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integration/luprex/core/cpp/world.hpp

304 lines
8.6 KiB
C++

#ifndef WORLD_HPP
#define WORLD_HPP
#include "luastack.hpp"
#include "planemap.hpp"
#include "idalloc.hpp"
#include "animqueue.hpp"
#include "invocation.hpp"
#include "streambuffer.hpp"
#include "sched.hpp"
#include "source.hpp"
#include "gui.hpp"
#include "luasnap.hpp"
#include <set>
#include <utility>
#include <memory>
#include <unordered_map>
class World;
class Tangible {
private:
friend class World;
// Serialize and deserialize
//
// The tangible's ID is not serialized. When you serialize a tangible, you
// should probably serialize the ID separately.
//
// The Lua portion of the tangible is not serialized here. Instead, the lua
// portion is serialized when you serialize the lua state as a whole.
//
// PlaneItem is not serialized. The deserialize routine rebuilds the
// PlaneItem from the AnimQueue.
//
// World pointer is not serialized.
//
void serialize(StreamBuffer *sb);
void deserialize(StreamBuffer *sb);
public:
// Always points back to the world model.
World *world_;
// Animation queue.
//
AnimQueue anim_queue_;
// Plane Item.
//
// The PlaneItem also contains this tangible's ID.
// To move this PlaneItem, update the anim_queue first, then call
// update_plane_item, which copies the data from the anim_queue.
//
PlaneItem plane_item_;
// Player ID pool
//
// This is present in every tangible, whether a player or not.
// However, the fifo is only enabled in logged-in players.
//
IdPlayerPool id_player_pool_;
// constructor.
//
Tangible(World *w, int64_t id);
// Get the ID
//
int64_t id() const { return plane_item_.id(); }
void update_plane_item();
bool is_an_actor() { return (id_player_pool_.get_fifo_capacity() > 0); }
void configure_id_pool_for_actor() { id_player_pool_.set_fifo_capacity(20); }
};
class World {
public:
using IdVector = util::IdVector;
using TanVector = std::vector<const Tangible*>;
using Redirects = std::map<int64_t, int64_t>;
const float RadiusVisibility = 100.0;
const float RadiusClose = 10.0;
// Constructor.
//
// The constructor also calls 'lua_open' to create a new
// lua interpreter for this world model.
//
World(util::WorldType wt);
// Destructor.
//
// Not currently functional.
//
~World();
// get_lua_state
//
// Get the lua interpreter associated with this world model.
//
lua_State *state() const { return lua_snap_.state(); }
// get_near
//
// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
// true, exclude any tangibles on the nowhere plane. The unsorted version returns
// the tangibles in an unpredictable order.
//
IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere) const;
IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const;
// Make a tangible.
//
// If the ID is zero, allocates an ID using the thread's ID allocator. If
// pushdb is true, pushes the tangible's database onto the lua stack.
// Otherwise, leaves the lua stack untouched.
//
Tangible *tangible_make(lua_State *L, int64_t id, bool pushdb);
// Get a pointer to the specified tangible.
//
// If there's no such tangible, returns nullptr.
//
Tangible *tangible_get(int64_t id);
const Tangible *tangible_get(int64_t id) const;
// Get a pointer to the specified tangible.
//
// The value on the lua stack should be a valid lua tangible. If not,
// a lua error is generated.
//
Tangible *tangible_get(lua_State *L, int idx);
// Get pointers to many tangibles.
//
TanVector tangible_get_all(const IdVector &ids) const;
// Delete the specified tangible.
//
// If there's no such tangible, this is a no-op.
//
void tangible_delete(int64_t id);
// Create a login actor.
//
// Creates a tangible of class 'login' and returns its ID.
// This is used to create a temporary actor which is used during
// the login process.
//
int64_t create_login_actor();
// Fetch all redirects and clear the redirects table.
//
Redirects fetch_redirects();
// Probe the 'interface' function of the specified sprite.
//
void update_gui(int64_t actor_id, int64_t place_id, Gui *gui);
// Invoke an Invocation object.
//
// This is the primary dispatcher for all operations that mutate a world model.
// To mutate a world model, create an invocation, then invoke it.
//
void invoke(const Invocation &inv);
// Update the source database from disk.
//
void update_source() { source_db_.update(); source_db_.rebuild(); }
// Run all unit tests.
//
void run_unittests() { source_db_.run_unittests(); }
// fetch_global_pointer
//
// Given a lua state, fetch the world model associated with
// that lua state.
//
static World *fetch_global_pointer(lua_State *L);
// Serialize and deserialize.
//
void serialize(StreamBuffer *sb);
void deserialize(StreamBuffer *sb);
// Snapshot and rollback.
//
void snapshot();
void rollback();
// Difference transmission.
//
// This generates diffs and stores them in the specified buffer,
// so that they can be sent to the client. It also applies the diffs
// to this model.
//
void difference_transmit(int64_t actor, const World *master, StreamBuffer *sb);
// Apply differences.
//
// Note that difference_transmit applies the differences to the server
// synchronous model, so this is only used by the client synchronous model.
//
void apply_differences(StreamBuffer *sb);
public:
////////////////////////////////////////////////////////////////////////////
//
// TESTING SUPPORT
//
// The following functions are not designed to be useful for production
// code, they're designed to be helpful for unit testing.
//
////////////////////////////////////////////////////////////////////////////
// Add a 'walkto' animation to the specified tangible.
//
void tangible_walkto(int64_t id, int64_t animid, float x, float y);
// Get the tangible's animation queue as a debug string.
//
std::string tangible_anim_debug_string(int64_t id) const;
// Get a list of all existing tangibles as a comma-separated string.
//
std::string tangible_ids_debug_string() const;
private:
// Run any threads which according to the scheduler queue are ready.
//
void run_scheduled_threads(int64_t clk);
// Store a pointer to a world model into a lua registry.
//
static void store_global_pointer(lua_State *L, World *w);
// Check that the main thread has nothing on the stack
//
bool stack_is_clear() const { return lua_gettop(state()) == 0; }
// Invoke a plan.
//
void invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &idata);
// pass 1 of difference transmission: actor essentials.
//
// Before we do anything else, we need to get the actor in the right place.
// We also update the actor's ID allocation pipeline.
//
static void diff_actor_essentials(const Tangible *mactor, const Tangible *sactor, StreamBuffer *sb);
int64_t patch_actor_essentials(StreamBuffer *sb);
// Pass 2 of difference transmission: visible animations.
//
// Synchronizes the animation status of every tangible inside the visibility
// radius of either model. Creates missing tangibles and deletes excess tangibles.
//
static void diff_visible_animations(const TanVector &mvis, const TanVector &svis, StreamBuffer *sb);
void patch_visible_animations(StreamBuffer *sb);
private:
// Type of model
util::WorldType world_type_;
// A lua intepreter with snapshot function.
//
LuaSnap lua_snap_;
// The Global ID Pool.
//
IdGlobalPool id_global_pool_;
// Source Database.
//
SourceDB source_db_;
PlaneMap plane_map_;
// Tangibles table.
//
std::unordered_map<int64_t, std::unique_ptr<Tangible>> tangibles_;
// Thread schedule: must include every thread, except
// for the one currently-executing thread.
//
Schedule thread_sched_;
// Serialized snapshot of world model.
StreamBuffer snapshot_;
// Redirects.
//
Redirects redirects_;
friend class Tangible;
friend int tangible_animate(lua_State *L);
friend int tangible_build(lua_State *L);
friend int tangible_redirect(lua_State *L);
};
#endif // WORLD_HPP