cyphesis/server/WorldRouter.cpp
Alistair Riddoch 4a9c7078f7 Refactor to use LocatedEntity as base class
All IG code should use the interface of LocatedEntity when dealing
with any entity, rather than sometimes requiring Entity. Add virtual
functions to the interface where required, and modify all other interfaces
to stop them using Entity. This makes the code way cleaner, and much better
de-coupled.
2013-01-17 10:17:07 +00:00

668 lines
24 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2006 Alistair Riddoch
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
// $Id$
#include "WorldRouter.h"
#include "ArithmeticBuilder.h"
#include "EntityBuilder.h"
#include "SpawnEntity.h"
#include "rulesets/World.h"
#include "rulesets/Domain.h"
#include "common/id.h"
#include "common/log.h"
#include "common/debug.h"
#include "common/const.h"
#include "common/globals.h"
#include "common/random.h"
#include "common/system.h"
#include "common/TypeNode.h"
#include "common/serialno.h"
#include "common/compose.hpp"
#include "common/Inheritance.h"
#include "common/Monitors.h"
#include "common/SystemTime.h"
#include "common/Variable.h"
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
#include <sstream>
#include <algorithm>
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Objects::Operation::Appearance;
using Atlas::Objects::Entity::RootEntity;
using Atlas::Objects::Entity::Anonymous;
static const bool debug_flag = false;
/// \brief Type to hold an operation and the Entity it is from for efficiency
/// when broadcasting.
struct OpQueEntry {
Operation op;
LocatedEntity & from;
explicit OpQueEntry(const Operation & o, LocatedEntity & f);
OpQueEntry(const OpQueEntry & o);
~OpQueEntry();
const Operation & operator*() const {
return op;
}
Atlas::Objects::Operation::RootOperationData * operator->() const {
return op.get();
}
};
inline OpQueEntry::OpQueEntry(const Operation & o, LocatedEntity & f) : op(o),
from(f)
{
from.incRef();
}
inline OpQueEntry::OpQueEntry(const OpQueEntry & o) : op(o.op), from(o.from)
{
from.incRef();
}
inline OpQueEntry::~OpQueEntry()
{
from.decRef();
}
/// \brief Update the in-game time.
///
/// Reads the system time, and applies the necessary offsets to calculate
/// the in-game time. This is the stored, and can be accessed using getTime().
void WorldRouter::updateTime(const SystemTime & time)
{
double tmp_time = (double)(time.seconds() + timeoffset - m_initTime) + (double)time.microseconds()/1000000;
m_realTime = tmp_time;
}
/// \brief Constructor for the world object.
///
/// The Entity representing the world is implicity constructed.
/// Currently the world entity is included in the perceptives list,
/// but I am not clear why. Need to look into why.
WorldRouter::WorldRouter(const SystemTime & time) :
BaseWorld(*new World(consts::rootWorldId, consts::rootWorldIntId)),
m_entityCount(1)
{
m_initTime = time.seconds();
updateTime(time);
m_gameWorld.incRef();
EntityBuilder::init();
m_gameWorld.setType(Inheritance::instance().getType("world"));
m_eobjects[m_gameWorld.getIntId()] = &m_gameWorld;
m_perceptives.insert(&m_gameWorld);
//WorldTime tmp_date("612-1-1 08:57:00");
Monitors::instance()->watch("entities", new Variable<int>(m_entityCount));
}
/// \brief Destructor for the world object.
///
/// Destruction of the world object implicity deletes all IG objects in
/// the server, clears the operation queue
WorldRouter::~WorldRouter()
{
{
debug(std::cout << "Flushing world with " << m_eobjects.size()
<< " entities" << std::endl << std::flush;);
}
EntityDict::const_iterator Jend = m_eobjects.end();
for (EntityDict::const_iterator J = m_eobjects.begin(); J != Jend; ++J) {
J->second->decRef();
}
SpawnDict::const_iterator Kend = m_spawns.end();
for (SpawnDict::const_iterator K = m_spawns.begin(); K != Kend; ++K) {
delete K->second;
}
// This should be deleted here rather than in the base class because
// we created it, and BaseWorld should not even know what it is.
m_gameWorld.decRef();
}
/// \brief Add an operation to the ordered op queue.
