Files
OpenRA/OpenRA.Game/World.cs
RoosterDragon dc37574494 Cache sync hash functions per actor for faster sync calculations.
Caching the result of the function lookup allows the actor to calculate all the sync hashes for its syncable traits faster as it does not need to repeat the lookup each time.
2016-01-31 00:44:43 +00:00

430 lines
11 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
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 TraitDictionary();
readonly SortedDictionary<uint, Actor> actors = new SortedDictionary<uint, Actor>();
readonly List<IEffect> effects = new List<IEffect>();
readonly Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
public int Timestep;
internal readonly OrderManager OrderManager;
public Session LobbyInfo { get { return OrderManager.LobbyInfo; } }
public readonly MersenneTwister SharedRandom;
public Player[] Players = new Player[0];
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 = () => { };
public bool IsGameOver { get; private set; }
public void EndGame()
{
if (!IsGameOver)
{
IsGameOver = true;
foreach (var t in WorldActor.TraitsImplementing<IGameOver>())
t.GameOver(this);
GameOver();
}
}
Player renderPlayer;
public Player RenderPlayer
{
get { return renderPlayer == null || (renderPlayer.WinState != WinState.Undefined && !Map.Visibility.HasFlag(MapVisibility.MissionSelector)) ? null : renderPlayer; }
set { renderPlayer = value; }
}
public bool FogObscures(Actor a) { return RenderPlayer != null && !RenderPlayer.CanViewActor(a); }
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(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
public bool IsReplay
{
get { return OrderManager.Connection is ReplayConnection; }
}
public bool AllowDevCommands
{
get { return LobbyInfo.GlobalSettings.AllowCheats || LobbyInfo.IsSinglePlayer; }
}
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.", "localPlayer");
if (IsReplay)
return;
LocalPlayer = localPlayer;
RenderPlayer = LocalPlayer;
}
public readonly Actor WorldActor;
public readonly Map Map;
public readonly TileSet TileSet;
public readonly ActorMap ActorMap;
public readonly ScreenMap ScreenMap;
public readonly WorldType Type;
readonly GameInformation gameInfo;
public void IssueOrder(Order o) { OrderManager.IssueOrder(o); } /* avoid exposing the OM to mod code */
IOrderGenerator orderGenerator;
public IOrderGenerator OrderGenerator
{
get
{
return orderGenerator;
}
set
{
Sync.AssertUnsynced("The current order generator may not be changed from synced code");
orderGenerator = value;
}
}
public Selection Selection = new Selection();
public void CancelInputMode() { OrderGenerator = new UnitOrderGenerator(); }
public bool ToggleInputMode<T>() where T : IOrderGenerator, new()
{
if (OrderGenerator is T)
{
CancelInputMode();
return false;
}
else
{
OrderGenerator = new T();
return true;
}
}
internal World(Map map, OrderManager orderManager, WorldType type)
{
Type = type;
OrderManager = orderManager;
orderGenerator = new UnitOrderGenerator();
Map = map;
Timestep = orderManager.LobbyInfo.GlobalSettings.Timestep;
TileSet = map.Rules.TileSets[Map.Tileset];
SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
var worldActorType = type == WorldType.Editor ? "EditorWorld" : "World";
WorldActor = CreateActor(worldActorType, new TypeDictionary());
ActorMap = WorldActor.Trait<ActorMap>();
ScreenMap = WorldActor.Trait<ScreenMap>();
// Add players
foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
cmp.CreatePlayers(this);
// Set defaults for any unset stances
foreach (var p in Players)
foreach (var q in Players)
if (!p.Stances.ContainsKey(q))
p.Stances[q] = Stance.Neutral;
Game.Sound.SoundVolumeModifier = 1.0f;
gameInfo = new GameInformation
{
Mod = Game.ModData.Manifest.Mod.Id,
