649 lines
19 KiB
C++
649 lines
19 KiB
C++
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#include "world.hpp"
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#include "idalloc.hpp"
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#include "animqueue.hpp"
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#include "gui.hpp"
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#include "traceback.hpp"
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#include "print.hpp"
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#include <iostream>
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void World::store_global_pointer(lua_State *L, World *v) {
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lua_pushstring(L, "world");
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lua_pushlightuserdata(L, v);
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lua_rawset(L, LUA_REGISTRYINDEX);
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}
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World *World::fetch_global_pointer(lua_State *L) {
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lua_pushstring(L, "world");
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lua_rawget(L, LUA_REGISTRYINDEX);
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World *result = (World *)lua_touserdata(L, -1);
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if (result == nullptr) {
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luaL_error(L, "No world pointer stored.");
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}
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lua_pop(L, 1);
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return result;
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}
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World::~World() {
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}
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World::World(util::WorldType wt) {
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// Master world model by default.
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world_type_ = wt;
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// Initialize the ID allocator in master mode.
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if (wt == util::WORLD_TYPE_MASTER || wt == util::WORLD_TYPE_STANDALONE) {
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id_global_pool_.init_master();
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} else {
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id_global_pool_.init_synch();
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}
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// Prepare to manipulate the lua state.
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LuaVar world, globtab;
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LuaStack LS(state(), world, globtab);
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// Put the world pointer into the lua registry.
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World::store_global_pointer(state(), this);
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// Clear the global GUI pointer.
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Gui::store_global_pointer(state(), nullptr);
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// Clear the lthread state.
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set_lthread_state(0, 0, false);
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// Set the tabletype of the registry.
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LS.settabletype(LuaRegistry, LUA_TT_REGISTRY);
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// Set the tabletype of the global environment.
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LS.getglobaltable(globtab);
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LS.settabletype(globtab, LUA_TT_GLOBALENV);
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// Create the tangibles table in the registry.
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LS.rawset(LuaRegistry, "tangibles", LuaNewTable);
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// Create the globaldb in the registry.
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LS.rawset(LuaRegistry, "globaldb", LuaNewTable);
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// Initialize the SourceDB. At this stage, the sourcedb is
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// empty, so it's just populating the lua builtins.
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source_db_.init(state());
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source_db_.rebuild(true);
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LS.result();
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assert (stack_is_clear());
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}
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Tangible::Tangible(World *w, int64_t id) : world_(w), anim_queue_(w->world_type_), id_player_pool_(&w->id_global_pool_) {
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plane_item_.set_id(id);
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plane_item_.track(&w->plane_map_);
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}
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void Tangible::update_plane_item() {
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const AnimStep &aqback = anim_queue_.back();
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plane_item_.set_pos(aqback.plane(), aqback.xyz().x, aqback.xyz().y, aqback.xyz().z);
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}
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void Tangible::serialize(StreamBuffer *sb) {
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anim_queue_.serialize(sb);
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id_player_pool_.serialize(sb);
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}
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void Tangible::deserialize(StreamBuffer *sb) {
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anim_queue_.deserialize(sb);
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id_player_pool_.deserialize(sb);
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update_plane_item();
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}
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Tangible *World::tangible_get(int64_t id) {
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auto iter = tangibles_.find(id);
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if (iter == tangibles_.end()) {
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return nullptr;
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} else {
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return iter->second.get();
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}
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}
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const Tangible *World::tangible_get(int64_t id) const {
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auto iter = tangibles_.find(id);
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if (iter == tangibles_.end()) {
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return nullptr;
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} else {
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return iter->second.get();
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}
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}
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World::TanVector World::tangible_get_all(const IdVector &ids) const {
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TanVector result(ids.size());
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for (int i = 0; i < int(ids.size()); i++) {
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result[i] = tangible_get(ids[i]);
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}
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return result;
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}
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Tangible *World::tangible_get(const LuaStack &LS, LuaSlot tab) {
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int64_t id = tangible_id(LS, tab);
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if (id == 0) {
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luaL_error(LS.state(), "parameter is not a tangible");
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}
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Tangible *result = tangible_get(id);
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if (result == nullptr) {
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luaL_error(LS.state(), "parameter is not a tangible");
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}
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return result;
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}
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int64_t World::tangible_id(const LuaStack &LS, LuaSlot tab) {
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int64_t id = 0;
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if (LS.istable(tab) && LS.gettabletype(tab) == LUA_TT_TANGIBLE) {
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lua_State *L = LS.state();
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if (lua_getmetatable(L, tab.index())) {
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lua_pushstring(L, "id");
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lua_rawget(L, -2);
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if (lua_type(L, -1) == LUA_TNUMBER) {
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id = lua_tointeger(L, -1);
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}
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lua_pop(L, 2);
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}
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}
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return id;
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}
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Tangible *World::tangible_make(lua_State *L, int64_t id, const std::string &plane, bool pushdb) {
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// Get a state if we don't already have one.
