410 lines
12 KiB
C++
410 lines
12 KiB
C++
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#ifndef WORLD_HPP
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#define WORLD_HPP
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#include "luastack.hpp"
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#include "planemap.hpp"
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#include "idalloc.hpp"
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#include "animqueue.hpp"
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#include "invocation.hpp"
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#include "streambuffer.hpp"
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#include "sched.hpp"
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#include "source.hpp"
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#include "gui.hpp"
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#include "luasnap.hpp"
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#include <set>
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#include <utility>
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#include <memory>
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#include <unordered_map>
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class World;
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class Tangible {
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private:
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friend class World;
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// Serialize and deserialize
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//
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// The tangible's ID is not serialized. When you serialize a tangible, you
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// should probably serialize the ID separately.
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//
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// The Lua portion of the tangible is not serialized here. Instead, the lua
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// portion is serialized when you serialize the lua state as a whole.
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//
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// PlaneItem is not serialized. The deserialize routine rebuilds the
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// PlaneItem from the AnimQueue.
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//
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// World pointer is not serialized.
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//
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void serialize(StreamBuffer *sb);
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void deserialize(StreamBuffer *sb);
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public:
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// Always points back to the world model.
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World *world_;
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// Animation queue.
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//
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AnimQueue anim_queue_;
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// Plane Item.
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//
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// The PlaneItem also contains this tangible's ID.
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// To move this PlaneItem, update the anim_queue first, then call
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// update_plane_item, which copies the data from the anim_queue.
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//
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PlaneItem plane_item_;
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// Player ID pool
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//
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// This is present in every tangible, whether a player or not.
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// However, the fifo is only enabled in logged-in players.
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//
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IdPlayerPool id_player_pool_;
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// constructor.
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//
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Tangible(World *w, int64_t id);
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// Get the ID
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//
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int64_t id() const { return plane_item_.id(); }
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void update_plane_item();
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bool is_an_actor() { return (id_player_pool_.get_fifo_capacity() > 0); }
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void configure_id_pool_for_actor() { id_player_pool_.set_fifo_capacity(20); }
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};
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class World {
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public:
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using IdVector = util::IdVector;
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using TanVector = std::vector<const Tangible*>;
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using Redirects = std::map<int64_t, int64_t>;
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const float RadiusVisibility = 100.0;
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const float RadiusClose = 10.0;
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// Constructor.
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//
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// The constructor also calls 'lua_open' to create a new
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// lua interpreter for this world model.
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//
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World(util::WorldType wt);
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// Destructor.
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//
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// Not currently functional.
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//
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~World();
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// get_lua_state
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//
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// Get the lua interpreter associated with this world model.
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//
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lua_State *state() const { return lua_snap_.state(); }
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// get_near
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//
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// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
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// true, exclude any tangibles on the nowhere plane. The unsorted version returns
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// the tangibles in an unpredictable order.
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//
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IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere) const;
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IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const;
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// Make a tangible.
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//
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// If the ID is zero, allocates an ID using the thread's ID allocator. If
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// pushdb is true, pushes the tangible's database onto the lua stack.
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// Otherwise, leaves the lua stack untouched.
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//
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Tangible *tangible_make(lua_State *L, int64_t id, const std::string &plane, bool pushdb);
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// Get the tangible ID of the specified LUA tangible database.
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//
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// Return zero if the item is not a tangible database.
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//
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static int64_t tangible_id(const LuaStack &LS, LuaSlot slot);
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// Get a pointer to the specified tangible.
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//
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// If there's no such tangible, returns nullptr.
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//
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Tangible *tangible_get(int64_t id);
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const Tangible *tangible_get(int64_t id) const;
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// Get a pointer to the specified tangible.
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//
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// The value on the lua stack should be a valid lua tangible. If not,
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// a lua error is generated.
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//
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Tangible *tangible_get(const LuaStack &LS, LuaSlot slot);
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// Get pointers to many tangibles.
