Index: ps/trunk/source/network/StunClient.cpp =================================================================== --- ps/trunk/source/network/StunClient.cpp (revision 24186) +++ ps/trunk/source/network/StunClient.cpp (revision 24187) @@ -1,433 +1,433 @@ /* Copyright (C) 2020 Wildfire Games. * Copyright (C) 2013-2016 SuperTuxKart-Team. * 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 "StunClient.h" #include #include #include #include #include #ifdef WIN32 # include # include #else # include # include #endif #include #include "lib/external_libraries/enet.h" #if OS_WIN #include "lib/sysdep/os/win/wposix/wtime.h" #endif #include "scriptinterface/ScriptInterface.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" unsigned int m_StunServerIP; int m_StunServerPort; /** * These constants are defined in Section 6 of RFC 5389. */ const u32 m_MagicCookie = 0x2112A442; const u32 m_MethodTypeBinding = 0x0001; const u32 m_BindingSuccessResponse = 0x0101; /** * Bit determining whether comprehension of an attribute is optional. * Described in Section 15 of RFC 5389. */ const u16 m_ComprehensionOptional = 0x1 << 15; /** * Bit determining whether the bit was assigned by IETF Review. * Described in section 18.1. of RFC 5389. */ const u16 m_IETFReview = 0x1 << 14; /** * These constants are defined in Section 15.1 of RFC 5389. */ const u8 m_IPAddressFamilyIPv4 = 0x01; /** * These constants are defined in Section 18.2 of RFC 5389. */ const u16 m_AttrTypeMappedAddress = 0x001; const u16 m_AttrTypeXORMappedAddress = 0x0020; /** * Described in section 3 of RFC 5389. */ u8 m_TransactionID[12]; /** * Discovered STUN endpoint */ u32 m_IP; u16 m_Port; void AddUInt16(std::vector& buffer, const u16 value) { buffer.push_back((value >> 8) & 0xff); buffer.push_back(value & 0xff); } void AddUInt32(std::vector& buffer, const u32 value) { buffer.push_back((value >> 24) & 0xff); buffer.push_back((value >> 16) & 0xff); buffer.push_back((value >> 8) & 0xff); buffer.push_back( value & 0xff); } template bool GetFromBuffer(const std::vector& buffer, u32& offset, T& result) { if (offset + n > buffer.size()) return false; int a = n; offset += n; while (a--) { // Prevent shift count overflow if the type is u8 if (n > 1) result <<= 8; result += buffer[offset - 1 - a]; } return true; } /** * Creates a STUN request and sends it to a STUN server. * The request is sent through transactionHost, from which the answer * will be retrieved by ReceiveStunResponse and interpreted by ParseStunResponse. */ bool CreateStunRequest(ENetHost& transactionHost) { CStr server_name; CFG_GET_VAL("lobby.stun.server", server_name); CFG_GET_VAL("lobby.stun.port", m_StunServerPort); debug_printf("GetPublicAddress: Using STUN server %s:%d\n", server_name.c_str(), m_StunServerPort); addrinfo hints; addrinfo* res; memset(&hints, 0, sizeof(hints)); hints.ai_family = AF_UNSPEC; // AF_INET or AF_INET6 to force version hints.ai_socktype = SOCK_STREAM; // Resolve the stun server name so we can send it a STUN request int status = getaddrinfo(server_name.c_str(), nullptr, &hints, &res); if (status != 0) { #ifdef UNICODE LOGERROR("GetPublicAddress: Error in getaddrinfo: %s", utf8_from_wstring(gai_strerror(status))); #else LOGERROR("GetPublicAddress: Error in getaddrinfo: %s", gai_strerror(status)); #endif return false; } ENSURE(res); // Documentation says it points to "one or more addrinfo structures" sockaddr_in* current_interface = reinterpret_cast(res->ai_addr); m_StunServerIP = ntohl(current_interface->sin_addr.s_addr); StunClient::SendStunRequest(transactionHost, m_StunServerIP, m_StunServerPort); freeaddrinfo(res); return true; } void StunClient::SendStunRequest(ENetHost& transactionHost, u32 targetIp, u16 targetPort) { std::vector buffer; AddUInt16(buffer, m_MethodTypeBinding); AddUInt16(buffer, 0); // length AddUInt32(buffer, m_MagicCookie); for (std::size_t i = 0; i < sizeof(m_TransactionID); ++i) { u8 random_byte = rand() % 256; buffer.push_back(random_byte); m_TransactionID[i] = random_byte; } sockaddr_in to; int to_len = sizeof(to); memset(&to, 0, to_len); to.sin_family = AF_INET; to.sin_port = htons(targetPort); to.sin_addr.s_addr = htonl(targetIp); sendto( transactionHost.socket, reinterpret_cast(buffer.data()), static_cast(buffer.size()), 0, reinterpret_cast(&to), to_len); } /** * Gets the response from the STUN server and checks it for its validity. */ bool ReceiveStunResponse(ENetHost& transactionHost, std::vector& buffer) { // TransportAddress sender; const int LEN = 2048; char input_buffer[LEN]; memset(input_buffer, 0, LEN); sockaddr_in addr; socklen_t from_len = sizeof(addr); int len = recvfrom(transactionHost.socket, input_buffer, LEN, 0, reinterpret_cast(&addr), &from_len); int delay = 200; CFG_GET_VAL("lobby.stun.delay", delay); // Wait to receive the message because enet sockets are non-blocking const int max_tries = 5; for (int count = 0; len < 0 && (count < max_tries || max_tries == -1); ++count) { usleep(delay * 1000); len = recvfrom(transactionHost.socket, input_buffer, LEN, 0, reinterpret_cast(&addr), &from_len); } if (len < 0) { LOGERROR("GetPublicAddress: recvfrom error (%d): %s", errno, strerror(errno)); return false; } u32 sender_ip = ntohl(static_cast(addr.sin_addr.s_addr)); u16 sender_port = ntohs(addr.sin_port); if (sender_ip != m_StunServerIP) LOGERROR("GetPublicAddress: Received stun response from different address: %d:%d (%d.%d.%d.%d:%d) %s", addr.sin_addr.s_addr, addr.sin_port, (sender_ip >> 24) & 0xff, (sender_ip >> 16) & 0xff, (sender_ip >> 8) & 0xff, (sender_ip >> 0) & 0xff, sender_port, input_buffer); // Convert to network string. buffer.resize(len); memcpy(buffer.data(), reinterpret_cast(input_buffer), len); return true; } bool ParseStunResponse(const std::vector& buffer) { u32 offset = 0; u16 responseType = 0; if (!GetFromBuffer(buffer, offset, responseType) || responseType != m_BindingSuccessResponse) { LOGERROR("STUN response isn't a binding success response"); return false; } // Ignore message size offset += 2; u32 cookie = 0; if (!GetFromBuffer(buffer, offset, cookie) || cookie != m_MagicCookie) { LOGERROR("STUN response doesn't contain the magic cookie"); return false; } for (std::size_t i = 0; i < sizeof(m_TransactionID); ++i) { u8 transactionChar = 0; if (!GetFromBuffer(buffer, offset, transactionChar) || transactionChar != m_TransactionID[i]) { LOGERROR("STUN response doesn't contain the transaction ID"); return false; } } while (offset < buffer.size()) { u16 type = 0; u16 size = 0; if (!GetFromBuffer(buffer, offset, type) || !GetFromBuffer(buffer, offset, size)) { LOGERROR("STUN response contains invalid attribute"); return false; } // The first two bits are irrelevant to the type type &= ~(m_ComprehensionOptional | m_IETFReview); switch (type) { case m_AttrTypeMappedAddress: case m_AttrTypeXORMappedAddress: { if (size != 8) { LOGERROR("Invalid STUN Mapped Address length"); return false; } // Ignore the first byte as mentioned in Section 15.1 of RFC 5389. ++offset; u8 ipFamily = 0; if (!GetFromBuffer(buffer, offset, ipFamily) || ipFamily != m_IPAddressFamilyIPv4) { LOGERROR("Unsupported address family, IPv4 is expected"); return false; } u16 port = 0; u32 ip = 0; if (!GetFromBuffer(buffer, offset, port) || !GetFromBuffer(buffer, offset, ip)) { LOGERROR("Mapped address doesn't contain IP and port"); return false; } // Obfuscation is described in Section 15.2 of RFC 5389. if (type == m_AttrTypeXORMappedAddress) { port ^= m_MagicCookie >> 16; ip ^= m_MagicCookie; } m_Port = port; m_IP = ip; break; } default: { // We don't care about other attributes at all // Skip attribute offset += size; // Skip padding int padding = size % 4; if (padding) offset += 4 - padding; break; } } } return true; } bool STUNRequestAndResponse(ENetHost& transactionHost) { if (!CreateStunRequest(transactionHost)) return false; std::vector buffer; return ReceiveStunResponse(transactionHost, buffer) && ParseStunResponse(buffer); } JS::Value StunClient::FindStunEndpointHost(const ScriptInterface& scriptInterface, int port) { ENetAddress hostAddr{ENET_HOST_ANY, static_cast(port)}; ENetHost* transactionHost = enet_host_create(&hostAddr, 1, 1, 0, 0); if (!transactionHost) { LOGERROR("FindStunEndpointHost: Failed to create enet host"); return JS::UndefinedValue(); } bool success = STUNRequestAndResponse(*transactionHost); enet_host_destroy(transactionHost); if (!success) return JS::UndefinedValue(); // Convert m_IP to string char ipStr[256] = "(error)"; ENetAddress addr; addr.host = ntohl(m_IP); enet_address_get_host_ip(&addr, ipStr, ARRAY_SIZE(ipStr)); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue stunEndpoint(rq.cx); ScriptInterface::CreateObject(rq, &stunEndpoint, "ip", ipStr, "port", m_Port); return stunEndpoint; } bool StunClient::FindStunEndpointJoin(ENetHost& transactionHost, StunClient::StunEndpoint& stunEndpoint) { if (!STUNRequestAndResponse(transactionHost)) return false; // Convert m_IP to string char ipStr[256] = "(error)"; ENetAddress addr; addr.host = ntohl(m_IP); enet_address_get_host_ip(&addr, ipStr, ARRAY_SIZE(ipStr)); stunEndpoint.ip = m_IP; stunEndpoint.port = m_Port; return true; } void StunClient::SendHolePunchingMessages(ENetHost& enetClient, const std::string& serverAddress, u16 serverPort) { // Convert ip string to int64 ENetAddress addr; addr.port = serverPort; enet_address_set_host(&addr, serverAddress.c_str()); int delay = 200; CFG_GET_VAL("lobby.stun.delay", delay); // Send an UDP message from enet host to ip:port for (int i = 0; i < 3; ++i) { StunClient::SendStunRequest(enetClient, htonl(addr.host), serverPort); usleep(delay * 1000); } } Index: ps/trunk/source/network/tests/test_Net.h =================================================================== --- ps/trunk/source/network/tests/test_Net.h (revision 24186) +++ ps/trunk/source/network/tests/test_Net.h (revision 24187) @@ -1,380 +1,380 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "lib/self_test.h" #include "graphics/TerrainTextureManager.h" #include "lib/external_libraries/enet.h" #include "lib/external_libraries/libsdl.h" #include "lib/tex/tex.h" #include "network/NetServer.h" #include "network/NetClient.h" #include "network/NetMessage.h" #include "network/NetMessages.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/Filesystem.h" #include "ps/Loader.h" #include "ps/XML/Xeromyces.h" #include "scriptinterface/ScriptInterface.h" #include "simulation2/Simulation2.h" #include "simulation2/system/TurnManager.h" class TestNetComms : public CxxTest::TestSuite { public: void setUp() { g_VFS = CreateVfs(); TS_ASSERT_OK(g_VFS->Mount(L"", DataDir()/"mods"/"public", VFS_MOUNT_MUST_EXIST)); TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir()/"_testcache")); CXeromyces::Startup(); // Need some stuff for terrain movement costs: // (TODO: this ought to be independent of any graphics code) new CTerrainTextureManager; g_TexMan.LoadTerrainTextures(); enet_initialize(); } void tearDown() { enet_deinitialize(); delete &g_TexMan; CXeromyces::Terminate(); g_VFS.reset(); DeleteDirectory(DataDir()/"_testcache"); } bool clients_are_all(const std::vector& clients, uint state) { for (size_t j = 0; j < clients.size(); ++j) if (clients[j]->GetCurrState() != state) return false; return true; } void connect(CNetServer& server, const std::vector& clients) { TS_ASSERT(server.SetupConnection(PS_DEFAULT_PORT)); for (size_t j = 0; j < clients.size(); ++j) TS_ASSERT(clients[j]->SetupConnection("127.0.0.1", PS_DEFAULT_PORT, nullptr)); for (size_t i = 0; ; ++i) { // debug_printf("."); for (size_t j = 0; j < clients.size(); ++j) clients[j]->Poll(); if (clients_are_all(clients, NCS_PREGAME)) break; if (i > 20) { TS_FAIL("connection timeout"); break; } SDL_Delay(100); } } #if 0 void disconnect(CNetServer& server, const std::vector& clients) { for (size_t i = 0; ; ++i) { // debug_printf("."); server.Poll(); for (size_t j = 0; j < clients.size(); ++j) clients[j]->Poll(); if (server.GetState() == SERVER_STATE_UNCONNECTED && clients_are_all(clients, NCS_UNCONNECTED)) break; if (i > 20) { TS_FAIL("disconnection timeout"); break; } SDL_Delay(100); } } #endif void wait(const std::vector& clients, size_t msecs) { for (size_t i = 0; i < msecs/10; ++i) { for (size_t j = 0; j < clients.size(); ++j) clients[j]->Poll(); SDL_Delay(10); } } void test_basic_DISABLED() { // This doesn't actually test much, it just runs a very quick multiplayer game // and prints a load of debug output so you can see if anything funny's going on ScriptInterface scriptInterface("Engine", "Test", g_ScriptContext); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); TestStdoutLogger logger; std::vector clients; CGame client1Game(false); CGame client2Game(false); CGame