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if (L == nullptr) {
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L = state();
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assert(!pushdb);
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}
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assert(id != 0);
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LuaVar tangibles, metatab;
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LuaRet database;
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LuaStack LS(L, tangibles, database, metatab);
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// Create the C++ part of the structure.
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UniqueTangible &t = tangibles_[id];
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assert (t == nullptr);
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t.reset(new Tangible(this, id));
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// Set up initial animation state.
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t->anim_queue_.clear(plane);
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t->update_plane_item();
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// Create the tangible's database and metatable.
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LS.set(database, LuaNewTable);
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LS.set(metatab, LuaNewTable);
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LS.setmetatable(database, metatab);
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// Mark the tangible using the tabletype field.
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LS.settabletype(database, LUA_TT_TANGIBLE);
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LS.settabletype(metatab, LUA_TT_TANGIBLEMETA);
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// Store the database into the tangibles table.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawset(tangibles, id, database);
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// Populate the database and metatable with initial stuff.
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LS.rawset(database, "inventory", LuaNewTable);
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LS.rawset(metatab, "id", id);
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LS.rawset(metatab, "threads", LuaNewTable);
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// LS.rawset(metatab, "__metatable", LuaNil);
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LS.result();
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if (!pushdb) lua_pop(L, 1);
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return t.get();
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}
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void World::tangible_delete(int64_t id) {
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lua_State *L = state();
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LuaVar tangibles, database;
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LuaStack LS(L, tangibles, database);
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// Fetch the C++ side of the tangible.
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auto iter = tangibles_.find(id);
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if (iter == tangibles_.end()) {
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LS.result();
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return; // Nothing to delete.
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}
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// Fetch the lua side of the tangible.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(database, tangibles, id);
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assert(LS.istable(database));
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// Clear out the database.
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LS.clearmetatable(database);
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LS.cleartable(database);
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LS.settabletype(database, LUA_TT_DEADTANGIBLE);
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// Remove the lua portion from the tangibles table.
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LS.rawset(tangibles, id, LuaNil);
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// Remove the C++ portion from the tangibles table.
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tangibles_.erase(iter);
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LS.result();
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}
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util::IdVector World::get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const {
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const Tangible *player = tangible_get(player_id);
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if (player == nullptr) {
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return IdVector();
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}
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// Find out where's the center of the world.
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const AnimStep &aqback = player->anim_queue_.back();
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if (exclude_nowhere && (aqback.plane() == "nowhere")) {
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return IdVector();
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}
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return plane_map_.scan_radius(aqback.plane(), aqback.xyz().x, aqback.xyz().y, radius, player_id);
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}
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util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere) const {
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util::IdVector v = get_near_unsorted(player_id, radius, exclude_nowhere);
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std::sort(v.begin(), v.end());
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return v;
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}
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World::Redirects World::fetch_redirects() {
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World::Redirects result = std::move(redirects_);
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redirects_.clear();
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return std::move(result);
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}
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int64_t World::create_login_actor() {
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int64_t id = id_global_pool_.get_one();
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Tangible *tan = tangible_make(state(), id, "nowhere", true);
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LuaArg database;
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LuaVar classtab, mt;
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LuaStack LS(state(), database, classtab, mt);
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LS.makeclass(classtab, "login");
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LS.getmetatable(mt, database);
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LS.rawset(mt, "__index", classtab);
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LS.result();
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tan->configure_id_pool_for_actor();
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assert(stack_is_clear());
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return tan->id();
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}
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void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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assert(stack_is_clear());
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gui->clear();
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lua_State *L = state();
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LuaVar actor, place, ugui, func, tangibles, mt, index;
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LuaStack LS(L, actor, place, ugui, func, tangibles, mt, index);
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// Get the actor and place.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(actor, tangibles, actor_id);
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LS.rawget(place, tangibles, place_id);
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if (!LS.istable(actor) || !LS.istable(place)) {
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LS.result();
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return;
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}
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// Get the interface closure.
