Index: ps/trunk/source/simulation2/components/CCmpAIManager.cpp =================================================================== --- ps/trunk/source/simulation2/components/CCmpAIManager.cpp (revision 19144) +++ ps/trunk/source/simulation2/components/CCmpAIManager.cpp (revision 19145) @@ -1,1233 +1,1233 @@ /* Copyright (C) 2016 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/system/Component.h" #include "ICmpAIManager.h" #include "simulation2/MessageTypes.h" #include "graphics/Terrain.h" #include "lib/timer.h" #include "lib/tex/tex.h" #include "lib/allocators/shared_ptr.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/Profile.h" #include "ps/Util.h" #include "simulation2/components/ICmpAIInterface.h" #include "simulation2/components/ICmpCommandQueue.h" #include "simulation2/components/ICmpObstructionManager.h" #include "simulation2/components/ICmpRangeManager.h" #include "simulation2/components/ICmpTemplateManager.h" #include "simulation2/components/ICmpDataTemplateManager.h" #include "simulation2/components/ICmpTerritoryManager.h" #include "simulation2/helpers/LongPathfinder.h" #include "simulation2/serialization/DebugSerializer.h" #include "simulation2/serialization/StdDeserializer.h" #include "simulation2/serialization/StdSerializer.h" #include "simulation2/serialization/SerializeTemplates.h" /** * @file * Player AI interface. * AI is primarily scripted, and the CCmpAIManager component defined here * takes care of managing all the scripts. * * To avoid slow AI scripts causing jerky rendering, they are run in a background * thread (maintained by CAIWorker) so that it's okay if they take a whole simulation * turn before returning their results (though preferably they shouldn't use nearly * that much CPU). * * CCmpAIManager grabs the world state after each turn (making use of AIInterface.js * and AIProxy.js to decide what data to include) then passes it to CAIWorker. * The AI scripts will then run asynchronously and return a list of commands to execute. * Any attempts to read the command list (including indirectly via serialization) * will block until it's actually completed, so the rest of the engine should avoid * reading it for as long as possible. * * JS values are passed between the game and AI threads using ScriptInterface::StructuredClone. * * TODO: actually the thread isn't implemented yet, because performance hasn't been * sufficiently problematic to justify the complexity yet, but the CAIWorker interface * is designed to hopefully support threading when we want it. */ /** * Implements worker thread for CCmpAIManager. */ class CAIWorker { private: class CAIPlayer { NONCOPYABLE(CAIPlayer); public: CAIPlayer(CAIWorker& worker, const std::wstring& aiName, player_id_t player, u8 difficulty, shared_ptr scriptInterface) : m_Worker(worker), m_AIName(aiName), m_Player(player), m_Difficulty(difficulty), m_ScriptInterface(scriptInterface), m_Obj(scriptInterface->GetJSRuntime()) { } bool Initialise() { // LoadScripts will only load each script once even though we call it for each player if (!m_Worker.LoadScripts(m_AIName)) return false; JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); OsPath path = L"simulation/ai/" + m_AIName + L"/data.json"; JS::RootedValue metadata(cx); m_Worker.LoadMetadata(path, &metadata); if (metadata.isUndefined()) { LOGERROR("Failed to create AI player: can't find %s", path.string8()); return false; } // Get the constructor name from the metadata std::string moduleName; std::string constructor; JS::RootedValue objectWithConstructor(cx); // object that should contain the constructor function JS::RootedValue global(cx, m_ScriptInterface->GetGlobalObject()); JS::RootedValue ctor(cx); if (!m_ScriptInterface->HasProperty(metadata, "moduleName")) { LOGERROR("Failed to create AI player: %s: missing 'moduleName'", path.string8()); return false; } m_ScriptInterface->GetProperty(metadata, "moduleName", moduleName); if (!m_ScriptInterface->GetProperty(global, moduleName.c_str(), &objectWithConstructor) || objectWithConstructor.isUndefined()) { LOGERROR("Failed to create AI player: %s: can't find the module that should contain the constructor: '%s'", path.string8(), moduleName); return false; } if (!m_ScriptInterface->GetProperty(metadata, "constructor", constructor)) { LOGERROR("Failed to create AI player: %s: missing 'constructor'", path.string8()); return false; } // Get the constructor