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integration/luprex/core/cpp/world-core.cpp

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#include "world.hpp"
#include "idalloc.hpp"
#include "animqueue.hpp"
#include "gui.hpp"
#include "traceback.hpp"
#include "pprint.hpp"
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#include <iostream>
void World::store_global_pointer(lua_State *L, World *v) {
lua_pushstring(L, "world");
lua_pushlightuserdata(L, v);
lua_rawset(L, LUA_REGISTRYINDEX);
}
World *World::fetch_global_pointer(lua_State *L) {
lua_pushstring(L, "world");
lua_rawget(L, LUA_REGISTRYINDEX);
World *result = (World *)lua_touserdata(L, -1);
if (result == nullptr) {
luaL_error(L, "No world pointer stored.");
}
lua_pop(L, 1);
return result;
}
World::~World() {
}
World::World(util::WorldType wt) {
// Master world model by default.
world_type_ = wt;
// Initialize the ID allocator in master mode.
if (wt == util::WORLD_TYPE_MASTER || wt == util::WORLD_TYPE_STANDALONE) {
id_global_pool_.init_master();
} else {
id_global_pool_.init_synch();
}
// Prepare to manipulate the lua state.
LuaVar world, globtab;
LuaStack LS(state(), world, globtab);
// Put the world pointer into the lua registry.
World::store_global_pointer(state(), this);
// Clear the global GUI pointer.
Gui::store_global_pointer(state(), nullptr);
// Clear the lthread state.
clear_lthread_state();
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// Set the tabletype of the registry.
LS.settabletype(LuaRegistry, LUA_TT_REGISTRY);
// Set the tabletype of the global environment.
LS.getglobaltable(globtab);
LS.settabletype(globtab, LUA_TT_GLOBALENV);
// Create the tangibles table in the registry.
LS.rawset(LuaRegistry, "tangibles", LuaNewTable);
// Create the globaldb in the registry.
LS.rawset(LuaRegistry, "globaldb", LuaNewTable);
// Initialize the SourceDB. At this stage, the sourcedb is
// empty, so it's just populating the lua builtins.
source_db_.init(state());
std::string srcerrs = source_db_.rebuild();
// There shouldn't be any lua errors in the sourceDB at this
// point, since there's no lua code in the sourceDB.
assert(srcerrs == "");
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LS.result();
assert (stack_is_clear());
}
Tangible::Tangible(World *w, int64_t id) : world_(w), anim_queue_(w->world_type_), id_player_pool_(&w->id_global_pool_) {
plane_item_.set_id(id);
plane_item_.track(&w->plane_map_);
}
void Tangible::update_plane_item() {
const AnimStep &aqback = anim_queue_.back();
plane_item_.set_pos(aqback.plane(), aqback.xyz().x, aqback.xyz().y, aqback.xyz().z);
}
void Tangible::serialize(StreamBuffer *sb) {
anim_queue_.serialize(sb);
id_player_pool_.serialize(sb);
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print_buffer_.serialize(sb);
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}
void Tangible::deserialize(StreamBuffer *sb) {
anim_queue_.deserialize(sb);
id_player_pool_.deserialize(sb);
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print_buffer_.deserialize(sb);
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update_plane_item();
}
Tangible *World::tangible_get(int64_t id) {
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return nullptr;
} else {
return iter->second.get();
}
}
const Tangible *World::tangible_get(int64_t id) const {
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return nullptr;
} else {
return iter->second.get();
}
}
World::TanVector World::tangible_get_all(const IdVector &ids) const {
TanVector result(ids.size());
for (int i = 0; i < int(ids.size()); i++) {
result[i] = tangible_get(ids[i]);
}
return result;
}
Tangible *World::tangible_get(const LuaStack &LS, LuaSlot tab) {
int64_t id = tangible_id(LS, tab);
if (id == 0) {
luaL_error(LS.state(), "parameter is not a tangible");
}
Tangible *result = tangible_get(id);
if (result == nullptr) {
luaL_error(LS.state(), "parameter is not a tangible");
}
return result;
}
int64_t World::tangible_id(const LuaStack &LS, LuaSlot tab) {
int64_t id = 0;
if (LS.istable(tab) && LS.gettabletype(tab) == LUA_TT_TANGIBLE) {
lua_State *L = LS.state();
if (lua_getmetatable(L, tab.index())) {
lua_pushstring(L, "id");
lua_rawget(L, -2);
if (lua_type(L, -1) == LUA_TNUMBER) {
id = lua_tointeger(L, -1);
}
lua_pop(L, 2);
}
}
return id;
}
Tangible *World::tangible_make(lua_State *L, int64_t id, const std::string &plane, bool pushdb) {
// Get a state if we don't already have one.