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LS.getmetatable(mt, place);
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if (!LS.istable(mt)) {
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LS.result();
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return;
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}
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LS.rawget(index, mt, "__index");
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if (!LS.istable(index)) {
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LS.result();
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return;
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}
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LS.rawget(func, index, "interface");
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if (!LS.isfunction(func)) {
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LS.result();
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return;
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}
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// Call the interface function.
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lua_pushvalue(L, func.index());
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lua_pushvalue(L, actor.index());
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lua_pushvalue(L, place.index());
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Gui::store_global_pointer(L, gui);
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set_lthread_state(actor_id, place_id, false);
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int status = traceback_pcall(L, 2, 0);
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set_lthread_state(0, 0, false);
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Gui::store_global_pointer(L, nullptr);
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if (status != 0) {
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gui->clear();
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std::cerr << lua_tostring(L, -1);
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LS.result();
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return;
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}
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// And we're done.
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LS.result();
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assert(stack_is_clear());
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}
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void World::update_source(util::LuaSourcePtr source) {
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if (source != nullptr) {
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source_db_.update(*source);
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source_db_.rebuild(true);
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}
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}
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void World::invoke(const Invocation &inv) {
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switch (inv.kind()) {
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case Invocation::KIND_PLAN:
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invoke_plan(inv.actor(), inv.place(), inv.action(), inv.data());
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break;
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case Invocation::KIND_LUA:
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invoke_lua(inv.actor(), inv.place(), inv.action(), inv.data());
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break;
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default:
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// Do nothing. Standard behavior for any invalid command is to
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// simply do nothing at all. Perhaps eventually we may add a flag
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// to the world model to indicate that we've detected an invalid
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// command, to allow us to close the connection to a client that
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// is misbehaving.
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break;
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}
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}
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void World::invoke_lua(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &data) {
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assert(stack_is_clear());
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// Get the actor and place, which must be the same.
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if (actor_id != place_id) return;
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Tangible *tactor = tangible_get(actor_id);
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if (tactor == nullptr) {
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return;
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}
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lua_State *L = state();
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LuaVar closure;
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LuaStack LS(L, closure);
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// create the compiled closure.
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int status = luaL_loadbuffer(L, action.c_str(), action.size(), "=invoke");
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lua_replace(L, closure.index());
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if (status != LUA_OK) {
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// The closure is actually an error message. Do nothing.
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LS.result();
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return;
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}
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// Call the closure.
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int top = lua_gettop(L);
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lua_pushvalue(L, closure.index());
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set_lthread_state(actor_id, place_id, false);
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status = traceback_pcall(L, 0, LUA_MULTRET);
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set_lthread_state(0, 0, false);
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// If there's an error message, print it.
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// Otherwise, pretty-print the results.
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if (status == LUA_OK) {
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for (int i = top + 1; i <= lua_gettop(L); i++) {
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LuaSpecial root(i);
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pprint(LS, root, true, &std::cout);
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std::cout << std::endl;
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}
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} else {
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const char *msg = lua_tostring(L, top);
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if (msg == NULL) {
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msg = "(error object is not a string)";
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}
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std::cerr << msg << std::endl;
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}
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LS.result();
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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());
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// Validate that the action is legal.
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Gui validation_gui;
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update_gui(actor_id, place_id, &validation_gui);
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if (!validation_gui.has_action(action)) {
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return;
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}
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// Get the actor and place. Make sure both exist.
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Tangible *tactor = tangible_get(actor_id);
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Tangible *tplace = tangible_get(place_id);
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if ((tactor == nullptr) || (tplace == nullptr)) {
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return;
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}
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// Get an ID for the thread. We always use the player
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// pool in this case.
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int64_t tid = tactor->id_player_pool_.get_one();
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// Set up for Lua manipulation.
