Files
integration/luprex/cpp/core/world.hpp
2026-02-25 01:58:19 -05:00

717 lines
24 KiB
C++

#pragma once
#include "wrap-set.hpp"
#include "wrap-unordered-map.hpp"
#include "wrap-map.hpp"
#include <memory>
#include <utility>
#include "luastack.hpp"
#include "planemap.hpp"
#include "idalloc.hpp"
#include "animqueue.hpp"
#include "invocation.hpp"
#include "streambuffer.hpp"
#include "debugcollector.hpp"
#include "printbuffer.hpp"
#include "sched.hpp"
#include "http.hpp"
#include "source.hpp"
#include "luasnap.hpp"
struct EngineWrapper;
enum WorldType {
WORLD_TYPE_MASTER = 1,
WORLD_TYPE_PREDICTIVE = 2,
};
class World;
class Tangible : public eng::opnew {
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:
// 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_;
// Print Buffer
//
// Stores the console output for this actor until it can be
// probed by the client. Most tangibles have empty printbuffers,
// which are stored as just a null pointer internally.
//
PrintBuffer print_buffer_;
// Can-Be-Controlled flag.
//
// This flag indicates whether the tangible can be controlled
// by a client. Clients will not be allowed to attach to tangibles
// who don't have this flag. If this flag is true, the
// tangible cannot be deleted using a mere 'tangible.delete', instead,
// you have to use 'tangible.deleteplayer'.
//
bool can_be_controlled_;
// Is Controlled Flag.
//
// This flag is set to true when a client is controlling this player.
// It gets set back to false when the client logs out or attaches
// to a different player. This can only be set in master models.
//
bool is_controlled_;
// Force disconnect flag.
//
// This flag is used to force the client to log out ASAP. This flag
// can only be set in master models.
//
bool force_disconnect_;
// Delete on Logout Flag.
//
// This flag can be set on a controlled player. When the player
// disconnects, their character will be deleted. This flag can only
// be set if the is_controlled_ flag is true.
//
bool delete_on_disconnect_;
// 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(3); id_player_pool_.refill(); }
};
using UniqueTangible = std::unique_ptr<Tangible>;
class World : public eng::opnew {
public:
using IdVector = util::IdVector;
using TanVector = eng::vector<const Tangible*>;
using Redirects = eng::map<int64_t, int64_t>;
const float RadiusVisibility = 1000.0;
const float RadiusClose = 1000.0;
// Constructor.
//
// The constructor also calls 'lua_open' to create a new
// lua interpreter for this world model.
//
World(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 tangibles in any arbitrary region.
//
void get_near(PlaneScan &sc, IdVector *into) const;
// 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
// (but still include the player himself). The unsorted version returns the
// tangibles in an unpredictable order. If sorted is false, return them in
// an unpredictable order. This is a thin wrapper around the more general
// form of 'get_near', above.
//
void get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted, IdVector *into) const;
// Get tangibles near the specified tangible.
//
// Returns a count and pointer to an array of tangible IDs. The
// returned pointer remains valid until the next call to
// get_tangibles_near.
//
void get_tangibles_near(uint64_t tanid, double rx, double ry, double rz, uint32_t *count, int64_t **ids);
// Get the animation queues for the specified tangibles.
//
// For each tangible ID, returns the animation queue as a serialized
// string via lengths/strings output arrays. The returned pointers
// remain valid until the next call to get_animation_queues.
//
void get_animation_queues(uint32_t count, const int64_t *ids, uint32_t *lengths, const char **strings);
// Make a tangible.
//
// You must provide a valid previously-unused ID. Otherwise, leaves the lua
// stack untouched. Returns a pointer to the C++ part of the tangible, and
// optionally stores the Lua part in a stack slot.
//
Tangible *tangible_make(const LuaCoreStack &LS0, LuaSlot tan, int64_t id);
Tangible *tangible_make(int64_t id);
// Get a pointer to the specified tangible.
//
// If there's no such tangible, or if the tangible is deleted,
// 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 lua tangible.
//
// If the 'allowdel' flag is true, then it is valid to pass in
// a deleted tangible. In that case, this function returns nullptr,
// but this is not a Lua error.
//
Tangible *tangible_get(const LuaCoreStack &LS, LuaSlot slot, bool allowdel);
// 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.
//
// If this is a master model, The function 'login.init'
// called. Then, the following login flags are set:
// can_be_controlled, is_controlled, and delete_on_disconnect.
//
// In a client model, 'login.init' is not called,
// and the login flags are not used in client models.
//
int64_t create_login_actor();
// Log out a connected player.
//
// This is to be called after a client disconnects.
//
void disconnected(int64_t actor_id);
// Fetch all redirects and clear the redirects table.