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//
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TanVector tangible_get_all(const IdVector &ids) const;
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// Delete the specified tangible.
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//
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// If there's no such tangible, this is a no-op.
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//
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void tangible_delete(int64_t id);
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// Create a login actor.
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//
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// Creates a tangible of class 'login' and returns its ID.
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// This is used to create a temporary actor which is used during
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// the login process.
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//
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int64_t create_login_actor();
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// Fetch all redirects and clear the redirects table.
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//
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Redirects fetch_redirects();
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// Probe the 'interface' function of the specified sprite.
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//
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void update_gui(int64_t actor_id, int64_t place_id, Gui *gui);
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// Invoke an Invocation object.
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//
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// This is the primary dispatcher for all operations that mutate a world model.
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// To mutate a world model, create an invocation, then invoke it.
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//
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void invoke(const Invocation &inv);
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// Update the source database from disk.
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//
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void update_source() { source_db_.update(); source_db_.rebuild(); }
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// Run all unit tests.
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//
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void run_unittests() { source_db_.run_unittests(); }
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// fetch_global_pointer
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//
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// Given a lua state, fetch the world model associated with
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// that lua state.
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//
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static World *fetch_global_pointer(lua_State *L);
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// Serialize and deserialize.
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//
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void serialize(StreamBuffer *sb);
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void deserialize(StreamBuffer *sb);
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// Snapshot and rollback.
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//
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void snapshot();
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void rollback();
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private:
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// Run any threads which according to the scheduler queue are ready.
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//
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void run_scheduled_threads(int64_t clk);
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// Store a pointer to a world model into a lua registry.
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//
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static void store_global_pointer(lua_State *L, World *w);
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// Check that the main thread has nothing on the stack
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//
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bool stack_is_clear() const { return lua_gettop(state()) == 0; }
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// Invoke a plan.
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//
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void invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &idata);
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public:
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////////////////////////////////////////////////////////////////////////////
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//
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// TESTING SUPPORT
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//
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// The following functions are not designed to be useful for production
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// code, they're designed to be helpful for unit testing.
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//
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////////////////////////////////////////////////////////////////////////////
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// Add a 'walkto' animation to the specified tangible.
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//
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void tangible_walkto(int64_t id, int64_t animid, float x, float y);
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// Get the tangible's animation queue as a debug string.
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//
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std::string tangible_anim_debug_string(int64_t id) const;
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// Get a list of all existing tangibles as a comma-separated string.
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//
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std::string tangible_ids_debug_string() const;
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// Shows the TID (table ID) of the tables that were numbered.
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// TIDs are in alphabetical order. Any table without a TID
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// shows up as "unknown"
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//
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std::string numbered_tables_debug_string() const;
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// Paired tables debug string. Shows TID=TID pairs, sorted alphabetically.
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//
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std::string paired_tables_debug_string(lua_State *master) const;
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// Store a string in the tangible's database.
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//
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void tangible_set_string(int64_t id, const std::string &path, const std::string &value);
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// Copy a lua global variable into the tangible's database.
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//
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void tangible_copy_global(int64_t id, const std::string &path, const std::string &global);
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// Pretty-print the entire tangible database and return it as a string.
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//
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std::string tangible_pprint(int64_t id) const;
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// Set the tangible's lua class.
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//
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void tangible_set_class(int64_t id, const std::string &c) const;
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// Get the tangible's lua class (returns empty string if none).
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//
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std::string tangible_get_class(int64_t id) const;
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public:
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///////////////////////////////////////////////////////////
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//
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// world-difftab: Nonrecursive table comparison
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//
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// These routines compare tables in the master lua to the corresponding
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// tables in the synchronous lua. This is a nonrecursive process, because
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// the recursion has already been done during the table enumeration process.