function from the loaded scripts if (!m_ScriptInterface->GetProperty(objectWithConstructor, constructor.c_str(), &ctor) || ctor.isNull()) { LOGERROR("Failed to create AI player: %s: can't find constructor '%s'", path.string8(), constructor); return false; } m_ScriptInterface->GetProperty(metadata, "useShared", m_UseSharedComponent); // Set up the data to pass as the constructor argument JS::RootedValue settings(cx); m_ScriptInterface->Eval(L"({})", &settings); m_ScriptInterface->SetProperty(settings, "player", m_Player, false); m_ScriptInterface->SetProperty(settings, "difficulty", m_Difficulty, false); ENSURE(m_Worker.m_HasLoadedEntityTemplates); m_ScriptInterface->SetProperty(settings, "templates", m_Worker.m_EntityTemplates, false); JS::AutoValueVector argv(cx); argv.append(settings.get()); m_ScriptInterface->CallConstructor(ctor, argv, &m_Obj); if (m_Obj.get().isNull()) { LOGERROR("Failed to create AI player: %s: error calling constructor '%s'", path.string8(), constructor); return false; } return true; } void Run(JS::HandleValue state, int playerID) { m_Commands.clear(); m_ScriptInterface->CallFunctionVoid(m_Obj, "HandleMessage", state, playerID); } // overloaded with a sharedAI part. // javascript can handle both natively on the same function. void Run(JS::HandleValue state, int playerID, JS::HandleValue SharedAI) { m_Commands.clear(); m_ScriptInterface->CallFunctionVoid(m_Obj, "HandleMessage", state, playerID, SharedAI); } void InitAI(JS::HandleValue state, JS::HandleValue SharedAI) { m_Commands.clear(); m_ScriptInterface->CallFunctionVoid(m_Obj, "Init", state, m_Player, SharedAI); } CAIWorker& m_Worker; std::wstring m_AIName; player_id_t m_Player; u8 m_Difficulty; bool m_UseSharedComponent; // Take care to keep this declaration before heap rooted members. Destructors of heap rooted // members have to be called before the runtime destructor. shared_ptr m_ScriptInterface; JS::PersistentRootedValue m_Obj; std::vector > m_Commands; }; public: struct SCommandSets { player_id_t player; std::vector > commands; }; CAIWorker() : m_ScriptInterface(new ScriptInterface("Engine", "AI", g_ScriptRuntime)), m_TurnNum(0), m_CommandsComputed(true), m_HasLoadedEntityTemplates(false), m_HasSharedComponent(false), m_SerializablePrototypes(new ObjectIdCache(g_ScriptRuntime)), m_EntityTemplates(g_ScriptRuntime->m_rt), m_TechTemplates(g_ScriptRuntime->m_rt), m_SharedAIObj(g_ScriptRuntime->m_rt), m_PassabilityMapVal(g_ScriptRuntime->m_rt), m_TerritoryMapVal(g_ScriptRuntime->m_rt) { m_ScriptInterface->ReplaceNondeterministicRNG(m_RNG); m_ScriptInterface->LoadGlobalScripts(); m_ScriptInterface->SetCallbackData(static_cast (this)); m_SerializablePrototypes->init(); JS_AddExtraGCRootsTracer(m_ScriptInterface->GetJSRuntime(), Trace, this); m_ScriptInterface->RegisterFunction("PostCommand"); m_ScriptInterface->RegisterFunction("IncludeModule"); m_ScriptInterface->RegisterFunction("ForceGC"); m_ScriptInterface->RegisterFunction("ComputePath"); m_ScriptInterface->RegisterFunction, u32, u32, u32, CAIWorker::DumpImage>("DumpImage"); } ~CAIWorker() { JS_RemoveExtraGCRootsTracer(m_ScriptInterface->GetJSRuntime(), Trace, this); } bool LoadScripts(const std::wstring& moduleName) { // Ignore modules that are already loaded if (m_LoadedModules.find(moduleName) != m_LoadedModules.end()) return true; // Mark this as loaded, to prevent it recursively loading itself m_LoadedModules.insert(moduleName); // Load and execute *.js VfsPaths pathnames; if (vfs::GetPathnames(g_VFS, L"simulation/ai/" + moduleName + L"/", L"*.js", pathnames) < 0) { LOGERROR("Failed to load AI scripts for module %s", utf8_from_wstring(moduleName)); return false; } for (const VfsPath& path : pathnames) { if (!m_ScriptInterface->LoadGlobalScriptFile(path)) { LOGERROR("Failed to load script %s", path.string8()); return false; } } return true; } static void IncludeModule(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& name) { ENSURE(pCxPrivate->pCBData); CAIWorker* self = static_cast (pCxPrivate->pCBData); self->LoadScripts(name); } static void PostCommand(ScriptInterface::CxPrivate* pCxPrivate, int playerid, JS::HandleValue cmd) { ENSURE(pCxPrivate->pCBData); CAIWorker* self = static_cast (pCxPrivate->pCBData); self->PostCommand(playerid, cmd); } void PostCommand(int playerid, JS::HandleValue cmd) { for (size_t i=0; im_Player == playerid) { m_Players[i]->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(cmd)); return; } } LOGERROR("Invalid playerid in PostCommand!"); } static JS::Value ComputePath(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue position, JS::HandleValue goal, pass_class_t passClass) { ENSURE(pCxPrivate->pCBData); CAIWorker* self = static_cast (pCxPrivate->pCBData); JSContext* cx(self->m_ScriptInterface->GetContext()); JSAutoRequest rq(cx); CFixedVector2D pos, goalPos; std::vector waypoints; JS::RootedValue retVal(cx); self->m_ScriptInterface->FromJSVal(cx, position, pos); self->m_ScriptInterface->FromJSVal(cx, goal, goalPos); self->ComputePath(pos, goalPos, passClass, waypoints); self->m_ScriptInterface->ToJSVal >(cx, &retVal, waypoints); return retVal; } void ComputePath(const CFixedVector2D& pos, const CFixedVector2D& goal, pass_class_t passClass, std::vector& waypoints) { WaypointPath ret; PathGoal pathGoal = { PathGoal::POINT, goal.X, goal.Y }; m_LongPathfinder.ComputePath(pos.X, pos.Y, pathGoal, passClass, ret); for (Waypoint& wp : ret.m_Waypoints) waypoints.emplace_back(wp.x, wp.z); } static void ForceGC(ScriptInterface::CxPrivate* pCxPrivate) { PROFILE3("AI compute GC"); JS_GC(pCxPrivate->pScriptInterface->GetJSRuntime()); } /** * Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights). */ static void DumpImage(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::wstring& name, const std::vector& data, u32 w, u32 h, u32 max) { // TODO: this is totally not threadsafe. VfsPath filename = L"screenshots/aidump/" + name; if (data.size() != w*h) { debug_warn(L"DumpImage: data size doesn't match w*h"); return; } if (max == 0) { debug_warn(L"DumpImage: max must not be 0"); return; } const size_t bpp = 8; int flags = TEX_BOTTOM_UP|TEX_GREY; const size_t img_size = w * h * bpp/8; const size_t hdr_size = tex_hdr_size(filename); shared_ptr buf; AllocateAligned(buf, hdr_size+img_size, maxSectorSize); Tex t; if (t.wrap(w, h, bpp, flags, buf, hdr_size) < 0) return; u8* img = buf.get() + hdr_size; for (size_t i = 0; i < data.size(); ++i) img[i] = (u8)((data[i] * 255) / max); tex_write(&t, filename); } void SetRNGSeed(u32 seed) { m_RNG.seed(seed); } bool TryLoadSharedComponent(bool hasTechs) { JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); // we don't need to load it. if (!m_HasSharedComponent) return false; // reset the value so it can be used to determine if we actually initialized it. m_HasSharedComponent = false; if (LoadScripts(L"common-api")) m_HasSharedComponent = true; else return false; // mainly here for the error messages OsPath path = L"simulation/ai/common-api/"; // Constructor name is SharedScript, it's in the module API3 // TODO: Hardcoding this is bad, we need a smarter way. JS::RootedValue AIModule(cx); JS::RootedValue global(cx, m_ScriptInterface->GetGlobalObject()); JS::RootedValue ctor(cx); if (!m_ScriptInterface->GetProperty(global, "API3", &AIModule) || AIModule.isUndefined()) { LOGERROR("Failed to create shared AI component: %s: can't find module '%s'", path.string8(), "API3"); return false; } if (!m_ScriptInterface->GetProperty(AIModule, "SharedScript", &ctor) || ctor.isUndefined()) { LOGERROR("Failed to create shared AI component: %s: can't find constructor '%s'", path.string8(), "SharedScript"); return false; } // Set up the data to pass as the constructor argument JS::RootedValue settings(cx); m_ScriptInterface->Eval(L"({})", &settings); JS::RootedValue playersID(cx); m_ScriptInterface->Eval(L"({})", &playersID); for (size_t i = 0; i < m_Players.size(); ++i) { JS::RootedValue val(cx); m_ScriptInterface->ToJSVal(cx, &val, m_Players[i]->m_Player); m_ScriptInterface->SetPropertyInt(playersID, i, val, true); } m_ScriptInterface->SetProperty(settings, "players", playersID); ENSURE(m_HasLoadedEntityTemplates); m_ScriptInterface->SetProperty(settings, "templates", m_EntityTemplates, false); if (hasTechs) { m_ScriptInterface->SetProperty(settings, "techTemplates", m_TechTemplates, false); } else { // won't get the tech templates directly. JS::RootedValue fakeTech(cx); m_ScriptInterface->Eval("({})", &fakeTech); m_ScriptInterface->SetProperty(settings, "techTemplates", fakeTech, false); } JS::AutoValueVector argv(cx); argv.append(settings); m_ScriptInterface->CallConstructor(ctor, argv, &m_SharedAIObj); if (m_SharedAIObj.get().isNull()) { LOGERROR("Failed to create shared AI component: %s: error calling constructor '%s'", path.string8(), "SharedScript"); return