///
/// Any time adjustment required is made to the operation, and it
/// is added to the apropriate place in the chronologically ordered
/// queue. The From attribute of the operation is set to the id of
/// the entity that is responsible for adding the operation to the
/// queue.
void WorldRouter::addOperationToQueue(const Operation & op, LocatedEntity & ent)
{
assert(op.isValid());
assert(op->getFrom() != "cheat");
op->setFrom(ent.getId());
if (!op->hasAttrFlag(Atlas::Objects::Operation::FUTURE_SECONDS_FLAG)) {
op->setSeconds(m_realTime);
m_immediateQueue.push_back(OpQueEntry(op, ent));
return;
}
double t = m_realTime + op->getFutureSeconds();
op->setSeconds(t);
op->setFutureSeconds(0.);
OpQueue::iterator I = m_operationQueue.begin();
OpQueue::iterator Iend = m_operationQueue.end();
for (; I != Iend && (*I).op->getSeconds() <= t; ++I);
m_operationQueue.insert(I, OpQueEntry(op, ent));
}
/// \brief Get the next due operation from the queue.
///
/// If the operation at the end of the queue is now due, return it.
/// This function is now unused, and has become obsolete now there are
/// two queues. If this function is needed again, it will need to be
/// recoded. See idle for sample code that checks for the next due operation.
/// @return a pointer to the operation due for dispatch, or 0 if none
/// is due.
Operation WorldRouter::getOperationFromQueue()
{
OpQueue::const_iterator I = m_operationQueue.begin();
if (I == m_operationQueue.end() || (*I)->getSeconds() > m_realTime) {
return NULL;
}
debug(std::cout << "pulled op off queue" << std::endl << std::flush;);
Operation op = (**I);
m_operationQueue.pop_front();
return op;
}
/// \brief Add a new entity to the world.
///
/// Adds a new entity to the lists maintained by the WorldRouter.
/// Verify that the entity has a valid location, setting to
/// the default spawn area if necessary. Handle inserting the
/// entity into the loc/contains tree maintained by the Entity
/// class. Send a Setup op to the entity.
LocatedEntity * WorldRouter::addEntity(LocatedEntity * ent)
{
debug(std::cout << "WorldRouter::addEntity(" << ent->getIntId() << ")" << std::endl
<< std::flush;);
assert(ent->getIntId() != 0);
m_eobjects[ent->getIntId()] = ent;
++m_entityCount;
assert(ent->m_location.isValid());
if (!ent->m_location.isValid()) {
log(ERROR, "Entity added to world with invalid location!");
debug(std::cout << "set loc " << &m_gameWorld << std::endl
<< std::flush;);
ent->m_location.m_loc = &m_gameWorld;
ent->m_location.m_pos = Point3D(uniform(-8,8), uniform(-8,8), 0);
debug(std::cout << "loc set with loc " << ent->m_location.m_loc->getId()
<< std::endl << std::flush;);
}
ent->m_location.update(getTime());
// FIXME
std::string mode;
Element mode_attr;
if (ent->getAttrType("mode", mode_attr, Element::TYPE_STRING) == 0) {
mode = mode_attr.String();
}
ent->m_location.m_pos.z() = ent->getMovementDomain()->
constrainHeight(ent->m_location.m_loc,
ent->m_location.pos(),
mode);
ent->m_location.m_loc->makeContainer();
bool cont_change = ent->m_location.m_loc->m_contains->empty();
ent->m_location.m_loc->m_contains->insert(ent);
ent->m_location.m_loc->incRef();
if (cont_change) {
// FIXME Mark the entity as dirty?
ent->onUpdated();
}
debug(std::cout << "Entity loc " << ent->m_location << std::endl
<< std::flush;);
Anonymous arg;
Appearance app;
arg->setId(ent->getId());
arg->setStamp(ent->getSeq());
app->setArgs1(arg);
message(app, *ent);
inserted.emit(ent);
return ent;
}
/// \brief Create a new entity and add to the world.
///
/// Construct a new entity using the entity description provided,
/// and pass it to addEntity().
/// @return a pointer to the new entity.
