/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Simulation2.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRuntime.h" #include "simulation2/MessageTypes.h" #include "simulation2/system/ComponentManager.h" #include "simulation2/system/ParamNode.h" #include "simulation2/system/SimContext.h" #include "simulation2/components/ICmpAIManager.h" #include "simulation2/components/ICmpCommandQueue.h" #include "simulation2/components/ICmpTemplateManager.h" #include "graphics/MapReader.h" #include "graphics/Terrain.h" #include "lib/timer.h" #include "lib/file/vfs/vfs_util.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/Filesystem.h" #include "ps/Loader.h" #include "ps/Profile.h" #include "ps/Pyrogenesis.h" #include "ps/XML/Xeromyces.h" #include #if MSC_VERSION #include #define getpid _getpid // use the non-deprecated function name #endif static std::string Hexify(const std::string& s) // TODO: shouldn't duplicate this function in so many places { std::stringstream str; str << std::hex; for (size_t i = 0; i < s.size(); ++i) str << std::setfill('0') << std::setw(2) << (int)(unsigned char)s[i]; return str.str(); } class CSimulation2Impl { public: CSimulation2Impl(CUnitManager* unitManager, shared_ptr rt, CTerrain* terrain) : m_SimContext(), m_ComponentManager(m_SimContext, rt), m_EnableOOSLog(false), m_EnableSerializationTest(false), m_MapSettings(rt->m_rt), m_InitAttributes(rt->m_rt) { m_SimContext.m_UnitManager = unitManager; m_SimContext.m_Terrain = terrain; m_ComponentManager.LoadComponentTypes(); RegisterFileReloadFunc(ReloadChangedFileCB, this); // Tests won't have config initialised if (CConfigDB::IsInitialised()) { CFG_GET_VAL("ooslog", m_EnableOOSLog); CFG_GET_VAL("serializationtest", m_EnableSerializationTest); } } ~CSimulation2Impl() { UnregisterFileReloadFunc(ReloadChangedFileCB, this); } void ResetState(bool skipScriptedComponents, bool skipAI) { m_DeltaTime = 0.0; m_LastFrameOffset = 0.0f; m_TurnNumber = 0; ResetComponentState(m_ComponentManager, skipScriptedComponents, skipAI); } static void ResetComponentState(CComponentManager& componentManager, bool skipScriptedComponents, bool skipAI) { componentManager.ResetState(); componentManager.InitSystemEntity(); componentManager.AddSystemComponents(skipScriptedComponents, skipAI); } static bool LoadDefaultScripts(CComponentManager& componentManager, std::set* loadedScripts); static bool LoadScripts(CComponentManager& componentManager, std::set* loadedScripts, const VfsPath& path); static bool LoadTriggerScripts(CComponentManager& componentManager, JS::HandleValue mapSettings, std::set* loadedScripts); Status ReloadChangedFile(const VfsPath& path); static Status ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } int ProgressiveLoad(); void Update(int turnLength, const std::vector& commands); static void UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector& commands); void Interpolate(float simFrameLength, float frameOffset, float realFrameLength); void DumpState(); CSimContext m_SimContext; CComponentManager m_ComponentManager; double m_DeltaTime; float m_LastFrameOffset; std::string m_StartupScript; JS::PersistentRootedValue m_InitAttributes; JS::PersistentRootedValue m_MapSettings; std::set m_LoadedScripts; uint32_t m_TurnNumber; bool m_EnableOOSLog; // Functions and data for the serialization test mode: (see Update() for relevant comments) bool m_EnableSerializationTest; struct SerializationTestState { std::stringstream state; std::stringstream debug; std::string hash; }; void DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix); void ReportSerializationFailure( SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter, SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter); static std::vector CloneCommandsFromOtherContext(ScriptInterface& oldScript, ScriptInterface& newScript, const std::vector& commands) { JSContext* cxOld = oldScript.GetContext(); JSAutoRequest rqOld(cxOld); std::vector newCommands; newCommands.reserve(commands.size()); for (const SimulationCommand& command : commands) { JSContext* cxNew = newScript.GetContext(); JSAutoRequest rqNew(cxNew); JS::RootedValue tmpCommand(cxNew, newScript.CloneValueFromOtherContext(oldScript, command.data)); SimulationCommand