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/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MAPGENERATOR
#define INCLUDED_MAPGENERATOR
#include "ps/FileIo.h"
#include "ps/Future.h"
#include "ps/TemplateLoader.h"
#include "scriptinterface/StructuredClone.h"
#include <boost/random/linear_congruential.hpp>
#include <mutex>
#include <set>
#include <string>
class CMapGeneratorWorker;
/**
* Random map generator interface. Initialized by CMapReader and then checked
* periodically during loading, until it's finished (progress value is 0).
*
* The actual work is performed by CMapGeneratorWorker in a separate thread.
*/
class CMapGenerator
{
NONCOPYABLE(CMapGenerator);
public:
CMapGenerator();
~CMapGenerator();
/**
* Start the map generator thread
*
* @param scriptFile The VFS path for the script, e.g. "maps/random/latium.js"
* @param settings JSON string containing settings for the map generator
*/
void GenerateMap(const VfsPath& scriptFile, const std::string& settings);
/**
* Get status of the map generator thread
*
* @return Progress percentage 1-100 if active, 0 when finished, or -1 on error
*/
int GetProgress();
/**
* Get random map data, according to this format:
* http://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat
*
* @return StructuredClone containing map data
*/
Script::StructuredClone GetResults();
private:
CMapGeneratorWorker* m_Worker;
};
/**
* Random map generator worker thread.
* (This is run in a thread so that the GUI remains responsive while loading)
*
* Thread-safety:
* - Initialize and constructor/destructor must be called from the main thread.
* - ScriptInterface created and destroyed by thread
* - StructuredClone used to return JS map data - JS:Values can't be used across threads/contexts.
*/
class CMapGeneratorWorker
{
public:
CMapGeneratorWorker(ScriptInterface* scriptInterface);
~CMapGeneratorWorker();
/**
* Start the map generator thread
*
* @param scriptFile The VFS path for the script, e.g. "maps/random/latium.js"
* @param settings JSON string containing settings for the map generator
*/
void Initialize(const VfsPath& scriptFile, const std::string& settings);
/**
* Get status of the map generator thread
*
* @return Progress percentage 1-100 if active, 0 when finished, or -1 on error
*/
int GetProgress();
/**
* Get random map data, according to this format:
* http://trac.wildfiregames.com/wiki/Random_Map_Generator_Internals#Dataformat
*
* @return StructuredClone containing map data
*/
Script::StructuredClone GetResults();
/**
* Set initial seed, callback data.
* Expose functions, globals and classes defined in this class relevant to the map and test scripts.
*/
void InitScriptInterface(const u32 seed);
private:
/**
* Expose functions defined in this class that are relevant to mapscripts but not the tests.
*/
void RegisterScriptFunctions_MapGenerator();
/**
* Load all scripts of the given library
*
* @param libraryName VfsPath specifying name of the library (subfolder of ../maps/random/)
* @return true if all scripts ran successfully, false if there's an error
*/
bool LoadScripts(const VfsPath& libraryName);
/**
* Finalize map generation and pass results from the script to the engine.
*/
void ExportMap(JS::HandleValue data);
/**
* Load an image file and return it as a height array.
*/
JS::Value LoadHeightmap(const VfsPath& src);
/**
* Load an Atlas terrain file (PMP) returning textures and heightmap.
*/
JS::Value LoadMapTerrain(const VfsPath& filename);
/**
* Sets the map generation progress, which is one of multiple stages determining the loading screen progress.
*/
void SetProgress(int progress);
/**
* Microseconds since the epoch.
*/
double GetMicroseconds();
/**
* Return the template data of the given template name.
*/
CParamNode GetTemplate(const std::string& templateName);
/**
* Check whether the given template exists.
*/
bool TemplateExists(const std::string& templateName);
/**
* Returns all template names of simulation entity templates.
*/
std::vector<std::string> FindTemplates(const std::string& path, bool includeSubdirectories);
/**
* Returns all template names of actors.
*/
std::vector<std::string> FindActorTemplates(const std::string& path, bool includeSubdirectories);
/**
* Perform the map generation.
*/
bool Run();
/**
* Currently loaded script librarynames.
*/
std::set<VfsPath> m_LoadedLibraries;
/**
* Result of the mapscript generation including terrain, entities and environment settings.
*/
Script::StructuredClone m_MapData;
/**
* Deterministic random number generator.
*/
boost::rand48 m_MapGenRNG;
/**
* Current map generation progress.
*/
int m_Progress;
/**
* Provides the script context.
*/
ScriptInterface* m_ScriptInterface;
/**
* Map generation script to run.
*/
VfsPath m_ScriptPath;
/**
* Map and simulation settings chosen in the gamesetup stage.
*/
std::string m_Settings;
/**
* Backend to loading template data.
*/
CTemplateLoader m_TemplateLoader;
/**
* Holds the completion result of the asynchronous map generation.
* TODO: this whole class could really be a future on its own.
*/
Future<void> m_WorkerThread;
/**
* Avoids thread synchronization issues.
*/
std::mutex m_WorkerMutex;
};
#endif //INCLUDED_MAPGENERATOR
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