore, path, L"before.a"); if (primaryStateAfter) DumpSerializationTestState(*primaryStateAfter, path, L"after.a"); if (secondaryStateBefore) DumpSerializationTestState(*secondaryStateBefore, path, L"before.b"); if (secondaryStateAfter) DumpSerializationTestState(*secondaryStateAfter, path, L"after.b"); debug_warn(L"Serialization test failure"); } void CSimulation2Impl::InitRNGSeedSimulation() { u32 seed = 0; if (!m_ComponentManager.GetScriptInterface().HasProperty(m_MapSettings, "Seed") || !m_ComponentManager.GetScriptInterface().GetProperty(m_MapSettings, "Seed", seed)) LOGWARNING("CSimulation2Impl::InitRNGSeedSimulation: No seed value specified - using %d", seed); m_ComponentManager.SetRNGSeed(seed); } void CSimulation2Impl::InitRNGSeedAI() { u32 seed = 0; if (!m_ComponentManager.GetScriptInterface().HasProperty(m_MapSettings, "AISeed") || !m_ComponentManager.GetScriptInterface().GetProperty(m_MapSettings, "AISeed", seed)) LOGWARNING("CSimulation2Impl::InitRNGSeedAI: No seed value specified - using %d", seed); CmpPtr cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (cmpAIManager) cmpAIManager->SetRNGSeed(seed); } void CSimulation2Impl::Update(int turnLength, const std::vector& commands) { PROFILE3("sim update"); PROFILE2_ATTR("turn %d", (int)m_TurnNumber); fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000; /* * In serialization test mode, we save the original (primary) simulation state before each turn update. * We run the update, then load the saved state into a secondary context. * We serialize that again and compare to the original serialization (to check that * serialize->deserialize->serialize is equivalent to serialize). * Then we run the update on the secondary context, and check that its new serialized * state matches the primary context after the update (to check that the simulation doesn't depend * on anything that's not serialized). * * In rejoin test mode, the secondary simulation is initialized from serialized data at turn N, then both * simulations run independantly while comparing their states each turn. This is way faster than a * complete serialization test and allows us to reproduce OOSes on rejoin. */ const bool serializationTestDebugDump = false; // set true to save human-readable state dumps before an error is detected, for debugging (but slow) const bool serializationTestHash = true; // set true to save and compare hash of state SerializationTestState primaryStateBefore; const ScriptInterface& scriptInterface = m_ComponentManager.GetScriptInterface(); const bool startRejoinTest = (int64_t) m_RejoinTestTurn == m_TurnNumber; if (startRejoinTest) m_TestingRejoin = true; if (m_EnableSerializationTest || m_TestingRejoin) { ENSURE(m_ComponentManager.SerializeState(primaryStateBefore.state)); if (serializationTestDebugDump) ENSURE(m_ComponentManager.DumpDebugState(primaryStateBefore.debug, false)); if (serializationTestHash) ENSURE(m_ComponentManager.ComputeStateHash(primaryStateBefore.hash, false)); } UpdateComponents(m_SimContext, turnLengthFixed, commands); if (m_EnableSerializationTest || startRejoinTest) { if (startRejoinTest) debug_printf("Initializing the secondary simulation\n"); delete m_SecondaryTerrain; m_SecondaryTerrain = new CTerrain(); delete m_SecondaryContext; m_SecondaryContext = new CSimContext(); m_SecondaryContext->m_Terrain = m_SecondaryTerrain; delete m_SecondaryComponentManager; m_SecondaryComponentManager = new CComponentManager(*m_SecondaryContext, scriptInterface.GetRuntime()); m_SecondaryComponentManager->LoadComponentTypes(); delete m_SecondaryLoadedScripts; m_SecondaryLoadedScripts = new std::set(); ENSURE(LoadDefaultScripts(*m_SecondaryComponentManager, m_SecondaryLoadedScripts)); ResetComponentState(*m_SecondaryComponentManager, false, false); // Load the trigger scripts after we have loaded the simulation. { JSContext* cx2 = m_SecondaryComponentManager->GetScriptInterface().GetContext(); JSAutoRequest rq2(cx2); JS::RootedValue mapSettingsCloned(cx2, m_SecondaryComponentManager->GetScriptInterface().CloneValueFromOtherContext( scriptInterface, m_MapSettings)); ENSURE(LoadTriggerScripts(*m_SecondaryComponentManager, mapSettingsCloned, m_SecondaryLoadedScripts)); } // Load the map into the secondary simulation LDR_BeginRegistering(); std::unique_ptr mapReader(new CMapReader); std::string mapType; scriptInterface.GetProperty(m_InitAttributes, "mapType", mapType); if (mapType == "random") { // TODO: support random map scripts debug_warn(L"Serialization test mode does not support random maps"); } else { std::wstring mapFile; scriptInterface.GetProperty(m_InitAttributes, "map", mapFile); VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp"); mapReader->LoadMap(mapfilename, scriptInterface.GetJSRuntime(), JS::UndefinedHandleValue, m_SecondaryTerrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, m_SecondaryContext, INVALID_PLAYER, true); // throws exception on failure } LDR_EndRegistering(); ENSURE(LDR_NonprogressiveLoad() == INFO::OK); ENSURE(m_SecondaryComponentManager->DeserializeState(primaryStateBefore.state)); } if (m_EnableSerializationTest || m_TestingRejoin) { SerializationTestState secondaryStateBefore; ENSURE(m_SecondaryComponentManager->SerializeState(secondaryStateBefore.state)); if (serializationTestDebugDump) ENSURE(m_SecondaryComponentManager->DumpDebugState(secondaryStateBefore.debug, false)); if (serializationTestHash) ENSURE(m_SecondaryComponentManager->ComputeStateHash(secondaryStateBefore.hash, false)); if (primaryStateBefore.state.str() != secondaryStateBefore.state.str() || primaryStateBefore.hash != secondaryStateBefore.hash) { ReportSerializationFailure(&primaryStateBefore, NULL, &secondaryStateBefore, NULL); } SerializationTestState primaryStateAfter; ENSURE(m_ComponentManager.SerializeState(primaryStateAfter.state)); if (serializationTestHash) ENSURE(m_ComponentManager.ComputeStateHash(primaryStateAfter.hash, false)); UpdateComponents(*m_SecondaryContext, turnLengthFixed, CloneCommandsFromOtherContext(scriptInterface, m_SecondaryComponentManager->GetScriptInterface(), commands)); SerializationTestState secondaryStateAfter; ENSURE(m_SecondaryComponentManager->SerializeState(secondaryStateAfter.state)); if (serializationTestHash) ENSURE(m_SecondaryComponentManager->ComputeStateHash(secondaryStateAfter.hash, false)); if (primaryStateAfter.state.str() != secondaryStateAfter.state.str() || primaryStateAfter.hash != secondaryStateAfter.hash) { // Only do the (slow) dumping now we know we're going to need to report it ENSURE(m_ComponentManager.DumpDebugState(primaryStateAfter.debug, false)); ENSURE(m_SecondaryComponentManager->DumpDebugState(secondaryStateAfter.debug, false)); ReportSerializationFailure(&primaryStateBefore, &primaryStateAfter, &secondaryStateBefore, &secondaryStateAfter); } } // Run the GC occasionally // No delay because a lot of garbage accumulates in one turn and in non-visual replays there are // much more turns in the same time than in normal games. // Every 500 turns we run a shrinking GC, which decommits unused memory and frees all JIT code. // Based on testing, this seems to be a good compromise between memory usage and performance. // Also check the comment about gcPreserveCode in the ScriptInterface code and this forum topic: // http://www.wildfiregames.com/forum/index.php?showtopic=18466&p=300323 // // (TODO: we ought to schedule this for a frame where we're not // running the sim update, to spread the load) if (m_TurnNumber % 500 == 0) scriptInterface.GetRuntime()->ShrinkingGC(); else scriptInterface.GetRuntime()->MaybeIncrementalGC(0.0f); if (m_EnableOOSLog) DumpState(); // Start computing AI for the next turn CmpPtr cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (cmpAIManager) cmpAIManager->StartComputation(); ++m_TurnNumber; } void CSimulation2Impl::UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector& commands) { // TODO: the update process is pretty ugly, with lots of messages and dependencies // between different components. Ought to work out a nicer way to do this. CComponentManager& componentManager = simContext.GetComponentManager(); { PROFILE2("Sim - Update Start"); CMessageTurnStart msgTurnStart; componentManager.BroadcastMessage(msgTurnStart); } CmpPtr cmpPathfinder(simContext, SYSTEM_ENTITY); if (cmpPathfinder) { cmpPathfinder->FetchAsyncResultsAndSendMessages(); cmpPathfinder->UpdateGrid(); } // Push AI commands onto the queue before we use them CmpPtr cmpAIManager(simContext, SYSTEM_ENTITY); if (cmpAIManager) cmpAIManager->PushCommands(); CmpPtr cmpCommandQueue(simContext, SYSTEM_ENTITY); if (cmpCommandQueue) cmpCommandQueue->FlushTurn(commands); // Process newly generated move commands so the UI feels snappy if (cmpPathfinder) { cmpPathfinder->StartProcessingMoves(true); cmpPathfinder->FetchAsyncResultsAndSendMessages(); } // Send all the update phases { PROFILE2("Sim - Update"); CMessageUpdate msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } { CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } // Process move commands for formations (group proxy) if (cmpPathfinder) { cmpPathfinder->StartProcessingMoves(true); cmpPathfinder->FetchAsyncResultsAndSendMessages(); } { PROFILE2("Sim - Motion Unit"); CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } { PROFILE2("Sim - Update Final"); CMessageUpdate_Final msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } // Clean up any entities destroyed during the simulation update componentManager.FlushDestroyedComponents(); // Process all remaining moves if (cmpPathfinder) cmpPathfinder->StartProcessingMoves(false); } void CSimulation2Impl::Interpolate(float simFrameLength, float frameOffset, float realFrameLength) { PROFILE3("sim interpolate"); m_LastFrameOffset = frameOffset; CMessageInterpolate msg(simFrameLength, frameOffset, realFrameLength); m_ComponentManager.BroadcastMessage(msg); // Clean up any entities destroyed during interpolate (e.g. local corpses) m_ComponentManager.FlushDestroyedComponents(); } void CSimulation2Impl::DumpState() { PROFILE("DumpState"); std::stringstream name;\ name << std::setw(5) << std::setfill('0') << m_TurnNumber << ".txt"; const OsPath path = m_OOSLogPath / name.str(); std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc); if (!DirectoryExists(m_OOSLogPath)) { LOGWARNING("OOS-log directory %s was deleted, creating it again.", m_OOSLogPath.string8().c_str()); CreateDirectories(m_OOSLogPath, 0700); } file << "State hash: " << std::hex; std::string hashRaw; m_ComponentManager.ComputeStateHash(hashRaw, false); for (size_t i = 0; i < hashRaw.size(); ++i) file << std::setfill('0') << std::setw(2) << (int)(unsigned char)hashRaw[i]; file << std::dec << "\n"; file << "\n"; m_ComponentManager.DumpDebugState(file, true); std::ofstream binfile (OsString(path.ChangeExtension(L".dat")).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary); m_ComponentManager.SerializeState(binfile); } //////////////////////////////////////////////////////////////// CSimulation2::CSimulation2(CUnitManager* unitManager, shared_ptr rt, CTerrain* terrain) : m(new CSimulation2Impl(unitManager, rt, terrain)) { } CSimulation2::~CSimulation2() { delete m; } // Forward all method calls to the appropriate CSimulation2Impl/CComponentManager methods: void CSimulation2::EnableSerializationTest() { m->m_EnableSerializationTest = true; } void CSimulation2::EnableRejoinTest(int rejoinTestTurn) { m->m_RejoinTestTurn = rejoinTestTurn; } void CSimulation2::EnableOOSLog() { if (m->m_EnableOOSLog) return; m->m_EnableOOSLog = true; m->m_OOSLogPath = createDateIndexSubdirectory(psLogDir() / "oos_logs"); debug_printf("Writing ooslogs to %s\n", m->m_OOSLogPath.string8().c_str()); } entity_id_t CSimulation2::AddEntity(const std::wstring& templateName) { return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity()); } entity_id_t CSimulation2::AddEntity(const std::wstring& templateName, entity_id_t preferredId) { return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity(preferredId)); } entity_id_t CSimulation2::AddLocalEntity(const std::wstring& templateName) { return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewLocalEntity()); } void CSimulation2::DestroyEntity(entity_id_t ent) { m->m_ComponentManager.DestroyComponentsSoon(ent); } void CSimulation2::FlushDestroyedEntities() { m->m_ComponentManager.FlushDestroyedComponents(); } IComponent* CSimulation2::QueryInterface(entity_id_t ent, int iid) const { return m->m_ComponentManager.QueryInterface(ent, iid); } void CSimulation2::PostMessage(entity_id_t ent, const CMessage& msg) const { m->m_ComponentManager.PostMessage(ent, msg); } void CSimulation2::BroadcastMessage(const CMessage& msg) const { m->m_ComponentManager.BroadcastMessage(msg); } CSimulation2::InterfaceList CSimulation2::GetEntitiesWithInterface(int iid) { return m->m_ComponentManager.GetEntitiesWithInterface(iid); } const CSimulation2::InterfaceListUnordered& CSimulation2::GetEntitiesWithInterfaceUnordered(int iid) { return m->m_ComponentManager.GetEntitiesWithInterfaceUnordered(iid); } const CSimContext& CSimulation2::GetSimContext() const { return m->m_SimContext; } ScriptInterface& CSimulation2::GetScriptInterface() const { return m->m_ComponentManager.GetScriptInterface(); } void CSimulation2::PreInitGame() { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); GetScriptInterface().CallFunctionVoid(global, "PreInitGame"); } void CSimulation2::InitGame() { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); JS::RootedValue settings(cx); JS::RootedValue tmpInitAttributes(cx, GetInitAttributes()); GetScriptInterface().GetProperty(tmpInitAttributes, "settings", &settings); GetScriptInterface().CallFunctionVoid(global, "InitGame", settings); } void CSimulation2::Update(int turnLength) { std::vector commands; m->Update(turnLength, commands); } void CSimulation2::Update(int turnLength, const std::vector& commands) { m->Update(turnLength, commands); } void CSimulation2::Interpolate(float simFrameLength, float frameOffset, float realFrameLength) { m->Interpolate(simFrameLength, frameOffset, realFrameLength); } void CSimulation2::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) { PROFILE3("sim submit"); CMessageRenderSubmit msg(collector, frustum, culling); m->m_ComponentManager.BroadcastMessage(msg); } float CSimulation2::GetLastFrameOffset() const { return m->m_LastFrameOffset; } bool CSimulation2::LoadScripts(const VfsPath& path) { return m->LoadScripts(m->m_ComponentManager, &m->m_LoadedScripts, path); } bool CSimulation2::LoadDefaultScripts() { return m->LoadDefaultScripts(m->m_ComponentManager, &m->m_LoadedScripts); } void CSimulation2::SetStartupScript(const std::string& code) { m->m_StartupScript = code; } const std::string& CSimulation2::GetStartupScript() { return m->m_StartupScript; } void CSimulation2::SetInitAttributes(JS::HandleValue attribs) { m->m_InitAttributes = attribs; } JS::Value CSimulation2::GetInitAttributes() { return m->m_InitAttributes.get(); } void CSimulation2::GetInitAttributes(JS::MutableHandleValue ret) { ret.set(m->m_InitAttributes); } void CSimulation2::SetMapSettings(const std::string& settings) { m->m_ComponentManager.GetScriptInterface().ParseJSON(settings, &m->m_MapSettings); } void CSimulation2::SetMapSettings(JS::HandleValue settings) { m->m_MapSettings = settings; m->InitRNGSeedSimulation(); m->InitRNGSeedAI(); } std::string CSimulation2::GetMapSettingsString() { return