Files
OpenRA/OpenRA.Game/World.cs
RoosterDragon b97d1a4c6c Fix IDE0090
2023-11-15 19:13:17 +02:00

657 lines
19 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Orders;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA
{
public enum WorldType { Regular, Shellmap, Editor }
public sealed class World : IDisposable
{
internal readonly TraitDictionary TraitDict = new();
readonly SortedDictionary<uint, Actor> actors = new();
readonly List<IEffect> effects = new();
readonly List<IEffect> unpartitionedEffects = new();
readonly List<ISync> syncedEffects = new();
readonly GameSettings gameSettings;
readonly ModData modData;
readonly Queue<Action<World>> frameEndActions = new();
public readonly GameSpeed GameSpeed;
public readonly int Timestep;
public int ReplayTimestep;
internal readonly OrderManager OrderManager;
public Session LobbyInfo => OrderManager.LobbyInfo;
public readonly MersenneTwister SharedRandom;
public readonly MersenneTwister LocalRandom;
public LongBitSet<PlayerBitMask> AllPlayersMask = default;
public readonly LongBitSet<PlayerBitMask> NoPlayersMask = default;
public Player[] Players = Array.Empty<Player>();
public event Action<Player> RenderPlayerChanged;
public void SetPlayers(IEnumerable<Player> players, Player localPlayer)
{
if (Players.Length > 0)
throw new InvalidOperationException("Players are fixed once they have been set.");
Players = players.ToArray();
SetLocalPlayer(localPlayer);
}
public Player LocalPlayer { get; private set; }
public event Action GameOver = () => { };
/// <summary>Indicates that the game has ended.</summary>
/// <remarks>Should only be set in <see cref="EndGame"/>.</remarks>
public bool IsGameOver { get; private set; }
public void EndGame()
{
if (!IsGameOver)
{
SetPauseState(true);
IsGameOver = true;
foreach (var t in WorldActor.TraitsImplementing<IGameOver>())
t.GameOver(this);
gameInfo.FinalGameTick = WorldTick;
GameOver();
}
}
Player renderPlayer;
public Player RenderPlayer
{
get => renderPlayer;
set
{
if (LocalPlayer == null || LocalPlayer.UnlockedRenderPlayer)
{
renderPlayer = value;
RenderPlayerChanged?.Invoke(value);
}
}
}
public bool FogObscures(Actor a) { return RenderPlayer != null && !a.CanBeViewedByPlayer(RenderPlayer); }
public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
public bool FogObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(pos); }
public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
public bool ShroudObscures(MPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
public bool ShroudObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
public bool IsReplay => OrderManager.Connection is ReplayConnection;
public bool IsLoadingGameSave => OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame;
public int GameSaveLoadingPercentage => OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame;
void SetLocalPlayer(Player localPlayer)
{
if (localPlayer == null)
return;
if (!Players.Contains(localPlayer))
throw new ArgumentException("The local player must be one of the players in the world.", nameof(localPlayer));
if (IsReplay)
return;
LocalPlayer = localPlayer;
// Set the property backing field directly
renderPlayer = LocalPlayer;
}
public readonly Actor WorldActor;
public readonly Map Map;
public readonly IActorMap ActorMap;
public readonly ScreenMap ScreenMap;
public readonly WorldType Type;
public readonly IValidateOrder[] OrderValidators;
readonly INotifyPlayerDisconnected[] notifyDisconnected;
readonly GameInformation gameInfo;
// Hide the OrderManager from mod code
public void IssueOrder(Order o) { OrderManager.IssueOrder(o); }
readonly Type defaultOrderGeneratorType;
IOrderGenerator orderGenerator;
public IOrderGenerator OrderGenerator
{
get => orderGenerator;
set
{
Sync.AssertUnsynced("The current order generator may not be changed from synced code");
orderGenerator?.Deactivate();
orderGenerator = value;
}
}
public readonly ISelection Selection;
public readonly IControlGroups ControlGroups;
public void CancelInputMode() { OrderGenerator = (IOrderGenerator)modData.ObjectCreator.CreateBasic(defaultOrderGeneratorType); }
public bool ToggleInputMode<T>() where T : IOrderGenerator, new()