client3Game(false); CNetServer server; JS::RootedValue attrs(rq.cx); ScriptInterface::CreateObject( rq, &attrs, "mapType", "scenario", "map", "maps/scenarios/Saharan Oases", "mapPath", "maps/scenarios/", "thing", "example"); server.UpdateGameAttributes(&attrs, scriptInterface); CNetClient client1(&client1Game, false); CNetClient client2(&client2Game, false); CNetClient client3(&client3Game, false); clients.push_back(&client1); clients.push_back(&client2); clients.push_back(&client3); connect(server, clients); debug_printf("%s", client1.TestReadGuiMessages().c_str()); server.StartGame(); SDL_Delay(100); for (size_t j = 0; j < clients.size(); ++j) { clients[j]->Poll(); TS_ASSERT_OK(LDR_NonprogressiveLoad()); clients[j]->LoadFinished(); } wait(clients, 100); { JS::RootedValue cmd(rq.cx); ScriptInterface::CreateObject( rq, &cmd, "type", "debug-print", "message", "[>>> client1 test sim command]\\n"); client1Game.GetTurnManager()->PostCommand(cmd); } { JS::RootedValue cmd(rq.cx); ScriptInterface::CreateObject( rq, &cmd, "type", "debug-print", "message", "[>>> client2 test sim command]\\n"); client2Game.GetTurnManager()->PostCommand(cmd); } wait(clients, 100); client1Game.GetTurnManager()->Update(1.0f, 1); client2Game.GetTurnManager()->Update(1.0f, 1); client3Game.GetTurnManager()->Update(1.0f, 1); wait(clients, 100); client1Game.GetTurnManager()->Update(1.0f, 1); client2Game.GetTurnManager()->Update(1.0f, 1); client3Game.GetTurnManager()->Update(1.0f, 1); wait(clients, 100); } void test_rejoin_DISABLED() { ScriptInterface scriptInterface("Engine", "Test", g_ScriptContext); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); TestStdoutLogger logger; std::vector clients; CGame client1Game(false); CGame client2Game(false); CGame client3Game(false); CNetServer server; JS::RootedValue attrs(rq.cx); ScriptInterface::CreateObject( rq, &attrs, "mapType", "scenario", "map", "maps/scenarios/Saharan Oases", "mapPath", "maps/scenarios/", "thing", "example"); server.UpdateGameAttributes(&attrs, scriptInterface); CNetClient client1(&client1Game, false); CNetClient client2(&client2Game, false); CNetClient client3(&client3Game, false); client1.SetUserName(L"alice"); client2.SetUserName(L"bob"); client3.SetUserName(L"charlie"); clients.push_back(&client1); clients.push_back(&client2); clients.push_back(&client3); connect(server, clients); debug_printf("%s", client1.TestReadGuiMessages().c_str()); server.StartGame(); SDL_Delay(100); for (size_t j = 0; j < clients.size(); ++j) { clients[j]->Poll(); TS_ASSERT_OK(LDR_NonprogressiveLoad()); clients[j]->LoadFinished(); } wait(clients, 100); { JS::RootedValue cmd(rq.cx); ScriptInterface::CreateObject( rq, &cmd, "type", "debug-print", "message", "[>>> client1 test sim command 1]\\n"); client1Game.GetTurnManager()->PostCommand(cmd); } wait(clients, 100); client1Game.GetTurnManager()->Update(1.0f, 1); client2Game.GetTurnManager()->Update(1.0f, 1); client3Game.GetTurnManager()->Update(1.0f, 1); wait(clients, 100); { JS::RootedValue cmd(rq.cx); ScriptInterface::CreateObject( rq, &cmd, "type", "debug-print", "message", "[>>> client1 test sim command 2]\\n"); client1Game.GetTurnManager()->PostCommand(cmd); } debug_printf("==== Disconnecting client 2\n"); client2.DestroyConnection(); clients.erase(clients.begin()+1); debug_printf("==== Connecting client 2B\n"); CGame client2BGame(false); CNetClient client2B(&client2BGame, false); client2B.SetUserName(L"bob"); clients.push_back(&client2B); TS_ASSERT(client2B.SetupConnection("127.0.0.1", PS_DEFAULT_PORT, nullptr)); for (size_t i = 0; ; ++i) { debug_printf("[%u]\n", client2B.GetCurrState()); client2B.Poll(); if (client2B.GetCurrState() == NCS_PREGAME) break; if (client2B.GetCurrState() == NCS_UNCONNECTED) { TS_FAIL("connection rejected"); return; } if (i > 20) { TS_FAIL("connection timeout"); return; } SDL_Delay(100); } wait(clients, 100); client1Game.GetTurnManager()->Update(1.0f, 1); client3Game.GetTurnManager()->Update(1.0f, 1); wait(clients, 100); server.SetTurnLength(100); client1Game.GetTurnManager()->Update(1.0f, 1); client3Game.GetTurnManager()->Update(1.0f, 1); wait(clients, 100); // (This SetTurnLength thing doesn't actually detect errors unless you change // CTurnManager::TurnNeedsFullHash to always return true) { JS::RootedValue cmd(rq.cx); ScriptInterface::CreateObject( rq, &cmd, "type", "debug-print", "message", "[>>> client1 test sim command 3]\\n"); client1Game.GetTurnManager()->PostCommand(cmd); } clients[2]->Poll(); TS_ASSERT_OK(LDR_NonprogressiveLoad()); clients[2]->LoadFinished(); wait(clients, 100); { JS::RootedValue cmd(rq.cx); ScriptInterface::CreateObject( rq, &cmd, "type", "debug-print", "message", "[>>> client1 test sim command 4]\\n"); client1Game.GetTurnManager()->PostCommand(cmd); } for (size_t i = 0; i < 3; ++i) { client1Game.GetTurnManager()->Update(1.0f, 1); client2BGame.GetTurnManager()->Update(1.0f, 1); client3Game.GetTurnManager()->Update(1.0f, 1); wait(clients, 100); } } }; Index: ps/trunk/source/ps/CConsole.cpp =================================================================== --- ps/trunk/source/ps/CConsole.cpp (revision 24186) +++ ps/trunk/source/ps/CConsole.cpp (revision 24187) @@ -1,699 +1,699 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Implements the in-game console with scripting support. */ #include "precompiled.h" #include #include "CConsole.h" #include "graphics/FontMetrics.h" #include "graphics/ShaderManager.h" #include "graphics/TextRenderer.h" #include "gui/CGUI.h" #include "gui/GUIManager.h" #include "gui/GUIMatrix.h" #include "lib/ogl.h" #include "lib/timer.h" #include "lib/utf8.h" #include "maths/MathUtil.h" #include "network/NetClient.h" #include "network/NetServer.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/GameSetup/Config.h" #include "ps/Globals.h" #include "ps/Hotkey.h" #include "ps/Profile.h" #include "ps/Pyrogenesis.h" #include "renderer/Renderer.h" #include "scriptinterface/ScriptInterface.h" CConsole* g_Console = 0; CConsole::CConsole() { m_bToggle = false; m_bVisible = false; m_fVisibleFrac = 0.0f; m_szBuffer = new wchar_t[CONSOLE_BUFFER_SIZE]; FlushBuffer(); m_iMsgHistPos = 1; m_charsPerPage = 0; m_prevTime = 0.0; m_bCursorVisState = true; m_cursorBlinkRate = 0.5; InsertMessage("[ 0 A.D. Console v0.14 ]"); InsertMessage(""); } CConsole::~CConsole() { delete[] m_szBuffer; } void CConsole::SetSize(float X, float Y, float W, float H) { m_fX = X; m_fY = Y; m_fWidth = W; m_fHeight = H; } void CConsole::UpdateScreenSize(int w, int h) { float height = h * 0.6f; SetSize(0, 0, w / g_GuiScale, height / g_GuiScale); } void CConsole::ToggleVisible() { m_bToggle = true; m_bVisible = !m_bVisible; // TODO: this should be based on input focus, not visibility if (m_bVisible) SDL_StartTextInput(); else SDL_StopTextInput(); } void CConsole::SetVisible(bool visible) { if (visible != m_bVisible) m_bToggle = true; m_bVisible = visible; if (visible) { m_prevTime = 0.0; m_bCursorVisState = false; } } void CConsole::SetCursorBlinkRate(double rate) { m_cursorBlinkRate = rate; } void CConsole::FlushBuffer() { // Clear the buffer and set the cursor and length to 0 memset(m_szBuffer, '\0', sizeof(wchar_t) * CONSOLE_BUFFER_SIZE); m_iBufferPos = m_iBufferLength = 0; } void CConsole::Update(const float deltaRealTime) { if(m_bToggle) { const float AnimateTime = .30f; const float Delta = deltaRealTime / AnimateTime; if(m_bVisible) { m_fVisibleFrac += Delta; if(m_fVisibleFrac > 1.0f) { m_fVisibleFrac = 1.0f; m_bToggle = false; } } else { m_fVisibleFrac -= Delta; if(m_fVisibleFrac < 0.0f) { m_fVisibleFrac = 0.0f; m_bToggle = false; } } } } //Render Manager. void CConsole::Render() { if (! (m_bVisible || m_bToggle) ) return; PROFILE3_GPU("console"); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid); solidTech->BeginPass(); CShaderProgramPtr solidShader = solidTech->GetShader(); CMatrix3D transform = GetDefaultGuiMatrix(); // animation: slide in from top of screen const float DeltaY = (1.0f - m_fVisibleFrac) * m_fHeight; transform.PostTranslate(m_fX, m_fY - DeltaY, 0.0f); // move to window position solidShader->Uniform(str_transform, transform); DrawWindow(solidShader); solidTech->EndPass(); CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text); textTech->BeginPass(); CTextRenderer textRenderer(textTech->GetShader()); textRenderer.Font(CStrIntern(CONSOLE_FONT)); textRenderer.SetTransform(transform); DrawHistory(textRenderer); DrawBuffer(textRenderer); textRenderer.Render(); textTech->EndPass(); glDisable(GL_BLEND); } void CConsole::DrawWindow(CShaderProgramPtr& shader) { float boxVerts[] = { m_fWidth, 0.0f, 1.0f, 0.0f, 1.0f, m_fHeight-1.0f, m_fWidth, m_fHeight-1.0f }; shader->VertexPointer(2, GL_FLOAT, 0, boxVerts); // Draw Background // Set the color to a translucent blue shader->Uniform(str_color, 0.0f, 0.0f, 0.5f, 0.6f); shader->AssertPointersBound(); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // Draw Border // Set the color to a translucent yellow shader->Uniform(str_color, 0.5f, 0.5f, 0.0f, 0.6f); shader->AssertPointersBound(); glDrawArrays(GL_LINE_LOOP, 0, 4); if (m_fHeight > m_iFontHeight + 4) { float lineVerts[] = { 0.0f, m_fHeight - (float)m_iFontHeight - 4.0f, m_fWidth, m_fHeight - (float)m_iFontHeight - 4.0f }; shader->VertexPointer(2, GL_FLOAT, 0, lineVerts); shader->AssertPointersBound(); glDrawArrays(GL_LINES, 0, 2); } } void CConsole::DrawHistory(CTextRenderer& textRenderer) { int i = 1; std::deque::iterator Iter; //History iterator std::lock_guard lock(m_Mutex); // needed for safe access to m_deqMsgHistory textRenderer.Color(1.0f, 1.0f, 1.0f); for (Iter = m_deqMsgHistory.begin(); Iter != m_deqMsgHistory.end() && (((i - m_iMsgHistPos + 1) * m_iFontHeight) < m_fHeight); ++Iter) { if (i >= m_iMsgHistPos) textRenderer.Put(9.0f, m_fHeight - (float)m_iFontOffset - (float)m_iFontHeight * (i - m_iMsgHistPos + 1), Iter->c_str()); i++; } } // Renders the buffer to the screen. void CConsole::DrawBuffer(CTextRenderer& textRenderer) { if (m_fHeight < m_iFontHeight) return; CMatrix3D savedTransform = textRenderer.GetTransform(); textRenderer.Translate(2.0f, m_fHeight - (float)m_iFontOffset + 1.0f, 0.0f); textRenderer.Color(1.0f, 1.0f, 0.0f); textRenderer.PutAdvance(L"]"); textRenderer.Color(1.0f, 1.0f, 1.0f); if (m_iBufferPos == 0) DrawCursor(textRenderer); for (int i = 0; i < m_iBufferLength; i++) { textRenderer.PrintfAdvance(L"%lc", m_szBuffer[i]); if (m_iBufferPos-1 == i) DrawCursor(textRenderer); } textRenderer.SetTransform(savedTransform); } void CConsole::DrawCursor(CTextRenderer& textRenderer) { if (m_cursorBlinkRate > 0.0) { // check if the cursor visibility state needs to be changed double currTime = timer_Time(); if ((currTime - m_prevTime) >= m_cursorBlinkRate) { m_bCursorVisState = !m_bCursorVisState; m_prevTime = currTime; } } else { // Should always be visible m_bCursorVisState = true; } if(m_bCursorVisState) { // Slightly translucent yellow textRenderer.Color(1.0f, 1.0f, 0.0f, 0.8f); // Cursor character is chosen to be an underscore textRenderer.Put(0.0f, 0.0f, L"_"); // Revert to the standard text color textRenderer.Color(1.0f, 1.0f, 1.0f); } } //Inserts a character into the buffer. void CConsole::InsertChar(const int szChar, const wchar_t cooked) { static int iHistoryPos = -1; if (!m_bVisible) return; switch (szChar) { case SDLK_RETURN: iHistoryPos = -1; m_iMsgHistPos = 1; ProcessBuffer(m_szBuffer); FlushBuffer(); return; case SDLK_TAB: // Auto Complete return; case SDLK_BACKSPACE: if (IsEmpty() || IsBOB()) return; if (m_iBufferPos == m_iBufferLength) m_szBuffer[m_iBufferPos - 1] = '\0'; else { for (int j = m_iBufferPos-1; j < m_iBufferLength-1; j++) m_szBuffer[j] = m_szBuffer[j+1]; // move chars to left m_szBuffer[m_iBufferLength-1] = '\0'; } m_iBufferPos--; m_iBufferLength--; return; case SDLK_DELETE: if (IsEmpty() || IsEOB()) return; if (m_iBufferPos == m_iBufferLength-1) { m_szBuffer[m_iBufferPos] = '\0'; m_iBufferLength--; } else { if (g_keys[SDLK_RCTRL] || g_keys[SDLK_LCTRL]) { // Make Ctrl-Delete delete up to end of line m_szBuffer[m_iBufferPos] = '\0'; m_iBufferLength = m_iBufferPos; } else { // Delete just one char and move the others left for(int j=m_iBufferPos; j lock(m_Mutex); // needed for safe access to m_deqMsgHistory int linesShown = (int)m_fHeight/m_iFontHeight - 4; m_iMsgHistPos = Clamp(static_cast(m_deqMsgHistory.size()) - linesShown, 1, static_cast(m_deqMsgHistory.size())); } else { m_iBufferPos = 0; } return; case SDLK_END: if (g_keys[SDLK_RCTRL] || g_keys[SDLK_LCTRL]) { m_iMsgHistPos = 1; } else { m_iBufferPos = m_iBufferLength; } return; case SDLK_LEFT: if (m_iBufferPos) m_iBufferPos--; return; case SDLK_RIGHT: if (m_iBufferPos != m_iBufferLength) m_iBufferPos++; return; // BEGIN: Buffer History