m->m_ComponentManager.GetScriptInterface().StringifyJSON(&m->m_MapSettings); } void CSimulation2::GetMapSettings(JS::MutableHandleValue ret) { ret.set(m->m_MapSettings); } void CSimulation2::LoadPlayerSettings(bool newPlayers) { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); GetScriptInterface().CallFunctionVoid(global, "LoadPlayerSettings", m->m_MapSettings, newPlayers); } void CSimulation2::LoadMapSettings() { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); // Initialize here instead of in Update() GetScriptInterface().CallFunctionVoid(global, "LoadMapSettings", m->m_MapSettings); + GetScriptInterface().FreezeObject(m->m_InitAttributes, true); + GetScriptInterface().SetGlobal("InitAttributes", m->m_InitAttributes, true, true, true); + if (!m->m_StartupScript.empty()) GetScriptInterface().LoadScript(L"map startup script", m->m_StartupScript); // Load the trigger scripts after we have loaded the simulation and the map. m->LoadTriggerScripts(m->m_ComponentManager, m->m_MapSettings, &m->m_LoadedScripts); } int CSimulation2::ProgressiveLoad() { return m->ProgressiveLoad(); } Status CSimulation2::ReloadChangedFile(const VfsPath& path) { return m->ReloadChangedFile(path); } void CSimulation2::ResetState(bool skipScriptedComponents, bool skipAI) { m->ResetState(skipScriptedComponents, skipAI); } bool CSimulation2::ComputeStateHash(std::string& outHash, bool quick) { return m->m_ComponentManager.ComputeStateHash(outHash, quick); } bool CSimulation2::DumpDebugState(std::ostream& stream) { return m->m_ComponentManager.DumpDebugState(stream, true); } bool CSimulation2::SerializeState(std::ostream& stream) { return m->m_ComponentManager.SerializeState(stream); } bool CSimulation2::DeserializeState(std::istream& stream) { // TODO: need to make sure the required SYSTEM_ENTITY components get constructed return m->m_ComponentManager.DeserializeState(stream); } std::string CSimulation2::GenerateSchema() { return m->m_ComponentManager.GenerateSchema(); } static std::vector GetJSONData(const VfsPath& path) { VfsPaths pathnames; Status ret = vfs::GetPathnames(g_VFS, path, L"*.json", pathnames); if (ret != INFO::OK) { // Some error reading directory wchar_t error[200]; LOGERROR("Error reading directory '%s': %s", path.string8(), utf8_from_wstring(StatusDescription(ret, error, ARRAY_SIZE(error)))); return std::vector(); } std::vector data; for (const VfsPath& p : pathnames) { // Load JSON file CVFSFile file; PSRETURN ret = file.Load(g_VFS, p); if (ret != PSRETURN_OK) { LOGERROR("GetJSONData: Failed to load file '%s': %s", p.string8(), GetErrorString(ret)); continue; } data.push_back(file.DecodeUTF8()); // assume it's UTF-8 } return data; } std::vector CSimulation2::GetRMSData() { return GetJSONData(L"maps/random/"); } std::vector CSimulation2::GetCivData() { return GetJSONData(L"simulation/data/civs/"); } static std::string ReadJSON(const VfsPath& path) { if (!VfsFileExists(path)) { LOGERROR("File '%s' does not exist", path.string8()); return std::string(); } // Load JSON file CVFSFile file; PSRETURN ret = file.Load(g_VFS, path); if (ret != PSRETURN_OK) { LOGERROR("Failed to load file '%s': %s", path.string8(), GetErrorString(ret)); return std::string(); } return file.DecodeUTF8(); // assume it's UTF-8 } std::string CSimulation2::GetPlayerDefaults() { return ReadJSON(L"simulation/data/settings/player_defaults.json"); } std::string CSimulation2::GetMapSizes() { return ReadJSON(L"simulation/data/settings/map_sizes.json"); } std::string CSimulation2::GetAIData() { const ScriptInterface& scriptInterface = GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue aiData(cx, ICmpAIManager::GetAIs(scriptInterface)); // Build single JSON string with array of AI data JS::RootedValue ais(cx); if (!ScriptInterface::CreateObject(cx, &ais, "AIData", aiData)) return std::string(); return scriptInterface.StringifyJSON(&ais); } Index: ps/trunk/source/simulation2/scripting/JSInterface_Simulation.cpp =================================================================== --- ps/trunk/source/simulation2/scripting/JSInterface_Simulation.cpp (revision 22990) +++ ps/trunk/source/simulation2/scripting/JSInterface_Simulation.cpp (revision 22991) @@ -1,162 +1,145 @@ /* Copyright (C) 2019 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 . */ #include "precompiled.h" #include "JSInterface_Simulation.h" #include "graphics/GameView.h" #include "ps/Game.h" #include "ps/GameSetup/Config.h" #include "ps/Pyrogenesis.h" #include "scriptinterface/ScriptInterface.h" #include "simulation2/Simulation2.h" #include "simulation2/system/Entity.h" #include "simulation2/components/ICmpAIManager.h" #include "simulation2/components/ICmpCommandQueue.h" #include "simulation2/components/ICmpGuiInterface.h" #include "simulation2/components/ICmpSelectable.h" #include "simulation2/helpers/Selection.h" #include -JS::Value JSI_Simulation::GetInitAttributes(ScriptInterface::CxPrivate* pCxPrivate) -{ - if (!g_Game) - return JS::UndefinedValue(); - - JSContext* cx = g_Game->GetSimulation2()->GetScriptInterface().GetContext(); - JSAutoRequest rq(cx); - - JS::RootedValue initAttribs(cx); - g_Game->GetSimulation2()->GetInitAttributes(&initAttribs); - - return pCxPrivate->pScriptInterface->CloneValueFromOtherContext( - g_Game->GetSimulation2()->GetScriptInterface(), - initAttribs); -} - JS::Value JSI_Simulation::GuiInterfaceCall(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name, JS::HandleValue data) { if (!g_Game) return JS::UndefinedValue(); CSimulation2* sim = g_Game->GetSimulation2(); ENSURE(sim); CmpPtr cmpGuiInterface(*sim, SYSTEM_ENTITY); if (!cmpGuiInterface) return JS::UndefinedValue(); JSContext* cxSim = sim->GetScriptInterface().GetContext(); JSAutoRequest rqSim(cxSim); JS::RootedValue arg(cxSim, sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), data)); JS::RootedValue ret(cxSim); cmpGuiInterface->ScriptCall(g_Game->GetViewedPlayerID(), name, arg, &ret); return pCxPrivate->pScriptInterface->CloneValueFromOtherContext(sim->GetScriptInterface(), ret); } void JSI_Simulation::PostNetworkCommand(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue cmd) { if (!g_Game) return; CSimulation2* sim = g_Game->GetSimulation2(); ENSURE(sim); CmpPtr cmpCommandQueue(*sim, SYSTEM_ENTITY); if (!cmpCommandQueue) return; JSContext* cxSim = sim->GetScriptInterface().GetContext(); JSAutoRequest rqSim(cxSim); JS::RootedValue cmd2(cxSim, sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), cmd)); cmpCommandQueue->PostNetworkCommand(cmd2); } void JSI_Simulation::DumpSimState(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) { OsPath path = psLogDir()/"sim_dump.txt"; std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc); g_Game->GetSimulation2()->DumpDebugState(file); } entity_id_t JSI_Simulation::PickEntityAtPoint(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int x, int y) { return EntitySelection::PickEntityAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, g_Game->GetViewedPlayerID(), false); } std::vector JSI_Simulation::PickPlayerEntitiesInRect(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int x0, int y0, int x1, int y1, int player) { return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player, false); } std::vector JSI_Simulation::PickPlayerEntitiesOnScreen(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int player) { return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres, player, false); } std::vector JSI_Simulation::PickNonGaiaEntitiesOnScreen(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) { return EntitySelection::PickNonGaiaEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres, false); } std::vector JSI_Simulation::GetEntitiesWithStaticObstructionOnScreen(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) { struct