false; } return true; } bool AddPlayer(const std::wstring& aiName, player_id_t player, u8 difficulty) { shared_ptr ai(new CAIPlayer(*this, aiName, player, difficulty, m_ScriptInterface)); if (!ai->Initialise()) return false; // this will be set to true if we need to load the shared Component. if (!m_HasSharedComponent) m_HasSharedComponent = ai->m_UseSharedComponent; m_Players.push_back(ai); return true; } bool RunGamestateInit(const shared_ptr& gameState, const Grid& passabilityMap, const Grid& territoryMap, const std::map& nonPathfindingPassClassMasks, const std::map& pathfindingPassClassMasks) { // this will be run last by InitGame.Js, passing the full game representation. // For now it will run for the shared Component. // This is NOT run during deserialization. JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue state(cx); m_ScriptInterface->ReadStructuredClone(gameState, &state); ScriptInterface::ToJSVal(cx, &m_PassabilityMapVal, passabilityMap); ScriptInterface::ToJSVal(cx, &m_TerritoryMapVal, territoryMap); m_PassabilityMap = passabilityMap; m_NonPathfindingPassClasses = nonPathfindingPassClassMasks; m_PathfindingPassClasses = pathfindingPassClassMasks; m_LongPathfinder.Reload(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks); if (m_HasSharedComponent) { m_ScriptInterface->SetProperty(state, "passabilityMap", m_PassabilityMapVal, true); m_ScriptInterface->SetProperty(state, "territoryMap", m_TerritoryMapVal, true); m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "init", state); for (size_t i = 0; i < m_Players.size(); ++i) { if (m_HasSharedComponent && m_Players[i]->m_UseSharedComponent) m_Players[i]->InitAI(state, m_SharedAIObj); } } return true; } void UpdateGameState(const shared_ptr& gameState) { ENSURE(m_CommandsComputed); m_GameState = gameState; } void UpdatePathfinder(const Grid& passabilityMap, bool globallyDirty, const Grid& dirtinessGrid, bool justDeserialized, const std::map& nonPathfindingPassClassMasks, const std::map& pathfindingPassClassMasks) { ENSURE(m_CommandsComputed); bool dimensionChange = m_PassabilityMap.m_W != passabilityMap.m_W || m_PassabilityMap.m_H != passabilityMap.m_H; m_PassabilityMap = passabilityMap; if (globallyDirty) m_LongPathfinder.Reload(&m_PassabilityMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks); else m_LongPathfinder.Update(&m_PassabilityMap, dirtinessGrid); JSContext* cx = m_ScriptInterface->GetContext(); if (dimensionChange || justDeserialized) ScriptInterface::ToJSVal(cx, &m_PassabilityMapVal, m_PassabilityMap); else { // Avoid a useless memory reallocation followed by a garbage collection. JSAutoRequest rq(cx); JS::RootedObject mapObj(cx, &m_PassabilityMapVal.toObject()); JS::RootedValue mapData(cx); ENSURE(JS_GetProperty(cx, mapObj, "data", &mapData)); JS::RootedObject dataObj(cx, &mapData.toObject()); u32 length = 0; ENSURE(JS_GetArrayLength(cx, dataObj, &length)); u32 nbytes = (u32)(length * sizeof(NavcellData)); JS::AutoCheckCannotGC nogc; memcpy((void*)JS_GetUint16ArrayData(dataObj, nogc), m_PassabilityMap.m_Data, nbytes); } } void UpdateTerritoryMap(const Grid& territoryMap) { ENSURE(m_CommandsComputed); bool dimensionChange = m_TerritoryMap.m_W != territoryMap.m_W || m_TerritoryMap.m_H != territoryMap.m_H; m_TerritoryMap = territoryMap; JSContext* cx = m_ScriptInterface->GetContext(); if (dimensionChange) ScriptInterface::ToJSVal(cx, &m_TerritoryMapVal, m_TerritoryMap); else { // Avoid a useless memory reallocation followed by a garbage collection. JSAutoRequest rq(cx); JS::RootedObject mapObj(cx, &m_TerritoryMapVal.toObject()); JS::RootedValue mapData(cx); ENSURE(JS_GetProperty(cx, mapObj, "data", &mapData)); JS::RootedObject dataObj(cx, &mapData.toObject()); u32 length = 0; ENSURE(JS_GetArrayLength(cx, dataObj, &length)); u32 nbytes = (u32)(length * sizeof(u8)); JS::AutoCheckCannotGC nogc; memcpy((void*)JS_GetUint8ArrayData(dataObj, nogc), m_TerritoryMap.m_Data, nbytes); } } void StartComputation() { m_CommandsComputed = false; } void WaitToFinishComputation() { if (!m_CommandsComputed) { PerformComputation(); m_CommandsComputed = true; } } void GetCommands(std::vector& commands) { WaitToFinishComputation(); commands.clear(); commands.resize(m_Players.size()); for (size_t i = 0; i < m_Players.size(); ++i) { commands[i].player = m_Players[i]->m_Player; commands[i].commands = m_Players[i]->m_Commands; } } void