Lookup case SDLK_UP: if (m_deqBufHistory.size() && iHistoryPos != (int)m_deqBufHistory.size() - 1) { iHistoryPos++; SetBuffer(m_deqBufHistory.at(iHistoryPos).c_str()); m_iBufferPos = m_iBufferLength; } return; case SDLK_DOWN: if (m_deqBufHistory.size()) { if (iHistoryPos > 0) { iHistoryPos--; SetBuffer(m_deqBufHistory.at(iHistoryPos).c_str()); m_iBufferPos = m_iBufferLength; } else if (iHistoryPos == 0) { iHistoryPos--; FlushBuffer(); } } return; // END: Buffer History Lookup // BEGIN: Message History Lookup case SDLK_PAGEUP: { std::lock_guard lock(m_Mutex); // needed for safe access to m_deqMsgHistory if (m_iMsgHistPos != (int)m_deqMsgHistory.size()) m_iMsgHistPos++; return; } case SDLK_PAGEDOWN: if (m_iMsgHistPos != 1) m_iMsgHistPos--; return; // END: Message History Lookup default: //Insert a character if (IsFull()) return; if (cooked == 0) return; if (IsEOB()) //are we at the end of the buffer? m_szBuffer[m_iBufferPos] = cooked; //cat char onto end else { //we need to insert int i; for(i=m_iBufferLength; i>m_iBufferPos; i--) m_szBuffer[i] = m_szBuffer[i-1]; // move chars to right m_szBuffer[i] = cooked; } m_iBufferPos++; m_iBufferLength++; return; } } void CConsole::InsertMessage(const std::string& message) { // (TODO: this text-wrapping is rubbish since we now use variable-width fonts) //Insert newlines to wraparound text where needed std::wstring wrapAround = wstring_from_utf8(message.c_str()); std::wstring newline(L"\n"); size_t oldNewline=0; size_t distance; //make sure everything has been initialized if ( m_charsPerPage != 0 ) { while ( oldNewline+m_charsPerPage < wrapAround.length() ) { distance = wrapAround.find(newline, oldNewline) - oldNewline; if ( distance > m_charsPerPage ) { oldNewline += m_charsPerPage; wrapAround.insert( oldNewline++, newline ); } else oldNewline += distance+1; } } // Split into lines and add each one individually oldNewline = 0; { std::lock_guard lock(m_Mutex); // needed for safe access to m_deqMsgHistory while ( (distance = wrapAround.find(newline, oldNewline)) != wrapAround.npos) { distance -= oldNewline; m_deqMsgHistory.push_front(wrapAround.substr(oldNewline, distance)); oldNewline += distance+1; } m_deqMsgHistory.push_front(wrapAround.substr(oldNewline)); } } const wchar_t* CConsole::GetBuffer() { m_szBuffer[m_iBufferLength] = 0; return( m_szBuffer ); } void CConsole::SetBuffer(const wchar_t* szMessage) { int oldBufferPos = m_iBufferPos; // remember since FlushBuffer will set it to 0 FlushBuffer(); wcsncpy(m_szBuffer, szMessage, CONSOLE_BUFFER_SIZE); m_szBuffer[CONSOLE_BUFFER_SIZE-1] = 0; m_iBufferLength = static_cast(wcslen(m_szBuffer)); m_iBufferPos = std::min(oldBufferPos, m_iBufferLength); } void CConsole::UseHistoryFile(const VfsPath& filename, int max_history_lines) { m_MaxHistoryLines = max_history_lines; m_sHistoryFile = filename; LoadHistory(); } void CConsole::ProcessBuffer(const wchar_t* szLine) { if (!szLine || wcslen(szLine) <= 0) return; ENSURE(wcslen(szLine) < CONSOLE_BUFFER_SIZE); m_deqBufHistory.push_front(szLine); SaveHistory(); // Do this each line for the moment; if a script causes // a crash it's a useful record. // Process it as JavaScript shared_ptr pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface(); - ScriptInterface::Request rq(*pScriptInterface); + ScriptRequest rq(*pScriptInterface); JS::RootedValue rval(rq.cx); pScriptInterface->Eval(szLine, &rval); if (!rval.isUndefined()) InsertMessage(pScriptInterface->ToString(&rval)); } void CConsole::LoadHistory() { // note: we don't care if this file doesn't exist or can't be read; // just don't load anything in that case. // do this before LoadFile to avoid an error message if file not found. if (!VfsFileExists(m_sHistoryFile)) return; shared_ptr buf; size_t buflen; if (g_VFS->LoadFile(m_sHistoryFile, buf, buflen) < 0) return; CStr bytes ((char*)buf.get(), buflen); CStrW str (bytes.FromUTF8()); size_t pos = 0; while (pos != CStrW::npos) { pos = str.find('\n'); if (pos != CStrW::npos) { if (pos > 0) m_deqBufHistory.push_front(str.Left(str[pos-1] == '\r' ? pos - 1 : pos)); str = str.substr(pos + 1); } else if (str.length() > 0) m_deqBufHistory.push_front(str); } } void CConsole::SaveHistory() { WriteBuffer buffer; const int linesToSkip = (int)m_deqBufHistory.size() - m_MaxHistoryLines; std::deque::reverse_iterator it = m_deqBufHistory.rbegin(); if(linesToSkip > 0) std::advance(it, linesToSkip); for (; it != m_deqBufHistory.rend(); ++it) { CStr8 line = CStrW(*it).ToUTF8(); buffer.Append(line.data(), line.length()); static const char newline = '\n'; buffer.Append(&newline, 1); } g_VFS->CreateFile(m_sHistoryFile, buffer.Data(), buffer.Size()); } static bool isUnprintableChar(SDL_Keysym key) { switch (key.sym) { // We want to allow some, which are handled specially case SDLK_RETURN: case SDLK_TAB: case SDLK_BACKSPACE: case SDLK_DELETE: case SDLK_HOME: case SDLK_END: case SDLK_LEFT: case SDLK_RIGHT: case SDLK_UP: case SDLK_DOWN: case SDLK_PAGEUP: case SDLK_PAGEDOWN: return false; // Ignore the others default: return true; } } InReaction conInputHandler(const SDL_Event_* ev) { if (!g_Console) return IN_PASS; if (static_cast(ev->ev.type) == SDL_HOTKEYPRESS) { std::string hotkey = static_cast(ev->ev.user.data1); if (hotkey == "console.toggle") { g_Console->ToggleVisible(); return IN_HANDLED; } else if (g_Console->IsActive() && hotkey == "copy") { std::string text = utf8_from_wstring(g_Console->GetBuffer()); SDL_SetClipboardText(text.c_str()); return IN_HANDLED; } else if (g_Console->IsActive() && hotkey == "paste") { char* utf8_text = SDL_GetClipboardText(); if (!utf8_text) return IN_HANDLED; std::wstring text = wstring_from_utf8(utf8_text); SDL_free(utf8_text); for (wchar_t c : text) g_Console->InsertChar(0, c); return IN_HANDLED; } } if (!g_Console->IsActive()) return IN_PASS; // In SDL2, we no longer get Unicode wchars via SDL_Keysym // we use text input events instead and they provide UTF-8 chars if (ev->ev.type == SDL_TEXTINPUT && !HotkeyIsPressed("console.toggle")) { // TODO: this could be more efficient with an interface to insert UTF-8 strings directly std::wstring wstr = wstring_from_utf8(ev->ev.text.text); for (size_t i = 0; i < wstr.length(); ++i) g_Console->InsertChar(0, wstr[i]); return IN_HANDLED; } // TODO: text editing events for IME support if (ev->ev.type != SDL_KEYDOWN) return IN_PASS; int sym = ev->ev.key.keysym.sym; // Stop unprintable characters (ctrl+, alt+ and escape), // also prevent ` and/or ~ appearing in console every time it's toggled. if (!isUnprintableChar(ev->ev.key.keysym) && !HotkeyIsPressed("console.toggle")) { g_Console->InsertChar(sym, 0); return IN_HANDLED; } return IN_PASS; } Index: ps/trunk/source/ps/GameSetup/GameSetup.cpp =================================================================== --- ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 24186) +++ ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 24187) @@ -1,1636 +1,1636 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #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 "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/ScriptContext.h" #include "scriptinterface/ScriptConversions.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; thread_local shared_ptr g_ScriptContext; static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code static const CStr g_EventNameGameLoadProgress = "GameLoadProgress"; 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()); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::AutoValueVector paramData(rq.cx); paramData.append(JS::NumberValue(percent)); JS::RootedValue valPendingTask(rq.cx); scriptInterface.ToJSVal(rq, &valPendingTask, pending_task); paramData.append(valPendingTask); g_GUI->SendEventToAll(g_EventNameGameLoadProgress, 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(); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue playerAssignments(rq.cx); ScriptInterface::CreateObject(rq, &playerAssignments); if (!networked) { JS::RootedValue localPlayer(rq.cx); ScriptInterface::CreateObject(rq, &localPlayer, "player", g_Game->GetPlayerID()); scriptInterface.SetProperty(playerAssignments, "local", localPlayer); } JS::RootedValue sessionInitData(rq.cx); ScriptInterface::CreateObject( rq, &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"); // create renderer new CRenderer; g_RenderingOptions.ReadConfig(); // 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(); } void EndGame() { 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_ScriptContext.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 context is a workaround until Simulation and AI use // their own threads and also their own contexts. const int contextSize = 384 * 1024 * 1024; const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024; g_ScriptContext = ScriptContext::CreateContext(contextSize, heapGrowthBytesGCTrigger); Mod::CacheEnabledModVersions(g_ScriptContext); // 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_ScriptContext, 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) CStr8 renderPath = "default"; CFG_GET_VAL("renderpath", renderPath); 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 || RenderPathEnum::FromString(renderPath) == FIXED) { // It doesn't make sense to continue working here, because we're not // able to display anything. DEBUG_DISPLAY_FATAL_ERROR( L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders." L" The game does 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" ); } 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_ConfigDB.SetValueBool(CFG_HWDETECT, "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(); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue data(rq.cx); if (g_GUI) { ScriptInterface::CreateObject(rq, &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(); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue attrs(rq.cx); JS::RootedValue settings(rq.cx); JS::RootedValue playerData(rq.cx); ScriptInterface::CreateObject(rq, &attrs); ScriptInterface::CreateObject(rq, &settings); ScriptInterface::CreateArray(rq, &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(rq.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(rq.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(rq, &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(rq.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(rq.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(rq, &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(rq.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(rq, &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(rq.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(rq, &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(rq.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(rq, &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(rq.cx); if (scriptInterface.HasProperty(settings, "TriggerScripts")) { scriptInterface.GetProperty(settings, "TriggerScripts", &triggerScripts); FromJSVal_vector(rq, 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(rq.cx); JS::RootedValue data(rq.cx); JS::RootedValue victoryScripts(rq.