LocatedEntity * WorldRouter::addNewEntity(const std::string & typestr,
const RootEntity & attrs)
{
debug(std::cout << "WorldRouter::addNewEntity(\"" << typestr << "\", attrs)"
<< std::endl << std::flush;);
std::string id;
long intId = newId(id);
if (intId < 0) {
log(ERROR, "Unable to get ID for new Entity");
return 0;
}
LocatedEntity * ent = EntityBuilder::instance()->newEntity(id, intId, typestr, attrs, *this);
if (ent == 0) {
log(ERROR, String::compose("Attempt to create an entity of type \"%1\" "
"but type is unknown or forbidden",
typestr));
return 0;
}
return addEntity(ent);
}
int WorldRouter::createSpawnPoint(const MapType & data, LocatedEntity * ent)
{
MapType::const_iterator I = data.find("name");
if (I == data.end() || !I->second.isString()) {
log(ERROR, "No name on spawn point");
return -1;
}
SpawnEntity * new_spawn = new SpawnEntity(ent);
if (new_spawn->setup(data) != 0) {
delete new_spawn;
log(ERROR, "Error setting up spawn point");
return -1;
}
const std::string & name = I->second.String();
SpawnDict::iterator J = m_spawns.find(name);
if (J != m_spawns.end()) {
Spawn * old = J->second;
J->second = new_spawn;
delete old;
} else {
m_spawns.insert(std::make_pair(name, new_spawn));
}
return 0;
}
int WorldRouter::getSpawnList(Atlas::Message::ListType & data)
{
SpawnDict::const_iterator I = m_spawns.begin();
SpawnDict::const_iterator Iend = m_spawns.end();
for (; I != Iend; ++I) {
MapType spawn;
spawn.insert(std::make_pair("name", I->first));
I->second->addToMessage(spawn);
data.push_back(spawn);
}
return 0;
}
LocatedEntity * WorldRouter::spawnNewEntity(const std::string & name,
const std::string & type,
const RootEntity & desc)
{
SpawnDict::const_iterator I = m_spawns.find(name);
if (I == m_spawns.end()) {
log(ERROR, String::compose("Spawn not found %1", name));
return 0;
}
Spawn * s = I->second;
int ret = s->spawnEntity(type, desc);
if (ret != 0) {
log(ERROR, String::compose("Spawn not permitting %1", type));
return 0;
}
LocatedEntity * e = addNewEntity(type, desc);
if (e == 0) {
log(ERROR, String::compose("Entity creation failed %1", type));
return e;
}
OpVector res;
s->populateEntity(e, desc, res);
OpVector::const_iterator Iend = res.end();
for (OpVector::const_iterator I = res.begin(); I != Iend; ++I) {
message(*I, *e);
}
return e;
}
/// \brief Create a new task
///
/// Construct a new task linked to the LocatedEntity provided.
/// @param name the name of the task type to be instantiated
/// @param owner the character who will own the task
/// @return a pointer to the new task
Task * WorldRouter::newTask(const std::string & name, LocatedEntity & owner)
{
Task * task = EntityBuilder::instance()->newTask(name, owner);
if (task == 0) {
log(ERROR, String::compose("Attempt to create a task of type \"%1\" "
"but type is unknown or forbidden", name));
}
return task;
}
/// \brief Activate a new task
///
/// Construct a task linked to the LocatedEntity provided, activated by the
/// tool and operation class given.
/// @param tool the type of tool activating the task
/// @param op the type of operation acitivating the task
/// @param target the entity that the task uses as its target
/// @param owner the character who will own the task
/// @return a pointer to the new task
Task * WorldRouter::activateTask(const std::string & tool,
const std::string & op,
LocatedEntity * target,
LocatedEntity & owner)
{
return EntityBuilder::instance()->activateTask(tool, op, target, owner);
}
ArithmeticScript * WorldRouter::newArithmetic(const std::string & name,
LocatedEntity * owner)
{
return ArithmeticBuilder::instance()->newArithmetic(name, owner);
}
/// \brief Remove an entity from the world.
///
/// Remove an entity from the various lists in which it is stored.
/// The entity is removed from the LOC/CONTAINS tree, and the
/// reference held by the world is decremented. There may still be
/// a reference held by an operation in the queue from the removed
/// entity.
void WorldRouter::delEntity(LocatedEntity * ent)
{
if (ent == &m_gameWorld) {
log(WARNING, "Attempt to delete game world");
return;
}
assert(ent->getIntId() != 0);
m_perceptives.erase(ent);
m_eobjects.erase(ent->getIntId());
--m_entityCount;
ent->destroy();
ent->updated.emit();
ent->decRef();
}
/// \brief Pass an operation to the World.