RegisterTechTemplates(const shared_ptr& techTemplates) { m_ScriptInterface->ReadStructuredClone(techTemplates, &m_TechTemplates); } void LoadEntityTemplates(const std::vector >& templates) { JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); m_HasLoadedEntityTemplates = true; m_ScriptInterface->Eval("({})", &m_EntityTemplates); JS::RootedValue val(cx); for (size_t i = 0; i < templates.size(); ++i) { templates[i].second->ToJSVal(cx, false, &val); m_ScriptInterface->SetProperty(m_EntityTemplates, templates[i].first.c_str(), val, true); } // Since the template data is shared between AI players, freeze it // to stop any of them changing it and confusing the other players m_ScriptInterface->FreezeObject(m_EntityTemplates, true); } void Serialize(std::ostream& stream, bool isDebug) { WaitToFinishComputation(); if (isDebug) { CDebugSerializer serializer(*m_ScriptInterface, stream); serializer.Indent(4); SerializeState(serializer); } else { CStdSerializer serializer(*m_ScriptInterface, stream); // TODO: see comment in Deserialize() serializer.SetSerializablePrototypes(m_SerializablePrototypes); SerializeState(serializer); } } void SerializeState(ISerializer& serializer) { if (m_Players.empty()) return; JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); std::stringstream rngStream; rngStream << m_RNG; serializer.StringASCII("rng", rngStream.str(), 0, 32); serializer.NumberU32_Unbounded("turn", m_TurnNum); serializer.Bool("useSharedScript", m_HasSharedComponent); if (m_HasSharedComponent) { JS::RootedValue sharedData(cx); if (!m_ScriptInterface->CallFunction(m_SharedAIObj, "Serialize", &sharedData)) LOGERROR("AI shared script Serialize call failed"); serializer.ScriptVal("sharedData", &sharedData); } for (size_t i = 0; i < m_Players.size(); ++i) { serializer.String("name", m_Players[i]->m_AIName, 1, 256); serializer.NumberI32_Unbounded("player", m_Players[i]->m_Player); serializer.NumberU8_Unbounded("difficulty", m_Players[i]->m_Difficulty); serializer.NumberU32_Unbounded("num commands", (u32)m_Players[i]->m_Commands.size()); for (size_t j = 0; j < m_Players[i]->m_Commands.size(); ++j) { JS::RootedValue val(cx); m_ScriptInterface->ReadStructuredClone(m_Players[i]->m_Commands[j], &val); serializer.ScriptVal("command", &val); } bool hasCustomSerialize = m_ScriptInterface->HasProperty(m_Players[i]->m_Obj, "Serialize"); if (hasCustomSerialize) { JS::RootedValue scriptData(cx); if (!m_ScriptInterface->CallFunction(m_Players[i]->m_Obj, "Serialize", &scriptData)) LOGERROR("AI script Serialize call failed"); serializer.ScriptVal("data", &scriptData); } else { serializer.ScriptVal("data", &m_Players[i]->m_Obj); } } // AI pathfinder SerializeMap()(serializer, "non pathfinding pass classes", m_NonPathfindingPassClasses); SerializeMap()(serializer, "pathfinding pass classes", m_PathfindingPassClasses); serializer.NumberU16_Unbounded("pathfinder grid w", m_PassabilityMap.m_W); serializer.NumberU16_Unbounded("pathfinder grid h", m_PassabilityMap.m_H); serializer.RawBytes("pathfinder grid data", (const u8*)m_PassabilityMap.m_Data, m_PassabilityMap.m_W*m_PassabilityMap.m_H*sizeof(NavcellData)); } void Deserialize(std::istream& stream, u32 numAis) { m_PlayerMetadata.clear(); m_Players.clear(); if (numAis == 0) return; JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); ENSURE(m_CommandsComputed); // deserializing while we're still actively computing would be bad CStdDeserializer deserializer(*m_ScriptInterface, stream); std::string rngString; std::stringstream rngStream; deserializer.StringASCII("rng", rngString, 0, 32); rngStream << rngString; rngStream >> m_RNG; deserializer.NumberU32_Unbounded("turn", m_TurnNum); deserializer.Bool("useSharedScript", m_HasSharedComponent); if (m_HasSharedComponent) { TryLoadSharedComponent(false); JS::RootedValue sharedData(cx); deserializer.ScriptVal("sharedData", &sharedData); if (!m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "Deserialize", sharedData)) LOGERROR("AI shared script Deserialize call failed"); } for (size_t i = 0; i < numAis; ++i) { std::wstring name; player_id_t player; u8 difficulty; deserializer.String("name", name, 1, 256); deserializer.NumberI32_Unbounded("player", player); deserializer.NumberU8_Unbounded("difficulty",difficulty); if (!AddPlayer(name, player, difficulty)) throw PSERROR_Deserialize_ScriptError(); u32 numCommands; deserializer.NumberU32_Unbounded("num