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(rq, 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(rq, &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(); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue attrs(rq.cx, g_Game->GetSimulation2()->GetInitAttributes()); InitPsAutostart(false, attrs); return true; } void CancelLoad(const CStrW& message) { shared_ptr pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface(); - ScriptInterface::Request rq(pScriptInterface); + ScriptRequest rq(pScriptInterface); JS::RootedValue global(rq.cx, rq.globalValue()); 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/Mod.cpp =================================================================== --- ps/trunk/source/ps/Mod.cpp (revision 24186) +++ ps/trunk/source/ps/Mod.cpp (revision 24187) @@ -1,155 +1,155 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ps/Mod.h" #include #include "lib/file/file_system.h" #include "lib/file/vfs/vfs.h" #include "lib/utf8.h" #include "ps/Filesystem.h" #include "ps/GameSetup/GameSetup.h" #include "ps/GameSetup/Paths.h" #include "ps/Pyrogenesis.h" #include "scriptinterface/ScriptContext.h" #include "scriptinterface/ScriptInterface.h" std::vector g_modsLoaded; std::vector> g_LoadedModVersions; CmdLineArgs g_args; JS::Value Mod::GetAvailableMods(const ScriptInterface& scriptInterface) { - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedObject obj(rq.cx, JS_NewPlainObject(rq.cx)); const Paths paths(g_args); // loop over all possible paths OsPath modPath = paths.RData()/"mods"; OsPath modUserPath = paths.UserData()/"mods"; DirectoryNames modDirs; DirectoryNames modDirsUser; GetDirectoryEntries(modPath, NULL, &modDirs); // Sort modDirs so that we can do a fast lookup below std::sort(modDirs.begin(), modDirs.end()); PIVFS vfs = CreateVfs(); for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter) { vfs->Clear(); if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0) continue; CVFSFile modinfo; if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK) continue; JS::RootedValue json(rq.cx); if (!scriptInterface.ParseJSON(modinfo.GetAsString(), &json)) continue; // Valid mod, add it to our structure JS_SetProperty(rq.cx, obj, utf8_from_wstring(iter->string()).c_str(), json); } GetDirectoryEntries(modUserPath, NULL, &modDirsUser); bool dev = InDevelopmentCopy(); for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter) { // If we are in a dev copy we do not mount mods in the user mod folder that // are already present in the mod folder, thus we skip those here. if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter)) continue; vfs->Clear(); if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0) continue; CVFSFile modinfo; if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK) continue; JS::RootedValue json(rq.cx); if (!scriptInterface.ParseJSON(modinfo.GetAsString(), &json)) continue; // Valid mod, add it to our structure JS_SetProperty(rq.cx, obj, utf8_from_wstring(iter->string()).c_str(), json); } return JS::ObjectValue(*obj); } void Mod::CacheEnabledModVersions(const shared_ptr& scriptContext) { ScriptInterface scriptInterface("Engine", "CacheEnabledModVersions", scriptContext); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue availableMods(rq.cx, GetAvailableMods(scriptInterface)); g_LoadedModVersions.clear(); for (const CStr& mod : g_modsLoaded) { // Ignore user and mod mod as they are irrelevant for compatibility checks if (mod == "mod" || mod == "user") continue; CStr version; JS::RootedValue modData(rq.cx); if (scriptInterface.GetProperty(availableMods, mod.c_str(), &modData)) scriptInterface.GetProperty(modData, "version", version); g_LoadedModVersions.push_back({mod, version}); } } JS::Value Mod::GetLoadedModsWithVersions(const ScriptInterface& scriptInterface) { - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue returnValue(rq.cx); scriptInterface.ToJSVal(rq, &returnValue, g_LoadedModVersions); return returnValue; } JS::Value Mod::GetEngineInfo(const ScriptInterface& scriptInterface) { - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue mods(rq.cx, Mod::GetLoadedModsWithVersions(scriptInterface)); JS::RootedValue metainfo(rq.cx); ScriptInterface::CreateObject( rq, &metainfo, "engine_version", engine_version, "mods", mods); scriptInterface.FreezeObject(metainfo, true); return metainfo; } Index: ps/trunk/source/ps/ProfileViewer.cpp =================================================================== --- ps/trunk/source/ps/ProfileViewer.cpp (revision 24186) +++ ps/trunk/source/ps/ProfileViewer.cpp (revision 24187) @@ -1,623 +1,623 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Implementation of profile display (containing only display routines, * the data model(s) are implemented elsewhere). */ #include "precompiled.h" #include "ProfileViewer.h" #include "graphics/FontMetrics.h" #include "graphics/ShaderManager.h" #include "graphics/TextRenderer.h" #include "gui/GUIMatrix.h" #include "lib/external_libraries/libsdl.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/Hotkey.h" #include "ps/Profile.h" #include "ps/Pyrogenesis.h" #include "renderer/Renderer.h" #include "scriptinterface/ScriptInterface.h" #include #include extern int g_xres, g_yres; struct CProfileViewerInternals { NONCOPYABLE(CProfileViewerInternals); // because of the ofstream public: CProfileViewerInternals() {} /// Whether the profiling display is currently visible bool profileVisible; /// List of root tables std::vector rootTables; /// Path from a root table (path[0]) to the currently visible table (path[size-1]) std::vector path; /// Helper functions void TableIsDeleted(AbstractProfileTable* table); void NavigateTree(int id); /// File for saved profile output (reset when the game is restarted) std::ofstream outputStream; }; /////////////////////////////////////////////////////////////////////////////////////////////// // AbstractProfileTable implementation AbstractProfileTable::~AbstractProfileTable() { if (CProfileViewer::IsInitialised()) { g_ProfileViewer.m->TableIsDeleted(this); } } /////////////////////////////////////////////////////////////////////////////////////////////// // CProfileViewer implementation // AbstractProfileTable got deleted, make sure we have no dangling pointers void CProfileViewerInternals::TableIsDeleted(AbstractProfileTable* table) { for(int idx = (int)rootTables.size()-1; idx >= 0; --idx) { if (rootTables[idx] == table) rootTables.erase(rootTables.begin() + idx); } for(size_t idx = 0; idx < path.size(); ++idx) { if (path[idx] != table) continue; path.erase(path.begin() + idx, path.end()); if (path.size() == 0) profileVisible = false; } } // Move into child tables or return to parent tables based on the given number void CProfileViewerInternals::NavigateTree(int id) { if (id == 0) { if (path.size() > 1) path.pop_back(); } else { AbstractProfileTable* table = path[path.size() - 1]; size_t numrows = table->GetNumberRows(); for(size_t row = 0; row < numrows; ++row) { AbstractProfileTable* child = table->GetChild(row); if (!child) continue; --id; if (id == 0) { path.push_back(child); break; } } } } // Construction/Destruction CProfileViewer::CProfileViewer() { m = new CProfileViewerInternals; m->profileVisible = false; } CProfileViewer::~CProfileViewer() { delete m; } // Render void CProfileViewer::RenderProfile() { if (!m->profileVisible) return; if (!m->path.size()) { m->profileVisible = false; return; } PROFILE3_GPU("profile viewer"); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); AbstractProfileTable* table = m->path[m->path.size() - 1]; const std::vector& columns = table->GetColumns(); size_t numrows = table->GetNumberRows(); CStrIntern font_name("mono-stroke-10"); CFontMetrics font(font_name); int lineSpacing = font.GetLineSpacing(); // Render background GLint estimate_height; GLint estimate_width; estimate_width = 50; for(size_t i = 0; i < columns.size(); ++i) estimate_width += (GLint)columns[i].width; estimate_height = 3 + (GLint)numrows; if (m->path.size() > 1) estimate_height += 2; estimate_height = lineSpacing*estimate_height; CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid); solidTech->BeginPass(); CShaderProgramPtr solidShader = solidTech->GetShader(); solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.5f); CMatrix3D transform = GetDefaultGuiMatrix(); solidShader->Uniform(str_transform, transform); float backgroundVerts[] = { (float)estimate_width, 0.0f, 0.0f, 0.0f, 0.0f, (float)estimate_height, 0.0f, (float)estimate_height, (float)estimate_width, (float)estimate_height, (float)estimate_width, 0.0f }; solidShader->VertexPointer(2, GL_FLOAT, 0, backgroundVerts); solidShader->AssertPointersBound(); glDrawArrays(GL_TRIANGLES, 0, 6); transform.PostTranslate(22.0f, lineSpacing*3.0f, 0.0f); solidShader->Uniform(str_transform, transform); // Draw row backgrounds for (size_t row = 0; row < numrows; ++row) { if (row % 2) solidShader->Uniform(str_color, 1.0f, 1.0f, 1.0f, 0.1f); else solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.1f); float rowVerts[] = { -22.f, 2.f, estimate_width-22.f, 2.f, estimate_width-22.f, 2.f-lineSpacing, estimate_width-22.f, 2.f-lineSpacing, -22.f, 2.f-lineSpacing, -22.f, 2.f }; solidShader->VertexPointer(2, GL_FLOAT, 0, rowVerts); solidShader->AssertPointersBound(); glDrawArrays(GL_TRIANGLES, 0, 6); transform.PostTranslate(0.0f, lineSpacing, 0.0f); solidShader->Uniform(str_transform, transform); } solidTech->EndPass(); // Print table and column titles CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text); textTech->BeginPass(); CTextRenderer textRenderer(textTech->GetShader()); textRenderer.Font(font_name); textRenderer.Color(1.0f, 1.0f, 1.0f); textRenderer.PrintfAt(2.0f, lineSpacing, L"%hs", table->GetTitle().c_str()); textRenderer.Translate(22.0f, lineSpacing*2.0f, 0.0f); float colX = 0.0f; for (size_t col = 0; col < columns.size(); ++col) { CStrW text = columns[col].title.FromUTF8(); int w, h; font.CalculateStringSize(text.c_str(), w, h); float x = colX; if (col > 0) // right-align all but the first column x += columns[col].width - w; textRenderer.Put(x, 0.0f, text.c_str()); colX += columns[col].width; } textRenderer.Translate(0.0f, lineSpacing, 0.0f); // Print rows int currentExpandId = 1; for (size_t row = 0; row < numrows; ++row) { if (table->IsHighlightRow(row)) textRenderer.Color(1.0f, 0.5f, 0.5f); else textRenderer.Color(1.0f, 1.0f, 1.0f); if (table->GetChild(row)) { textRenderer.PrintfAt(-15.0f, 0.0f, L"%d", currentExpandId); currentExpandId++; } float colX = 0.0f; for (size_t col = 0; col < columns.size(); ++col) { CStrW text = table->GetCellText(row, col).FromUTF8(); int w, h; font.CalculateStringSize(text.c_str(), w, h); float x = colX; if (col > 0) // right-align all but the first column x += columns[col].width - w; textRenderer.Put(x, 0.0f, text.c_str()); colX += columns[col].width; } textRenderer.Translate(0.0f, lineSpacing, 0.0f); } textRenderer.Color(1.0f, 1.0f, 1.0f); if (m->path.size() > 1) { textRenderer.Translate(0.0f, lineSpacing, 0.0f); textRenderer.Put(-15.0f, 0.0f, L"0"); textRenderer.Put(0.0f, 0.0f, L"back to parent"); } textRenderer.Render(); textTech->EndPass(); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } // Handle input InReaction CProfileViewer::Input(const SDL_Event_* ev) { switch(ev->ev.type) { case SDL_KEYDOWN: { if (!m->profileVisible) break; int k = ev->ev.key.keysym.sym; if (k >= SDLK_0 && k <= SDLK_9) { m->NavigateTree(k - SDLK_0); return IN_HANDLED; } break; } case SDL_HOTKEYPRESS: std::string hotkey = static_cast(ev->ev.user.data1); if( hotkey == "profile.toggle" ) { if (!m->profileVisible) { if (m->rootTables.size()) { m->profileVisible = true; m->path.push_back(m->rootTables[0]); } } else { size_t i; for(i = 0; i < m->rootTables.size(); ++i) { if (m->rootTables[i] == m->path[0]) break; } i++; m->path.clear(); if (i < m->rootTables.size()) { m->path.push_back(m->rootTables[i]); } else { m->profileVisible = false; } } return( IN_HANDLED ); } else if( hotkey == "profile.save" ) { SaveToFile(); return( IN_HANDLED ); } break; } return( IN_PASS ); } InReaction CProfileViewer::InputThunk(const SDL_Event_* ev) { if (CProfileViewer::IsInitialised()) return g_ProfileViewer.Input(ev); return IN_PASS; } // Add a table to the list of roots void CProfileViewer::AddRootTable(AbstractProfileTable* table, bool front) { if (front) m->rootTables.insert(m->rootTables.begin(), table); else m->rootTables.push_back(table); } namespace { struct WriteTable { std::ofstream& f; WriteTable(std::ofstream& f) : f(f) {} void operator() (AbstractProfileTable* table) { std::vector data; // 2d array of (rows+head)*columns elements const std::vector& columns = table->GetColumns(); // Add column headers to 'data' for (std::vector::const_iterator col_it = columns.begin(); col_it != columns.end(); ++col_it) data.push_back(col_it->title); // Recursively add all profile data to 'data' WriteRows(1, table, data); // Calculate the width of each column ( = the maximum width of // any value in that column) std::vector columnWidths; size_t cols = columns.size(); for (size_t c = 0; c < cols; ++c) { size_t max = 0; for (size_t i = c; i < data.size(); i += cols) max = std::max(max, data[i].length()); columnWidths.push_back(max); } // Output data as a formatted table: f << "\n\n" << table->GetTitle() << "\n"; if (cols == 0) // avoid divide-by-zero return; for (size_t r = 0; r < data.size()/cols; ++r) { for (size_t c = 0; c < cols; ++c) f << (c ? " | " : "\n") << data[r*cols + c].Pad(PS_TRIM_RIGHT, columnWidths[c]); // Add dividers under some rows. (Currently only the first, since // that contains the column headers.) if (r == 0) for (size_t c = 0; c < cols; ++c) f << (c ? "-|-" : "\n") << CStr::Repeat("-", columnWidths[c]); } } void WriteRows(int indent, AbstractProfileTable* table, std::vector& data) { const std::vector& columns = table->GetColumns(); for (size_t r = 0; r < table->GetNumberRows(); ++r) { // Do pretty tree-structure indenting CStr indentation = CStr::Repeat("| ", indent-1); if (r+1 == table->GetNumberRows()) indentation += "'-"; else indentation += "|-"; for (size_t c = 0; c < columns.size(); ++c) if (c == 0) data.push_back(indentation + table->GetCellText(r, c)); else data.push_back(table->GetCellText(r, c)); if (table->GetChild(r)) WriteRows(indent+1, table->GetChild(r), data); } } private: const WriteTable& operator=(const WriteTable&); }; struct DumpTable { const ScriptInterface& m_ScriptInterface; JS::PersistentRooted m_Root; DumpTable(const ScriptInterface& scriptInterface, JS::HandleValue root) : m_ScriptInterface(scriptInterface), m_Root(scriptInterface.GetJSRuntime(), root) { } // std::for_each requires a move constructor and the use of JS::PersistentRooted apparently breaks a requirement for an // automatic move constructor DumpTable(DumpTable && original) : m_ScriptInterface(original.m_ScriptInterface), m_Root(original.m_ScriptInterface.GetJSRuntime(), original.m_Root.get()) { } void operator() (AbstractProfileTable* table) { - ScriptInterface::Request rq(m_ScriptInterface); + ScriptRequest rq(m_ScriptInterface); JS::RootedValue t(rq.cx); ScriptInterface::CreateObject( rq, &t, "cols", DumpCols(table), "data", DumpRows(table)); m_ScriptInterface.SetProperty(m_Root, table->GetTitle().c_str(), t); } std::vector DumpCols(AbstractProfileTable* table) { std::vector titles; const std::vector& columns = table->GetColumns(); for (size_t c = 0; c < columns.size(); ++c) titles.push_back(columns[c].title); return titles; } JS::Value DumpRows(AbstractProfileTable* table) { - ScriptInterface::Request rq(m_ScriptInterface); + ScriptRequest rq(m_ScriptInterface); JS::RootedValue data(rq.cx); ScriptInterface::CreateObject(rq, &data); const std::vector& columns = table->GetColumns(); for (size_t r = 0; r < table->GetNumberRows(); ++r) { JS::RootedValue row(rq.cx); ScriptInterface::CreateArray(rq, &row); m_ScriptInterface.SetProperty(data, table->GetCellText(r, 0).c_str(), row); if (table->GetChild(r)) { JS::RootedValue childRows(rq.cx, DumpRows(table->GetChild(r))); m_ScriptInterface.SetPropertyInt(row, 0, childRows); } for (size_t c = 1; c < columns.size(); ++c) m_ScriptInterface.SetPropertyInt(row, c, table->GetCellText(r, c)); } return data; } private: const DumpTable& operator=(const DumpTable&); }; bool SortByName(AbstractProfileTable* a, AbstractProfileTable* b) { return (a->GetName() < b->GetName()); } } void CProfileViewer::SaveToFile() { // Open the file, if necessary. If this method is called several times, // the profile results will be appended to the previous ones from the same // run. if (! m->outputStream.is_open()) { // Open the file. (It will be closed when the CProfileViewer // destructor is called.) OsPath path = psLogDir()/"profile.txt"; m->outputStream.open(OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc); if (m->outputStream.fail()) { LOGERROR("Failed to open profile log file"); return; } else { LOGMESSAGERENDER("Profiler snapshot saved to '%s'", path.string8()); } } time_t t; time(&t); m->outputStream << "================================================================\n\n"; m->outputStream << "PS profiler snapshot - " << asctime(localtime(&t)); std::vector tables = m->rootTables; sort(tables.begin(), tables.end(), SortByName); for_each(tables.begin(), tables.end(), WriteTable(m->outputStream)); m->outputStream << "\n\n================================================================\n"; m->outputStream.flush(); } void CProfileViewer::ShowTable(const CStr& table) { m->path.clear(); if (table.length() > 0) { for (size_t i = 0; i < m->rootTables.size(); ++i) { if (m->rootTables[i]->GetName() == table) { m->path.push_back(m->rootTables[i]); m->profileVisible = true; return; } } } // No matching table found, so don't display anything m->profileVisible = false; } Index: ps/trunk/source/ps/VisualReplay.cpp =================================================================== --- ps/trunk/source/ps/VisualReplay.cpp (revision 24186) +++ ps/trunk/source/ps/VisualReplay.cpp (revision 24187) @@ -1,500 +1,500 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #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) { if (!FileExists(GetCacheFilePath())) return false; std::ifstream cacheStream(OsString(GetCacheFilePath()).c_str()); CStr cacheStr((std::istreambuf_iterator(cacheStream)), std::istreambuf_iterator()); cacheStream.close(); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue cachedReplays(rq.cx); if (scriptInterface.ParseJSON(cacheStr, &cachedReplays)) { cachedReplaysObject.set(&cachedReplays.toObject()); bool isArray; if (JS_IsArrayObject(rq.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) { - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue replaysRooted(rq.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"); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); // Maps the filename onto the index and size typedef std::map> replayCacheMap; replayCacheMap fileList; JS::RootedObject cachedReplaysObject(rq.cx); if (ReadCacheFile(scriptInterface, &cachedReplaysObject)) { // Create list of files included in the cache u32 cacheLength = 0; JS_GetArrayLength(rq.cx, cachedReplaysObject, &cacheLength); for (u32 j = 0; j < cacheLength; ++j) { JS::RootedValue replay(rq.cx); JS_GetElement(rq.cx, cachedReplaysObject, j, &replay); JS::RootedValue file(rq.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(rq.cx, JS_NewArrayObject(rq.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(rq.cx, LoadReplayData(scriptInterface, directory)); if (replayData.isNull()) { if (!FileExists(replayFile)) continue; CFileInfo fileInfo; GetFileInfo(replayFile, &fileInfo); ScriptInterface::CreateObject( rq, &replayData, "directory", directory.string(), "fileSize", static_cast(fileInfo.Size())); } JS_SetElement(rq.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(rq.cx); JS_GetElement(rq.cx, cachedReplaysObject, j, &replay); JS_SetElement(rq.cx, replays, i++, replay); } } StoreCacheFile(scriptInterface, replays); return replays; } JS::Value VisualReplay::GetReplays(const ScriptInterface& scriptInterface, bool compareFiles) { TIMER(L"GetReplays"); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedObject replays(rq.cx, ReloadReplayCache(scriptInterface, compareFiles)); // Only take entries with data JS::RootedValue replaysWithoutNullEntries(rq.cx); ScriptInterface::CreateArray(rq, &replaysWithoutNullEntries); u32 replaysLength = 0; JS_GetArrayLength(rq.cx, replays, &replaysLength); for (u32 j = 0, i = 0; j < replaysLength; ++j) { JS::RootedValue replay(rq.cx); JS_GetElement(rq.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); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue attribs(rq.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(rq.cx); ScriptInterface::CreateObject( rq, &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::CmptPrivate* pCmptPrivate, const OsPath& directoryName) { // Create empty JS object - ScriptInterface::Request rq(pCmptPrivate); + ScriptRequest rq(pCmptPrivate->pScriptInterface); JS::RootedValue attribs(rq.cx); ScriptInterface::CreateObject(rq, &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); pCmptPrivate->pScriptInterface->ParseJSON(line, &attribs); SAFE_DELETE(replayStream);; return attribs; } void VisualReplay::AddReplayToCache(const ScriptInterface& scriptInterface, const CStrW& directoryName) { TIMER(L"AddReplayToCache"); - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); JS::RootedValue replayData(rq.cx, LoadReplayData(scriptInterface, OsPath(directoryName))); if (replayData.isNull()) return; JS::RootedObject cachedReplaysObject(rq.cx); if (!ReadCacheFile(scriptInterface, &cachedReplaysObject)) cachedReplaysObject = JS_NewArrayObject(rq.cx, 0); u32 cacheLength = 0; JS_GetArrayLength(rq.cx, cachedReplaysObject, &cacheLength); JS_SetElement(rq.cx, cachedReplaysObject, cacheLength, replayData); StoreCacheFile(scriptInterface, cachedReplaysObject); } 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::CmptPrivate* pCmptPrivate, const OsPath& directoryName) { if (!HasReplayMetadata(directoryName)) return JS::NullValue(); - ScriptInterface::Request rq(pCmptPrivate); + ScriptRequest rq(pCmptPrivate->pScriptInterface); JS::RootedValue metadata(rq.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); pCmptPrivate->pScriptInterface->ParseJSON(line, &metadata); return metadata; } Index: ps/trunk/source/ps/scripting/JSInterface_ModIo.cpp =================================================================== --- ps/trunk/source/ps/scripting/JSInterface_ModIo.cpp (revision 24186) +++ ps/trunk/source/ps/scripting/JSInterface_ModIo.cpp (revision 24187) @@ -1,157 +1,157 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "JSInterface_ModIo.h" #include "ps/CLogger.h" #include "ps/ModIo.h" void JSI_ModIo::StartGetGameId(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate)) { if (!g_ModIo) g_ModIo = new ModIo(); ENSURE(g_ModIo); g_ModIo->StartGetGameId(); } void JSI_ModIo::StartListMods(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate)) { if (!g_ModIo) { LOGERROR("ModIoStartListMods called before ModIoStartGetGameId"); return; } g_ModIo->StartListMods(); } void JSI_ModIo::StartDownloadMod(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), uint32_t idx) { if (!g_ModIo) { LOGERROR("ModIoStartDownloadMod called before ModIoStartGetGameId"); return; } g_ModIo->StartDownloadMod(idx); } bool JSI_ModIo::AdvanceRequest(ScriptInterface::CmptPrivate* pCmptPrivate) { if (!g_ModIo) { LOGERROR("ModIoAdvanceRequest called before ModIoGetMods"); return false; } ScriptInterface* scriptInterface = pCmptPrivate->pScriptInterface; return g_ModIo->AdvanceRequest(*scriptInterface); } void JSI_ModIo::CancelRequest(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate)) { if (!g_ModIo) { LOGERROR("ModIoCancelRequest called before ModIoGetMods"); return; } g_ModIo->CancelRequest(); } JS::Value JSI_ModIo::GetMods(ScriptInterface::CmptPrivate* pCmptPrivate) { if (!g_ModIo) { LOGERROR("ModIoGetMods called before ModIoStartGetGameId"); return JS::NullValue(); } ScriptInterface* scriptInterface = pCmptPrivate->pScriptInterface; - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); const std::vector& availableMods = g_ModIo->GetMods(); JS::RootedValue mods(rq.cx); ScriptInterface::CreateArray(rq, &mods, availableMods.size()); u32 i = 0; for (const ModIoModData& mod : availableMods) { JS::RootedValue m(rq.cx); ScriptInterface::CreateObject(rq, &m); for (const std::pair& prop : mod.properties) scriptInterface->SetProperty(m, prop.first.c_str(), prop.second, true); scriptInterface->SetProperty(m, "dependencies", mod.dependencies, true); scriptInterface->SetPropertyInt(mods, i++, m); } return mods; } const std::map statusStrings = { { DownloadProgressStatus::NONE, "none" }, { DownloadProgressStatus::GAMEID, "gameid" }, { DownloadProgressStatus::READY, "ready" }, { DownloadProgressStatus::LISTING, "listing" }, { DownloadProgressStatus::LISTED, "listed" }, { DownloadProgressStatus::DOWNLOADING, "downloading" }, { DownloadProgressStatus::SUCCESS, "success" }, { DownloadProgressStatus::FAILED_GAMEID, "failed_gameid" }, { DownloadProgressStatus::FAILED_LISTING, "failed_listing" }, { DownloadProgressStatus::FAILED_DOWNLOADING, "failed_downloading" }, { DownloadProgressStatus::FAILED_FILECHECK, "failed_filecheck" } }; JS::Value JSI_ModIo::GetDownloadProgress(ScriptInterface::CmptPrivate* pCmptPrivate) { if (!g_ModIo) { LOGERROR("ModIoGetDownloadProgress called before ModIoGetMods"); return JS::NullValue(); } ScriptInterface* scriptInterface = pCmptPrivate->pScriptInterface; - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); const DownloadProgressData& progress = g_ModIo->GetDownloadProgress(); JS::RootedValue progressData(rq.cx); ScriptInterface::CreateObject(rq, &progressData); scriptInterface->SetProperty(progressData, "status", statusStrings.at(progress.status), true); scriptInterface->SetProperty(progressData, "progress", progress.progress, true); scriptInterface->SetProperty(progressData, "error", progress.error, true); return progressData; } void JSI_ModIo::RegisterScriptFunctions(const ScriptInterface& scriptInterface) { scriptInterface.RegisterFunction("ModIoStartGetGameId"); scriptInterface.RegisterFunction("ModIoStartListMods"); scriptInterface.RegisterFunction("ModIoStartDownloadMod"); scriptInterface.RegisterFunction("ModIoAdvanceRequest"); scriptInterface.RegisterFunction("ModIoCancelRequest"); scriptInterface.RegisterFunction("ModIoGetMods"); scriptInterface.RegisterFunction("ModIoGetDownloadProgress"); } Index: ps/trunk/binaries/data/mods/_test.sim/simulation/components/error.js =================================================================== --- ps/trunk/binaries/data/mods/_test.sim/simulation/components/error.js (revision 24186) +++ ps/trunk/binaries/data/mods/_test.sim/simulation/components/error.js (revision 24187) @@ -1,12 +1,7 @@ function TestScript1A() {} -try { - Engine.RegisterComponentType(12345, "TestScript1A", TestScript1A); - Engine.TS_FAIL("Missed exception"); -} catch (e) { -// print("Caught exception: " + e + "\n"); -} +TS_ASSERT_EXCEPTION(() => { Engine.RegisterComponentType(12345, "TestScript1A", TestScript1A); }); var n = Engine.QueryInterface(12345, IID_Test1); if (n !