cmd(command.player, cxNew, tmpCommand); newCommands.emplace_back(std::move(cmd)); } return newCommands; } }; bool CSimulation2Impl::LoadDefaultScripts(CComponentManager& componentManager, std::set* loadedScripts) { return ( LoadScripts(componentManager, loadedScripts, L"simulation/components/interfaces/") && LoadScripts(componentManager, loadedScripts, L"simulation/helpers/") && LoadScripts(componentManager, loadedScripts, L"simulation/components/") ); } bool CSimulation2Impl::LoadScripts(CComponentManager& componentManager, std::set* loadedScripts, const VfsPath& path) { VfsPaths pathnames; if (vfs::GetPathnames(g_VFS, path, L"*.js", pathnames) < 0) return false; bool ok = true; for (const VfsPath& path : pathnames) { if (loadedScripts) loadedScripts->insert(path); LOGMESSAGE("Loading simulation script '%s'", path.string8()); if (!componentManager.LoadScript(path)) ok = false; } return ok; } bool CSimulation2Impl::LoadTriggerScripts(CComponentManager& componentManager, JS::HandleValue mapSettings, std::set* loadedScripts) { bool ok = true; if (componentManager.GetScriptInterface().HasProperty(mapSettings, "TriggerScripts")) { std::vector scriptNames; componentManager.GetScriptInterface().GetProperty(mapSettings, "TriggerScripts", scriptNames); for (const std::string& triggerScript : scriptNames) { std::string scriptName = "maps/" + triggerScript; if (loadedScripts) { if (loadedScripts->find(scriptName) != loadedScripts->end()) continue; loadedScripts->insert(scriptName); } LOGMESSAGE("Loading trigger script '%s'", scriptName.c_str()); if (!componentManager.LoadScript(scriptName.data())) ok = false; } } return ok; } Status CSimulation2Impl::ReloadChangedFile(const VfsPath& path) { // Ignore if this file wasn't loaded as a script // (TODO: Maybe we ought to load in any new .js files that are created in the right directories) if (m_LoadedScripts.find(path) == m_LoadedScripts.end()) return INFO::OK; // If the file doesn't exist (e.g. it was deleted), don't bother loading it since that'll give an error message. // (Also don't bother trying to 'unload' it from the component manager, because that's not possible) if (!VfsFileExists(path)) return INFO::OK; LOGMESSAGE("Reloading simulation script '%s'", path.string8()); if (!m_ComponentManager.LoadScript(path, true)) return ERR::FAIL; return INFO::OK; } int CSimulation2Impl::ProgressiveLoad() { // yield after this time is reached. balances increased progress bar // smoothness vs. slowing down loading. const double end_time = timer_Time() + 200e-3; int ret; do { bool progressed = false; int total = 0; int progress = 0; CMessageProgressiveLoad msg(&progressed, &total, &progress); m_ComponentManager.BroadcastMessage(msg); if (!progressed || total == 0) return 0; // we have nothing left to load ret = Clamp(100*progress / total, 1, 100); } while (timer_Time() < end_time); return ret; } void CSimulation2Impl::DumpSerializationTestState(SerializationTestState& state, const OsPath& path, const OsPath::String& suffix) { if (!state.hash.empty()) { std::ofstream file (OsString(path / (L"hash." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc); file << Hexify(state.hash); } if (!state.debug.str().empty()) { std::ofstream file (OsString(path / (L"debug." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc); file << state.debug.str(); } if (!state.state.str().empty()) { std::ofstream file (OsString(path / (L"state." + suffix)).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary); file << state.state.str(); } } void CSimulation2Impl::ReportSerializationFailure( SerializationTestState* primaryStateBefore, SerializationTestState* primaryStateAfter, SerializationTestState* secondaryStateBefore, SerializationTestState* secondaryStateAfter) { OsPath path = psLogDir() / "oos_log"; CreateDirectories(path, 0700); // Clean up obsolete files from previous runs wunlink(path / "hash.before.a"); wunlink(path / "hash.before.b"); wunlink(path / "debug.before.a"); wunlink(path / "debug.before.b"); wunlink(path / "state.before.a"); wunlink(path / "state.before.b"); wunlink(path / "hash.after.a"); wunlink(path / "hash.after.b"); wunlink(path / "debug.after.a"); wunlink(path / "debug.after.b"); wunlink(path / "state.after.a"); wunlink(path / "state.after.b"); if (primaryStateBefore) DumpSerializationTestState(*primaryStateBefore, path, L"before.a"); if (primaryStateAfter) DumpSerializationTestState(*primaryStateAfter, path, L"after.a"); if (secondaryStateBefore) DumpSerializationTestState(*secondaryStateBefore, path, L"before.b"); if (secondaryStateAfter) DumpSerializationTestState(*secondaryStateAfter, path, L"after.b"); debug_warn(L"Serialization test failure"); } void CSimulation2Impl::Update(int turnLength, const std::vector& commands) { PROFILE3("sim update"); PROFILE2_ATTR("turn %d", (int)m_TurnNumber); fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000; /* * In serialization test mode, we save the original (primary) simulation state before each turn update. * We run the update, then load the saved state into a secondary context. * We serialize that again and compare to the original serialization (to check that * serialize->deserialize->serialize is equivalent to serialize). * Then we run the update on the secondary context, and check that its new serialized * state matches the primary context after the update (to check that the simulation doesn't depend * on anything that's not serialized). */ const bool serializationTestDebugDump = false; // set true to save human-readable state dumps before an error is detected, for debugging (but slow) const bool serializationTestHash = true; // set true to save and compare hash of state SerializationTestState primaryStateBefore; ScriptInterface& scriptInterface = m_ComponentManager.GetScriptInterface(); if (m_EnableSerializationTest) { ENSURE(m_ComponentManager.SerializeState(primaryStateBefore.state)); if (serializationTestDebugDump) ENSURE(m_ComponentManager.DumpDebugState(primaryStateBefore.debug, false)); if (serializationTestHash) ENSURE(m_ComponentManager.ComputeStateHash(primaryStateBefore.hash, false)); } UpdateComponents(m_SimContext, turnLengthFixed, commands); if (m_EnableSerializationTest) { // Initialise the secondary simulation CTerrain secondaryTerrain; CSimContext secondaryContext; secondaryContext.m_Terrain = &secondaryTerrain; CComponentManager secondaryComponentManager(secondaryContext, scriptInterface.GetRuntime()); secondaryComponentManager.LoadComponentTypes(); std::set secondaryLoadedScripts; ENSURE(LoadDefaultScripts(secondaryComponentManager, &secondaryLoadedScripts)); ResetComponentState(secondaryComponentManager, false, false); // Load the trigger scripts after we have loaded the simulation. { JSContext* cx2 = secondaryComponentManager.GetScriptInterface().GetContext(); JSAutoRequest rq2(cx2); JS::RootedValue mapSettingsCloned(cx2, secondaryComponentManager.GetScriptInterface().CloneValueFromOtherContext( scriptInterface, m_MapSettings)); ENSURE(LoadTriggerScripts(secondaryComponentManager, mapSettingsCloned, &secondaryLoadedScripts)); } // Load the map into the secondary simulation LDR_BeginRegistering(); CMapReader* mapReader = new CMapReader; // automatically deletes itself std::string mapType; scriptInterface.GetProperty(m_InitAttributes, "mapType", mapType); if (mapType == "random") { // TODO: support random map scripts debug_warn(L"Serialization test mode does not support random maps"); } else { std::wstring mapFile; scriptInterface.GetProperty(m_InitAttributes, "map", mapFile); VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp"); mapReader->LoadMap(mapfilename, scriptInterface.GetJSRuntime(), JS::UndefinedHandleValue, &secondaryTerrain, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, &secondaryContext, INVALID_PLAYER, true); // throws exception on failure } LDR_EndRegistering(); ENSURE(LDR_NonprogressiveLoad() == INFO::OK); ENSURE(secondaryComponentManager.DeserializeState(primaryStateBefore.state)); SerializationTestState secondaryStateBefore; ENSURE(secondaryComponentManager.SerializeState(secondaryStateBefore.state)); if (serializationTestDebugDump) ENSURE(secondaryComponentManager.DumpDebugState(secondaryStateBefore.debug, false)); if (serializationTestHash) ENSURE(secondaryComponentManager.ComputeStateHash(secondaryStateBefore.hash, false)); if (primaryStateBefore.state.str() != secondaryStateBefore.state.str() || primaryStateBefore.hash != secondaryStateBefore.hash) { ReportSerializationFailure(&primaryStateBefore, NULL, &secondaryStateBefore, NULL); } SerializationTestState