{
if (OrderGenerator is T)
{
CancelInputMode();
return false;
}
else
{
OrderGenerator = new T();
return true;
}
}
public bool RulesContainTemporaryBlocker { get; }
bool wasLoadingGameSave;
internal World(string mapUID, ModData modData, OrderManager orderManager, WorldType type)
{
this.modData = modData;
Type = type;
OrderManager = orderManager;
using (new PerfTimer("PrepareMap"))
Map = modData.PrepareMap(mapUID);
if (string.IsNullOrEmpty(modData.Manifest.DefaultOrderGenerator))
throw new InvalidDataException("mod.yaml must define a DefaultOrderGenerator");
defaultOrderGeneratorType = modData.ObjectCreator.FindType(modData.Manifest.DefaultOrderGenerator);
if (defaultOrderGeneratorType == null)
throw new InvalidDataException($"{modData.Manifest.DefaultOrderGenerator} is not a valid DefaultOrderGenerator");
orderGenerator = (IOrderGenerator)modData.ObjectCreator.CreateBasic(defaultOrderGeneratorType);
var gameSpeeds = modData.Manifest.Get<GameSpeeds>();
var gameSpeedName = orderManager.LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
GameSpeed = gameSpeeds.Speeds[gameSpeedName];
Timestep = ReplayTimestep = GameSpeed.Timestep;
SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
LocalRandom = new MersenneTwister();
var worldActorType = type == WorldType.Editor ? SystemActors.EditorWorld : SystemActors.World;
WorldActor = CreateActor(worldActorType.ToString(), new TypeDictionary());
ActorMap = WorldActor.Trait<IActorMap>();
ScreenMap = WorldActor.Trait<ScreenMap>();
Selection = WorldActor.Trait<ISelection>();
ControlGroups = WorldActor.Trait<IControlGroups>();
OrderValidators = WorldActor.TraitsImplementing<IValidateOrder>().ToArray();
notifyDisconnected = WorldActor.TraitsImplementing<INotifyPlayerDisconnected>().ToArray();
LongBitSet<PlayerBitMask>.Reset();
// Create an isolated RNG to simplify synchronization between client and server player faction/spawn assignments
var playerRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
cmp.CreatePlayers(this, playerRandom);
Game.Sound.SoundVolumeModifier = 1.0f;
gameInfo = new GameInformation
{
Mod = Game.ModData.Manifest.Id,
Version = Game.ModData.Manifest.Metadata.Version,
MapUid = Map.Uid,
MapTitle = Map.Title
};
RulesContainTemporaryBlocker = Map.Rules.Actors.Any(a => a.Value.HasTraitInfo<ITemporaryBlockerInfo>());
gameSettings = Game.Settings.Game;
}
public void AddToMaps(Actor self, IOccupySpace ios)
{
ActorMap.AddInfluence(self, ios);
ActorMap.AddPosition(self, ios);
ScreenMap.AddOrUpdate(self);
}
public void UpdateMaps(Actor self, IOccupySpace ios)
{
if (!self.IsInWorld)
return;
ScreenMap.AddOrUpdate(self);
ActorMap.UpdatePosition(self, ios);
}
public void RemoveFromMaps(Actor self, IOccupySpace ios)
{
ActorMap.RemoveInfluence(self, ios);
ActorMap.RemovePosition(self, ios);
ScreenMap.Remove(self);
}
public void LoadComplete(WorldRenderer wr)
{
if (IsLoadingGameSave)
{
wasLoadingGameSave = true;
Game.Sound.DisableAllSounds = true;
foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoading>())
nsr.GameLoading(this);
}
// ScreenMap must be initialized before anything else
using (new PerfTimer("ScreenMap.WorldLoaded"))
ScreenMap.WorldLoaded(this, wr);
foreach (var iwl in WorldActor.TraitsImplementing<IWorldLoaded>())
{
// These have already been initialized
if (iwl == ScreenMap)
continue;
using (new PerfTimer(iwl.GetType().Name + ".WorldLoaded"))
iwl.WorldLoaded(this, wr);
}
foreach (var p in Players)
foreach (var iwl in p.PlayerActor.TraitsImplementing<IWorldLoaded>())
using (new PerfTimer(iwl.GetType().Name + ".WorldLoaded"))
iwl.WorldLoaded(this, wr);
foreach (var player in Players)
gameInfo.AddPlayer(player, OrderManager.LobbyInfo);
gameInfo.DisabledSpawnPoints = OrderManager.LobbyInfo.DisabledSpawnPoints;
gameInfo.StartTimeUtc = DateTime.UtcNow;
if (OrderManager.Connection is NetworkConnection nc && nc.Recorder != null)
nc.Recorder.Metadata = new ReplayMetadata(gameInfo);
}
public void PostLoadComplete(WorldRenderer wr)
{
foreach (var iwl in WorldActor.TraitsImplementing<IPostWorldLoaded>())
using (new PerfTimer(iwl.GetType().Name + ".PostWorldLoaded"))
iwl.PostWorldLoaded(this, wr);
foreach (var p in Players)