//
Redirects fetch_redirects();
// Probe an arbitrary lua expression.
//
// Any print-statements in the lua code are sent into
// a stringstream. The return value of probe_lua is the string
// from the stringstream. If the lua expression returns a
// value, that is also printed to the stringstream.
//
eng::string probe_lua_expr(int64_t actor_id, std::string_view lua);
// Probe that calls lua function, passing arguments.
//
// Print statements are discarded. The lua function may return a vector
// of values. If so, the values are packed into a StreamBuffer.
//
void probe_lua_call(int64_t actor_id, int64_t place_id, std::string_view datapack, StreamBuffer *retvals);
// 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.
//
// It is legal to mutate a world model without using 'Invoke', but
// only in authoritative world models.
//
void invoke(const Invocation &inv);
// Get the PrintBuffer of the actor.
//
const PrintBuffer *get_printbuffer(int64_t actor_id);
// Get the source database.
//
SourceDB &get_source() { return source_db_; }
// Rebuild the global environment from the source database.
//
// Returns true if the rebuild goes without errors.
//
bool rebuild_sourcedb();
// Update the source database from disk, then rebuild the global environment.
//
// Special case: if the source pointer is nullptr, does not update.
//
// Returns true if the update goes without errors.
//
bool update_source(const util::LuaSourceVec &source);
bool update_source(const util::LuaSourcePtr &source);
bool update_source(std::string_view sourcepk);
// Supply an HTTP response to an outstanding HTTP request.
//
void http_response(const HttpParser &response);
void http_responses(const HttpParserVec &responses);
// Abort all HTTP requests. This is typically used after
// reloading a world from a save-game. The http requests that
// were in progress are long-since dead.
//
void abort_all_http_requests(int status_code, std::string_view error);
// Serve an HTTP query coming in from outside.
//
// Note: the lua code for the http_serve runs in a nonblocking
// context. It must produce a result instantly.
//
HttpServerResponse http_serve(const HttpParser &request);
// Install this world into an EngineWrapper's function pointers.
//
void expose_world_to_driver(EngineWrapper *w);
// fetch_global_pointer
//
// Given a lua state, fetch the world model associated with
// that lua state.
//
static World *fetch_global_pointer(lua_State *L);
// Check if the world is authoritative.
//
bool is_authoritative() const { return world_type_ == WORLD_TYPE_MASTER; }
// Get a table showing all outstanding HTTP requests.
//
const HttpClientRequestMap &http_requests() const { return http_requests_; }
// Serialize and deserialize.
//
void serialize(StreamBuffer *sb);
void deserialize(StreamBuffer *sb);
// Snapshot and rollback.
//
// These are used by the client to convert the synchronous model
// to an asynchronous model and back.
//
void snapshot();
void rollback();
bool snapshot_empty() { return snapshot_.empty(); }
// Run any threads which according to the scheduler queue are ready.
//
void run_scheduled_threads();
// Check that the main thread has nothing on the stack
//
bool stack_is_clear() const { return lua_gettop(state()) == 0; }
// Set the lthread state.
//
// Whenever lua code is running, and ONLY when lua code is running,
// we store the following information in the world model:
//
// * lthread_actor_id: current actor
// * lthread_place_id: current place
// * lthread_use_ppool: true if we should use the player ID pool.
// * lthread_prints_: a stringstream which will collect 'print' statements.
//
// As soon as the lua code stops executing, these variables are
// cleared.
//
void clear_lthread_state();
void open_lthread_state(int64_t actor_id, int64_t place_id, int64_t thread_id, bool ppool);
std::ostream *lthread_print_stream() { return &lthread_prints_; }
void lthread_prints_to_printbuffer();
void lthread_prints_to_dprint();
// Set a lua global variable.
//
// The table just stores strings, and the difference transmitter
// just difference transmits those strings. The strings are meant
// to be serialized lua data structures, but there is no enforcement
// of that here.
//
void set_global(const eng::string &var, std::string_view value);
// Get a lua global variable.
//
const eng::string &get_global(const eng::string &var);
// Allocate a single ID.
//
// The rules are as follows:
// * if lthread_use_ppool is false, uses the global pool.
// * if lthread_actor_id is not a valid actor id, uses the global pool.
// * otherwise, uses the player pool of lthread_actor_id.
//
int64_t alloc_id_predictable();
// If we're in a probe, generate an error.
// If we're in a nonauthoritative model, do a nopredict yield.
// Otherwise, return.
void guard_blockable(lua_State *L, const char *fn);
// If we're in a probe, return.
// If we're in a nonauthoritative model, do a nopredict yield.
// Otherwise, return.
void guard_nopredict(lua_State *L, const char *fn);
private:
// Add a thread to the scheduler queue.