if (L == nullptr) {
L = state();
assert(!pushdb);
}
assert(id != 0);
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LuaVar tangibles, metatab;
LuaRet database;
LuaStack LS(L, tangibles, database, metatab);
// Create the C++ part of the structure.
UniqueTangible &t = tangibles_[id];
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assert (t == nullptr);
t.reset(new Tangible(this, id));
// Set up initial animation state.
t->anim_queue_.clear(plane);
t->update_plane_item();
// Create the tangible's database and metatable.
LS.set(database, LuaNewTable);
LS.set(metatab, LuaNewTable);
LS.setmetatable(database, metatab);
// Mark the tangible using the tabletype field.
LS.settabletype(database, LUA_TT_TANGIBLE);
LS.settabletype(metatab, LUA_TT_TANGIBLEMETA);
// Store the database into the tangibles table.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawset(tangibles, id, database);
// Populate the database and metatable with initial stuff.
LS.rawset(database, "inventory", LuaNewTable);
LS.rawset(metatab, "id", id);
LS.rawset(metatab, "threads", LuaNewTable);
// LS.rawset(metatab, "__metatable", LuaNil);
LS.result();
if (!pushdb) lua_pop(L, 1);
return t.get();
}
void World::tangible_delete(int64_t id) {
lua_State *L = state();
LuaVar tangibles, database;
LuaStack LS(L, tangibles, database);
// Fetch the C++ side of the tangible.
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
LS.result();
return; // Nothing to delete.
}
// Fetch the lua side of the tangible.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(database, tangibles, id);
assert(LS.istable(database));
// Clear out the database.
LS.cleartable(database, true);
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LS.settabletype(database, LUA_TT_DEADTANGIBLE);
// Remove the lua portion from the tangibles table.
LS.rawset(tangibles, id, LuaNil);
// Remove the C++ portion from the tangibles table.
tangibles_.erase(iter);
LS.result();
}
util::IdVector World::get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const {
const Tangible *player = tangible_get(player_id);
if (player == nullptr) {
return IdVector();
}
// Find out where's the center of the world.
const AnimStep &aqback = player->anim_queue_.back();
if (exclude_nowhere && (aqback.plane() == "nowhere")) {
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IdVector idv;
idv.push_back(player_id);
return idv;
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}
return plane_map_.scan_radius(aqback.plane(), aqback.xyz().x, aqback.xyz().y, radius, player_id);
}
util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere) const {
util::IdVector v = get_near_unsorted(player_id, radius, exclude_nowhere);
std::sort(v.begin(), v.end());
return v;
}
World::Redirects World::fetch_redirects() {
World::Redirects result = std::move(redirects_);
redirects_.clear();
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return result;
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}
int64_t World::create_login_actor() {
assert(stack_is_clear());
int64_t id = id_global_pool_.get_one();
Tangible *tan = tangible_make(state(), id, "nowhere", true);
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LuaArg database;
LuaVar classtab, mt;
LuaStack LS(state(), database, classtab, mt);
LS.makeclass(classtab, "login");
LS.getmetatable(mt, database);
LS.rawset(mt, "__index", classtab);
LS.result();
tan->configure_id_pool_for_actor();
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tan->print_buffer_.clear();
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assert(stack_is_clear());
return tan->id();
}
void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
assert(stack_is_clear());
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gui->clear(place_id);
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lua_State *L = state();
LuaVar actor, place, ugui, func, tangibles, mt, index;
LuaStack LS(L, actor, place, ugui, func, tangibles, mt, index);
// Get the actor and place.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
LS.result();
return;
}
// Get the interface closure.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
LS.result();
return;
}
LS.rawget(index, mt, "__index");
if (!LS.istable(index)) {
LS.result();
return;
}
LS.rawget(func, index, "interface");
if (!LS.isfunction(func)) {
LS.result();
return;
}
// Call the interface function.
