1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cassert>
#include "UnitHandler.h"
#include "Unit.h"
#include "UnitDefHandler.h"
#include "UnitMemPool.h"
#include "UnitTypes/Builder.h"
#include "UnitTypes/ExtractorBuilding.h"
#include "UnitTypes/Factory.h"
#include "CommandAI/BuilderCAI.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/MoveTypes/MoveType.h"
#include "Sim/Weapons/Weapon.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
#include "System/SpringMath.h"
#include "System/TimeProfiler.h"
#include "System/creg/STL_Deque.h"
#include "System/creg/STL_Set.h"
CR_BIND(CUnitHandler, )
CR_REG_METADATA(CUnitHandler, (
CR_MEMBER(idPool),
CR_MEMBER(units),
CR_MEMBER(unitsByDefs),
CR_MEMBER(activeUnits),
CR_MEMBER(unitsToBeRemoved),
CR_MEMBER(builderCAIs),
CR_MEMBER(activeSlowUpdateUnit),
CR_MEMBER(activeUpdateUnit),
CR_MEMBER(maxUnits),
CR_MEMBER(maxUnitRadius),
CR_MEMBER(inUpdateCall)
))
UnitMemPool unitMemPool;
CUnitHandler unitHandler;
CUnit* CUnitHandler::NewUnit(const UnitDef* ud)
{
// special static builder structures that can always be given
// move orders (which are passed on to all mobile buildees)
if (ud->IsFactoryUnit())
return (unitMemPool.alloc<CFactory>());
// all other types of non-structure "builders", including hubs and
// nano-towers (the latter should not have any build-options at all,
// whereas the former should be unable to build any mobile units)
if (ud->IsMobileBuilderUnit() || ud->IsStaticBuilderUnit())
return (unitMemPool.alloc<CBuilder>());
// static non-builder structures
if (ud->IsBuildingUnit()) {
if (ud->IsExtractorUnit())
return (unitMemPool.alloc<CExtractorBuilding>());
return (unitMemPool.alloc<CBuilding>());
}
// regular mobile unit
return (unitMemPool.alloc<CUnit>());
}
void CUnitHandler::Init() {
static_assert(sizeof(CBuilder) >= sizeof(CUnit ), "");
static_assert(sizeof(CBuilder) >= sizeof(CBuilding ), "");
static_assert(sizeof(CBuilder) >= sizeof(CExtractorBuilding), "");
static_assert(sizeof(CBuilder) >= sizeof(CFactory ), "");
{
// set the global (runtime-constant) unit-limit as the sum
// of all team unit-limits, which is *always* <= MAX_UNITS
// (note that this also counts the Gaia team)
//
// teams can not be created at runtime, but they can die and
// in that case the per-team limit is recalculated for every
// other team in the respective allyteam
maxUnits = CalcMaxUnits();
maxUnitRadius = 0.0f;
}
{
activeSlowUpdateUnit = 0;
activeUpdateUnit = 0;
}
{
units.resize(maxUnits, nullptr);
activeUnits.reserve(maxUnits);
unitMemPool.reserve(128);
// id's are used as indices, so they must lie in [0, units.size() - 1]
// (furthermore all id's are treated equally, none have special status)
idPool.Clear();
idPool.Expand(0, MAX_UNITS);
for (int teamNum = 0; teamNum < teamHandler.ActiveTeams(); teamNum++) {
unitsByDefs[teamNum].resize(unitDefHandler->NumUnitDefs() + 1);
}
}
}
void CUnitHandler::Kill()
{
for (CUnit* u: activeUnits) {
// ~CUnit dereferences featureHandler which is destroyed already
u->KilledScriptFinished(-1);
unitMemPool.free(u);
}
{
// do not clear in ctor because creg-loaded objects would be wiped out
unitMemPool.clear();
units.clear();
for (int teamNum = 0; teamNum < MAX_TEAMS; teamNum++) {
// reuse inner vectors when reloading
// unitsByDefs[teamNum].clear();
for (size_t defID = 0; defID < unitsByDefs[teamNum].size(); defID++) {
unitsByDefs[teamNum][defID].clear();
}
}
activeUnits.clear();
unitsToBeRemoved.clear();
// only iterated by unsynced code, GetBuilderCAIs has no synced callers
builderCAIs.clear();
}
{
maxUnits = 0;
