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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SkirmishAIWrapper.h"
#include "AILibraryManager.h"
#include "SkirmishAIHandler.h"
#include "SkirmishAILibrary.h"
#include "SkirmishAILibraryInfo.h"
#include "SkirmishAIData.h"
#include "SSkirmishAICallbackImpl.h"
#include "Interface/AISEvents.h"
#include "Interface/AISCommands.h"
#include "Interface/SSkirmishAILibrary.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "System/FileSystem/DataDirsAccess.h"
#include "System/FileSystem/FileQueryFlags.h"
#include "System/FileSystem/FileSystem.h"
#include "System/Log/ILog.h"
#include "System/Platform/SharedLib.h"
#include "System/TimeProfiler.h"
#include "System/StringUtil.h"
#include <string>
#include <sstream>
#include <iostream>
#include <fstream>
#undef DeleteFile
CR_BIND(CSkirmishAIWrapper, )
CR_REG_METADATA(CSkirmishAIWrapper, (
CR_MEMBER(key),
CR_IGNORED(library),
CR_IGNORED(callback),
CR_MEMBER(timerName),
CR_MEMBER(skirmishAIId),
CR_MEMBER(teamId),
// handled in PostLoad
CR_IGNORED(initialized),
CR_IGNORED(released),
CR_MEMBER(libraryInit),
CR_MEMBER(cheatEvents),
CR_MEMBER(blockEvents),
CR_SERIALIZER(Serialize),
CR_POSTLOAD(PostLoad)
))
void CSkirmishAIWrapper::PreInit(int aiID)
{
const SkirmishAIData* aiData = skirmishAIHandler.GetSkirmishAI(aiID);
{
key = aiLibManager->ResolveSkirmishAIKey(SkirmishAIKey(aiData->shortName, aiData->version));
}
{
skirmishAIId = aiID;
teamId = aiData->team;
}
{
initialized = false;
released = false;
libraryInit = false;
cheatEvents = false;
blockEvents = false;
}
{
const std::string& kn = key.GetShortName();
const std::string& kv = key.GetVersion();
CTimeProfiler::UnRegisterTimer(GetTimerName());
memset(&timerName[0], 0, sizeof(timerName));
snprintf(GetTimerName(), sizeof(timerName) - sizeof(uint32_t) - 1, "AI::{id=%d team=%d name=%s version=%s}", teamId, skirmishAIId, kn.c_str(), kv.c_str());
const uint32_t hash = hashString(GetTimerName());
memcpy(&timerName[0], &hash, sizeof(hash));
CTimeProfiler::RegisterTimer(GetTimerName());
}
LOG_L(L_INFO, "[AIWrapper::%s][AI=%d team=%d] creating callbacks", __func__, skirmishAIId, teamId);
CreateCallback();
}
void CSkirmishAIWrapper::PreDestroy() {
skirmishAiCallback_BlockOrders(this);
}
void CSkirmishAIWrapper::CreateCallback() {
library = nullptr;
callback = skirmishAiCallback_GetInstance(this);
}
bool CSkirmishAIWrapper::InitLibrary(bool postLoad) {
AILibraryManager* libManager = AILibraryManager::GetInstance();
{
ScopedTimer timer(GetTimerNameHash());
if ((library = libManager->FetchSkirmishAILibrary(key)) == nullptr || !(libraryInit = library->Init(skirmishAIId, callback)))
skirmishAIHandler.SetLocalKillFlag(skirmishAIId, 5 /* = AI failed to init */);
}
// check if initialization went ok
if (skirmishAIHandler.HasLocalKillFlag(skirmishAIId)) {
SetBlockEvents(true);
return false;
}
#if 0
libManager->FetchSkirmishAILibrary(key);
const auto& libInfoMap = libManager->GetSkirmishAIInfos();
