CScriptVal CComponentManager::ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, std::wstring filePath, std::wstring fileName) { CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData); VfsPath path = VfsPath(filePath) / fileName; return componentManager->GetScriptInterface().ReadJSONFile(path).get(); }
CScriptVal CComponentManager::ReadJSONFile(void* cbdata, std::wstring filePath, std::wstring fileName) { CComponentManager* componentManager = static_cast<CComponentManager*> (cbdata); VfsPath path = VfsPath(filePath) / fileName; return componentManager->GetScriptInterface().ReadJSONFile(path).get(); }
JS::Value CComponentManager::ReadJSONFile(ScriptInterface::CxPrivate* pCxPrivate, const std::wstring& filePath, const std::wstring& fileName) { CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData); JSContext* cx = pCxPrivate->pScriptInterface->GetContext(); JSAutoRequest rq(cx); VfsPath path = VfsPath(filePath) / fileName; JS::RootedValue out(cx); componentManager->GetScriptInterface().ReadJSONFile(path, &out); return out; }
bool CSimulation2Impl::LoadTriggerScripts(CComponentManager& componentManager, JS::HandleValue mapSettings, std::set<VfsPath>* loadedScripts) { bool ok = true; if (componentManager.GetScriptInterface().HasProperty(mapSettings, "TriggerScripts")) { std::vector<std::string> 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; }
void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& 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; 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, m_ComponentManager.GetScriptInterface().GetRuntime()); secondaryComponentManager.LoadComponentTypes(); ENSURE(LoadDefaultScripts(secondaryComponentManager, NULL)); ResetComponentState(secondaryComponentManager, false, false); // Load the map into the secondary simulation LDR_BeginRegistering(); CMapReader* mapReader = new CMapReader; // automatically deletes itself // TODO: this duplicates CWorld::RegisterInit and could probably be cleaned up a bit std::string mapType; m_ComponentManager.GetScriptInterface().GetProperty(m_InitAttributes.get(), "mapType", mapType); if (mapType == "random") { // TODO: support random map scripts debug_warn(L"Serialization test mode only supports scenarios"); } else { std::wstring mapFile; m_ComponentManager.GetScriptInterface().GetProperty(m_InitAttributes.get(), "map", mapFile); VfsPath mapfilename = VfsPath(mapFile).ChangeExtension(L".pmp"); mapReader->LoadMap(mapfilename, CScriptValRooted(), &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(m_ComponentManager.GetScriptInterface(), 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 // (TODO: we ought to schedule this for a frame where we're not // running the sim update, to spread the load) if (m_TurnNumber % 1 == 0) m_ComponentManager.GetScriptInterface().MaybeIncrementalRuntimeGC(); if (m_EnableOOSLog) DumpState(); // Start computing AI for the next turn CmpPtr<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (cmpAIManager) cmpAIManager->StartComputation(); ++m_TurnNumber; }
bool CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands) { fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000; // 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. CMessageTurnStart msgTurnStart; m_ComponentManager.BroadcastMessage(msgTurnStart); CmpPtr<ICmpPathfinder> cmpPathfinder(m_SimContext, SYSTEM_ENTITY); if (!cmpPathfinder.null()) cmpPathfinder->FinishAsyncRequests(); // Push AI commands onto the queue before we use them CmpPtr<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (!cmpAIManager.null()) cmpAIManager->PushCommands(); CmpPtr<ICmpCommandQueue> cmpCommandQueue(m_SimContext, SYSTEM_ENTITY); if (!cmpCommandQueue.null()) cmpCommandQueue->FlushTurn(commands); // Process newly generated move commands so the UI feels snappy if (!cmpPathfinder.null()) cmpPathfinder->ProcessSameTurnMoves(); // Send all the update phases { CMessageUpdate msgUpdate(turnLengthFixed); m_ComponentManager.BroadcastMessage(msgUpdate); } { CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed); m_ComponentManager.BroadcastMessage(msgUpdate); } // Process move commands for formations (group proxy) if (!cmpPathfinder.null()) cmpPathfinder->ProcessSameTurnMoves(); { CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed); m_ComponentManager.BroadcastMessage(msgUpdate); } { CMessageUpdate_Final msgUpdate(turnLengthFixed); m_ComponentManager.BroadcastMessage(msgUpdate); } // Process moves resulting from group proxy movement (unit needs to catch up or realign) and any others if (!cmpPathfinder.null()) cmpPathfinder->ProcessSameTurnMoves(); // Clean up any entities destroyed during the simulation update m_ComponentManager.FlushDestroyedComponents(); // if (m_TurnNumber == 0) // m_ComponentManager.GetScriptInterface().DumpHeap(); // Run the GC occasionally // (TODO: we ought to schedule this for a frame where we're not // running the sim update, to spread the load) if (m_TurnNumber % 10 == 0) m_ComponentManager.GetScriptInterface().MaybeGC(); if (m_EnableOOSLog) DumpState(); // Start computing AI for the next turn if (!cmpAIManager.null()) cmpAIManager->StartComputation(); ++m_TurnNumber; return true; // TODO: don't bother with bool return }
void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& 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<VfsPath> 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<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY); if (cmpAIManager) cmpAIManager->StartComputation(); ++m_TurnNumber; }