foreach (var iwl in p.PlayerActor.TraitsImplementing<IPostWorldLoaded>())
using (new PerfTimer(iwl.GetType().Name + ".PostWorldLoaded"))
iwl.PostWorldLoaded(this, wr);
}
public void SetWorldOwner(Player p)
{
WorldActor.Owner = p;
}
public Actor CreateActor(string name, TypeDictionary initDict)
{
return CreateActor(true, name, initDict);
}
public Actor CreateActor(bool addToWorld, ActorReference reference)
{
return CreateActor(addToWorld, reference.Type, reference.InitDict);
}
public Actor CreateActor(bool addToWorld, string name, TypeDictionary initDict)
{
var a = new Actor(this, name, initDict);
a.Initialize(addToWorld);
return a;
}
public void Add(Actor a)
{
a.IsInWorld = true;
actors.Add(a.ActorID, a);
ActorAdded(a);
foreach (var t in a.TraitsImplementing<INotifyAddedToWorld>())
t.AddedToWorld(a);
}
public void Remove(Actor a)
{
a.IsInWorld = false;
actors.Remove(a.ActorID);
ActorRemoved(a);
foreach (var t in a.TraitsImplementing<INotifyRemovedFromWorld>())
t.RemovedFromWorld(a);
}
public void Add(IEffect e)
{
effects.Add(e);
if (e is not ISpatiallyPartitionable)
unpartitionedEffects.Add(e);
if (e is ISync se)
syncedEffects.Add(se);
}
public void Remove(IEffect e)
{
effects.Remove(e);
if (e is not ISpatiallyPartitionable)
unpartitionedEffects.Remove(e);
if (e is ISync se)
syncedEffects.Remove(se);
}
public void RemoveAll(Predicate<IEffect> predicate)
{
effects.RemoveAll(predicate);
unpartitionedEffects.RemoveAll(e => predicate(e));
syncedEffects.RemoveAll(e => predicate((IEffect)e));
}
public void AddFrameEndTask(Action<World> a) { frameEndActions.Enqueue(a); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
public bool Paused { get; internal set; }
public bool PredictedPaused { get; internal set; }
public int WorldTick { get; private set; }
readonly Dictionary<int, MiniYaml> gameSaveTraitData = new();
internal void AddGameSaveTraitData(int traitIndex, MiniYaml yaml)
{
gameSaveTraitData[traitIndex] = yaml;
}
public void SetPauseState(bool paused)
{
if (IsGameOver)
return;
IssueOrder(Order.FromTargetString("PauseGame", paused ? "Pause" : "UnPause", false));
PredictedPaused = paused;
}
public void SetLocalPauseState(bool paused)
{
Paused = PredictedPaused = paused;
}
public void Tick()
{
if (wasLoadingGameSave && !IsLoadingGameSave)
{
foreach (var kv in gameSaveTraitData)
{
var tp = TraitDict.ActorsWithTrait<IGameSaveTraitData>()
.Skip(kv.Key)
.FirstOrDefault();
if (tp.Actor == null)
break;
tp.Trait.ResolveTraitData(tp.Actor, kv.Value);
}
gameSaveTraitData.Clear();
Game.Sound.DisableAllSounds = false;
foreach (var nsr in WorldActor.TraitsImplementing<INotifyGameLoaded>())
nsr.GameLoaded(this);
wasLoadingGameSave = false;
}
// Allow users to pause the shellmap via the settings menu
// Some traits initialize important state during the first tick, so we must allow it to tick at least once
if (!Paused && (Type != WorldType.Shellmap || !gameSettings.PauseShellmap || WorldTick == 0))
{
WorldTick++;
using (new PerfSample("tick_actors"))
foreach (var a in actors.Values)
a.Tick();
ApplyToActorsWithTraitTimed<ITick>((actor, trait) => trait.Tick(actor), "Trait");
effects.DoTimed(e => e.Tick(this), "Effect");
}
while (frameEndActions.Count != 0)
frameEndActions.Dequeue()(this);
}
// For things that want to update their render state once per tick, ignoring pause state
public void TickRender(WorldRenderer wr)
{
ApplyToActorsWithTraitTimed<ITickRender>((actor, trait) => trait.TickRender(wr, actor), "Render");
ScreenMap.TickRender();
}
public IEnumerable<Actor> Actors => actors.Values;
public IEnumerable<IEffect> Effects => effects;
public IEnumerable<IEffect> UnpartitionedEffects => unpartitionedEffects;
public IEnumerable<ISync> SyncedEffects => syncedEffects;
public Actor GetActorById(uint actorId)
{
if (actors.TryGetValue(actorId, out var a))
return a;
return null;
}
uint nextAID = 0;
internal uint NextAID()
{
return nextAID++;
}
public int SyncHash()
{
// using (new PerfSample("synchash"))
{
var n = 0;
var ret = 0;
// Hash all the actors.
foreach (var a in Actors)
ret += n++ * (int)(1 + a.ActorID) * Sync.HashActor(a);
// Hash fields marked with the ISync interface.