const auto& libInfoIt = libInfoMap.find(key);
const bool loadSupported = (libInfoIt != libInfoMap.end() && libInfoIt->second.GetInfo(SKIRMISH_AI_PROPERTY_LOAD_SUPPORTED) == "yes");
libManager->ReleaseSkirmishAILibrary(key);
LOG_L(L_INFO, "[AIWrapper::%s][AI=%d team=%d] postLoad=%d loadSupported=%d numUnits=%u", __func__, skirmishAIId, teamId, postLoad, loadSupported, unitHandler.NumUnitsByTeam(teamId));
if (!postLoad || loadSupported)
return true;
SendInitEvent();
SendUnitEvents();
#else
assert(!postLoad);
#endif
return true;
}
void CSkirmishAIWrapper::Init() {
if (!InitLibrary(false))
return;
SendInitEvent();
}
void CSkirmishAIWrapper::Kill()
{
assert(Active());
// send release event
Release(skirmishAIHandler.GetLocalKillFlag(skirmishAIId));
{
ScopedTimer timer(GetTimerNameHash());
if (libraryInit)
library->Release(skirmishAIId);
AILibraryManager::GetInstance()->ReleaseSkirmishAILibrary(key);
}
{
skirmishAiCallback_Release(this);
}
{
library = nullptr;
callback = nullptr;
}
{
// mark as inactive for EngineOutHandler::{Load,Save}; AI data
// remains present in SkirmishAIHandler until RemoveSkirmishAI
skirmishAIId = -1;
teamId = -1;
}
}
void CSkirmishAIWrapper::Release(int reason)
{
if (!initialized || released)
return;
// NOTE: further cleanup is done in the destructor
const SReleaseEvent evtData = {reason};
HandleEvent(EVENT_RELEASE, &evtData);
released = true;
}
void CSkirmishAIWrapper::SendInitEvent()
{
const SInitEvent evtData = {skirmishAIId, callback};
const int error = HandleEvent(EVENT_INIT, &evtData);
if (error == 0) {
initialized = true;
return;
}
// init failed
LOG_L(L_ERROR, "[AIWrapper::%s][AI=%d team=%d] error %d handling EVENT_INIT", __func__, skirmishAIId, teamId, error);
skirmishAIHandler.SetLocalKillFlag(skirmishAIId, 5 /* = AI failed to init */);
}
void CSkirmishAIWrapper::SendUnitEvents()
{
LOG_L(L_INFO, "[AIWrapper::%s][AI=%d team=%d] numUnits=%u", __func__, skirmishAIId, teamId, unitHandler.NumUnitsByTeam(teamId));
// fallback code to help the AI if it
// doesn't implement load/save support
for (const CUnit* unit: unitHandler.GetActiveUnits()) {
if (unit->team == teamId) {
UnitCreated(unit->id, -1);
if (!unit->beingBuilt)
UnitFinished(unit->id);
continue;
}
if (unit->allyteam == teamHandler.AllyTeam(teamId))
continue;
if (teamHandler.Ally(teamHandler.AllyTeam(teamId), unit->allyteam))
continue;
if (unit->losStatus[teamHandler.AllyTeam(teamId)] & (LOS_INRADAR | LOS_INLOS))
EnemyEnterRadar(unit->id);
if (unit->losStatus[teamHandler.AllyTeam(teamId)] & LOS_INLOS)
EnemyEnterLOS(unit->id);
}
}
static void streamCopy(/*const*/ std::istream* in, std::ostream* out)
{
std::array<char, 128> buffer;
std::streampos start = in->tellg();
in->read(buffer.data(), buffer.size());
while (in->good()) {
out->write(buffer.data(), in->gcount());
in->read(buffer.data(), buffer.size());
}
out->write(buffer.data(), in->gcount());
in->clear(); // clear fail and eof bits
in->seekg(start, std::ios::beg); // back to the start!