///
/// Pass an operation to addOperationToQueue()
/// so it gets added to the queue for dispatch.
void WorldRouter::message(const Operation & op, LocatedEntity & ent)
{
addOperationToQueue(op, ent);
debug(std::cout << "WorldRouter::message {"
<< op->getParents().front() << ":"
<< op->getFrom() << ":" << op->getTo() << "}" << std::endl
<< std::flush;);
}
/// \brief Determine the broadcast list to be used to broadcast an operation.
///
/// Check the type of operation, and work out which list of entities
/// it should be broadcast to. This will be perceptives in case
/// a perception operation, or all entities in any other case.
/// This should probably go, as there is essentially no sane reason
/// for broadcasting a random op to all entities.
/// @return a reference to the list of entities to be used for braodcast.
bool WorldRouter::broadcastPerception(const Operation & op) const
{
int op_class = op->getClassNo();
if (op_class == Atlas::Objects::Operation::SIGHT_NO ||
op_class == Atlas::Objects::Operation::SOUND_NO ||
op_class == Atlas::Objects::Operation::APPEARANCE_NO ||
op_class == Atlas::Objects::Operation::DISAPPEARANCE_NO) {
return true;
}
log(WARNING, String::compose("Broadcasting %1 op from %2",
op->getParents().front(),
op->getFrom()));
return false;
}
/// \brief Deliver an operation to its target.
///
/// Pass the operation to the target entity. The resulting operations
/// have their ref numbers set, and are added to the queue for
/// dispatch.
void WorldRouter::deliverTo(const Operation & op, LocatedEntity & ent)
{
OpVector res;
ent.operation(op, res);
OpVector::const_iterator Iend = res.end();
for(OpVector::const_iterator I = res.begin(); I != Iend; ++I) {
if (op->getFrom() == (*I)->getTo()) {
if (!op->isDefaultSerialno() && (*I)->isDefaultRefno()) {
(*I)->setRefno(op->getSerialno());
}
}
message(*I, ent);
}
}
/// \brief Main in-game operation dispatch function.
///
/// Operations are passed here when they are due for dispatch.
/// Determine the target of the operation and deliver it directly,
/// or broadcast if broadcast is required. This function implements
/// sight ranges for perception operations.
/// @param op operation to be dispatched to the world. This is non-const
/// so that broadcast ops can have their TO set correctly for each target.
/// @param from entity the operation to be dispatched was send from. Note
/// that it is possible that this entity has been destroyed, but it
/// should still have a valid location, so can be used for range
/// calculations.
void WorldRouter::operation(const Operation & op, LocatedEntity & from)
{
debug(std::cout << "WorldRouter::operation {"
<< op->getParents().front() << ":"
<< op->getFrom() << ":" << op->getTo() << "}"
<< std::endl << std::flush;);
assert(op->getFrom() == from.getId());
assert(!op->getParents().empty());
if (!op->isDefaultTo()) {
const std::string & to = op->getTo();
assert(!to.empty());
LocatedEntity * to_entity = 0;
if (to == from.getId()) {
if (from.isDestroyed()) {
// Entity no longer exists
return;
}
to_entity = &from;
} else {
to_entity = getEntity(to);
if (to_entity == 0) {
debug(std::cerr << "WARNING: Op to=\"" << to << "\""
<< " does not exist"
<< std::endl << std::flush;);
return;
}
}
assert(to_entity != 0);
deliverTo(op, *to_entity);
if (op->getClassNo() == Atlas::Objects::Operation::DELETE_NO) {
delEntity(to_entity);
}
} else if (broadcastPerception(op)) {
// Where broadcasts go depends on type of op
float fromSquSize = from.m_location.squareBoxSize();
EntitySet::const_iterator I = m_perceptives.begin();
EntitySet::const_iterator Iend = m_perceptives.end();
for (; I != Iend; ++I) {
// Calculate square distance to target
float dist = squareDistance(from.m_location, (*I)->m_location);
float view_factor = fromSquSize / dist;
if (view_factor < consts::square_sight_factor) {
debug(std::cout << "Op from " << from.getId()
<< " cannot be seen by " << (*I)->getId()
<< std::endl << std::flush;);
continue;
}
op->setTo((*I)->getId());
deliverTo(op, **I);
}
} else {
EntityDict::const_iterator I = m_eobjects.begin();
EntityDict::const_iterator Iend = m_eobjects.end();
for (; I != Iend; ++I) {
op->setTo(I->second->getId());
deliverTo(op, *I->second);
}
}
}
/// Add entity provided to the list of perceptive entities.