primaryStateAfter; ENSURE(m_ComponentManager.SerializeState(primaryStateAfter.state)); if (serializationTestHash) ENSURE(m_ComponentManager.ComputeStateHash(primaryStateAfter.hash, false)); UpdateComponents(secondaryContext, turnLengthFixed, CloneCommandsFromOtherContext(scriptInterface, secondaryComponentManager.GetScriptInterface(), commands)); SerializationTestState secondaryStateAfter; ENSURE(secondaryComponentManager.SerializeState(secondaryStateAfter.state)); if (serializationTestHash) ENSURE(secondaryComponentManager.ComputeStateHash(secondaryStateAfter.hash, false)); if (primaryStateAfter.state.str() != secondaryStateAfter.state.str() || primaryStateAfter.hash != secondaryStateAfter.hash) { // Only do the (slow) dumping now we know we're going to need to report it ENSURE(m_ComponentManager.DumpDebugState(primaryStateAfter.debug, false)); ENSURE(secondaryComponentManager.DumpDebugState(secondaryStateAfter.debug, false)); ReportSerializationFailure(&primaryStateBefore, &primaryStateAfter, &secondaryStateBefore, &secondaryStateAfter); } } // if (m_TurnNumber == 0) // m_ComponentManager.GetScriptInterface().DumpHeap(); // Run the GC occasionally // No delay because a lot of garbage accumulates in one turn and in non-visual replays there are // much more turns in the same time than in normal games. // Every 500 turns we run a shrinking GC, which decommits unused memory and frees all JIT code. // Based on testing, this seems to be a good compromise between memory usage and performance. // Also check the comment about gcPreserveCode in the ScriptInterface code and this forum topic: // http://www.wildfiregames.com/forum/index.php?showtopic=18466&p=300323 // // (TODO: we ought to schedule this for a frame where we're not // running the sim update, to spread the load) if (m_TurnNumber % 500 == 0) scriptInterface.GetRuntime()->ShrinkingGC(); else scriptInterface.GetRuntime()->MaybeIncrementalGC(0.0f); if (m_EnableOOSLog) DumpState(); // Start computing AI for the next turn CmpPtr cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (cmpAIManager) cmpAIManager->StartComputation(); ++m_TurnNumber; } void CSimulation2Impl::UpdateComponents(CSimContext& simContext, fixed turnLengthFixed, const std::vector& commands) { // TODO: the update process is pretty ugly, with lots of messages and dependencies // between different components. Ought to work out a nicer way to do this. CComponentManager& componentManager = simContext.GetComponentManager(); CMessageTurnStart msgTurnStart; componentManager.BroadcastMessage(msgTurnStart); CmpPtr cmpPathfinder(simContext, SYSTEM_ENTITY); if (cmpPathfinder) { cmpPathfinder->UpdateGrid(); cmpPathfinder->FinishAsyncRequests(); } // Push AI commands onto the queue before we use them CmpPtr cmpAIManager(simContext, SYSTEM_ENTITY); if (cmpAIManager) cmpAIManager->PushCommands(); CmpPtr cmpCommandQueue(simContext, SYSTEM_ENTITY); if (cmpCommandQueue) cmpCommandQueue->FlushTurn(commands); // Process newly generated move commands so the UI feels snappy if (cmpPathfinder) cmpPathfinder->ProcessSameTurnMoves(); // Send all the update phases { CMessageUpdate msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } { CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } // Process move commands for formations (group proxy) if (cmpPathfinder) cmpPathfinder->ProcessSameTurnMoves(); { CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } { CMessageUpdate_Final msgUpdate(turnLengthFixed); componentManager.BroadcastMessage(msgUpdate); } // Process moves resulting from group proxy movement (unit needs to catch up or realign) and any others if (cmpPathfinder) cmpPathfinder->ProcessSameTurnMoves(); // Clean up any entities destroyed during the simulation update componentManager.FlushDestroyedComponents(); } void CSimulation2Impl::Interpolate(float simFrameLength, float frameOffset, float realFrameLength) { PROFILE3("sim interpolate"); m_LastFrameOffset = frameOffset; CMessageInterpolate msg(simFrameLength, frameOffset, realFrameLength); m_ComponentManager.BroadcastMessage(msg); // Clean up any entities destroyed during interpolate (e.g. local corpses) m_ComponentManager.FlushDestroyedComponents(); } void CSimulation2Impl::DumpState() { PROFILE("DumpState"); std::stringstream