lua_pushvalue(L, func.index());
lua_pushvalue(L, actor.index());
lua_pushvalue(L, place.index());
Gui::store_global_pointer(L, gui);
open_lthread_state(actor_id, place_id, false, false);
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int status = traceback_pcall(L, 2, 0);
close_lthread_state();
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Gui::store_global_pointer(L, nullptr);
if (status != 0) {
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gui->clear(0);
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std::cerr << lua_tostring(L, -1);
LS.result();
return;
}
// And we're done.
LS.result();
assert(stack_is_clear());
}
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void World::update_source(util::LuaSourcePtr source) {
assert(stack_is_clear());
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if (source != nullptr) {
source_db_.update(*source);
assert(stack_is_clear());
std::string errs = source_db_.rebuild();
// I don't have a good place to send the error messages right
// now. The engine needs a catch-all place to send errors that
// occur at unexpected times.
std::cerr << errs;
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}
assert(stack_is_clear());
}
void World::run_unittests() {
assert(stack_is_clear());
source_db_.run_unittests();
assert(stack_is_clear());
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}
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void World::invoke(const Invocation &inv) {
switch (inv.kind()) {
case Invocation::KIND_PLAN:
invoke_plan(inv.actor(), inv.place(), inv.action(), inv.data());
break;
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case Invocation::KIND_LUA:
invoke_lua(inv.actor(), inv.place(), inv.action(), inv.data());
break;
case Invocation::KIND_FLUSH_PRINTS:
invoke_flush_prints(inv.actor(), inv.place(), inv.action(), inv.data());
break;
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default:
// Do nothing. Standard behavior for any invalid command is to
// simply do nothing at all. Perhaps eventually we may add a flag
// to the world model to indicate that we've detected an invalid
// command, to allow us to close the connection to a client that
// is misbehaving.
break;
}
}
void World::invoke_flush_prints(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data) {
assert(stack_is_clear());
// Check argument sanity.
if (actor_id != place_id) {
return;
}
int line = util::strtoint(action, -1);
if (line < 0) {
return;
}
Tangible *tactor = tangible_get(actor_id);
if (tactor == nullptr) {
return;
}
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tactor->print_buffer_.discard_upto(line);
assert(stack_is_clear());
}
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void World::invoke_lua(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data) {
assert(stack_is_clear());
// Get the actor and place, which must be the same.
if (actor_id != place_id) return;
Tangible *tactor = tangible_get(actor_id);
if (tactor == nullptr) {
return;
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}
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lua_State *L = state();
LuaVar closure;
LuaStack LS(L, closure);
// create the compiled closure.
int status = luaL_loadbuffer(L, action.c_str(), action.size(), "=invoke");
lua_replace(L, closure.index());
if (status != LUA_OK) {
// The closure is actually an error message. Do nothing.
LS.result();
return;
}
// Call the closure.
int top = lua_gettop(L);
lua_pushvalue(L, closure.index());
open_lthread_state(actor_id, place_id, false, true);
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status = traceback_pcall(L, 0, LUA_MULTRET);
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// If there's an error message, print it.
// Otherwise, pretty-print the results.
std::ostream *ostream = lthread_print_stream();
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if (status == LUA_OK) {
for (int i = top + 1; i <= lua_gettop(L); i++) {
LuaSpecial root(i);
pprint(LS, root, true, ostream);
(*ostream) << std::endl;
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}
} else {
const char *msg = lua_tostring(L, -1);
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if (msg == NULL) {
msg = "(error object is not a string)";
}
(*ostream) << msg << std::endl;
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}
close_lthread_state();
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LS.result();
assert(stack_is_clear());
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}
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void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data) {
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assert(stack_is_clear());
// Validate that the action is legal.
Gui validation_gui;
update_gui(actor_id, place_id, &validation_gui);
if (!validation_gui.has_action(action)) {
return;
}
// Get the actor and place. Make sure both exist.
Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) {
return;
}
// Get an ID for the thread. We always use the player
// pool in this case.
int64_t tid = tactor->id_player_pool_.get_one();
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// Set up for Lua manipulation.
lua_State *L = state();
LuaVar actor, place, func, tangibles, mt, index, actions, thread, threads, thinfo, message, invdata;
LuaStack LS(L, actor, place, func, tangibles, mt, index, actions, thread, threads, thinfo, message, invdata);
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// Get the actor and place.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
LS.result();
return;
}
// Get the action closure.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
LS.result();
return;
}
LS.rawget(index, mt, "__index");
if (!LS.istable(index)) {
LS.result();
return;
}
LS.rawget(actions, index, "action");
if (!LS.istable(actions)) {
LS.result();
return;
}
LS.rawget(func, actions, action);
if (!LS.isfunction(func)) {
LS.result();
return;
}
// Convert the InvocationData into a lua table.
LS.newtable(invdata);
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for (const auto &p : data) {
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LS.rawset(invdata, p.first, p.second);
}
// Create a new thread, set up function and parameters.
lua_State *CO = LS.newthread(thread);
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// Move function and args to new thread.
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lua_pushvalue(L, func.index());
lua_pushvalue(L, actor.index());
lua_pushvalue(L, place.index());
lua_pushvalue(L, invdata.index());
lua_xmove(L, CO, 4);
// Create the thread info table.
LS.newtable(thinfo);
LS.rawset(thinfo, "thread", thread);
LS.rawset(thinfo, "actorid", actor_id);
LS.rawset(thinfo, "isnew", true);
LS.rawset(thinfo, "useppool", true);
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// Store the thread into place's thread table.
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
LS.result();
return;
}
LS.rawset(threads, tid, thinfo);
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LS.result();
// Push the thread's ID into the runnable thread queue,
// then run the thread queue.
thread_sched_.add(0, tid, place_id);
run_scheduled_threads(0);
assert(stack_is_clear());
}
void World::run_scheduled_threads(int64_t clk) {
assert(stack_is_clear());
lua_State *L = state();
LuaVar tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread;
LuaStack LS(L, tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
while (thread_sched_.ready(clk)) {
SchedEntry sched = thread_sched_.pop();
LS.rawget(place, tangibles, sched.place_id());
if (!LS.istable(place)) {
continue;
}
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
continue;
}
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
continue;
}
LS.rawget(thinfo, threads, sched.thread_id());
if (!LS.istable(thinfo)) {
continue;
}
LS.rawget(actorid, thinfo, "actorid");
if (!LS.isnumber(actorid)) {
continue;
}
LS.rawget(isnew, thinfo, "isnew");
if (!LS.isboolean(isnew)) {
continue;
}
LS.rawget(useppool, thinfo, "useppool");
if (!LS.isboolean(useppool)) {
continue;
}
LS.rawget(thread, thinfo, "thread");
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if (!LS.isthread(thread)) {
continue;
}
// Resume the coroutine.
lua_State *CO = LS.ckthread(thread);
open_lthread_state(LS.ckinteger(actorid), sched.place_id(), LS.ckboolean(useppool), true);
int status = lua_resume(CO, nullptr, LS.ckboolean(isnew) ? 3 : 0);
close_lthread_state();
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// Three possible outcomes: finished, yielded, or errored.
if (status == LUA_YIELD) {
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// If there's nothing on the stack, infer that tangible.nopredict yielded.
if (lua_gettop(CO) == 0) {
std::cerr << "Thread killed self using tangible.nopredict" << std::endl;
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LS.rawset(threads, sched.thread_id(), LuaNil);
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}
// If there's a single number on the stack, infer that 'wait' yielded.
else if ((lua_gettop(CO) == 1) && (lua_isnumber(CO, 1))) {
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lua_Number delay = lua_tonumber(CO, 1);
lua_settop(CO, 0);
LS.rawset(thinfo, "isnew", false);
LS.rawset(thinfo, "useppool", false);
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std::cerr << "Thread wait = " << delay << std::endl;
thread_sched_.add(sched.clock() + int64_t(delay), sched.thread_id(), sched.place_id());
std::cerr << "Added to schedule." << std::endl;
}
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// In any other case, generate an error and kill the coroutine.
else {
std::cerr << "Thread yielded incorrectly. Killing it." << std::endl;
LS.rawset(threads, sched.thread_id(), LuaNil);
}
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} else if (status == LUA_OK) {
// Successfully ran to completion. Remove from thread table.