== null) Engine.TS_FAIL("QueryInterface return "+n+", not null"); Index: ps/trunk/source/graphics/MapGenerator.cpp =================================================================== --- ps/trunk/source/graphics/MapGenerator.cpp (revision 24186) +++ ps/trunk/source/graphics/MapGenerator.cpp (revision 24187) @@ -1,437 +1,433 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "MapGenerator.h" #include "graphics/MapIO.h" #include "graphics/Patch.h" #include "graphics/Terrain.h" #include "lib/external_libraries/libsdl.h" #include "lib/status.h" #include "lib/timer.h" #include "lib/file/vfs/vfs_path.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/FileIo.h" #include "ps/Profile.h" #include "ps/scripting/JSInterface_VFS.h" #include "scriptinterface/ScriptContext.h" #include "scriptinterface/ScriptConversions.h" #include "scriptinterface/ScriptInterface.h" #include "simulation2/helpers/MapEdgeTiles.h" #include #include // TODO: Maybe this should be optimized depending on the map size. constexpr int RMS_CONTEXT_SIZE = 96 * 1024 * 1024; extern bool IsQuitRequested(); static bool MapGeneratorInterruptCallback(JSContext* UNUSED(cx)) { // This may not use SDL_IsQuitRequested(), because it runs in a thread separate to SDL, see SDL_PumpEvents if (IsQuitRequested()) { LOGWARNING("Quit requested!"); return false; } return true; } CMapGeneratorWorker::CMapGeneratorWorker(ScriptInterface* scriptInterface) : m_ScriptInterface(scriptInterface) { // If something happens before we initialize, that's a failure m_Progress = -1; } CMapGeneratorWorker::~CMapGeneratorWorker() { // Wait for thread to end if (m_WorkerThread.joinable()) m_WorkerThread.join(); } void CMapGeneratorWorker::Initialize(const VfsPath& scriptFile, const std::string& settings) { std::lock_guard lock(m_WorkerMutex); // Set progress to positive value m_Progress = 1; m_ScriptPath = scriptFile; m_Settings = settings; // Launch the worker thread m_WorkerThread = std::thread(RunThread, this); } void* CMapGeneratorWorker::RunThread(CMapGeneratorWorker* self) { debug_SetThreadName("MapGenerator"); g_Profiler2.RegisterCurrentThread("MapGenerator"); shared_ptr mapgenContext = ScriptContext::CreateContext(RMS_CONTEXT_SIZE); // Enable the script to be aborted JS_SetInterruptCallback(mapgenContext->GetJSRuntime(), MapGeneratorInterruptCallback); self->m_ScriptInterface = new ScriptInterface("Engine", "MapGenerator", mapgenContext); // Run map generation scripts if (!self->Run() || self->m_Progress > 0) { // Don't leave progress in an unknown state, if generator failed, set it to -1 std::lock_guard lock(self->m_WorkerMutex); self->m_Progress = -1; } SAFE_DELETE(self->m_ScriptInterface); // At this point the random map scripts are done running, so the thread has no further purpose // and can die. The data will be stored in m_MapData already if successful, or m_Progress // will contain an error value on failure. return NULL; } bool CMapGeneratorWorker::Run() { - ScriptInterface::Request rq(m_ScriptInterface); + ScriptRequest rq(m_ScriptInterface); // Parse settings JS::RootedValue settingsVal(rq.cx); if (!m_ScriptInterface->ParseJSON(m_Settings, &settingsVal) && settingsVal.isUndefined()) { LOGERROR("CMapGeneratorWorker::Run: Failed to parse settings"); return false; } // Prevent unintentional modifications to the settings object by random map scripts if (!m_ScriptInterface->FreezeObject(settingsVal, true)) { LOGERROR("CMapGeneratorWorker::Run: Failed to deepfreeze settings"); return false; } // Init RNG seed u32 seed = 0; if (!m_ScriptInterface->HasProperty(settingsVal, "Seed") || !m_ScriptInterface->GetProperty(settingsVal, "Seed", seed)) LOGWARNING("CMapGeneratorWorker::Run: No seed value specified - using 0"); InitScriptInterface(seed); RegisterScriptFunctions_MapGenerator(); // Copy settings to global variable JS::RootedValue global(rq.cx, rq.globalValue()); if (!m_ScriptInterface->SetProperty(global, "g_MapSettings", settingsVal, true, true)) { LOGERROR("CMapGeneratorWorker::Run: Failed to define g_MapSettings"); return false; } // Load RMS LOGMESSAGE("Loading RMS '%s'", m_ScriptPath.string8()); if (!m_ScriptInterface->LoadGlobalScriptFile(m_ScriptPath)) { LOGERROR("CMapGeneratorWorker::Run: Failed to load RMS '%s'", m_ScriptPath.string8()); return false; } return true; } void CMapGeneratorWorker::InitScriptInterface(const u32 seed) { m_ScriptInterface->SetCallbackData(static_cast(this)); m_ScriptInterface->ReplaceNondeterministicRNG(m_MapGenRNG); m_MapGenRNG.seed(seed); // VFS JSI_VFS::RegisterScriptFunctions_Maps(*m_ScriptInterface); // Globalscripts may use VFS script functions m_ScriptInterface->LoadGlobalScripts(); // File loading m_ScriptInterface->RegisterFunction("LoadLibrary"); m_ScriptInterface->RegisterFunction("LoadHeightmapImage"); m_ScriptInterface->RegisterFunction("LoadMapTerrain"); // Engine constants // Length of one tile of the terrain grid in metres. // Useful to transform footprint sizes to the tilegrid coordinate system. m_ScriptInterface->SetGlobal("TERRAIN_TILE_SIZE", static_cast(TERRAIN_TILE_SIZE)); // Number of impassable tiles at the map border m_ScriptInterface->SetGlobal("MAP_BORDER_WIDTH", static_cast(MAP_EDGE_TILES)); } void CMapGeneratorWorker::RegisterScriptFunctions_MapGenerator() { // Template functions m_ScriptInterface->RegisterFunction("GetTemplate"); m_ScriptInterface->RegisterFunction("TemplateExists"); m_ScriptInterface->RegisterFunction, std::string, bool, CMapGeneratorWorker::FindTemplates>("FindTemplates"); m_ScriptInterface->RegisterFunction, std::string, bool, CMapGeneratorWorker::FindActorTemplates>("FindActorTemplates"); // Progression and profiling m_ScriptInterface->RegisterFunction("SetProgress"); m_ScriptInterface->RegisterFunction("GetMicroseconds"); m_ScriptInterface->RegisterFunction("ExportMap"); } int CMapGeneratorWorker::GetProgress() { std::lock_guard lock(m_WorkerMutex); return m_Progress; } double CMapGeneratorWorker::GetMicroseconds(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate)) { return JS_Now(); } shared_ptr CMapGeneratorWorker::GetResults() { std::lock_guard lock(m_WorkerMutex); return m_MapData; } bool CMapGeneratorWorker::LoadLibrary(ScriptInterface::CmptPrivate* pCmptPrivate, const VfsPath& name) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); return self->LoadScripts(name); } void CMapGeneratorWorker::ExportMap(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue data) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); // Copy results std::lock_guard lock(self->m_WorkerMutex); self->m_MapData = self->m_ScriptInterface->WriteStructuredClone(data); self->m_Progress = 0; } void CMapGeneratorWorker::SetProgress(ScriptInterface::CmptPrivate* pCmptPrivate, int progress) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); // Copy data std::lock_guard lock(self->m_WorkerMutex); if (progress >= self->m_Progress) self->m_Progress = progress; else LOGWARNING("The random map script tried to reduce the loading progress from %d to %d", self->m_Progress, progress); } CParamNode CMapGeneratorWorker::GetTemplate(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& templateName) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); const CParamNode& templateRoot = self->m_TemplateLoader.GetTemplateFileData(templateName).GetChild("Entity"); if (!templateRoot.IsOk()) LOGERROR("Invalid template found for '%s'", templateName.c_str()); return templateRoot; } bool CMapGeneratorWorker::TemplateExists(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& templateName) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); return self->m_TemplateLoader.TemplateExists(templateName); } std::vector CMapGeneratorWorker::FindTemplates(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& path, bool includeSubdirectories) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); return self->m_TemplateLoader.FindTemplates(path, includeSubdirectories, SIMULATION_TEMPLATES); } std::vector CMapGeneratorWorker::FindActorTemplates(ScriptInterface::CmptPrivate* pCmptPrivate, const std::string& path, bool includeSubdirectories) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); return self->m_TemplateLoader.FindTemplates(path, includeSubdirectories, ACTOR_TEMPLATES); } bool CMapGeneratorWorker::LoadScripts(const VfsPath& libraryName) { // Ignore libraries that are already loaded if (m_LoadedLibraries.find(libraryName) != m_LoadedLibraries.end()) return true; // Mark this as loaded, to prevent it recursively loading itself m_LoadedLibraries.insert(libraryName); VfsPath path = VfsPath(L"maps/random/") / libraryName / VfsPath(); VfsPaths pathnames; // Load all scripts in mapgen directory Status ret = vfs::GetPathnames(g_VFS, path, L"*.js", pathnames); if (ret == INFO::OK) { for (const VfsPath& p : pathnames) { LOGMESSAGE("Loading map generator script '%s'", p.string8()); if (!m_ScriptInterface->LoadGlobalScriptFile(p)) { LOGERROR("CMapGeneratorWorker::LoadScripts: Failed to load script '%s'", p.string8()); return false; } } } else { // Some error reading directory wchar_t error[200]; LOGERROR("CMapGeneratorWorker::LoadScripts: Error reading scripts in directory '%s': %s", path.string8(), utf8_from_wstring(StatusDescription(ret, error, ARRAY_SIZE(error)))); return false; } return true; } JS::Value CMapGeneratorWorker::LoadHeightmap(ScriptInterface::CmptPrivate* pCmptPrivate, const VfsPath& filename) { std::vector heightmap; if (LoadHeightmapImageVfs(filename, heightmap) != INFO::OK) { LOGERROR("Could not load heightmap file '%s'", filename.string8()); return JS::UndefinedValue(); } CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); - ScriptInterface::Request rq(self->m_ScriptInterface); + ScriptRequest rq(self->m_ScriptInterface); JS::RootedValue returnValue(rq.cx); ToJSVal_vector(rq, &returnValue, heightmap); return returnValue; } // See CMapReader::UnpackTerrain, CMapReader::ParseTerrain for the reordering JS::Value CMapGeneratorWorker::LoadMapTerrain(ScriptInterface::CmptPrivate* pCmptPrivate, const VfsPath& filename) { CMapGeneratorWorker* self = static_cast(pCmptPrivate->pCBData); - ScriptInterface::Request rq(self->m_ScriptInterface); + ScriptRequest rq(self->m_ScriptInterface); if (!VfsFileExists(filename)) { - self->m_ScriptInterface->ReportError( - ("Terrain file \"" + filename.string8() + "\" does not exist!").c_str()); - + ScriptException::Raise(rq, "Terrain file \"%s\" does not exist!", filename.string8().c_str()); return JS::UndefinedValue(); } CFileUnpacker unpacker; unpacker.Read(filename, "PSMP"); if (unpacker.GetVersion() < CMapIO::FILE_READ_VERSION) { - self->m_ScriptInterface->ReportError( - ("Could not load terrain file \"" + filename.string8() + "\" too old version!").c_str()); - + ScriptException::Raise(rq, "Could not load terrain file \"%s\" too old version!", filename.string8().c_str()); return JS::UndefinedValue(); } // unpack size ssize_t patchesPerSide = (ssize_t)unpacker.UnpackSize(); size_t verticesPerSide = patchesPerSide * PATCH_SIZE + 1; // unpack heightmap std::vector heightmap; heightmap.resize(SQR(verticesPerSide)); unpacker.UnpackRaw(&heightmap[0], SQR(verticesPerSide) * sizeof(u16)); // unpack texture names size_t textureCount = unpacker.UnpackSize(); std::vector textureNames; textureNames.reserve(textureCount); for (size_t i = 0; i < textureCount; ++i) { CStr texturename; unpacker.UnpackString(texturename); textureNames.push_back(texturename); } // unpack texture IDs per tile ssize_t tilesPerSide = patchesPerSide * PATCH_SIZE; std::vector tiles; tiles.resize(size_t(SQR(tilesPerSide))); unpacker.UnpackRaw(&tiles[0], sizeof(CMapIO::STileDesc) * tiles.size()); // reorder by patches and store and save texture IDs per tile std::vector textureIDs; for (ssize_t x = 0; x < tilesPerSide; ++x) { size_t patchX = x / PATCH_SIZE; size_t offX = x % PATCH_SIZE; for (ssize_t y = 0; y < tilesPerSide; ++y) { size_t patchY = y / PATCH_SIZE; size_t offY = y % PATCH_SIZE; // m_Priority and m_Tex2Index unused textureIDs.push_back(tiles[(patchY * patchesPerSide + patchX) * SQR(PATCH_SIZE) + (offY * PATCH_SIZE + offX)].m_Tex1Index); } } JS::RootedValue returnValue(rq.cx); ScriptInterface::CreateObject( rq, &returnValue, "height", heightmap, "textureNames", textureNames, "textureIDs", textureIDs); return returnValue; } ////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////// CMapGenerator::CMapGenerator() : m_Worker(new CMapGeneratorWorker(nullptr)) { } CMapGenerator::~CMapGenerator() { delete m_Worker; } void CMapGenerator::GenerateMap(const VfsPath& scriptFile, const std::string& settings) { m_Worker->Initialize(scriptFile, settings); } int CMapGenerator::GetProgress() { return m_Worker->GetProgress(); } shared_ptr CMapGenerator::GetResults() { return m_Worker->GetResults(); } Index: ps/trunk/source/graphics/MapReader.cpp =================================================================== --- ps/trunk/source/graphics/MapReader.cpp (revision 24186) +++ ps/trunk/source/graphics/MapReader.cpp (revision 24187) @@ -1,1610 +1,1610 @@ /* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "MapReader.h" #include "graphics/Camera.h" #include "graphics/CinemaManager.h" #include "graphics/Entity.h" #include "graphics/GameView.h" #include "graphics/MapGenerator.h" #include "graphics/Patch.h" #include "graphics/Terrain.h" #include "graphics/TerrainTextureEntry.h" #include "graphics/TerrainTextureManager.h" #include "lib/timer.h" #include "lib/external_libraries/libsdl.