maxUnitRadius = 0.0f;
}
}
void CUnitHandler::DeleteScripts()
{
// predelete scripts since they sometimes reference (pieces
// of) models, which are already gone before KillSimulation
for (CUnit* u: activeUnits) {
u->DeleteScript();
}
}
void CUnitHandler::InsertActiveUnit(CUnit* unit)
{
idPool.AssignID(unit);
assert(unit->id < units.size());
assert(units[unit->id] == nullptr);
#if 0
// randomized insertion is supposed to break up peak loads
// during the (staggered) SlowUpdate step, but also causes
// more jumping around in memory for regular Updates
// in larger games (where it would matter most) the order
// of insertion is essentially guaranteed to be random by
// interleaved player actions anyway, and if needed could
// also be achieved by periodic shuffling
const unsigned int insertionPos = gsRNG.NextInt(activeUnits.size());
assert(insertionPos < activeUnits.size());
activeUnits.insert(activeUnits.begin() + insertionPos, unit);
// do not (slow)update the same unit twice if the new one
// gets inserted behind our current iterator position and
// right-shifts the rest
activeSlowUpdateUnit += (insertionPos <= activeSlowUpdateUnit);
activeUpdateUnit += (insertionPos <= activeUpdateUnit);
#else
activeUnits.push_back(unit);
#endif
units[unit->id] = unit;
}
bool CUnitHandler::AddUnit(CUnit* unit)
{
// LoadUnit should make sure this is true
assert(CanAddUnit(unit->id));
InsertActiveUnit(unit);
teamHandler.Team(unit->team)->AddUnit(unit, CTeam::AddBuilt);
// 0 is not a valid UnitDef id, so just use unitsByDefs[team][0]
// as an unsorted bin to store all units belonging to unit->team
spring::VectorInsertUnique(GetUnitsByTeamAndDef(unit->team, 0), unit, false);
spring::VectorInsertUnique(GetUnitsByTeamAndDef(unit->team, unit->unitDef->id), unit, false);
maxUnitRadius = std::max(unit->radius, maxUnitRadius);
return true;
}
bool CUnitHandler::GarbageCollectUnit(unsigned int id)
{
if (inUpdateCall)
return false;
assert(unitsToBeRemoved.empty());
if (!QueueDeleteUnit(units[id]))
return false;
// only processes units[id]
DeleteUnits();
return (idPool.RecycleID(id));
}
void CUnitHandler::QueueDeleteUnits()
{
// gather up dead units
for (activeUpdateUnit = 0; activeUpdateUnit < activeUnits.size(); ++activeUpdateUnit) {
QueueDeleteUnit(activeUnits[activeUpdateUnit]);
}
}
bool CUnitHandler::QueueDeleteUnit(CUnit* unit)
{
if (!unit->deathScriptFinished)
return false;
// there are many ways to fiddle with "deathScriptFinished", so a unit may
// arrive here not having been properly killed while isDead is still false
// make sure we always call Killed; no-op if isDead was already set to true
unit->ForcedKillUnit(nullptr, false, true, true);
unitsToBeRemoved.push_back(unit);
return true;
}
void CUnitHandler::DeleteUnits()
{
while (!unitsToBeRemoved.empty()) {
DeleteUnit(unitsToBeRemoved.back());
unitsToBeRemoved.pop_back();
}
}
void CUnitHandler::DeleteUnit(CUnit* delUnit)
{
assert(delUnit->isDead);
// we want to call RenderUnitDestroyed while the unit is still valid
eventHandler.RenderUnitDestroyed(delUnit);
const auto it = std::find(activeUnits.begin(), activeUnits.end(), delUnit);
if (it == activeUnits.end()) {
assert(false);
return;
}
const int delUnitTeam = delUnit->team;
const int delUnitType = delUnit->unitDef->id;
teamHandler.Team(delUnitTeam)->RemoveUnit(delUnit, CTeam::RemoveDied);
if (activeSlowUpdateUnit > std::distance(activeUnits.begin(), it))
--activeSlowUpdateUnit;
activeUnits.erase(it);
spring::VectorErase(GetUnitsByTeamAndDef(delUnitTeam, 0), delUnit);
spring::VectorErase(GetUnitsByTeamAndDef(delUnitTeam, delUnitType), delUnit);