StaticObstructionFilter { bool operator()(IComponent* cmp) { ICmpObstruction* cmpObstruction = static_cast(cmp); return cmpObstruction->GetObstructionType() == ICmpObstruction::STATIC; } }; return EntitySelection::GetEntitiesWithComponentInRect(*g_Game->GetSimulation2(), IID_Obstruction, *g_Game->GetView()->GetCamera(), 0, 0, g_xres, g_yres); } std::vector JSI_Simulation::PickSimilarPlayerEntities(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& templateName, bool includeOffScreen, bool matchRank, bool allowFoundations) { return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetViewedPlayerID(), includeOffScreen, matchRank, false, allowFoundations); } JS::Value JSI_Simulation::GetAIs(ScriptInterface::CxPrivate* pCxPrivate) { return ICmpAIManager::GetAIs(*(pCxPrivate->pScriptInterface)); } void JSI_Simulation::SetBoundingBoxDebugOverlay(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool enabled) { ICmpSelectable::ms_EnableDebugOverlays = enabled; } void JSI_Simulation::RegisterScriptFunctions(const ScriptInterface& scriptInterface) { - scriptInterface.RegisterFunction("GetInitAttributes"); scriptInterface.RegisterFunction("GuiInterfaceCall"); scriptInterface.RegisterFunction("PostNetworkCommand"); scriptInterface.RegisterFunction("DumpSimState"); scriptInterface.RegisterFunction("GetAIs"); scriptInterface.RegisterFunction("PickEntityAtPoint"); scriptInterface.RegisterFunction, int, int, int, int, int, &PickPlayerEntitiesInRect>("PickPlayerEntitiesInRect"); scriptInterface.RegisterFunction, int, &PickPlayerEntitiesOnScreen>("PickPlayerEntitiesOnScreen"); scriptInterface.RegisterFunction, &PickNonGaiaEntitiesOnScreen>("PickNonGaiaEntitiesOnScreen"); scriptInterface.RegisterFunction, &GetEntitiesWithStaticObstructionOnScreen>("GetEntitiesWithStaticObstructionOnScreen"); scriptInterface.RegisterFunction, std::string, bool, bool, bool, &PickSimilarPlayerEntities>("PickSimilarPlayerEntities"); scriptInterface.RegisterFunction("SetBoundingBoxDebugOverlay"); } Index: ps/trunk/source/simulation2/scripting/JSInterface_Simulation.h =================================================================== --- ps/trunk/source/simulation2/scripting/JSInterface_Simulation.h (revision 22990) +++ ps/trunk/source/simulation2/scripting/JSInterface_Simulation.h (revision 22991) @@ -1,42 +1,41 @@ /* Copyright (C) 2019 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 . */ #ifndef INCLUDED_JSI_SIMULATION #define INCLUDED_JSI_SIMULATION #include "scriptinterface/ScriptInterface.h" #include "simulation2/system/Entity.h" namespace JSI_Simulation { - JS::Value GetInitAttributes(ScriptInterface::CxPrivate* pCxPrivate); JS::Value GuiInterfaceCall(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name, JS::HandleValue data); void PostNetworkCommand(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue cmd); entity_id_t PickEntityAtPoint(ScriptInterface::CxPrivate* pCxPrivate, int x, int y); void DumpSimState(ScriptInterface::CxPrivate* pCxPrivate); std::vector PickPlayerEntitiesInRect(ScriptInterface::CxPrivate* pCxPrivate, int x0, int y0, int x1, int y1, int player); std::vector PickPlayerEntitiesOnScreen(ScriptInterface::CxPrivate* pCxPrivate, int player); std::vector PickNonGaiaEntitiesOnScreen(ScriptInterface::CxPrivate* pCxPrivate); std::vector GetEntitiesWithStaticObstructionOnScreen(ScriptInterface::CxPrivate* pCxPrivate); std::vector PickSimilarPlayerEntities(ScriptInterface::CxPrivate* pCxPrivate, const std::string& templateName, bool includeOffScreen, bool matchRank, bool allowFoundations); JS::Value GetAIs(ScriptInterface::CxPrivate* pCxPrivate); void SetBoundingBoxDebugOverlay(ScriptInterface::CxPrivate* pCxPrivate, bool enabled); void RegisterScriptFunctions(const ScriptInterface& ScriptInterface); } #endif // INCLUDED_JSI_SIMULATION