Index: ps/trunk/source/simulation2/system/TurnManager.cpp
===================================================================
--- ps/trunk/source/simulation2/system/TurnManager.cpp (revision 23135)
+++ ps/trunk/source/simulation2/system/TurnManager.cpp (revision 23136)
@@ -1,354 +1,363 @@
/* 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 "TurnManager.h"
#include "gui/GUIManager.h"
#include "maths/MathUtil.h"
#include "ps/Pyrogenesis.h"
#include "ps/Profile.h"
#include "ps/CLogger.h"
#include "ps/Replay.h"
#include "ps/Util.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
const u32 DEFAULT_TURN_LENGTH_MP = 500;
const u32 DEFAULT_TURN_LENGTH_SP = 200;
const int COMMAND_DELAY = 2;
#if 0
#define NETTURN_LOG(...) debug_printf(__VA_ARGS__)
#else
#define NETTURN_LOG(...)
#endif
CTurnManager::CTurnManager(CSimulation2& simulation, u32 defaultTurnLength, int clientId, IReplayLogger& replay)
: m_Simulation2(simulation), m_CurrentTurn(0), m_ReadyTurn(1), m_TurnLength(defaultTurnLength),
m_PlayerId(-1), m_ClientId(clientId), m_DeltaSimTime(0), m_HasSyncError(false), m_Replay(replay),
m_FinalTurn(std::numeric_limits::max()), m_TimeWarpNumTurns(0),
m_QuickSaveMetadata(m_Simulation2.GetScriptInterface().GetContext())
{
// When we are on turn n, we schedule new commands for n+2.
// We know that all other clients have finished scheduling commands for n (else we couldn't have got here).
// We know we have not yet finished scheduling commands for n+2.
// Hence other clients can be on turn n-1, n, n+1, and no other.
// So they can be sending us commands scheduled for n+1, n+2, n+3.
// So we need a 3-element buffer:
m_QueuedCommands.resize(COMMAND_DELAY + 1);
}
void CTurnManager::ResetState(u32 newCurrentTurn, u32 newReadyTurn)
{
m_CurrentTurn = newCurrentTurn;
m_ReadyTurn = newReadyTurn;
m_DeltaSimTime = 0;
size_t queuedCommandsSize = m_QueuedCommands.size();
m_QueuedCommands.clear();
m_QueuedCommands.resize(queuedCommandsSize);
}
void CTurnManager::SetPlayerID(int playerId)
{
m_PlayerId = playerId;
}
bool CTurnManager::WillUpdate(float simFrameLength) const
{
// Keep this in sync with the return value of Update()
if (m_CurrentTurn > m_FinalTurn)
return false;
if (m_DeltaSimTime + simFrameLength < 0)
return false;
if (m_ReadyTurn <= m_CurrentTurn)
return false;
return true;
}
bool CTurnManager::Update(float simFrameLength, size_t maxTurns)
{
if (m_CurrentTurn > m_FinalTurn)
return false;
m_DeltaSimTime += simFrameLength;
// If the game becomes laggy, m_DeltaSimTime increases progressively.
// The engine will fast forward accordingly to catch up.
// To keep the game playable, stop fast forwarding after 2 turn lengths.
m_DeltaSimTime = std::min(m_DeltaSimTime, 2.0f * m_TurnLength / 1000.0f);
// If we haven't reached the next turn yet, do nothing
if (m_DeltaSimTime < 0)
return false;
NETTURN_LOG("Update current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn);
// Check that the next turn is ready for execution
if (m_ReadyTurn <= m_CurrentTurn)
{
// Oops, we wanted to start the next turn but it's not ready yet -
// there must be too much network lag.
// TODO: complain to the user.
// TODO: send feedback to the server to increase the turn length.
// Reset the next-turn timer to 0 so we try again next update but
// so we don't rush to catch up in subsequent turns.
// TODO: we should do clever rate adjustment instead of just pausing like this.
m_DeltaSimTime = 0;
return false;
}
maxTurns = std::max((size_t)1, maxTurns); // always do at least one turn
for (size_t i = 0; i < maxTurns; ++i)
{
// Check that we've reached the i'th next turn
if (m_DeltaSimTime < 0)
break;
// Check that the i'th next turn is still ready
if (m_ReadyTurn <= m_CurrentTurn)
break;
NotifyFinishedOwnCommands(m_CurrentTurn + COMMAND_DELAY);
// Increase now, so Update can send new commands for a subsequent turn
++m_CurrentTurn;
// Clean up any destroyed entities since the last turn (e.g. placement previews
// or rally point flags generated by the GUI). (Must do this before the time warp
// serialization.)