Version = Game.ModData.Manifest.Mod.Version,
MapUid = Map.Uid,
MapTitle = Map.Title
};
if (!LobbyInfo.GlobalSettings.Shroud)
foreach (var player in Players)
player.Shroud.ExploreAll(this);
}
public void LoadComplete(WorldRenderer wr)
{
// ScreenMap must be initialized before anything else
using (new PerfTimer("ScreenMap.WorldLoaded"))
ScreenMap.WorldLoaded(this, wr);
foreach (var wlh in WorldActor.TraitsImplementing<IWorldLoaded>())
{
// These have already been initialized
if (wlh == ScreenMap)
continue;
using (new PerfTimer(wlh.GetType().Name + ".WorldLoaded"))
wlh.WorldLoaded(this, wr);
}
gameInfo.StartTimeUtc = DateTime.UtcNow;
foreach (var player in Players)
gameInfo.AddPlayer(player, OrderManager.LobbyInfo);
var echo = OrderManager.Connection as EchoConnection;
var rc = echo != null ? echo.Recorder : null;
if (rc != null)
rc.Metadata = new ReplayMetadata(gameInfo);
}
public Actor CreateActor(string name, TypeDictionary initDict)
{
return CreateActor(true, name, initDict);
}
public Actor CreateActor(bool addToWorld, string name, TypeDictionary initDict)
{
var a = new Actor(this, name, initDict);
foreach (var t in a.TraitsImplementing<INotifyCreated>())
t.Created(a);
if (addToWorld)
Add(a);
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 b) { effects.Add(b); }
public void Remove(IEffect b) { effects.Remove(b); }
public void RemoveAll(Predicate<IEffect> predicate) { effects.RemoveAll(predicate); }
public void AddFrameEndTask(Action<World> a) { frameEndActions.Enqueue(a); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
public bool ShouldTick { get { return Type != WorldType.Shellmap || Game.Settings.Game.ShowShellmap; } }
public bool Paused { get; internal set; }
public bool PredictedPaused { get; internal set; }
public bool PauseStateLocked { get; set; }
public int WorldTick { get; private set; }
public void SetPauseState(bool paused)
{
if (PauseStateLocked)
return;
IssueOrder(Order.PauseGame(paused));
PredictedPaused = paused;
}
public void SetLocalPauseState(bool paused)
{
Paused = PredictedPaused = paused;
}
public void Tick()
{
if (!Paused)
{
WorldTick++;
using (new PerfSample("tick_idle"))
foreach (var ni in ActorsWithTrait<INotifyIdle>())
if (ni.Actor.IsIdle)
ni.Trait.TickIdle(ni.Actor);
using (new PerfSample("tick_activities"))
foreach (var a in actors.Values)
a.Tick();
ActorsWithTrait<ITick>().DoTimed(x => x.Trait.Tick(x.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)
{
ActorsWithTrait<ITickRender>().DoTimed(x => x.Trait.TickRender(wr, x.Actor), "Render");
}
public IEnumerable<Actor> Actors { get { return actors.Values; } }
public IEnumerable<IEffect> Effects { get { return effects; } }
public Actor GetActorById(uint actorId)
{
Actor a;
if (actors.TryGetValue(actorId, out 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 all the traits that tick
foreach (var actor in ActorsHavingTrait<ISync>())
foreach (var syncHash in actor.SyncHashes)
ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash;
// TODO: don't go over all effects
foreach (var e in Effects)
{
var sync = e as ISync;
if (sync != null)
ret += n++ * Sync.Hash(sync);
}
// Hash the shared rng
ret += SharedRandom.Last;
return ret;
}
}
public IEnumerable<TraitPair<T>> ActorsWithTrait<T>()
{
return TraitDict.ActorsWithTrait<T>();
}
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;
}
}
public bool Disposing;
public void Dispose()
{
Disposing = true;
frameEndActions.Clear();
Game.Sound.StopAudio();
Game.Sound.StopVideo();
// 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);
}
}
public 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> && Equals((TraitPair<T>)obj); }
public override string ToString() { return "{0}->{1}".F(Actor.Info.Name, Trait.GetType().Name); }
}
}