std::cerr << "Thread ran to completion." << std::endl;
LS.rawset(threads, sched.thread_id(), LuaNil);
} else {
// Generated an error. Add a traceback, print, and kill the coroutine.
traceback_coroutine(CO);
std::cerr << lua_tostring(CO, -1);
LS.rawset(threads, sched.thread_id(), LuaNil);
}
}
LS.result();
assert(stack_is_clear());
}
int64_t World::alloc_id_predictable() {
if (!lthread_use_ppool_) {
return id_global_pool_.get_one();
}
Tangible *t = tangible_get(lthread_actor_id_);
if (t == nullptr) {
return id_global_pool_.get_one();
}
return t->id_player_pool_.get_one();
}
const PrintBuffer *World::get_printbuffer(int64_t actor_id) {
Tangible *actor = tangible_get(actor_id);
if (actor != nullptr) {
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return &actor->print_buffer_;
}
return nullptr;
}
void World::clear_lthread_state() {
lthread_prints_.reset();
lthread_actor_id_ = 0;
lthread_place_id_ = 0;
lthread_use_ppool_ = false;
}
void World::open_lthread_state(int64_t actor, int64_t place, bool ppool, bool prints) {
lthread_actor_id_ = actor;
lthread_place_id_ = place;
lthread_use_ppool_ = ppool;
if (prints) {
lthread_prints_.reset(new std::ostringstream);
} else {
lthread_prints_.reset();
}
}
void World::close_lthread_state() {
// Copy prints from lthread_prints_ stringstream into
// the appropriate actor's PrintBuffer. If for some reason
// there isn't an actor, or if the actor doesn't have a PrintBuffer,
// send the output to std::cerr.
if (lthread_prints_ != nullptr) {
const std::string &output = lthread_prints_->str();
Tangible *actor = tangible_get(lthread_actor_id_);
if (actor != nullptr) {
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bool auth = util::world_type_authoritative(world_type_);
actor->print_buffer_.add_string(output, auth);
}
}
// Now clean up everything.
clear_lthread_state();
}
std::ostream *World::lthread_print_stream() const {
if (lthread_prints_ != nullptr) {
return lthread_prints_.get();
} else {
return &std::cerr;
}
}
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void World::serialize(StreamBuffer *sb) {
assert(stack_is_clear());
assert(redirects_.empty());
// int64_t wc0 = sb->total_writes();
lua_snap_.serialize(sb);
id_global_pool_.serialize(sb);
thread_sched_.serialize(sb);
sb->write_uint32(tangibles_.size());
for (const auto &p : tangibles_) {
sb->write_int64(p.first);
p.second->serialize(sb);
}
// int64_t wc1 = sb->total_writes();
// std::cerr << "World serialized to " << wc1-wc0 << " bytes." << std::endl;
assert(stack_is_clear());
}
void World::deserialize(StreamBuffer *sb) {
assert(stack_is_clear());
redirects_.clear();
lua_snap_.deserialize(sb);
id_global_pool_.deserialize(sb);
thread_sched_.deserialize(sb);
// Mark all tangibles for deletion by setting ID to zero.
for (const auto &p : tangibles_) {
p.second->plane_item_.set_id(0);
}
// Deserialize tangibles.
size_t ntan = sb->read_uint32();
for (size_t i = 0; i < ntan; i++) {
int64_t id = sb->read_int64();
UniqueTangible &t = tangibles_[id];
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if (t == nullptr) {
t.reset(new Tangible(this, id));
} else {
t->plane_item_.set_id(id);
}
t->deserialize(sb);
}
// Delete tangibles that didn't get deserialized.
for (auto iter = tangibles_.begin(); iter != tangibles_.end(); ) {
if (iter->second->plane_item_.id() == 0) {
tangibles_.erase(iter++);
} else {
++iter;
}
}
assert(stack_is_clear());
}
void World::snapshot() {
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assert(snapshot_.empty());
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serialize(&snapshot_);
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assert(!snapshot_.empty());
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}
void World::rollback() {
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assert(!snapshot_.empty());
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deserialize(&snapshot_);
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assert(snapshot_.empty());
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}