foreach (var actor in ActorsHavingTrait<ISync>())
foreach (var syncHash in actor.SyncHashes)
ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash();
// Hash game state relevant effects such as projectiles.
foreach (var sync in SyncedEffects)
ret += n++ * Sync.Hash(sync);
// Hash the shared random number generator.
ret += SharedRandom.Last;
// Hash player RenderPlayer status
foreach (var p in Players)
if (p.UnlockedRenderPlayer)
ret += Sync.HashPlayer(p);
return ret;
}
}
public IEnumerable<TraitPair<T>> ActorsWithTrait<T>()
{
return TraitDict.ActorsWithTrait<T>();
}
public void ApplyToActorsWithTraitTimed<T>(Action<Actor, T> action, string text)
{
TraitDict.ApplyToActorsWithTraitTimed(action, text);
}
public void ApplyToActorsWithTrait<T>(Action<Actor, T> action)
{
TraitDict.ApplyToActorsWithTrait(action);
}
public IEnumerable<Actor> ActorsHavingTrait<T>()
{
return TraitDict.ActorsHavingTrait<T>();
}
public IEnumerable<Actor> ActorsHavingTrait<T>(Func<T, bool> predicate)
{
return TraitDict.ActorsHavingTrait(predicate);
}
public void OnPlayerWinStateChanged(Player player)
{
var pi = gameInfo.GetPlayer(player);
if (pi != null)
{
pi.Outcome = player.WinState;
pi.OutcomeTimestampUtc = DateTime.UtcNow;
}
}
internal void OnClientDisconnected(int clientId)
{
foreach (var player in Players.Where(p => p.ClientIndex == clientId && p.PlayerReference.Playable))
{
foreach (var np in notifyDisconnected)
np.PlayerDisconnected(WorldActor, player);
foreach (var p in Players)
p.PlayerDisconnected(player);
var pi = gameInfo.GetPlayer(player);
if (pi != null)
pi.DisconnectFrame = OrderManager.NetFrameNumber;
}
}
public void RequestGameSave(string filename)
{
// Allow traits to save arbitrary data that will be passed back via IGameSaveTraitData.ResolveTraitData
// at the end of the save restoration
// TODO: This will need to be generalized to a request / response pair for multiplayer game saves
var i = 0;
foreach (var tp in TraitDict.ActorsWithTrait<IGameSaveTraitData>())
{
var data = tp.Trait.IssueTraitData(tp.Actor);
if (data != null)
{
var yaml = new List<MiniYamlNode>() { new(i.ToStringInvariant(), new MiniYaml("", data)) };
IssueOrder(Order.FromTargetString("GameSaveTraitData", yaml.WriteToString(), true));
}
i++;
}
IssueOrder(Order.FromTargetString("CreateGameSave", filename, true));
}
public bool Disposing;
public void Dispose()
{
Disposing = true;
OrderGenerator?.Deactivate();
frameEndActions.Clear();
Game.Sound.StopAudio();
Game.Sound.StopVideo();
if (IsLoadingGameSave)
Game.Sound.DisableAllSounds = false;
// Dispose newer actors first, and the world actor last
foreach (var a in actors.Values.Reverse())
a.Dispose();
// Actor disposals are done in a FrameEndTask
while (frameEndActions.Count != 0)
frameEndActions.Dequeue()(this);
// HACK: The shellmap OrderManager is owned by its world in order to avoid
// problems with having multiple OMs active when joining a game lobby from the main menu.
// A matching check in Game.JoinInner handles OM disposal for all other cases.
if (Type == WorldType.Shellmap)
OrderManager.Dispose();
Map.Dispose();
Game.FinishBenchmark();
}
public void OutOfSync()
{
EndGame();
// In the event the replay goes out of sync, it becomes no longer usable. For polish we permanently pause the world.
ReplayTimestep = 0;
}
}
public readonly struct TraitPair<T> : IEquatable<TraitPair<T>>
{
public readonly Actor Actor;
public readonly T Trait;
public TraitPair(Actor actor, T trait) { Actor = actor; Trait = trait; }
public static bool operator ==(TraitPair<T> me, TraitPair<T> other) { return me.Actor == other.Actor && Equals(me.Trait, other.Trait); }
public static bool operator !=(TraitPair<T> me, TraitPair<T> other) { return !(me == other); }
public override int GetHashCode() { return Actor.GetHashCode() ^ Trait.GetHashCode(); }
public bool Equals(TraitPair<T> other) { return this == other; }
public override bool Equals(object obj) { return obj is TraitPair<T> pair && Equals(pair); }
public override string ToString() { return Actor.Info.Name + "->" + Trait.GetType().Name; }
}
}