commands", numCommands); m_Players.back()->m_Commands.reserve(numCommands); for (size_t j = 0; j < numCommands; ++j) { JS::RootedValue val(cx); deserializer.ScriptVal("command", &val); m_Players.back()->m_Commands.push_back(m_ScriptInterface->WriteStructuredClone(val)); } // TODO: this is yucky but necessary while the AIs are sharing data between contexts; // ideally a new (de)serializer instance would be created for each player // so they would have a single, consistent script context to use and serializable // prototypes could be stored in their ScriptInterface deserializer.SetSerializablePrototypes(m_DeserializablePrototypes); bool hasCustomDeserialize = m_ScriptInterface->HasProperty(m_Players.back()->m_Obj, "Deserialize"); if (hasCustomDeserialize) { JS::RootedValue scriptData(cx); deserializer.ScriptVal("data", &scriptData); if (m_Players[i]->m_UseSharedComponent) { if (!m_ScriptInterface->CallFunctionVoid(m_Players.back()->m_Obj, "Deserialize", scriptData, m_SharedAIObj)) LOGERROR("AI script Deserialize call failed"); } else if (!m_ScriptInterface->CallFunctionVoid(m_Players.back()->m_Obj, "Deserialize", scriptData)) { LOGERROR("AI script deserialize() call failed"); } } else { deserializer.ScriptVal("data", &m_Players.back()->m_Obj); } } // AI pathfinder SerializeMap()(deserializer, "non pathfinding pass classes", m_NonPathfindingPassClasses); SerializeMap()(deserializer, "pathfinding pass classes", m_PathfindingPassClasses); u16 mapW, mapH; deserializer.NumberU16_Unbounded("pathfinder grid w", mapW); deserializer.NumberU16_Unbounded("pathfinder grid h", mapH); m_PassabilityMap = Grid(mapW, mapH); deserializer.RawBytes("pathfinder grid data", (u8*)m_PassabilityMap.m_Data, mapW*mapH*sizeof(NavcellData)); m_LongPathfinder.Reload(&m_PassabilityMap, m_NonPathfindingPassClasses, m_PathfindingPassClasses); } int getPlayerSize() { return m_Players.size(); } void RegisterSerializablePrototype(std::wstring name, JS::HandleValue proto) { // Require unique prototype and name (for reverse lookup) // TODO: this is yucky - see comment in Deserialize() ENSURE(proto.isObject() && "A serializable prototype has to be an object!"); JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedObject obj(cx, &proto.toObject()); if (m_SerializablePrototypes->has(obj) || m_DeserializablePrototypes.find(name) != m_DeserializablePrototypes.end()) { LOGERROR("RegisterSerializablePrototype called with same prototype multiple times: p=%p n='%s'", (void *)obj.get(), utf8_from_wstring(name)); return; } m_SerializablePrototypes->add(cx, obj, name); m_DeserializablePrototypes[name] = JS::Heap(obj); } private: static void Trace(JSTracer *trc, void *data) { reinterpret_cast(data)->TraceMember(trc); } void TraceMember(JSTracer *trc) { for (std::pair>& prototype : m_DeserializablePrototypes) JS_CallObjectTracer(trc, &prototype.second, "CAIWorker::m_DeserializablePrototypes"); for (std::pair>& metadata : m_PlayerMetadata) JS_CallValueTracer(trc, &metadata.second, "CAIWorker::m_PlayerMetadata"); } void LoadMetadata(const VfsPath& path, JS::MutableHandleValue out) { if (m_PlayerMetadata.find(path) == m_PlayerMetadata.end()) { // Load and cache the AI player metadata m_ScriptInterface->ReadJSONFile(path, out); m_PlayerMetadata[path] = JS::Heap(out); return; } out.set(m_PlayerMetadata[path].get()); } void PerformComputation() { // Deserialize the game state, to pass to the AI's HandleMessage JSContext* cx = m_ScriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue state(cx); { PROFILE3("AI compute read state"); m_ScriptInterface->ReadStructuredClone(m_GameState, &state); m_ScriptInterface->SetProperty(state, "passabilityMap", m_PassabilityMapVal, true); m_ScriptInterface->SetProperty(state, "territoryMap", m_TerritoryMapVal, true); } // It would be nice to do // m_ScriptInterface->FreezeObject(state.get(), true); // to prevent AI scripts accidentally modifying the state and // affecting other AI scripts they share it with. But the performance // cost is far too high, so we won't do that. // If there is a shared component, run it if (m_HasSharedComponent) { PROFILE3("AI run shared component"); m_ScriptInterface->CallFunctionVoid(m_SharedAIObj, "onUpdate", state); } for (size_t i = 0; i < m_Players.size(); ++i) { PROFILE3("AI script"); PROFILE2_ATTR("player: %d", m_Players[i]->m_Player); PROFILE2_ATTR("script: %ls", m_Players[i]->m_AIName.c_str()); if (m_HasSharedComponent && m_Players[i]->m_UseSharedComponent) m_Players[i]->Run(state, m_Players[i]->m_Player, m_SharedAIObj); else m_Players[i]->Run(state, m_Players[i]->m_Player); } } // Take care to keep this declaration before heap rooted members. Destructors of heap rooted // members have to be called before the runtime destructor. shared_ptr m_ScriptRuntime; shared_ptr m_ScriptInterface; boost::rand48 m_RNG; u32 m_TurnNum; JS::PersistentRootedValue m_EntityTemplates; bool m_HasLoadedEntityTemplates; JS::PersistentRootedValue m_TechTemplates; std::map > m_PlayerMetadata; std::vector > m_Players; // use shared_ptr just to avoid copying bool m_HasSharedComponent; JS::PersistentRootedValue m_SharedAIObj; std::vector m_Commands; std::set m_LoadedModules; shared_ptr m_GameState; Grid m_PassabilityMap; JS::PersistentRootedValue m_PassabilityMapVal; Grid m_TerritoryMap; JS::PersistentRootedValue m_TerritoryMapVal; std::map m_NonPathfindingPassClasses; std::map m_PathfindingPassClasses; LongPathfinder m_LongPathfinder; bool m_CommandsComputed; shared_ptr > m_SerializablePrototypes; std::map > m_DeserializablePrototypes; }; /** * Implementation of ICmpAIManager. */ class CCmpAIManager : public ICmpAIManager { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_ProgressiveLoad); } DEFAULT_COMPONENT_ALLOCATOR(AIManager) static std::string GetSchema() { return ""; } virtual void Init(const CParamNode& UNUSED(paramNode)) { m_TerritoriesDirtyID = 0; m_JustDeserialized = false; StartLoadEntityTemplates(); } virtual void Deinit() { } virtual void Serialize(ISerializer& serialize) { serialize.NumberU32_Unbounded("num ais", m_Worker.getPlayerSize()); // Because the AI worker uses its own ScriptInterface, we can't use the // ISerializer (which was initialised with the simulation ScriptInterface) // directly. So we'll just grab the ISerializer's stream and write to it // with an independent serializer. m_Worker.Serialize(serialize.GetStream(), serialize.IsDebug()); } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) { Init(paramNode); u32 numAis; deserialize.NumberU32_Unbounded("num ais", numAis); if (numAis > 0) ForceLoadEntityTemplates(); m_Worker.Deserialize(deserialize.GetStream(), numAis); m_JustDeserialized = true; } virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_ProgressiveLoad: { const CMessageProgressiveLoad& msgData = static_cast (msg); *msgData.total += (int)m_TemplateNames.size(); if (*msgData.progressed) break; if (ContinueLoadEntityTemplates()) *msgData.progressed = true; *msgData.progress += (int)m_TemplateLoadedIdx; break; } } } virtual void AddPlayer(const std::wstring& id, player_id_t player, u8 difficulty) { m_Worker.AddPlayer(id, player, difficulty); // AI players can cheat and see through FoW/SoD, since that greatly simplifies // their implementation. // (TODO: maybe cleverer AIs should be able to optionally retain FoW/SoD) CmpPtr cmpRangeManager(GetSystemEntity()); if (cmpRangeManager) cmpRangeManager->SetLosRevealAll(player, true); } virtual void SetRNGSeed(u32 seed) { m_Worker.SetRNGSeed(seed); } virtual void TryLoadSharedComponent() { ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); // load the technology templates CmpPtr cmpDataTemplateManager(GetSystemEntity()); ENSURE(cmpDataTemplateManager); // Get the game state from AIInterface JS::RootedValue techTemplates(cx); cmpDataTemplateManager->GetAllTechs(&techTemplates); m_Worker.RegisterTechTemplates(scriptInterface.WriteStructuredClone(techTemplates)); m_Worker.TryLoadSharedComponent(true); } virtual void RunGamestateInit() { ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); CmpPtr cmpAIInterface(GetSystemEntity()); ENSURE(cmpAIInterface); // Get the game state from AIInterface // We flush events from the initialization so we get a clean state now. JS::RootedValue state(cx); cmpAIInterface->GetFullRepresentation(&state, true); // Get the passability data Grid dummyGrid; const Grid* passabilityMap = &dummyGrid; CmpPtr cmpPathfinder(GetSystemEntity()); if (cmpPathfinder) passabilityMap = &cmpPathfinder->GetPassabilityGrid(); // Get the territory data // Since getting the territory grid can trigger a recalculation, we check NeedUpdate first Grid dummyGrid2; const Grid* territoryMap = &dummyGrid2; CmpPtr cmpTerritoryManager(GetSystemEntity()); if (cmpTerritoryManager && cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID)) { territoryMap = &cmpTerritoryManager->GetTerritoryGrid(); } LoadPathfinderClasses(state); std::map nonPathfindingPassClassMasks, pathfindingPassClassMasks; if (cmpPathfinder) cmpPathfinder->GetPassabilityClasses(nonPathfindingPassClassMasks, pathfindingPassClassMasks); m_Worker.RunGamestateInit(scriptInterface.WriteStructuredClone(state), *passabilityMap, *territoryMap, nonPathfindingPassClassMasks, pathfindingPassClassMasks); } virtual void StartComputation() { PROFILE("AI setup"); ForceLoadEntityTemplates(); ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); if (m_Worker.getPlayerSize() == 0) return; CmpPtr cmpAIInterface(GetSystemEntity()); ENSURE(cmpAIInterface); // Get the game state from AIInterface JS::RootedValue state(cx); if (m_JustDeserialized) cmpAIInterface->GetFullRepresentation(&state, false); else cmpAIInterface->GetRepresentation(&state); LoadPathfinderClasses(state); // add the pathfinding classes to it // Update the game state m_Worker.UpdateGameState(scriptInterface.WriteStructuredClone(state)); // Update the pathfinding data CmpPtr cmpPathfinder(GetSystemEntity()); if (cmpPathfinder) { - GridUpdateInformation dirtinessInformations = cmpPathfinder->GetDirtinessData(); + const GridUpdateInformation& dirtinessInformations = cmpPathfinder->GetDirtinessData(); if (dirtinessInformations.dirty || m_JustDeserialized) { const Grid& passabilityMap = cmpPathfinder->GetPassabilityGrid(); std::map nonPathfindingPassClassMasks, pathfindingPassClassMasks; cmpPathfinder->GetPassabilityClasses(nonPathfindingPassClassMasks, pathfindingPassClassMasks); m_Worker.UpdatePathfinder(passabilityMap, dirtinessInformations.globallyDirty, dirtinessInformations.dirtinessGrid, m_JustDeserialized, nonPathfindingPassClassMasks, pathfindingPassClassMasks); } } // Update the territory data // Since getting the territory grid can trigger a recalculation, we check NeedUpdate first CmpPtr cmpTerritoryManager(GetSystemEntity()); if (cmpTerritoryManager && (cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID) || m_JustDeserialized)) { const Grid& territoryMap = cmpTerritoryManager->GetTerritoryGrid(); m_Worker.UpdateTerritoryMap(territoryMap); } m_Worker.StartComputation(); m_JustDeserialized = false; } virtual void PushCommands() { std::vector commands; m_Worker.GetCommands(commands); CmpPtr cmpCommandQueue(GetSystemEntity()); if (!cmpCommandQueue) return; ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue clonedCommandVal(cx); for (size_t i = 0; i < commands.size(); ++i) { for (size_t j = 0; j < commands[i].commands.size(); ++j) { scriptInterface.ReadStructuredClone(commands[i].commands[j], &clonedCommandVal); cmpCommandQueue->PushLocalCommand(commands[i].player, clonedCommandVal); } } } private: std::vector m_TemplateNames; size_t m_TemplateLoadedIdx; std::vector > m_Templates; size_t m_TerritoriesDirtyID; bool m_JustDeserialized; void StartLoadEntityTemplates() { CmpPtr cmpTemplateManager(GetSystemEntity()); ENSURE(cmpTemplateManager); m_TemplateNames = cmpTemplateManager->FindAllTemplates(false); m_TemplateLoadedIdx = 0; m_Templates.reserve(m_TemplateNames.size()); } // Tries to load the next entity template. Returns true if we did some work. bool ContinueLoadEntityTemplates() { if (m_TemplateLoadedIdx >= m_TemplateNames.size()) return false; CmpPtr cmpTemplateManager(GetSystemEntity()); ENSURE(cmpTemplateManager); const CParamNode* node = cmpTemplateManager->GetTemplateWithoutValidation(m_TemplateNames[m_TemplateLoadedIdx]); if (node) m_Templates.emplace_back(m_TemplateNames[m_TemplateLoadedIdx], node); m_TemplateLoadedIdx++; // If this was the last template, send the data to the worker if (m_TemplateLoadedIdx == m_TemplateNames.size()) m_Worker.LoadEntityTemplates(m_Templates); return true; } void ForceLoadEntityTemplates() { while (ContinueLoadEntityTemplates()) { } } void LoadPathfinderClasses(JS::HandleValue state) { CmpPtr cmpPathfinder(GetSystemEntity()); if (!cmpPathfinder) return; ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue classesVal(cx); scriptInterface.Eval("({})", &classesVal); std::map classes; cmpPathfinder->GetPassabilityClasses(classes); for (std::map::iterator it = classes.begin(); it != classes.end(); ++it) scriptInterface.SetProperty(classesVal, it->first.c_str(), it->second, true); scriptInterface.SetProperty(state, "passabilityClasses", classesVal, true); } CAIWorker m_Worker; }; REGISTER_COMPONENT_TYPE(AIManager)