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "ps/LoaderThunks.h" #include "ps/World.h" #include "ps/XML/Xeromyces.h" #include "renderer/PostprocManager.h" #include "renderer/SkyManager.h" #include "renderer/WaterManager.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpCinemaManager.h" #include "simulation2/components/ICmpGarrisonHolder.h" #include "simulation2/components/ICmpObstruction.h" #include "simulation2/components/ICmpOwnership.h" #include "simulation2/components/ICmpPlayer.h" #include "simulation2/components/ICmpPlayerManager.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpTurretHolder.h" #include "simulation2/components/ICmpVisual.h" #include "simulation2/components/ICmpWaterManager.h" #include CMapReader::CMapReader() : xml_reader(0), m_PatchesPerSide(0), m_MapGen(0) { cur_terrain_tex = 0; // important - resets generator state } // LoadMap: try to load the map from given file; reinitialise the scene to new data if successful void CMapReader::LoadMap(const VfsPath& pathname, JSRuntime* rt, JS::HandleValue settings, CTerrain *pTerrain_, WaterManager* pWaterMan_, SkyManager* pSkyMan_, CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_, CSimulation2 *pSimulation2_, const CSimContext* pSimContext_, int playerID_, bool skipEntities) { pTerrain = pTerrain_; pLightEnv = pLightEnv_; pGameView = pGameView_; pWaterMan = pWaterMan_; pSkyMan = pSkyMan_; pCinema = pCinema_; pTrigMan = pTrigMan_; pPostproc = pPostproc_; pSimulation2 = pSimulation2_; pSimContext = pSimContext_; m_PlayerID = playerID_; m_SkipEntities = skipEntities; m_StartingCameraTarget = INVALID_ENTITY; m_ScriptSettings.init(rt, settings); filename_xml = pathname.ChangeExtension(L".xml"); // In some cases (particularly tests) we don't want to bother storing a large // mostly-empty .pmp file, so we let the XML file specify basic terrain instead. // If there's an .xml file and no .pmp, then we're probably in this XML-only mode only_xml = false; if (!VfsFileExists(pathname) && VfsFileExists(filename_xml)) { only_xml = true; } file_format_version = CMapIO::FILE_VERSION; // default if there's no .pmp if (!only_xml) { // [25ms] unpacker.Read(pathname, "PSMP"); file_format_version = unpacker.GetVersion(); } // check oldest supported version if (file_format_version < FILE_READ_VERSION) throw PSERROR_Game_World_MapLoadFailed("Could not load terrain file - too old version!"); // delete all existing entities if (pSimulation2) pSimulation2->ResetState(); // reset post effects if (pPostproc) pPostproc->SetPostEffect(L"default"); // load map or script settings script if (settings.isUndefined()) RegMemFun(this, &CMapReader::LoadScriptSettings, L"CMapReader::LoadScriptSettings", 50); else RegMemFun(this, &CMapReader::LoadRMSettings, L"CMapReader::LoadRMSettings", 50); // load player settings script (must be done before reading map) RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50); // unpack the data if (!only_xml) RegMemFun(this, &CMapReader::UnpackMap, L"CMapReader::UnpackMap", 1200); // read the corresponding XML file RegMemFun(this, &CMapReader::ReadXML, L"CMapReader::ReadXML", 50); // apply terrain data to the world RegMemFun(this, &CMapReader::ApplyTerrainData, L"CMapReader::ApplyTerrainData", 5); // read entities RegMemFun(this, &CMapReader::ReadXMLEntities, L"CMapReader::ReadXMLEntities", 5800); // apply misc data to the world RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5); // load map settings script (must be done after reading map) RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5); } // LoadRandomMap: try to load the map data; reinitialise the scene to new data if successful void CMapReader::LoadRandomMap(const CStrW& scriptFile, JSRuntime* rt, JS::HandleValue settings, CTerrain *pTerrain_, WaterManager* pWaterMan_, SkyManager* pSkyMan_, CLightEnv *pLightEnv_, CGameView *pGameView_, CCinemaManager* pCinema_, CTriggerManager* pTrigMan_, CPostprocManager* pPostproc_, CSimulation2 *pSimulation2_, int playerID_) { m_ScriptFile = scriptFile; pSimulation2 = pSimulation2_; pSimContext = pSimulation2 ? &pSimulation2->GetSimContext() : NULL; m_ScriptSettings.init(rt, settings); pTerrain = pTerrain_; pLightEnv = pLightEnv_; pGameView = pGameView_; pWaterMan = pWaterMan_; pSkyMan = pSkyMan_; pCinema = pCinema_; pTrigMan = pTrigMan_; pPostproc = pPostproc_; m_PlayerID = playerID_; m_SkipEntities = false; m_StartingCameraTarget = INVALID_ENTITY; // delete all existing entities if (pSimulation2) pSimulation2->ResetState(); only_xml = false; // copy random map settings (before entity creation) RegMemFun(this, &CMapReader::LoadRMSettings, L"CMapReader::LoadRMSettings", 50); // load player settings script (must be done before reading map) RegMemFun(this, &CMapReader::LoadPlayerSettings, L"CMapReader::LoadPlayerSettings", 50); // load map generator with random map script RegMemFun(this, &CMapReader::GenerateMap, L"CMapReader::GenerateMap", 20000); // parse RMS results into terrain structure RegMemFun(this, &CMapReader::ParseTerrain, L"CMapReader::ParseTerrain", 500); // parse RMS results into environment settings RegMemFun(this, &CMapReader::ParseEnvironment, L"CMapReader::ParseEnvironment", 5); // parse RMS results into camera settings RegMemFun(this, &CMapReader::ParseCamera, L"CMapReader::ParseCamera", 5); // apply terrain data to the world RegMemFun(this, &CMapReader::ApplyTerrainData, L"CMapReader::ApplyTerrainData", 5); // parse RMS results into entities RegMemFun(this, &CMapReader::ParseEntities, L"CMapReader::ParseEntities", 1000); // apply misc data to the world RegMemFun(this, &CMapReader::ApplyData, L"CMapReader::ApplyData", 5); // load map settings script (must be done after reading map) RegMemFun(this, &CMapReader::LoadMapSettings, L"CMapReader::LoadMapSettings", 5); } // UnpackMap: unpack the given data from the raw data stream into local variables int CMapReader::UnpackMap() { return UnpackTerrain(); } // UnpackTerrain: unpack the terrain from the end of the input data stream // - data: map size, heightmap, list of textures used by map, texture tile assignments int CMapReader::UnpackTerrain() { // yield after this time is reached. balances increased progress bar // smoothness vs. slowing down loading. const double end_time = timer_Time() + 200e-3; // first call to generator (this is skipped after first call, // i.e. when the loop below was interrupted) if (cur_terrain_tex == 0) { m_PatchesPerSide = (ssize_t)unpacker.UnpackSize(); // unpack heightmap [600us] size_t verticesPerSide = m_PatchesPerSide*PATCH_SIZE+1; m_Heightmap.resize(SQR(verticesPerSide)); unpacker.UnpackRaw(&m_Heightmap[0], SQR(verticesPerSide)*sizeof(u16)); // unpack # textures num_terrain_tex = unpacker.UnpackSize(); m_TerrainTextures.reserve(num_terrain_tex); } // unpack texture names; find handle for each texture. // interruptible. while (cur_terrain_tex < num_terrain_tex) { CStr texturename; unpacker.UnpackString(texturename); ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled) CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texturename); m_TerrainTextures.push_back(texentry); cur_terrain_tex++; LDR_CHECK_TIMEOUT(cur_terrain_tex, num_terrain_tex); } // unpack tile data [3ms] ssize_t tilesPerSide = m_PatchesPerSide*PATCH_SIZE; m_Tiles.resize(size_t(SQR(tilesPerSide))); unpacker.UnpackRaw(&m_Tiles[0], sizeof(STileDesc)*m_Tiles.size()); // reset generator state. cur_terrain_tex = 0; return 0; } int CMapReader::ApplyTerrainData() { if (m_PatchesPerSide == 0) { // we'll probably crash when trying to use this map later throw PSERROR_Game_World_MapLoadFailed("Error loading map: no terrain data.\nCheck application log for details."); } if (!only_xml) { // initialise the terrain pTerrain->Initialize(m_PatchesPerSide, &m_Heightmap[0]); // setup the textures on the minipatches STileDesc* tileptr = &m_Tiles[0]; for (ssize_t j=0; jGetPatch(i,j)->m_MiniPatches[m][k]; // can't fail mp.Tex = m_TerrainTextures[tileptr->m_Tex1Index]; mp.Priority = tileptr->m_Priority; tileptr++; } } } } } CmpPtr cmpTerrain(*pSimContext, SYSTEM_ENTITY); if (cmpTerrain) cmpTerrain->ReloadTerrain(); return 0; } // ApplyData: take all the input data, and rebuild the scene from it int CMapReader::ApplyData() { // copy over the lighting parameters if (pLightEnv) *pLightEnv = m_LightEnv; CmpPtr cmpPlayerManager(*pSimContext, SYSTEM_ENTITY); if (pGameView && cmpPlayerManager) { // Default to global camera (with constraints) pGameView->ResetCameraTarget(pGameView->GetCamera()->GetFocus()); // TODO: Starting rotation? CmpPtr cmpPlayer(*pSimContext, cmpPlayerManager->GetPlayerByID(m_PlayerID)); if (cmpPlayer && cmpPlayer->HasStartingCamera()) { // Use player starting camera CFixedVector3D pos = cmpPlayer->GetStartingCameraPos(); pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat())); } else if (m_StartingCameraTarget != INVALID_ENTITY) { // Point camera at entity CmpPtr cmpPosition(*pSimContext, m_StartingCameraTarget); if (cmpPosition) { CFixedVector3D pos = cmpPosition->GetPosition(); pGameView->ResetCameraTarget(CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat())); } } } return 0; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////// PSRETURN CMapSummaryReader::LoadMap(const VfsPath& pathname) { VfsPath filename_xml = pathname.ChangeExtension(L".xml"); CXeromyces xmb_file; if (xmb_file.Load(g_VFS, filename_xml, "scenario") != PSRETURN_OK) return PSRETURN_File_ReadFailed; // Define all the relevant elements used in the XML file #define EL(x) int el_##x = xmb_file.GetElementID(#x) #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) EL(scenario); EL(scriptsettings); #undef AT #undef EL XMBElement root = xmb_file.GetRoot(); ENSURE(root.GetNodeName() == el_scenario); XERO_ITER_EL(root, child) { int child_name = child.GetNodeName(); if (child_name == el_scriptsettings) { m_ScriptSettings = child.GetText(); } } return PSRETURN_OK; } void CMapSummaryReader::GetMapSettings(const ScriptInterface& scriptInterface, JS::MutableHandleValue ret) { - ScriptInterface::Request rq(scriptInterface); + ScriptRequest rq(scriptInterface); ScriptInterface::CreateObject(rq, ret); if (m_ScriptSettings.empty()) return; JS::RootedValue scriptSettingsVal(rq.cx); scriptInterface.ParseJSON(m_ScriptSettings, &scriptSettingsVal); scriptInterface.SetProperty(ret, "settings", scriptSettingsVal, false); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Holds various state data while reading maps, so that loading can be // interrupted (e.g. to update the progress display) then later resumed. class CXMLReader { NONCOPYABLE(CXMLReader); public: CXMLReader(const VfsPath& xml_filename, CMapReader& mapReader) : m_MapReader(mapReader), nodes(NULL, 0, NULL) { Init(xml_filename); } CStr ReadScriptSettings(); // read everything except for entities void ReadXML(); // return semantics: see Loader.cpp!LoadFunc. int ProgressiveReadEntities(); private: CXeromyces xmb_file; CMapReader& m_MapReader; int el_entity; int el_tracks; int el_template, el_player; int el_position, el_orientation, el_obstruction; int el_garrison; int el_turrets; int el_actor; int at_x, at_y, at_z; int at_group, at_group2; int at_angle; int at_uid; int at_seed; int at_turret; XMBElementList nodes; // children of root // loop counters size_t node_idx; size_t entity_idx; // # entities+nonentities processed and total (for progress calc) int completed_jobs, total_jobs; // maximum used entity ID, so we can safely allocate new ones entity_id_t max_uid; void Init(const VfsPath& xml_filename); void ReadTerrain(XMBElement parent); void ReadEnvironment(XMBElement parent); void ReadCamera(XMBElement parent); void ReadPaths(XMBElement parent); void ReadTriggers(XMBElement parent); int ReadEntities(XMBElement parent, double