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integration/luprex/cpp/core/animqueue.hpp

388 lines
13 KiB
C++

///////////////////////////////////////////////////////////////////
//
// ANIMATION QUEUES
//
// An animation queue is a fifo queue of animation steps. New animations are
// pushed on the back, and old ones are popped from the front.
//
// An animation step is a set of key-value pairs, where each key is an
// identifier, and each value is either a number, a boolean, an XYZ coordinate,
// or a string. A key-value pair can be either persistent or nonpersistent.
// So a typical animation step might be:
//
// action=walk [nonpersistent]
// xyz=3,4,5 [persistent]
// facing=320 [persistent]
// plane=earth [persistent]
//
// Persistent values are retained from one animation step to the next,
// nonpersistent values exist for one animation step only.
//
// Each animation step has a hash value. The hash value is generated
// by mixing the hash value of the previous step with the hash value
// of the encoded string of key-value pairs.
//
///////////////////////////////////////////////////////////////////
//
// SERIALIZED STORAGE
//
// The entired animation queue is stored in a serialized format,
// as a shared string. This means that the animation queue can be
// passed to the graphics engine as a single string. This can be
// accomplished by the function EngineWrapper.get_animation_queues.
//
// The fact that the queue is stored in a serialized format means
// that when manipulating the animation queue, we have to decode it,
// manipulate it, and then reencode it.
//
// From an efficiency perspective, this means that manipulation is
// slower, but passing the strings to the graphics engine is faster
// and simpler. This is a good tradeoff: we manipulate animation
// queues rarely, compared to how often we pass them to the graphics
// engine.
//
///////////////////////////////////////////////////////////////////
//
// THE SERIALIZED REPRESENTATION
//
// So first, you need to know how to serialize a single animation
// step. Remember, an animation step consists of a list of key-value
// pairs (see above). The key-value pairs are serialized as follows:
//
// for all key-value pairs do:
// write_string(key)
// write_bool(persistent)
// write_uint8(type) // T_STRING, T_NUMBER, T_BOOL, or T_XYZ
// switch type:
// T_STRING: write_string(value)
// T_NUMBER: write_double(value)
// T_BOOL: write_bool(value)
// T_XYZ: write_xyz(value)
//
// The encoded string produced by the loop above is called an "encstep".
// That's short for "encoded animation step". The encstep has a hash
// value, which is a function that accepts the encstep and also the hash
// of the previous encstep. Note that the hash is not part of the encstep.
//
// A serialized animation queue consists of the following information:
//
// write_uint8(size_limit);
// write_uint8(actual_size);
// for all animation steps, starting with the most recent, do:
// write_uint64(hash)
// write_string(encstep)
//
// The encoded string produced by the loop above is called an "encqueue",
// because it encodes everything in the animation queue.
//
// Note that the 'serialize' routine for animation queues just returns
// the encqueue string, which is the whole thing.
//
// Since the steps in an encqueue are stored most-recent first, if you
// want some information about the most recent animation entry, you
// don't need to decode the entire encqueue. You only need to
// decode the first step.
//
///////////////////////////////////////////////////////////////////
#ifndef ANIMQUEUE_HPP
#define ANIMQUEUE_HPP
#include "wrap-set.hpp"
#include "wrap-string.hpp"
#include "wrap-deque.hpp"
#include "wrap-unordered-map.hpp"
#include "base-buffer.hpp"
#include "luastack.hpp"
#include "streambuffer.hpp"
#include "debugcollector.hpp"
#include "util.hpp"
#include <cassert>
#include <ostream>
struct AnimValue : public SimpleDynamic<eng::string> {
bool persistent;
AnimValue() { persistent = false; }
void set_dxyz(const util::DXYZ &xyz) {
type = SimpleDynamicTag::VECTOR;
s.clear(); x = xyz.x; y = xyz.y; z = xyz.z;
}
};
class AnimState
{
private:
using Map = eng::map<eng::string, AnimValue>;
Map map_;
// Set the default value, internal
//
eng::string add_default(const eng::string &name, const AnimValue &v, const AnimState *other);
public:
// Clear everything
//
void clear() { map_.clear(); }
// Set the persistent flag on a single variable.
// If the variable isn't present, add it.
//
void set_persistent(const eng::string &name);
// Return if it contains a value for the specified name.
//
bool contains(const eng::string &name) { return map_.find(name) != map_.end(); }
// Set a single variable to a value of a specified type.
// If the variable isn't present, add it.
//
void set_boolean(const eng::string &name, bool v);
void set_number(const eng::string &name, double v);
void set_dxyz(const eng::string &name, const util::DXYZ &value);
void set_string(const eng::string &name, std::string_view value);
// Print a debug string into the stringstream.
//
void print_debug_string(eng::ostringstream &oss);
// Return the debug string.
eng::string debug_string();
// Constructs an empty state.
//
AnimState() {}
// Convert to an encoded string.
//
eng::string encode() const;
// Decode an encoded string.
//
void decode(std::string_view enc);
// Decode an encoded string, discarding non-persistent data.
//
void decode_persistent(std::string_view enc);
// Add default values for all builtin persistent variables.
//
// For each builtin default (plane, xyz, facing, bp, model)
//
// - Will generate an error if a value is already present,
// but the present value is of the wrong type.
//
// - If 'other' is not nullptr, then we look in 'other' for a default
// value. If a valid value of the correct type is present, it is
// used as the default value.
//
// - If no default value can be found in 'other', then a hardwired
// default value is provided.
//
eng::string add_defaults(const AnimState *other);
// Parse an animstate from a Lua Table.
