Index: ps/trunk/source/simulation2/Simulation2.cpp =================================================================== --- ps/trunk/source/simulation2/Simulation2.cpp (revision 10587) +++ ps/trunk/source/simulation2/Simulation2.cpp (revision 10588) @@ -1,897 +1,898 @@ /* Copyright (C) 2011 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 "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/Filesystem.h" #include "ps/Loader.h" #include "ps/Profile.h" #include "ps/Pyrogenesis.h" #include "ps/XML/Xeromyces.h" #include #if MSC_VERSION #include #define getpid _getpid // use the non-deprecated function name #endif static std::string Hexify(const std::string& s) // TODO: shouldn't duplicate this function in so many places { std::stringstream str; str << std::hex; for (size_t i = 0; i < s.size(); ++i) str << std::setfill('0') << std::setw(2) << (int)(unsigned char)s[i]; return str.str(); } class CSimulation2Impl { public: CSimulation2Impl(CUnitManager* unitManager, CTerrain* terrain) : m_SimContext(), m_ComponentManager(m_SimContext), m_EnableOOSLog(false), m_EnableSerializationTest(false) { m_SimContext.m_UnitManager = unitManager; m_SimContext.m_Terrain = terrain; m_ComponentManager.LoadComponentTypes(); RegisterFileReloadFunc(ReloadChangedFileCB, this); // m_EnableOOSLog = true; // TODO: this should be a command-line flag or similar // m_EnableSerializationTest = true; // TODO: this should too } ~CSimulation2Impl() { 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(); CParamNode noParam; CComponentManager::ComponentTypeId cid; // Add native system components: componentManager.AddComponent(SYSTEM_ENTITY, CID_TemplateManager, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_CommandQueue, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_ObstructionManager, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_Pathfinder, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_ProjectileManager, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_RangeManager, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_SoundManager, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_Terrain, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_TerritoryManager, noParam); componentManager.AddComponent(SYSTEM_ENTITY, CID_WaterManager, noParam); if (!skipAI) { componentManager.AddComponent(SYSTEM_ENTITY, CID_AIManager, noParam); } // Add scripted system components: if (!skipScriptedComponents) { #define LOAD_SCRIPTED_COMPONENT(name) \ cid = componentManager.LookupCID(name); \ if (cid == CID__Invalid) \ LOGERROR(L"Can't find component type " L##name); \ componentManager.AddComponent(SYSTEM_ENTITY, cid, noParam) LOAD_SCRIPTED_COMPONENT("AIInterface"); + LOAD_SCRIPTED_COMPONENT("Barter"); LOAD_SCRIPTED_COMPONENT("EndGameManager"); LOAD_SCRIPTED_COMPONENT("GuiInterface"); LOAD_SCRIPTED_COMPONENT("PlayerManager"); LOAD_SCRIPTED_COMPONENT("Timer"); #undef LOAD_SCRIPTED_COMPONENT } } static bool LoadDefaultScripts(CComponentManager& componentManager, std::set* loadedScripts); static bool LoadScripts(CComponentManager& componentManager, std::set* loadedScripts, const VfsPath& path); 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 frameLength, float frameOffset); void DumpState(); CSimContext m_SimContext; CComponentManager m_ComponentManager; double m_DeltaTime; float m_LastFrameOffset; std::wstring m_StartupScript; CScriptValRooted m_InitAttributes; CScriptValRooted m_MapSettings; std::set m_LoadedScripts; uint32_t m_TurnNumber; bool m_EnableOOSLog; // Functions and data for the serialization test mode: (see Update() for relevant comments) bool m_EnableSerializationTest; 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); static std::vector CloneCommandsFromOtherContext(ScriptInterface& oldScript, ScriptInterface& newScript, const std::vector& commands) { std::vector newCommands = commands; for (size_t i = 0; i < newCommands.size(); ++i) { newCommands[i].data = CScriptValRooted(newScript.GetContext(), newScript.CloneValueFromOtherContext(oldScript, newCommands[i].data.get())); } return newCommands; } }; bool CSimulation2Impl::LoadDefaultScripts(CComponentManager& componentManager, std::set* loadedScripts) { return ( LoadScripts(componentManager, loadedScripts, "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 (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it) { VfsPath filename = *it; if (loadedScripts) loadedScripts->insert(filename); LOGMESSAGE(L"Loading simulation script '%ls'", filename.string().c_str()); if (! componentManager.LoadScript(filename)) ok = false; } return ok; } Status CSimulation2Impl::ReloadChangedFile(const VfsPath& path) { const VfsPath& filename = 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(filename) == 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(L"Reloading simulation script '%ls'", filename.string().c_str()); if (!m_ComponentManager.LoadScript(filename, 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) { OsPath path = psLogDir() / "oos_log"; CreateDirectories(path, 