pid; pid << getpid(); std::stringstream name;\ name << std::setw(5) << std::setfill('0') << m_TurnNumber << ".txt"; OsPath path = psLogDir() / "sim_log" / pid.str() / name.str(); CreateDirectories(path.Parent(), 0700); std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc); file << "State hash: " << std::hex; std::string hashRaw; m_ComponentManager.ComputeStateHash(hashRaw, false); for (size_t i = 0; i < hashRaw.size(); ++i) file << std::setfill('0') << std::setw(2) << (int)(unsigned char)hashRaw[i]; file << std::dec << "\n"; file << "\n"; m_ComponentManager.DumpDebugState(file, true); std::ofstream binfile (OsString(path.ChangeExtension(L".dat")).c_str(), std::ofstream::out | std::ofstream::trunc | std::ofstream::binary); m_ComponentManager.SerializeState(binfile); } //////////////////////////////////////////////////////////////// CSimulation2::CSimulation2(CUnitManager* unitManager, shared_ptr rt, CTerrain* terrain) : m(new CSimulation2Impl(unitManager, rt, terrain)) { } CSimulation2::~CSimulation2() { delete m; } // Forward all method calls to the appropriate CSimulation2Impl/CComponentManager methods: void CSimulation2::EnableOOSLog() { m->m_EnableOOSLog = true; } void CSimulation2::EnableSerializationTest() { m->m_EnableSerializationTest = true; } entity_id_t CSimulation2::AddEntity(const std::wstring& templateName) { return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity()); } entity_id_t CSimulation2::AddEntity(const std::wstring& templateName, entity_id_t preferredId) { return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity(preferredId)); } entity_id_t CSimulation2::AddLocalEntity(const std::wstring& templateName) { return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewLocalEntity()); } void CSimulation2::DestroyEntity(entity_id_t ent) { m->m_ComponentManager.DestroyComponentsSoon(ent); } void CSimulation2::FlushDestroyedEntities() { m->m_ComponentManager.FlushDestroyedComponents(); } IComponent* CSimulation2::QueryInterface(entity_id_t ent, int iid) const { return m->m_ComponentManager.QueryInterface(ent, iid); } void CSimulation2::PostMessage(entity_id_t ent, const CMessage& msg) const { m->m_ComponentManager.PostMessage(ent, msg); } void CSimulation2::BroadcastMessage(const CMessage& msg) const { m->m_ComponentManager.BroadcastMessage(msg); } CSimulation2::InterfaceList CSimulation2::GetEntitiesWithInterface(int iid) { return m->m_ComponentManager.GetEntitiesWithInterface(iid); } const CSimulation2::InterfaceListUnordered& CSimulation2::GetEntitiesWithInterfaceUnordered(int iid) { return m->m_ComponentManager.GetEntitiesWithInterfaceUnordered(iid); } const CSimContext& CSimulation2::GetSimContext() const { return m->m_SimContext; } ScriptInterface& CSimulation2::GetScriptInterface() const { return m->m_ComponentManager.GetScriptInterface(); } void CSimulation2::PreInitGame() { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); GetScriptInterface().CallFunctionVoid(global, "PreInitGame"); } void CSimulation2::InitGame(JS::HandleValue data) { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); GetScriptInterface().CallFunctionVoid(global, "InitGame", data); } void CSimulation2::Update(int turnLength) { std::vector commands; m->Update(turnLength, commands); } void CSimulation2::Update(int turnLength, const std::vector& commands) { m->Update(turnLength, commands); } void CSimulation2::Interpolate(float simFrameLength, float frameOffset, float realFrameLength) { m->Interpolate(simFrameLength, frameOffset, realFrameLength); } void CSimulation2::RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) { PROFILE3("sim submit"); CMessageRenderSubmit msg(collector, frustum, culling); m->m_ComponentManager.BroadcastMessage(msg); } float CSimulation2::GetLastFrameOffset() const { return m->m_LastFrameOffset; } bool CSimulation2::LoadScripts(const VfsPath& path) { return m->LoadScripts(m->m_ComponentManager, &m->m_LoadedScripts, path); } bool CSimulation2::LoadDefaultScripts() { return m->LoadDefaultScripts(m->m_ComponentManager, &m->m_LoadedScripts); } void CSimulation2::SetStartupScript(const std::string& code) { m->m_StartupScript = code; } const std::string& CSimulation2::GetStartupScript() { return