}
static std::string createTempFileName(const char* action, int teamId, int skirmishAIId) {
char tmpFileName[1024];
SNPRINTF(tmpFileName, sizeof(tmpFileName), "%s-team%i_id%i.tmp", action, teamId, skirmishAIId);
return (dataDirsAccess.LocateFile(tmpFileName, FileQueryFlags::WRITE | FileQueryFlags::CREATE_DIRS));
}
void CSkirmishAIWrapper::Load(std::istream* loadStream)
{
const std::string tmpFile = createTempFileName("load", teamId, skirmishAIId);
const SLoadEvent evtData = {tmpFile.c_str()};
{
std::ofstream tmpFileStream;
tmpFileStream.open(tmpFile.c_str(), std::ios::binary);
streamCopy(loadStream, &tmpFileStream);
tmpFileStream.close();
}
assert(Active());
HandleEvent(EVENT_LOAD, &evtData);
FileSystem::DeleteFile(tmpFile);
}
void CSkirmishAIWrapper::Save(std::ostream* saveStream)
{
const std::string tmpFile = createTempFileName("save", teamId, skirmishAIId);
const SSaveEvent evtData = {tmpFile.c_str()};
assert(Active());
HandleEvent(EVENT_SAVE, &evtData);
if (!FileSystem::FileExists(tmpFile))
return;
{
std::ifstream tmpFileStream;
tmpFileStream.open(tmpFile.c_str(), std::ios::binary);
streamCopy(&tmpFileStream, saveStream);
tmpFileStream.close();
}
FileSystem::DeleteFile(tmpFile);
}
void CSkirmishAIWrapper::UnitIdle(int unitId) {
const SUnitIdleEvent evtData = {unitId};
HandleEvent(EVENT_UNIT_IDLE, &evtData);
}
void CSkirmishAIWrapper::UnitCreated(int unitId, int builderId) {
const SUnitCreatedEvent evtData = {unitId, builderId};
HandleEvent(EVENT_UNIT_CREATED, &evtData);
}
void CSkirmishAIWrapper::UnitFinished(int unitId) {
const SUnitFinishedEvent evtData = {unitId};
HandleEvent(EVENT_UNIT_FINISHED, &evtData);
}
void CSkirmishAIWrapper::UnitDestroyed(int unitId, int attackerUnitId) {
const SUnitDestroyedEvent evtData = {unitId, attackerUnitId};
HandleEvent(EVENT_UNIT_DESTROYED, &evtData);
}
void CSkirmishAIWrapper::UnitDamaged(
int unitId,
int attackerUnitId,
float damage,
const float3& dir,
int weaponDefId,
bool paralyzer
) {
float3 cpyDir = dir;
const SUnitDamagedEvent evtData = {unitId, attackerUnitId, damage, &cpyDir[0], weaponDefId, paralyzer};
HandleEvent(EVENT_UNIT_DAMAGED, &evtData);
}
void CSkirmishAIWrapper::UnitMoveFailed(int unitId) {
const SUnitMoveFailedEvent evtData = {unitId};
HandleEvent(EVENT_UNIT_MOVE_FAILED, &evtData);
}
void CSkirmishAIWrapper::UnitGiven(int unitId, int oldTeam, int newTeam) {
const SUnitGivenEvent evtData = {unitId, oldTeam, newTeam};
HandleEvent(EVENT_UNIT_GIVEN, &evtData);
}
void CSkirmishAIWrapper::UnitCaptured(int unitId, int oldTeam, int newTeam) {
const SUnitCapturedEvent evtData = {unitId, oldTeam, newTeam};
HandleEvent(EVENT_UNIT_CAPTURED, &evtData);
}
void CSkirmishAIWrapper::EnemyCreated(int unitId) {
const SEnemyCreatedEvent evtData = {unitId};
HandleEvent(EVENT_ENEMY_CREATED, &evtData);
}
void CSkirmishAIWrapper::EnemyFinished(int unitId) {
const SEnemyFinishedEvent evtData = {unitId};
HandleEvent(EVENT_ENEMY_FINISHED, &evtData);
}