m_Simulation2.FlushDestroyedEntities();
// Save the current state for rewinding, if enabled
if (m_TimeWarpNumTurns && (m_CurrentTurn % m_TimeWarpNumTurns) == 0)
{
PROFILE3("time warp serialization");
std::stringstream stream;
m_Simulation2.SerializeState(stream);
m_TimeWarpStates.push_back(stream.str());
}
// Put all the client commands into a single list, in a globally consistent order
std::vector commands;
for (std::pair>& p : m_QueuedCommands[0])
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
m_QueuedCommands.pop_front();
m_QueuedCommands.resize(m_QueuedCommands.size() + 1);
m_Replay.Turn(m_CurrentTurn-1, m_TurnLength, commands);
NETTURN_LOG("Running %d cmds\n", commands.size());
m_Simulation2.Update(m_TurnLength, commands);
NotifyFinishedUpdate(m_CurrentTurn);
// Set the time for the next turn update
m_DeltaSimTime -= m_TurnLength / 1000.f;
}
return true;
}
bool CTurnManager::UpdateFastForward()
{
m_DeltaSimTime = 0;
NETTURN_LOG("UpdateFastForward current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn);
// Check that the next turn is ready for execution
if (m_ReadyTurn <= m_CurrentTurn)
return false;
while (m_ReadyTurn > m_CurrentTurn)
{
// TODO: It would be nice to remove some of the duplication with Update()
// (This is similar but doesn't call any Notify functions or update DeltaTime,
// it just updates the simulation state)
++m_CurrentTurn;
m_Simulation2.FlushDestroyedEntities();
// Put all the client commands into a single list, in a globally consistent order
std::vector commands;
for (std::pair>& p : m_QueuedCommands[0])
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
m_QueuedCommands.pop_front();
m_QueuedCommands.resize(m_QueuedCommands.size() + 1);
m_Replay.Turn(m_CurrentTurn-1, m_TurnLength, commands);
NETTURN_LOG("Running %d cmds\n", commands.size());
m_Simulation2.Update(m_TurnLength, commands);
}
return true;
}
void CTurnManager::Interpolate(float simFrameLength, float realFrameLength)
{
// TODO: using m_TurnLength might be a bit dodgy when length changes - maybe
// we need to save the previous turn length?
float offset = Clamp(m_DeltaSimTime / (m_TurnLength / 1000.f) + 1.0, 0.0, 1.0);
// Stop animations while still updating the selection highlight
if (m_CurrentTurn > m_FinalTurn)
simFrameLength = 0;
m_Simulation2.Interpolate(simFrameLength, offset, realFrameLength);
}
void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, u32 turn)
{
NETTURN_LOG("AddCommand(client=%d player=%d turn=%d)\n", client, player, turn);
if (!(m_CurrentTurn < turn && turn <= m_CurrentTurn + COMMAND_DELAY + 1))
{
debug_warn(L"Received command for invalid turn");
return;
}
m_Simulation2.GetScriptInterface().FreezeObject(data, true);
JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
m_QueuedCommands[turn - (m_CurrentTurn+1)][client].emplace_back(player, cx, data);
}
void CTurnManager::FinishedAllCommands(u32 turn, u32 turnLength)
{
NETTURN_LOG("FinishedAllCommands(%d, %d)\n", turn, turnLength);
ENSURE(turn == m_ReadyTurn + 1);
m_ReadyTurn = turn;
m_TurnLength = turnLength;
}
bool CTurnManager::TurnNeedsFullHash(u32 turn) const
{
// Check immediately for errors caused by e.g. inconsistent game versions
// (The hash is computed after the first sim update, so we start at turn == 1)
if (turn == 1)
return true;
// Otherwise check the full state every ~10 seconds in multiplayer games
// (TODO: should probably remove this when we're reasonably sure the game
// isn't too buggy, since the full hash is still pretty slow)
if (turn % 20 == 0)
return true;
return false;
}
void CTurnManager::EnableTimeWarpRecording(size_t numTurns)
{
m_TimeWarpStates.clear();
m_TimeWarpNumTurns = numTurns;
}
void CTurnManager::RewindTimeWarp()
{
if (m_TimeWarpStates.empty())
return;
std::stringstream stream(m_TimeWarpStates.back());
m_Simulation2.DeserializeState(stream);
m_TimeWarpStates.pop_back();
// Reset the turn manager state, so we won't execute stray commands and
// won't do the next snapshot until the appropriate time.
// (Ideally we ought to serialise the turn manager state and restore it
// here, but this is simpler for now.)
ResetState(0, 1);
}
void CTurnManager::QuickSave(JS::HandleValue GUIMetadata)
{
TIMER(L"QuickSave");
std::stringstream stream;
if (!m_Simulation2.SerializeState(stream))
{
LOGERROR("Failed to quicksave game");
return;
}
m_QuickSaveState = stream.str();
JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
if (JS_StructuredClone(cx, GUIMetadata, &m_QuickSaveMetadata, nullptr, nullptr))
{
+ // Freeze state to ensure that consectuvie loads don't modify the state
m_Simulation2.GetScriptInterface().FreezeObject(m_QuickSaveMetadata, true);
}
else
{
LOGERROR("Could not copy savegame GUI metadata");
m_QuickSaveMetadata = JS::UndefinedValue();
}
LOGMESSAGERENDER("Quicksaved game");
}
void CTurnManager::QuickLoad()
{
TIMER(L"QuickLoad");
if (m_QuickSaveState.empty())
{
LOGERROR("Cannot quickload game - no game was quicksaved");
return;
}
std::stringstream stream(m_QuickSaveState);
if (!m_Simulation2.DeserializeState(stream))
{
LOGERROR("Failed to quickload game");
return;
}
// See RewindTimeWarp
ResetState(0, 1);
if (!g_GUI)
return;
JSContext* cx = m_Simulation2.GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
+ // Provide a copy, so that GUI components don't have to clone to get mutable objects
+ JS::RootedValue quickSaveMetadataClone(cx);
+ if (!JS_StructuredClone(cx, m_QuickSaveMetadata, &quickSaveMetadataClone, nullptr, nullptr))
+ {
+ LOGERROR("Failed to clone quicksave state!");
+ return;
+ }
+
JS::AutoValueArray<1> paramData(cx);
- paramData[0].set(m_QuickSaveMetadata);
+ paramData[0].set(quickSaveMetadataClone);
g_GUI->SendEventToAll("SavegameLoaded", paramData);
LOGMESSAGERENDER("Quickloaded game");
}