0700); // 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::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). */ 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; if (m_EnableSerializationTest) { 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) { // Initialise the secondary simulation CTerrain secondaryTerrain; CSimContext secondaryContext; secondaryContext.m_Terrain = &secondaryTerrain; CComponentManager secondaryComponentManager(secondaryContext); secondaryComponentManager.LoadComponentTypes(); ENSURE(LoadDefaultScripts(secondaryComponentManager, NULL)); ResetComponentState(secondaryComponentManager, false, false); // Load the map into the secondary simulation LDR_BeginRegistering(); CMapReader* mapReader = new CMapReader; // automatically deletes itself // TODO: this duplicates CWorld::RegisterInit and could probably be cleaned up a bit std::string mapType; m_ComponentManager.GetScriptInterface().GetProperty(m_InitAttributes.get(), "mapType", mapType); if (mapType == "scenario") { // Load scenario attributes std::wstring mapFile; m_ComponentManager.GetScriptInterface().GetProperty(m_InitAttributes.get(), "map", mapFile); VfsPath mapfilename(VfsPath("maps/scenarios") / (mapFile + L".pmp")); mapReader->LoadMap(mapfilename, &secondaryTerrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &secondaryContext, INVALID_PLAYER, true); // throws exception on failure } else { // TODO: support random map scripts debug_warn(L"Serialization test mode only supports scenarios"); } LDR_EndRegistering(); ENSURE(LDR_NonprogressiveLoad() == INFO::OK); ENSURE(secondaryComponentManager.DeserializeState(primaryStateBefore.state)); SerializationTestState secondaryStateBefore; ENSURE(secondaryComponentManager.SerializeState(secondaryStateBefore.state)); if (serializationTestDebugDump) ENSURE(secondaryComponentManager.DumpDebugState(secondaryStateBefore.debug, false)); if (serializationTestHash) ENSURE(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(secondaryContext, turnLengthFixed, CloneCommandsFromOtherContext(m_ComponentManager.GetScriptInterface(), secondaryComponentManager.GetScriptInterface(), commands)); SerializationTestState secondaryStateAfter; ENSURE(secondaryComponentManager.SerializeState(secondaryStateAfter.state)); if (serializationTestHash) ENSURE(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(secondaryComponentManager.DumpDebugState(secondaryStateAfter.debug, false)); ReportSerializationFailure(&primaryStateBefore, &primaryStateAfter, &secondaryStateBefore, &secondaryStateAfter); } } // if (m_TurnNumber == 0) // m_ComponentManager.GetScriptInterface().DumpHeap(); // Run the GC occasionally // (TODO: we ought to schedule this for a frame where we're not // running the sim update, to spread the load) if (m_TurnNumber % 10 == 0) m_ComponentManager.GetScriptInterface().MaybeGC(); if (m_EnableOOSLog) DumpState(); // Start computing AI for the next turn CmpPtr cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (!cmpAIManager.null()) 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(); CMessageTurnStart msgTurnStart; componentManager.BroadcastMessage(msgTurnStart); CmpPtr cmpPathfinder(simContext, SYSTEM_ENTITY); if (!cmpPathfinder.null()) cmpPathfinder->FinishAsyncRequests(); // Push AI commands onto the queue before we use them CmpPtr cmpAIManager(simContext, SYSTEM_ENTITY); if (!cmpAIManager.null()) cmpAIManager->PushCommands(); CmpPtr cmpCommandQueue(simContext, SYSTEM_ENTITY); if (!cmpCommandQueue.null()) cmpCommandQueue->FlushTurn(commands); // Process newly generated move commands so the UI feels snappy if (!cmpPathfinder.null()) cmpPathfinder->ProcessSameTurnMoves(); // Send all the update phases { CMessageUpdate msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } { CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } // Process move commands for formations (group proxy) if (!cmpPathfinder.null()) cmpPathfinder->ProcessSameTurnMoves(); { CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } { CMessageUpdate_Final msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } // Process moves resulting from group proxy movement (unit needs to catch up or realign) and any others if (!cmpPathfinder.null()) cmpPathfinder->ProcessSameTurnMoves(); // Clean up any entities destroyed during the simulation update componentManager.FlushDestroyedComponents(); } void CSimulation2Impl::Interpolate(float frameLength, float frameOffset) { PROFILE3("sim interpolate"); m_LastFrameOffset = frameOffset; CMessageInterpolate msg(frameLength, frameOffset); 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 pid; pid << getpid(); std::stringstream name;\ name << std::setw(5) << std::setfill('0') << m_TurnNumber << ".txt"; OsPath path = psLogDir() / "sim_log" / pid.str() / name.str(); CreateDirectories(path.Parent(), 0700); std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc); 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, CTerrain* terrain) : m(new