//
void schedule(int64_t clk, int64_t thid, int64_t plid);
// Store a pointer to a world model into a lua registry.
//
static void store_global_pointer(lua_State *L, World *w);
// Invoke the lua_call operation.
//
void invoke_lua_call(int64_t actor_id, int64_t place_id, std::string_view datapack);
// Invoke a lua string.
//
void invoke_lua_expr(int64_t actor_id, int64_t place_id, std::string_view datapack);
// Invoke the flush-prints operation.
//
void invoke_flush_prints(int64_t actor_id, int64_t place_id, std::string_view datapack);
// Invoke the tick operation.
//
void invoke_tick(int64_t actor_id, int64_t place_id, std::string_view datapack);
// Invoke the lua_source operation.
//
void invoke_lua_source(int64_t actor_id, int64_t place_id, std::string_view datapack);
// Low level spawn thread function.
//
bool spawn(LuaCoreStack &LS0, int64_t actor_id, int64_t place_id, LuaSlot func, int nargs, bool print);
public:
////////////////////////////////////////////////////////////////////////////
//
// TESTING SUPPORT
//
// The following functions are not designed to be useful for production
// code, they're designed to be helpful for unit testing.
//
////////////////////////////////////////////////////////////////////////////
// Clear the animation queue and remove all persistent state.
//
void tangible_clear_anim_queue_to_empty(int64_t id);
// Clear the animation queue to a reasonable starting position.
//
void tangible_clear_plane_and_xyz(int64_t id, const eng::string &plane, const util::DXYZ &xyz);
// Add a 'walkto' animation to the specified tangible.
//
void tangible_walkto(int64_t id, float x, float y);
// Get the tangible's animation queue as a debug string.
//
eng::string tangible_anim_debug_string(int64_t id) const;
// Get the tangible's ID Pool as a debug string.
//
eng::string tangible_id_pool_debug_string(int64_t id) const;
// Get a list of all existing tangibles as a comma-separated string.
//
eng::string tangible_ids_debug_string() const;
// Get a list of all tangibles near the target as a string.
//
eng::string tangibles_near_debug_string(int64_t actor, int64_t distance);
// Shows the TID (table ID) of the tables that were numbered.
// TIDs are in alphabetical order. Any table without a TID
// shows up as "unknown"
//
eng::string numbered_tables_debug_string() const;
// Paired tables debug string. Shows TID=TID pairs, sorted alphabetically.
//
eng::string paired_tables_debug_string(lua_State *master) const;
// Store a string in the tangible's database.
//
void tangible_set_string(int64_t id, const eng::string &path, const eng::string &value);
// Copy a from the lua global environment into the tangible's database.
//
// This is for unit testing.
//
void tangible_copy_global(int64_t id, const eng::string &path, const eng::string &global);
// Pretty-print the entire tangible database and return it as a string.
//
eng::string tangible_pprint(int64_t id) const;
// Set the tangible's lua class.
//
void tangible_set_class(int64_t id, const eng::string &c) const;
// Get the tangible's lua class (returns empty string if none).
//
eng::string tangible_get_class(int64_t id) const;
public:
///////////////////////////////////////////////////////////
//
// difference transmission internals related to table comparison
//
// These routines compare tables in the master lua to the corresponding
// tables in the synchronous lua. This is a nonrecursive process, because
// the recursion has already been done during the table enumeration process.
//
///////////////////////////////////////////////////////////
void patch_numbered_tables(StreamBuffer *sb, DebugCollector *dbc);
void diff_numbered_tables(lua_State *master, StreamBuffer *sb);
void patch_tangible_databases(StreamBuffer *sb, DebugCollector *dbc);
void diff_tangible_databases(const IdVector &basis, lua_State *master, StreamBuffer *sb);
void patch_tangible_classes(StreamBuffer *sb, DebugCollector *dbc);
void diff_tangible_classes(const IdVector &basis, lua_State *master, StreamBuffer *sb);
///////////////////////////////////////////////////////////
//
// Difference transmission internals
//
///////////////////////////////////////////////////////////
util::IdVector get_visible_union(int64_t actor_id, World *master);
int64_t patch_actor(StreamBuffer *sb, DebugCollector *dbc);
void diff_actor(int64_t actor_id, World *master, StreamBuffer *sb);
void patch_visible(StreamBuffer *sb, DebugCollector *dbc);
void diff_visible(const util::IdVector &ids, World *master, StreamBuffer *sb);
void patch_luatabs(StreamBuffer *sb, DebugCollector *dbc);
void diff_luatabs(int64_t actor_id, World *master, StreamBuffer *sb);
void patch_tanclass(StreamBuffer *sb, DebugCollector *dbc);
void diff_tanclass(int64_t actor_id, World *master, StreamBuffer *sb);
void patch_source(StreamBuffer *sb, DebugCollector *dbc);
void diff_source(World *master, StreamBuffer *sb);
void patch_globals(StreamBuffer *sb, DebugCollector *dbc);
void diff_globals(World *master, StreamBuffer *sb);
///////////////////////////////////////////////////////////
//
// Difference transmission entry point.