idPool.FreeID(delUnit->id, true);
units[delUnit->id] = nullptr;
CSolidObject::SetDeletingRefID(delUnit->id);
unitMemPool.free(delUnit);
CSolidObject::SetDeletingRefID(-1);
}
void CUnitHandler::UpdateUnitMoveTypes()
{
SCOPED_TIMER("Sim::Unit::MoveType");
for (activeUpdateUnit = 0; activeUpdateUnit < activeUnits.size(); ++activeUpdateUnit) {
CUnit* unit = activeUnits[activeUpdateUnit];
AMoveType* moveType = unit->moveType;
unit->SanityCheck();
unit->PreUpdate();
if (moveType->Update())
eventHandler.UnitMoved(unit);
// this unit is not coming back, kill it now without any death
// sequence (s.t. deathScriptFinished becomes true immediately)
if (!unit->pos.IsInBounds() && (unit->speed.w > MAX_UNIT_SPEED))
unit->ForcedKillUnit(nullptr, false, true, false);
unit->SanityCheck();
assert(activeUnits[activeUpdateUnit] == unit);
}
}
void CUnitHandler::UpdateUnitLosStates()
{
for (CUnit* unit: activeUnits) {
for (int at = 0; at < teamHandler.ActiveAllyTeams(); ++at) {
unit->UpdateLosStatus(at);
}
}
}
void CUnitHandler::SlowUpdateUnits()
{
SCOPED_TIMER("Sim::Unit::SlowUpdate");
assert(activeSlowUpdateUnit >= 0);
// reset the iterator every <UNIT_SLOWUPDATE_RATE> frames
if ((gs->frameNum % UNIT_SLOWUPDATE_RATE) == 0)
activeSlowUpdateUnit = 0;
// stagger the SlowUpdate's
for (size_t n = (activeUnits.size() / UNIT_SLOWUPDATE_RATE) + 1; (activeSlowUpdateUnit < activeUnits.size() && n != 0); ++activeSlowUpdateUnit) {
CUnit* unit = activeUnits[activeSlowUpdateUnit];
unit->SanityCheck();
unit->SlowUpdate();
unit->SlowUpdateWeapons();
unit->SlowUpdateLocalModel();
unit->SanityCheck();
n--;
}
}
void CUnitHandler::UpdateUnits()
{
SCOPED_TIMER("Sim::Unit::Update");
for (activeUpdateUnit = 0; activeUpdateUnit < activeUnits.size(); ++activeUpdateUnit) {
CUnit* unit = activeUnits[activeUpdateUnit];
unit->SanityCheck();
unit->Update();
// unsynced; done on-demand when drawing unit
// unit->UpdateLocalModel();
unit->SanityCheck();
assert(activeUnits[activeUpdateUnit] == unit);
}
}
void CUnitHandler::UpdateUnitWeapons()
{
SCOPED_TIMER("Sim::Unit::Weapon");
for (activeUpdateUnit = 0; activeUpdateUnit < activeUnits.size(); ++activeUpdateUnit) {
activeUnits[activeUpdateUnit]->UpdateWeapons();
}
}
void CUnitHandler::Update()
{
inUpdateCall = true;
DeleteUnits();
UpdateUnitMoveTypes();
QueueDeleteUnits();
UpdateUnitLosStates();
SlowUpdateUnits();
UpdateUnits();
UpdateUnitWeapons();
inUpdateCall = false;
}
void CUnitHandler::AddBuilderCAI(CBuilderCAI* b)
{
// called from CBuilderCAI --> owner is already valid
builderCAIs[b->owner->id] = b;
}
void CUnitHandler::RemoveBuilderCAI(CBuilderCAI* b)
{
// called from ~CUnit --> owner is still valid
assert(b->owner != nullptr);
builderCAIs.erase(b->owner->id);
}
void CUnitHandler::ChangeUnitTeam(CUnit* unit, int oldTeamNum, int newTeamNum)
{
spring::VectorErase (GetUnitsByTeamAndDef(oldTeamNum, 0), unit );
spring::VectorErase (GetUnitsByTeamAndDef(oldTeamNum, unit->unitDef->id), unit );
spring::VectorInsertUnique(GetUnitsByTeamAndDef(newTeamNum, 0), unit, false);
spring::VectorInsertUnique(GetUnitsByTeamAndDef(newTeamNum, unit->unitDef->id), unit, false);
}
bool CUnitHandler::CanBuildUnit(const UnitDef* unitdef, int team) const
{
if (teamHandler.Team(team)->AtUnitLimit())
return false;
return (NumUnitsByTeamAndDef(team, unitdef->id) < unitdef->maxThisUnit);
}
unsigned int CUnitHandler::CalcMaxUnits() const
{
unsigned int n = 0;
for (unsigned int i = 0; i < teamHandler.ActiveTeams(); i++) {
n += teamHandler.Team(i)->GetMaxUnits();
}
return n;
}
|