end_time); }; void CXMLReader::Init(const VfsPath& xml_filename) { // must only assign once, so do it here node_idx = entity_idx = 0; if (xmb_file.Load(g_VFS, xml_filename, "scenario") != PSRETURN_OK) throw PSERROR_Game_World_MapLoadFailed("Could not read map XML file!"); // define the elements and attributes that are frequently used in the XML file, // so we don't need to do lots of string construction and comparison when // reading the data. // (Needs to be synchronised with the list in CXMLReader - ugh) #define EL(x) el_##x = xmb_file.GetElementID(#x) #define AT(x) at_##x = xmb_file.GetAttributeID(#x) EL(entity); EL(tracks); EL(template); EL(player); EL(position); EL(garrison); EL(turrets); EL(orientation); EL(obstruction); EL(actor); AT(x); AT(y); AT(z); AT(group); AT(group2); AT(angle); AT(uid); AT(seed); AT(turret); #undef AT #undef EL XMBElement root = xmb_file.GetRoot(); ENSURE(xmb_file.GetElementString(root.GetNodeName()) == "Scenario"); nodes = root.GetChildNodes(); // find out total number of entities+nonentities // (used when calculating progress) completed_jobs = 0; total_jobs = 0; for (XMBElement node : nodes) total_jobs += node.GetChildNodes().size(); // Find the maximum entity ID, so we can safely allocate new IDs without conflicts max_uid = SYSTEM_ENTITY; XMBElement ents = nodes.GetFirstNamedItem(xmb_file.GetElementID("Entities")); XERO_ITER_EL(ents, ent) { CStr uid = ent.GetAttributes().GetNamedItem(at_uid); max_uid = std::max(max_uid, (entity_id_t)uid.ToUInt()); } } CStr CXMLReader::ReadScriptSettings() { XMBElement root = xmb_file.GetRoot(); ENSURE(xmb_file.GetElementString(root.GetNodeName()) == "Scenario"); nodes = root.GetChildNodes(); XMBElement settings = nodes.GetFirstNamedItem(xmb_file.GetElementID("ScriptSettings")); return settings.GetText(); } void CXMLReader::ReadTerrain(XMBElement parent) { #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) AT(patches); AT(texture); AT(priority); AT(height); #undef AT ssize_t patches = 9; CStr texture = "grass1_spring"; int priority = 0; u16 height = 16384; XERO_ITER_ATTR(parent, attr) { if (attr.Name == at_patches) patches = attr.Value.ToInt(); else if (attr.Name == at_texture) texture = attr.Value; else if (attr.Name == at_priority) priority = attr.Value.ToInt(); else if (attr.Name == at_height) height = (u16)attr.Value.ToInt(); } m_MapReader.m_PatchesPerSide = patches; // Load the texture ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled) CTerrainTextureEntry* texentry = g_TexMan.FindTexture(texture); m_MapReader.pTerrain->Initialize(patches, NULL); // Fill the heightmap u16* heightmap = m_MapReader.pTerrain->GetHeightMap(); ssize_t verticesPerSide = m_MapReader.pTerrain->GetVerticesPerSide(); for (ssize_t i = 0; i < SQR(verticesPerSide); ++i) heightmap[i] = height; // Fill the texture map for (ssize_t pz = 0; pz < patches; ++pz) { for (ssize_t px = 0; px < patches; ++px) { CPatch* patch = m_MapReader.pTerrain->GetPatch(px, pz); // can't fail for (ssize_t z = 0; z < PATCH_SIZE; ++z) { for (ssize_t x = 0; x < PATCH_SIZE; ++x) { patch->m_MiniPatches[z][x].Tex = texentry; patch->m_MiniPatches[z][x].Priority = priority; } } } } } void CXMLReader::ReadEnvironment(XMBElement parent) { #define EL(x) int el_##x = xmb_file.GetElementID(#x) #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) EL(posteffect); EL(skyset); EL(suncolor); EL(sunelevation); EL(sunrotation); EL(terrainambientcolor); EL(unitsambientcolor); EL(water); EL(waterbody); EL(type); EL(color); EL(tint); EL(height); EL(waviness); EL(murkiness); EL(windangle); EL(fog); EL(fogcolor); EL(fogfactor); EL(fogthickness); EL(postproc); EL(brightness); EL(contrast); EL(saturation); EL(bloom); AT(r); AT(g); AT(b); #undef AT #undef EL XERO_ITER_EL(parent, element) { int element_name = element.GetNodeName(); XMBAttributeList attrs = element.GetAttributes(); if (element_name == el_skyset) { if (m_MapReader.pSkyMan) m_MapReader.pSkyMan->SetSkySet(element.GetText().FromUTF8()); } else if (element_name == el_suncolor) { m_MapReader.m_LightEnv.m_SunColor = RGBColor( attrs.GetNamedItem(at_r).ToFloat(), attrs.GetNamedItem(at_g).ToFloat(), attrs.GetNamedItem(at_b).ToFloat()); } else if (element_name == el_sunelevation) { m_MapReader.m_LightEnv.m_Elevation = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_sunrotation) { m_MapReader.m_LightEnv.m_Rotation = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_terrainambientcolor) { m_MapReader.m_LightEnv.m_TerrainAmbientColor = RGBColor( attrs.GetNamedItem(at_r).ToFloat(), attrs.GetNamedItem(at_g).ToFloat(), attrs.GetNamedItem(at_b).ToFloat()); } else if (element_name == el_unitsambientcolor) { m_MapReader.m_LightEnv.m_UnitsAmbientColor = RGBColor( attrs.GetNamedItem(at_r).ToFloat(), attrs.GetNamedItem(at_g).ToFloat(), attrs.GetNamedItem(at_b).ToFloat()); } else if (element_name == el_fog) { XERO_ITER_EL(element, fog) { int element_name = fog.GetNodeName(); if (element_name == el_fogcolor) { XMBAttributeList attrs = fog.GetAttributes(); m_MapReader.m_LightEnv.m_FogColor = RGBColor( attrs.GetNamedItem(at_r).ToFloat(), attrs.GetNamedItem(at_g).ToFloat(), attrs.GetNamedItem(at_b).ToFloat()); } else if (element_name == el_fogfactor) { m_MapReader.m_LightEnv.m_FogFactor = fog.GetText().ToFloat(); } else if (element_name == el_fogthickness) { m_MapReader.m_LightEnv.m_FogMax = fog.GetText().ToFloat(); } } } else if (element_name == el_postproc) { XERO_ITER_EL(element, postproc) { int element_name = postproc.GetNodeName(); if (element_name == el_brightness) { m_MapReader.m_LightEnv.m_Brightness = postproc.GetText().ToFloat(); } else if (element_name == el_contrast) { m_MapReader.m_LightEnv.m_Contrast = postproc.GetText().ToFloat(); } else if (element_name == el_saturation) { m_MapReader.m_LightEnv.m_Saturation = postproc.GetText().ToFloat(); } else if (element_name == el_bloom) { m_MapReader.m_LightEnv.m_Bloom = postproc.GetText().ToFloat(); } else if (element_name == el_posteffect) { if (m_MapReader.pPostproc) m_MapReader.pPostproc->SetPostEffect(postproc.GetText().FromUTF8()); } } } else if (element_name == el_water) { XERO_ITER_EL(element, waterbody) { ENSURE(waterbody.GetNodeName() == el_waterbody); XERO_ITER_EL(waterbody, waterelement) { int element_name = waterelement.GetNodeName(); if (element_name == el_height) { CmpPtr cmpWaterManager(*m_MapReader.pSimContext, SYSTEM_ENTITY); ENSURE(cmpWaterManager); cmpWaterManager->SetWaterLevel(entity_pos_t::FromString(waterelement.GetText())); continue; } // The rest are purely graphical effects, and should be ignored if // graphics are disabled if (!m_MapReader.pWaterMan) continue; if (element_name == el_type) { if (waterelement.GetText() == "default") m_MapReader.pWaterMan->m_WaterType = L"ocean"; else m_MapReader.pWaterMan->m_WaterType = waterelement.GetText().FromUTF8(); } #define READ_COLOR(el, out) \ else if (element_name == el) \ { \ XMBAttributeList attrs = waterelement.GetAttributes(); \ out = CColor( \ attrs.GetNamedItem(at_r).ToFloat(), \ attrs.GetNamedItem(at_g).ToFloat(), \ attrs.GetNamedItem(at_b).ToFloat(), \ 1.f); \ } #define READ_FLOAT(el, out) \ else if (element_name == el) \ { \ out = waterelement.GetText().ToFloat(); \ } \ READ_COLOR(el_color, m_MapReader.pWaterMan->m_WaterColor) READ_COLOR(el_tint, m_MapReader.pWaterMan->m_WaterTint) READ_FLOAT(el_waviness, m_MapReader.pWaterMan->m_Waviness) READ_FLOAT(el_murkiness, m_MapReader.pWaterMan->m_Murkiness) READ_FLOAT(el_windangle, m_MapReader.pWaterMan->m_WindAngle) #undef READ_FLOAT #undef READ_COLOR else debug_warn(L"Invalid map XML data"); } } } else debug_warn(L"Invalid map XML data"); } m_MapReader.m_LightEnv.CalculateSunDirection(); } void CXMLReader::ReadCamera(XMBElement parent) { // defaults if we don't find player starting camera #define EL(x) int el_##x = xmb_file.GetElementID(#x) #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) EL(declination); EL(rotation); EL(position); AT(angle); AT(x); AT(y); AT(z); #undef AT #undef EL float declination = DEGTORAD(30.f), rotation = DEGTORAD(-45.f); CVector3D translation = CVector3D(100, 150, -100); XERO_ITER_EL(parent, element) { int element_name = element.GetNodeName(); XMBAttributeList attrs = element.GetAttributes(); if (element_name == el_declination) { declination = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_rotation) { rotation = attrs.GetNamedItem(at_angle).ToFloat(); } else if (element_name == el_position) { translation = CVector3D( attrs.GetNamedItem(at_x).ToFloat(), attrs.GetNamedItem(at_y).ToFloat(), attrs.GetNamedItem(at_z).ToFloat()); } else debug_warn(L"Invalid map XML data"); } if (m_MapReader.pGameView) { m_MapReader.pGameView->GetCamera()->m_Orientation.SetXRotation(declination); m_MapReader.pGameView->GetCamera()->m_Orientation.RotateY(rotation); m_MapReader.pGameView->GetCamera()->m_Orientation.Translate(translation); m_MapReader.pGameView->GetCamera()->UpdateFrustum(); } } void CXMLReader::ReadPaths(XMBElement parent) { #define EL(x) int el_##x = xmb_file.GetElementID(#x) #define AT(x) int at_##x = xmb_file.GetAttributeID(#x) EL(path); EL(rotation); EL(node); EL(position); EL(target); AT(name); AT(timescale); AT(orientation); AT(mode); AT(style); AT(x); AT(y); AT(z); AT(deltatime); #undef EL #undef AT CmpPtr cmpCinemaManager(*m_MapReader.pSimContext, SYSTEM_ENTITY); XERO_ITER_EL(parent, element) { int elementName = element.GetNodeName(); if (elementName == el_path) { CCinemaData pathData; XMBAttributeList attrs = element.GetAttributes(); CStrW pathName(attrs.GetNamedItem(at_name).FromUTF8()); pathData.m_Name = pathName; pathData.m_Timescale = fixed::FromString(attrs.GetNamedItem(at_timescale)); pathData.m_Orientation = attrs.GetNamedItem(at_orientation).FromUTF8(); pathData.m_Mode = attrs.GetNamedItem(at_mode).FromUTF8(); pathData.m_Style = attrs.GetNamedItem(at_style).FromUTF8(); TNSpline positionSpline, targetSpline; fixed lastPositionTime = fixed::Zero(); fixed lastTargetTime = fixed::Zero(); XERO_ITER_EL(element, pathChild) { elementName = pathChild.GetNodeName(); attrs = pathChild.GetAttributes(); // Load node data used for spline if (elementName == el_node) { lastPositionTime += fixed::FromString(attrs.GetNamedItem(at_deltatime)); lastTargetTime += fixed::FromString(attrs.GetNamedItem(at_deltatime)); XERO_ITER_EL(pathChild, nodeChild) { elementName = nodeChild.GetNodeName(); attrs = nodeChild.GetAttributes(); if (elementName == el_position) { CFixedVector3D position(fixed::FromString(attrs.GetNamedItem(at_x)), fixed::FromString(attrs.GetNamedItem(at_y)), fixed::FromString(attrs.GetNamedItem(at_z))); positionSpline.AddNode(position, CFixedVector3D(), lastPositionTime); lastPositionTime = fixed::Zero(); } else if (elementName == el_rotation) { // TODO: Implement rotation slerp/spline as another object } else if (elementName == el_target) { CFixedVector3D targetPosition(fixed::FromString(attrs.GetNamedItem(at_x)), fixed::FromString(attrs.GetNamedItem(at_y)), fixed::FromString(attrs.GetNamedItem(at_z))); targetSpline.AddNode(targetPosition, CFixedVector3D(), lastTargetTime); lastTargetTime = fixed::Zero(); } else LOGWARNING("Invalid cinematic element for node child"); } } else LOGWARNING("Invalid cinematic element for path child"); } // Construct cinema path with data gathered CCinemaPath path(pathData, positionSpline, targetSpline); if (path.Empty()) { LOGWARNING("Path with name '%s' is empty", pathName.ToUTF8()); return; } if (!cmpCinemaManager) continue; if (!cmpCinemaManager->HasPath(pathName)) cmpCinemaManager->AddPath(path); else LOGWARNING("Path with name '%s' already exists", pathName.ToUTF8()); } else LOGWARNING("Invalid path child with name '%s'", element.GetText()); } } void CXMLReader::ReadTriggers(XMBElement UNUSED(parent)) { } int CXMLReader::ReadEntities(XMBElement parent, double end_time) { XMBElementList entities = parent.GetChildNodes(); ENSURE(m_MapReader.pSimulation2); CSimulation2& sim = *m_MapReader.pSimulation2; CmpPtr cmpPlayerManager(sim, SYSTEM_ENTITY); while (entity_idx < entities.size()) { // all new state at this scope and below doesn't need to be // wrapped, since we only yield after a complete iteration. XMBElement entity = entities[entity_idx++]; ENSURE(entity.GetNodeName() == el_entity); XMBAttributeList attrs = entity.GetAttributes(); CStr uid = attrs.GetNamedItem(at_uid); ENSURE(!uid.empty()); int EntityUid = uid.ToInt(); CStrW TemplateName; int PlayerID = 0; std::vector Garrison; std::vector > Turrets; CFixedVector3D Position; CFixedVector3D Orientation; long Seed = -1; // Obstruction control groups. entity_id_t ControlGroup = INVALID_ENTITY; entity_id_t ControlGroup2 = INVALID_ENTITY; XERO_ITER_EL(entity, setting) { int element_name = setting.GetNodeName(); //