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//
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///////////////////////////////////////////////////////////
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void patch_numbered_tables(StreamBuffer *sb);
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void diff_numbered_tables(lua_State *master, StreamBuffer *sb);
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void patch_tangible_databases(StreamBuffer *sb);
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void diff_tangible_databases(const IdVector &basis, lua_State *master, StreamBuffer *sb);
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void patch_tangible_classes(StreamBuffer *sb);
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void diff_tangible_classes(const IdVector &basis, lua_State *master, StreamBuffer *sb);
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public:
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///////////////////////////////////////////////////////////
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//
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// Difference transmission
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//
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///////////////////////////////////////////////////////////
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util::IdVector get_visible_union(int64_t actor_id, World *master);
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int64_t patch_actor(StreamBuffer *sb);
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void diff_actor(int64_t actor_id, World *master, StreamBuffer *sb);
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void patch_visible(StreamBuffer *sb);
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void diff_visible(const util::IdVector &ids, World *master, StreamBuffer *sb);
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void patch_luatabs(StreamBuffer *sb);
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void diff_luatabs(int64_t actor_id, World *master, StreamBuffer *sb);
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void patch_tanclass(StreamBuffer *sb);
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void diff_tanclass(int64_t actor_id, World *master, StreamBuffer *sb);
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// This is the main entry point for difference transmission.
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//
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void patch_everything(StreamBuffer *sb);
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void diff_everything(int64_t actor, World *master, StreamBuffer *sb);
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public:
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///////////////////////////////////////////////////////////
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//
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// world-pairtab: Numbering and pairing of lua tables.
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//
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// The following routines pair up tables in the synchronous
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// model with tables in the master model, by assigning matching
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// table numbers. This is not one subroutine but several, because
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// some of the steps happen on the server, some on the client,
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// and so forth.
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//
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// The goal of these routines is to build these data structures:
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//
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// Table-to-number mapping is stored in registry.tnmap
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// Number-to-table mapping is stored in registry.ntmap
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//
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///////////////////////////////////////////////////////////
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// In the synchronous models, number tables recursively.
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//
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// This is a simple recursive traversal, which numbers tables.
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// This creates the initial ntmap in the synchronous models.
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//
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int number_lua_tables(const IdVector &basis);
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// Pair tables in the master model to tables in the synch model.
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//
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// Recursively walk the master and synchronous model in parallel,
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// copying table numbers from the synchronous ntmap into the master's ntmap.
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//
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void pair_lua_tables(const IdVector &basis, lua_State *master);
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// Number previously unpaired tables in the master model.
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//
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// This finds every not-yet-numbered table in the master model,
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// and appends these tables to the master's ntmap. Once they're
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// in the ntmap, they can be paired by simply creating new tables
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// in the synchronous model.
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//
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int number_remaining_tables(const IdVector &basis, lua_State *master);
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// Create new tables in the synchronous models.
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//
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// Creates new tables in the synchronous model and appends these
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// new tables to the synchronous model's ntmap.
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//
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void create_new_tables(int n);
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// Delete the table numbering.
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//
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// This simply removes registry.tnmap and registry.ntmap
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//
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void unnumber_lua_tables();
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private:
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// Type of model
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util::WorldType world_type_;
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// A lua intepreter with snapshot function.
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//
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LuaSnap lua_snap_;
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// The Global ID Pool.
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//
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IdGlobalPool id_global_pool_;
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// Source Database.
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//
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SourceDB source_db_;
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PlaneMap plane_map_;
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// Tangibles table.
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//
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std::unordered_map<int64_t, std::unique_ptr<Tangible>> tangibles_;
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// Thread schedule: must include every thread, except
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// for the one currently-executing thread.
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//
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Schedule thread_sched_;
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// Serialized snapshot of world model.
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StreamBuffer snapshot_;
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// Redirects.
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//
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Redirects redirects_;
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friend class Tangible;
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friend int lfn_tangible_animate(lua_State *L);
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friend int lfn_tangible_build(lua_State *L);
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friend int lfn_tangible_redirect(lua_State *L);
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};
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#endif // WORLD_HPP
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