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lua_State *L = state();
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LuaVar actor, place, func, tangibles, mt, index, actions, thread, threads, thinfo, message, invdata;
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LuaStack LS(L, actor, place, func, tangibles, mt, index, actions, thread, threads, thinfo, message, invdata);
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// Get the actor and place.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(actor, tangibles, actor_id);
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LS.rawget(place, tangibles, place_id);
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if (!LS.istable(actor) || !LS.istable(place)) {
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LS.result();
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return;
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}
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// Get the action closure.
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LS.getmetatable(mt, place);
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if (!LS.istable(mt)) {
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LS.result();
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return;
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}
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LS.rawget(index, mt, "__index");
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if (!LS.istable(index)) {
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LS.result();
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return;
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}
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LS.rawget(actions, index, "action");
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if (!LS.istable(actions)) {
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LS.result();
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return;
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}
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LS.rawget(func, actions, action);
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if (!LS.isfunction(func)) {
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LS.result();
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return;
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}
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// Convert the InvocationData into a lua table.
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LS.newtable(invdata);
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for (const auto &p : data) {
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LS.rawset(invdata, p.first, p.second);
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}
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// Create a new thread, set up function and parameters.
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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());
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lua_pushvalue(L, actor.index());
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lua_pushvalue(L, place.index());
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lua_pushvalue(L, invdata.index());
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lua_xmove(L, CO, 4);
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// Create the thread info table.
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LS.newtable(thinfo);
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LS.rawset(thinfo, "thread", thread);
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LS.rawset(thinfo, "actorid", actor_id);
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LS.rawset(thinfo, "isnew", true);
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LS.rawset(thinfo, "useppool", true);
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// Store the thread into place's thread table.
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LS.rawget(threads, mt, "threads");
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if (!LS.istable(threads)) {
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LS.result();
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return;
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}
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LS.rawset(threads, tid, thinfo);
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LS.result();
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// Push the thread's ID into the runnable thread queue,
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// then run the thread queue.
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thread_sched_.add(0, tid, place_id);
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run_scheduled_threads(0);
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assert(stack_is_clear());
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}
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void World::run_scheduled_threads(int64_t clk) {
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assert(stack_is_clear());
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lua_State *L = state();
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LuaVar tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread;
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LuaStack LS(L, tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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while (thread_sched_.ready(clk)) {
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SchedEntry sched = thread_sched_.pop();
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LS.rawget(place, tangibles, sched.place_id());
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if (!LS.istable(place)) {
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continue;
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}
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LS.getmetatable(mt, place);
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if (!LS.istable(mt)) {
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continue;
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}
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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");
|
|
if (!LS.isthread(thread)) {
|
|
continue;
|
|
}
|
|
|
|
// Resume the coroutine.
|
|
lua_State *CO = LS.ckthread(thread);
|
|
set_lthread_state(LS.ckinteger(actorid), sched.place_id(), LS.ckboolean(useppool));
|
|
int status = lua_resume(CO, nullptr, LS.ckboolean(isnew) ? 3 : 0);
|
|
set_lthread_state(0, 0, false);
|
|
|
|
// Three possible outcomes: finished, yielded, or errored.
|
|
if (status == LUA_YIELD) {
|
|
// When the wait statement yields, it yields the desired timestamp.
|
|
if ((lua_gettop(CO) != 1) || (!lua_isnumber(CO, 1))) {
|
|
std::cerr << "Thread yielded incorrectly. Killing it." << std::endl;
|
|
LS.rawset(threads, sched.thread_id(), LuaNil);
|
|
} else {
|
|
lua_Number delay = lua_tonumber(CO, 1);
|
|
lua_settop(CO, 0);
|
|
LS.rawset(thinfo, "isnew", false);
|
|
LS.rawset(thinfo, "useppool", false);
|
|
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;
|
|
}
|
|
} 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();
|
|
}
|
|
|
|
void World::set_lthread_state(int64_t actor, int64_t place, bool ppool) {
|
|
lthread_actor_id_ = actor;
|
|
lthread_place_id_ = place;
|
|
lthread_use_ppool_ = ppool;
|
|
}
|
|
|
|
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];
|
|
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() {
|
|
snapshot_.clear();
|
|
serialize(&snapshot_);
|
|
}
|
|
|
|
void World::rollback() {
|
|
assert(!snapshot_.empty());
|
|
deserialize(&snapshot_);
|
|
}
|
|
|