/// Look up the entity with the id provided, and add a pointer
/// to the entity to the set of perceptive entities. This method is
/// called when key events occur that indicate that the entity in
/// question can receive broadcast perception operations.
void WorldRouter::addPerceptive(LocatedEntity * perceptive)
{
debug(std::cout << "WorldRouter::addPerceptive" << std::endl << std::flush;);
m_perceptives.insert(perceptive);
}
/// Main world loop function.
/// This function is called whenever the communications code is idle.
/// It updates the in-game time, and dispatches operations that are
/// now due for dispatch. The number of operations dispatched is limited
/// to 10 to ensure that client communications are always handled in a timely
/// manner. If the maximum number of operations are dispatched, the return
/// value indicates that this is the case, and the communications code
/// will call this function again as soon as possible rather than sleeping.
/// This ensures that the maximum possible number of operations are dispatched
/// without becoming unresponsive to client communications traffic.
/// @param sec world time seconds component
/// @param usec world time microseconds component
bool WorldRouter::idle(const SystemTime & time)
{
updateTime(time);
unsigned int op_count = 0;
OpQueue::iterator I = m_operationQueue.begin();
OpQueue::iterator Iend = m_operationQueue.end();
while (++op_count < 10 && I != Iend && (*I)->getSeconds() <= m_realTime) {
assert(I != m_operationQueue.end());
OpQueEntry & oqe = *I;
Dispatching.emit(oqe.op);
try {
operation(oqe.op, oqe.from);
}
catch (const std::exception& ex) {
log(ERROR, String::compose("Exception caught in world.idle() "
"thrown while processing operation "
"sent to \"%1\" from \"%2\"",
oqe->getTo(), oqe->getFrom()));
}
catch (...) {
log(ERROR, String::compose("Exception caught in world.idle() "
"thrown while processing operation "
"sent to \"%1\" from \"%2\"",
oqe->getTo(), oqe->getFrom()));
}
m_operationQueue.erase(I);
I = m_operationQueue.begin();
}
I = m_immediateQueue.begin();
Iend = m_immediateQueue.end();
while (++op_count < 10 && I != Iend) {
assert(I != m_immediateQueue.end());
OpQueEntry & oqe = *I;
Dispatching.emit(oqe.op);
try {
operation(oqe.op, oqe.from);
}
catch (const std::exception& ex) {
log(ERROR, String::compose("Exception caught in world.idle() "
"thrown while processing operation "
"sent to \"%1\" from \"%2\"",
oqe->getTo(), oqe->getFrom()));
}
catch (...) {
log(ERROR, String::compose("Exception caught in world.idle() "
"thrown while processing operation "
"sent to \"%1\" from \"%2\"",
oqe->getTo(), oqe->getFrom()));
}
m_immediateQueue.erase(I);
I = m_immediateQueue.begin();
}
// If we have processed the maximum number for this call, return true
// to tell the server not to sleep when polling clients. This ensures
// that we keep processing ops at a the maximum rate without leaving
// clients unattended.
return (op_count >= 10);
}
/// Find an entity of the given name. This is provided to allow administrators
/// to perform certain admin tasks. It finds and returns the first instance
/// with the name provided in the game world.
/// @param name string specifying name of the instance required.
/// @return a pointer to an entity with the type required, or zero if an
/// instance with this name was not found.
LocatedEntity * WorldRouter::findByName(const std::string & name)
{
Element name_attr;
EntityDict::const_iterator Iend = m_eobjects.end();
for (EntityDict::const_iterator I = m_eobjects.begin(); I != Iend; ++I) {
if (I->second->getAttr("name", name_attr) == 0) {
if (name_attr == name) {
return I->second;
}
}
}
return NULL;
}
/// Find an entity of the given type. This is provided to allow administrators
/// to perform certain admin tasks. It finds and returns the first instance
/// of the type provided in the game world.
/// @param type string specifying the class name of the instance required.
/// @return a pointer to an entity of the type required, or zero if no
/// instance was found.
LocatedEntity * WorldRouter::findByType(const std::string & type)
{
EntityDict::const_iterator Iend = m_eobjects.end();
for(EntityDict::const_iterator I = m_eobjects.begin(); I != Iend; ++I) {
if (I->second->getType()->name() == type) {
return I->second;
}
}
return NULL;
}