CSimulation2Impl(unitManager, terrain)) { } CSimulation2::~CSimulation2() { delete m; } // Forward all method calls to the appropriate CSimulation2Impl/CComponentManager methods: void CSimulation2::EnableOOSLog() { m->m_EnableOOSLog = true; } void CSimulation2::EnableSerializationTest() { m->m_EnableSerializationTest = true; } 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::InitGame(const CScriptVal& data) { CScriptVal ret; // ignored GetScriptInterface().CallFunction(GetScriptInterface().GetGlobalObject(), "InitGame", data, ret); } 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 frameLength, float frameOffset) { m->Interpolate(frameLength, frameOffset); } 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::wstring& code) { m->m_StartupScript = code; } const std::wstring& CSimulation2::GetStartupScript() { return m->m_StartupScript; } void CSimulation2::SetInitAttributes(const CScriptValRooted& attribs) { m->m_InitAttributes = attribs; } CScriptValRooted CSimulation2::GetInitAttributes() { return m->m_InitAttributes; } void CSimulation2::SetMapSettings(const std::string& settings) { m->m_MapSettings = m->m_ComponentManager.GetScriptInterface().ParseJSON(settings); } void CSimulation2::SetMapSettings(const CScriptValRooted& settings) { m->m_MapSettings = settings; } std::string CSimulation2::GetMapSettingsString() { return m->m_ComponentManager.GetScriptInterface().StringifyJSON(m->m_MapSettings.get()); } CScriptVal CSimulation2::GetMapSettings() { return m->m_MapSettings.get(); } void CSimulation2::LoadPlayerSettings(bool newPlayers) { GetScriptInterface().CallFunctionVoid(GetScriptInterface().GetGlobalObject(), "LoadPlayerSettings", m->m_MapSettings, newPlayers); } void CSimulation2::LoadMapSettings() { // Initialize here instead of in Update() GetScriptInterface().CallFunctionVoid(GetScriptInterface().GetGlobalObject(), "LoadMapSettings", m->m_MapSettings); if (!m->m_StartupScript.empty()) GetScriptInterface().LoadScript(L"map startup script", m->m_StartupScript); } 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(); } std::vector CSimulation2::GetRMSData() { VfsPath path(L"maps/random/"); VfsPaths pathnames; std::vector data; // Find all ../maps/random/*.json Status ret = vfs::GetPathnames(g_VFS, path, L"*.json", pathnames); if (ret == INFO::OK) { for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it) { // Load JSON file CVFSFile file; PSRETURN ret = file.Load(g_VFS, *it); if (ret != PSRETURN_OK) { LOGERROR(L"Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret)); } else { data.push_back(std::string(file.GetBuffer(), file.GetBuffer() + file.GetBufferSize())); } } } else { // Some error reading directory wchar_t error[200]; LOGERROR(L"Error reading directory '%ls': %ls", path.string().c_str(), StatusDescription(ret, error, ARRAY_SIZE(error))); } return data; } std::vector CSimulation2::GetCivData() { VfsPath path(L"civs/"); VfsPaths pathnames; std::vector data; // Load all JSON files in civs directory Status ret = vfs::GetPathnames(g_VFS, path, L"*.json", pathnames); if (ret == INFO::OK) { for (VfsPaths::iterator it = pathnames.begin(); it != pathnames.end(); ++it) { // Load JSON file CVFSFile file; PSRETURN ret = file.Load(g_VFS, *it); if (ret != PSRETURN_OK) { LOGERROR(L"CSimulation2::GetCivData: Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret)); } else { data.push_back(std::string(file.GetBuffer(), file.GetBuffer() + file.GetBufferSize())); } } } else { // Some error reading directory wchar_t error[200]; LOGERROR(L"CSimulation2::GetCivData: Error reading directory '%ls': %ls", path.string().c_str(), StatusDescription(ret, error, ARRAY_SIZE(error))); } return data; } std::string CSimulation2::GetPlayerDefaults() { return ReadJSON(L"simulation/data/player_defaults.json"); } std::string CSimulation2::GetMapSizes() { return ReadJSON(L"simulation/data/map_sizes.json"); } std::string CSimulation2::ReadJSON(VfsPath path) { std::string data; if (!VfsFileExists(path)) { LOGERROR(L"File '%ls' does not exist", path.string().c_str()); } else { // Load JSON file CVFSFile file; PSRETURN ret = file.Load(g_VFS, path); if (ret != PSRETURN_OK) { LOGERROR(L"Failed to load file '%ls': %hs", path.string().c_str(), GetErrorString(ret)); } else { data = std::string(file.GetBuffer(), file.GetBuffer() + file.GetBufferSize()); } } return data; } std::string CSimulation2::GetAIData() { ScriptInterface& scriptInterface = GetScriptInterface(); std::vector aiData = ICmpAIManager::GetAIs(scriptInterface); // Build single JSON string with array of AI data CScriptValRooted ais; if (!scriptInterface.Eval("({})", ais) || !scriptInterface.SetProperty(ais.get(), "AIData", aiData)) return std::string(); return scriptInterface.StringifyJSON(ais.get()); } Index: ps/trunk/binaries/data/mods/public/gui/session/session.xml =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/session.xml (revision 10587) +++ ps/trunk/binaries/data/mods/public/gui/session/session.xml (revision 10588) @@ -1,772 +1,797 @@