void CSkirmishAIWrapper::EnemyEnterLOS(int unitId) {
const SEnemyEnterLOSEvent evtData = {unitId};
HandleEvent(EVENT_ENEMY_ENTER_LOS, &evtData);
}
void CSkirmishAIWrapper::EnemyLeaveLOS(int unitId) {
const SEnemyLeaveLOSEvent evtData = {unitId};
HandleEvent(EVENT_ENEMY_LEAVE_LOS, &evtData);
}
void CSkirmishAIWrapper::EnemyEnterRadar(int unitId) {
const SEnemyEnterRadarEvent evtData = {unitId};
HandleEvent(EVENT_ENEMY_ENTER_RADAR, &evtData);
}
void CSkirmishAIWrapper::EnemyLeaveRadar(int unitId) {
const SEnemyLeaveRadarEvent evtData = {unitId};
HandleEvent(EVENT_ENEMY_LEAVE_RADAR, &evtData);
}
void CSkirmishAIWrapper::EnemyDestroyed(int enemyUnitId, int attackerUnitId) {
const SEnemyDestroyedEvent evtData = {enemyUnitId, attackerUnitId};
HandleEvent(EVENT_ENEMY_DESTROYED, &evtData);
}
void CSkirmishAIWrapper::EnemyDamaged(
int enemyUnitId,
int attackerUnitId,
float damage,
const float3& dir,
int weaponDefId,
bool paralyzer
) {
float3 cpyDir = dir;
const SEnemyDamagedEvent evtData = {enemyUnitId, attackerUnitId, damage, &cpyDir[0], weaponDefId, paralyzer};
HandleEvent(EVENT_ENEMY_DAMAGED, &evtData);
}
void CSkirmishAIWrapper::Update(int frame) {
const SUpdateEvent evtData = {frame};
HandleEvent(EVENT_UPDATE, &evtData);
}
void CSkirmishAIWrapper::SendChatMessage(const char* msg, int fromPlayerId) {
const SMessageEvent evtData = {fromPlayerId, msg};
HandleEvent(EVENT_MESSAGE, &evtData);
}
void CSkirmishAIWrapper::SendLuaMessage(const char* inData, const char** outData) {
const SLuaMessageEvent evtData = {inData /*outData*/};
HandleEvent(EVENT_LUA_MESSAGE, &evtData);
}
void CSkirmishAIWrapper::WeaponFired(int unitId, int weaponDefId) {
const SWeaponFiredEvent evtData = {unitId, weaponDefId};
HandleEvent(EVENT_WEAPON_FIRED, &evtData);
}
void CSkirmishAIWrapper::PlayerCommandGiven(
const std::vector<int>& playerSelectedUnits,
const Command& c,
int playerId
) {
std::vector<int> unitIds = playerSelectedUnits;
const int cCommandId = extractAICommandTopic(&c, unitHandler.MaxUnits());
const SPlayerCommandEvent evtData = {&unitIds[0], static_cast<int>(playerSelectedUnits.size()), cCommandId, playerId};
HandleEvent(EVENT_PLAYER_COMMAND, &evtData);
}
void CSkirmishAIWrapper::CommandFinished(int unitId, int commandId, int commandTopicId) {
const SCommandFinishedEvent evtData = {unitId, commandId, commandTopicId};
HandleEvent(EVENT_COMMAND_FINISHED, &evtData);
}
void CSkirmishAIWrapper::SeismicPing(
int allyTeam,
int unitId,
const float3& pos,
float strength
) {
/*const*/ float3 cpyPos = pos;
const SSeismicPingEvent evtData = {&cpyPos[0], strength};
HandleEvent(EVENT_SEISMIC_PING, &evtData);
}
int CSkirmishAIWrapper::HandleEvent(int topic, const void* data) const {
ScopedTimer timer(GetTimerNameHash());
if (!blockEvents || (topic == EVENT_RELEASE))
return library->HandleEvent(skirmishAIId, topic, data);
// to prevent log error spam, signal: OK
return 0;
}
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