//
///////////////////////////////////////////////////////////
int64_t patch(StreamBuffer *sb, DebugCollector *dbc);
void diff(int64_t actor, bool full, World *master, StreamBuffer *sb);
public:
///////////////////////////////////////////////////////////
//
// world-pairtab: Numbering and pairing of lua tables.
//
// The following routines pair up tables in the synchronous
// model with tables in the master model, by assigning matching
// table numbers. This is not one subroutine but several, because
// some of the steps happen on the server, some on the client,
// and so forth.
//
// The goal of these routines is to build these data structures:
//
// Table-to-number mapping is stored in registry.tnmap
// Number-to-table mapping is stored in registry.ntmap
//
///////////////////////////////////////////////////////////
// In the synchronous models, number tables recursively.
//
// This is a simple recursive traversal, which numbers tables.
// This creates the initial ntmap in the synchronous models.
//
int number_lua_tables(const IdVector &basis);
// Pair tables in the master model to tables in the synch model.
//
// Recursively walk the master and synchronous model in parallel,
// copying table numbers from the synchronous ntmap into the master's ntmap.
//
void pair_lua_tables(const IdVector &basis, lua_State *master);
// Number previously unpaired tables in the master model.
//
// This finds every not-yet-numbered table in the master model,
// and appends these tables to the master's ntmap. Once they're
// in the ntmap, they can be paired by simply creating new tables
// in the synchronous model.
//
int number_remaining_tables(const IdVector &basis, lua_State *master);
// Create new tables in the synchronous models.
//
// Creates new tables in the synchronous model and appends these
// new tables to the synchronous model's ntmap.
//
void create_new_tables(int n);
// Delete the table numbering.
//
// This simply removes registry.tnmap and registry.ntmap
//
void unnumber_lua_tables();
private:
// Type of model
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_;
// Lua Global Variables
//
// assign_seqno: sequence number generator for global variable assignments (master and client)
// gvname_to_serial: global variable name to serialized data. (master and client)
// gvname_to_seqno: global variable name to sequence number. (master only)
// seqno_to_gvname: sequence number to global variable name. (master only)
// gvname_modified: set of global variables recently locally modified. (client only)
//
int64_t assign_seqno_;
eng::map<eng::string, eng::string> gvname_to_serial_;
eng::map<eng::string, int64_t> gvname_to_seqno_;
eng::map<int64_t, eng::string> seqno_to_gvname_;
eng::set<eng::string> gvname_modified_;
// Tangibles table.
//
eng::unordered_map<int64_t, UniqueTangible> tangibles_;
// Current time.
//
int64_t clock_;
// Thread schedule: must include every thread, except
// for the one currently-executing thread.
//
Schedule thread_sched_;
// Outstanding HTTP requests, indexed by request ID.
// Authoritative models only.
//
HttpClientRequestMap http_requests_;
// Serialized snapshot of world model.
//
StreamBuffer snapshot_;
// Redirects.
//
Redirects redirects_;
// Storage for wrapper_get_tangibles_near and wrapper_get_animation_queues.
// These hold results alive while the driver reads from the raw pointers.
//
util::IdVector wrapper_scan_result_;
util::SharedStdStringVec wrapper_anim_queues_;
// lthread variables: see set_lthread_state for explanation.
//
int64_t lthread_actor_id_;
int64_t lthread_place_id_;
int64_t lthread_thread_id_;
int64_t lthread_use_ppool_;
eng::ostringstream lthread_prints_;
friend class Tangible;
friend int lfn_tangible_animate(lua_State *L);
friend int lfn_tangible_build(lua_State *L);
friend int lfn_tangible_redirect(lua_State *L);
friend int lfn_tangible_actor(lua_State *L);
friend int lfn_tangible_place(lua_State *L);
friend int lfn_tangible_nopredict(lua_State *L);
friend int lfn_tangible_near(lua_State *L);
friend int lfn_tangible_scan(lua_State *L);
friend int lfn_tangible_find(lua_State *L);
friend int lfn_tangible_start(lua_State *L);
friend int lfn_math_random(lua_State *L);
friend int lfn_math_randomstate(lua_State *L);
friend int lfn_time(lua_State *L);
friend int lfn_wait(lua_State *L);
friend int lfn_nopredict(lua_State *L);
friend int lfn_http_request(lua_State *L, const char *method);
friend int lfn_global_set(lua_State *L);
};
using UniqueWorld = std::unique_ptr<World>;