//
// Table keys must be valid lua identifiers. Table values may be string,
// floats, bool, or coordinates. Persistent flags are all set the same,
// from the persistent parameter. Returns empty string on success, or an
// error message on failure.
//
// If 'allowauto' is true, then the lua table may contain a key-value
// pair of the form (key, math.auto). These keys will be stored in the
// AnimState map with mapentry.type == SimpleDynamicTag::AUTO.
// This is done to express an intent that the value should be
// automatically computer later.
//
eng::string from_lua(LuaCoreStack &LS0, LuaSlot tab, bool persistent, bool allowauto);
// Generate a merged animstate using a previous state and an update.
//
// Keys from both previous and update are combined to create this AnimState.
// Values from 'update' override values from 'previous'. Persistent flags
// are taken from 'previous'. If a key exists in both previous and update,
// and the key is persistent in 'previous', then the types must match,
// otherwise an error is generated. Returns empty string on success or
// an error message on failure.
//
// If a key in the 'update' map has type AUTO, then we will attempt to find
// a rule to compute that value automatically. Failure to find a rule
// results in an error.
//
eng::string merge(const AnimState &previous, const AnimState &update);
// Convert an animstate to a lua table.
//
// You can either convert the persistent key-value pairs, or the
// nonpersistent. So you'll need two lua tables to store both.
//
void to_lua(LuaCoreStack &LS, LuaSlot tab, bool persistent);
// Parse a string, for unit testing.
//
void parse(std::string_view s);
void clear_and_parse(std::string_view s);
// Constructor from an encoded string.
//
AnimState(std::string_view s) { decode(s); }
};
struct AnimCoreState
{
util::DXYZ xyz;
eng::string plane;
void decode(std::string_view enc);
};
class AnimQueue : public eng::nevernew {
public:
// Construct an empty animation queue.
// clears the state to a valid state.
//
AnimQueue();
// Clear the steps to an initial state.
//
void clear();
void clear(const AnimState &initial);
// Change the size limit.
//
void set_limit(int limit);
// Add an animation step.
//
// Note: add does not automatically compose the step with the previous
// step, you have to do that yourself.
//
void add(const AnimState &state);
// Replace the most recent animation step.
//
// Note: replace does not automatically compose the step with the previous
// step, you have to do that yourself.
//
void replace(const AnimState &state);
// Serialize or deserialize to a StreamBuffer
//
void serialize(StreamBuffer *sb) const;
void deserialize(StreamBuffer *sb);
// Difference transmission
//
bool diff(const AnimQueue &auth, StreamBuffer *sb) const;
void patch(StreamBuffer *sb, DebugCollector *dbc);
// Check for exactly equal. This does the full check of all
// fields, it is used exclusively for debugging.
//
bool exactly_equal(const AnimQueue &aq) const;
// Check for exactly equal (fast). Compares the size, limit,
// and hash of the last entry. If these are equal, then the whole
// thing should be equal.
//
bool exactly_equal_fast(const AnimQueue &aq) const;
// Debug strings.
//
void print_debug_string(eng::ostringstream &oss, bool full) const;
eng::string steps_debug_string() const;
eng::string full_debug_string() const;
// Get the final entry, xyz and plane only.
//
AnimCoreState get_final_core_state() const;
// Get the final entry, all persistent variables.
//
AnimState get_final_persistent() const;
// Get the final entry, everything persistent and non-persistent.
//
AnimState get_final_everything() const;
// Get a serialized representation of the animation queue.
//
// Get the entire animation queue in a serialized format (encqueue).
// The string returned is a shared string. No string copy
// is made during this process.
//
util::SharedStdString get_encoded_queue() const { return encqueue_; }
// Get a serialized representation of a blank queue.
//
// Since an animqueue must have at least one step, the blank queue
// contains a single default step.
//
static util::SharedStdString get_encoded_blank_queue() { return blankqueue_; }
// Initialize the animqueue module.
//
static void initialize_module();
private:
struct QueueRange {
int size;
std::string_view entries;
QueueRange(int sz, std::string_view ent) : size(sz), entries(ent) {}
};
// Get a range of entries from the queue.
//
// You must specify a range (lo-hi) of steps. In this numbering, 0 is the
// most recent entry in the queue. The indices lo and hi are automatically
// clamped to the valid range (0 to actual_size). If lo >= hi, then an
// empty range is returned.
//
QueueRange get_range(int lo, int hi);
// Hash a new step given the range of steps that precede it.
//
static uint64_t hash_encstep(const QueueRange &prev, std::string_view step);
// Update the animation queue.
//
// The range (keeplo to keephi) specifies which old steps should be
// retained. The numbers keephi and keeplo are automatically clamped
// so that they lie inside the actual size of the queue.
//
// If add is true, then an additional step is added to the queue.
// The hash of the new step is calculated automatically.
//
// There is no enforcement that you respected the size limit that you
// specified. For example, you could say "keep 0-5, and add 1." That
// would make 6 entries in the queue. It is up to the caller to respect
// the size limit. The value passed in is just for reporting.
//
void update_encqueue(int limit, bool add, std::string_view add_enc, int keeplo, int keephi);
// Read values from the header of the encqueue.
//
int get_size_limit() const;
int get_actual_size() const;
uint64_t get_final_hash() const;
std::string_view get_final_encstep() const;
private:
// Note: this is stored as a std::string, not an eng::string, because the
// ownership ends up being shared between us and the graphics engine. We
// can't have the graphics engine affecting the behavior of the engine heap.
//
util::SharedStdString encqueue_;
// The blank animation queue.
//
static util::SharedStdString blankqueue_;
};
#endif // ANIMQUEUE_HPP