m->m_StartupScript; } void CSimulation2::SetInitAttributes(JS::HandleValue attribs) { m->m_InitAttributes = attribs; } JS::Value CSimulation2::GetInitAttributes() { return m->m_InitAttributes.get(); } void CSimulation2::SetMapSettings(const std::string& settings) { m->m_ComponentManager.GetScriptInterface().ParseJSON(settings, &m->m_MapSettings); } void CSimulation2::SetMapSettings(JS::HandleValue settings) { m->m_MapSettings = settings; } std::string CSimulation2::GetMapSettingsString() { return m->m_ComponentManager.GetScriptInterface().StringifyJSON(&m->m_MapSettings); } void CSimulation2::GetMapSettings(JS::MutableHandleValue ret) { ret.set(m->m_MapSettings); } void CSimulation2::LoadPlayerSettings(bool newPlayers) { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); GetScriptInterface().CallFunctionVoid(global, "LoadPlayerSettings", m->m_MapSettings, newPlayers); } void CSimulation2::LoadMapSettings() { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, GetScriptInterface().GetGlobalObject()); // Initialize here instead of in Update() GetScriptInterface().CallFunctionVoid(global, "LoadMapSettings", m->m_MapSettings); if (!m->m_StartupScript.empty()) GetScriptInterface().LoadScript(L"map startup script", m->m_StartupScript); // Load the trigger scripts after we have loaded the simulation and the map. m->LoadTriggerScripts(m->m_ComponentManager, m->m_MapSettings, &m->m_LoadedScripts); } int CSimulation2::ProgressiveLoad() { return m->ProgressiveLoad(); } Status CSimulation2::ReloadChangedFile(const VfsPath& path) { return m->ReloadChangedFile(path); } void CSimulation2::ResetState(bool skipScriptedComponents, bool skipAI) { m->ResetState(skipScriptedComponents, skipAI); } bool CSimulation2::ComputeStateHash(std::string& outHash, bool quick) { return m->m_ComponentManager.ComputeStateHash(outHash, quick); } bool CSimulation2::DumpDebugState(std::ostream& stream) { return m->m_ComponentManager.DumpDebugState(stream, true); } bool CSimulation2::SerializeState(std::ostream& stream) { return m->m_ComponentManager.SerializeState(stream); } bool CSimulation2::DeserializeState(std::istream& stream) { // TODO: need to make sure the required SYSTEM_ENTITY components get constructed return m->m_ComponentManager.DeserializeState(stream); } std::string CSimulation2::GenerateSchema() { return m->m_ComponentManager.GenerateSchema(); } static std::vector GetJSONData(const VfsPath& path) { VfsPaths pathnames; Status ret = vfs::GetPathnames(g_VFS, path, L"*.json", pathnames); if (ret != INFO::OK) { // Some error reading directory wchar_t error[200]; LOGERROR("Error reading directory '%s': %s", path.string8(), utf8_from_wstring(StatusDescription(ret, error, ARRAY_SIZE(error)))); return std::vector(); } std::vector data; for (const VfsPath& p : pathnames) { // Load JSON file CVFSFile file; PSRETURN ret = file.Load(g_VFS, p); if (ret != PSRETURN_OK) { LOGERROR("GetJSONData: Failed to load file '%s': %s", p.string8(), GetErrorString(ret)); continue; } data.push_back(file.DecodeUTF8()); // assume it's UTF-8 } return data; } std::vector CSimulation2::GetRMSData() { return GetJSONData(L"maps/random/"); } std::vector CSimulation2::GetCivData() { return GetJSONData(L"simulation/data/civs/"); } static std::string ReadJSON(const VfsPath& path) { if (!VfsFileExists(path)) { LOGERROR("File '%s' does not exist", path.string8()); return std::string(); } // Load JSON file CVFSFile file; PSRETURN ret = file.Load(g_VFS, path); if (ret != PSRETURN_OK) { LOGERROR("Failed to load file '%s': %s", path.string8(), GetErrorString(ret)); return std::string(); } return file.DecodeUTF8(); // assume it's UTF-8 } std::string CSimulation2::GetPlayerDefaults() { return ReadJSON(L"simulation/data/player_defaults.json"); } std::string CSimulation2::GetMapSizes() { return ReadJSON(L"simulation/data/map_sizes.json"); } std::string CSimulation2::GetAIData() { ScriptInterface& scriptInterface = GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue aiData(cx, ICmpAIManager::GetAIs(scriptInterface)); // Build single JSON string with array of AI data JS::RootedValue ais(cx); if (!scriptInterface.Eval("({})", &ais) || !scriptInterface.SetProperty(ais, "AIData", aiData)) return std::string(); return scriptInterface.StringifyJSON(&ais); }