Files @ r17613:a9b2554a5d79
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Location: cpp/openttd-patchpack/source/src/ai/ai_core.cpp - annotation

rubidium
(svn r22387) -Fix-ish [FS#4601]: Windows' recv seems to return "graceful closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
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/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file ai_core.cpp Implementation of AI. */

#include "../stdafx.h"
#include "../core/backup_type.hpp"
#include "../core/bitmath_func.hpp"
#include "../company_base.h"
#include "../company_func.h"
#include "../network/network.h"
#include "../window_func.h"
#include "../command_func.h"
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
#include "api/ai_error.hpp"

/* static */ uint AI::frame_counter = 0;
/* static */ AIScanner *AI::ai_scanner = NULL;

/* static */ bool AI::CanStartNew()
{
	/* Only allow new AIs on the server and only when that is allowed in multiplayer */
	return !_networking || (_network_server && _settings_game.ai.ai_in_multiplayer);
}

/* static */ void AI::StartNew(CompanyID company, bool rerandomise_ai)
{
	assert(Company::IsValidID(company));

	/* Clients shouldn't start AIs */
	if (_networking && !_network_server) return;

	AIConfig *config = AIConfig::GetConfig(company);
	AIInfo *info = config->GetInfo();
	if (info == NULL || (rerandomise_ai && config->IsRandomAI())) {
		info = AI::ai_scanner->SelectRandomAI();
		assert(info != NULL);
		/* Load default data and store the name in the settings */
		config->ChangeAI(info->GetName(), -1, false, true);
	}

	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company *c = Company::Get(company);

	c->ai_info = info;
	assert(c->ai_instance == NULL);
	c->ai_instance = new AIInstance(info);

	cur_company.Restore();

	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
	return;
}

/* static */ void AI::GameLoop()
{
	/* If we are in networking, only servers run this function, and that only if it is allowed */
	if (_networking && (!_network_server || !_settings_game.ai.ai_in_multiplayer)) return;

	/* The speed with which AIs go, is limited by the 'competitor_speed' */
	AI::frame_counter++;
	assert(_settings_game.difficulty.competitor_speed <= 4);
	if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	const Company *c;
	FOR_ALL_COMPANIES(c) {
		if (c->is_ai) {
			cur_company.Change(c->index);
			c->ai_instance->GameLoop();
		}
	}
	cur_company.Restore();

	/* Occasionally collect garbage; every 255 ticks do one company.
	 * Effectively collecting garbage once every two months per AI. */
	if ((AI::frame_counter & 255) == 0) {
		CompanyID cid = (CompanyID)GB(AI::frame_counter, 8, 4);
		if (Company::IsValidAiID(cid)) Company::Get(cid)->ai_instance->CollectGarbage();
	}
}

/* static */ uint AI::GetTick()
{
	return AI::frame_counter;
}

/* static */ void AI::Stop(CompanyID company)
{
	if (_networking && !_network_server) return;

	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company *c = Company::Get(company);

	delete c->ai_instance;
	c->ai_instance = NULL;

	cur_company.Restore();

	InvalidateWindowData(WC_AI_DEBUG, 0, -1);
	DeleteWindowById(WC_AI_SETTINGS, company);
}

/* static */ void AI::Suspend(CompanyID company)
{
	if (_networking && !_network_server) return;

	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company::Get(company)->ai_instance->Suspend();

	cur_company.Restore();
}

/* static */ void AI::KillAll()
{
	/* It might happen there are no companies .. than we have nothing to loop */
	if (Company::GetPoolSize() == 0) return;

	const Company *c;
	FOR_ALL_COMPANIES(c) {
		if (c->is_ai) AI::Stop(c->index);
	}
}

/* static */ void AI::Initialize()
{
	if (AI::ai_scanner != NULL) AI::Uninitialize(true);

	AI::frame_counter = 0;
	if (AI::ai_scanner == NULL) AI::ai_scanner = new AIScanner();
}

/* static */ void AI::Uninitialize(bool keepConfig)
{
	AI::KillAll();

	if (keepConfig) {
		/* Run a rescan, which indexes all AIInfos again, and check if we can
		 *  still load all the AIS, while keeping the configs in place */
		Rescan();
	} else {
		delete AI::ai_scanner;
		AI::ai_scanner = NULL;

		for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
			if (_settings_game.ai_config[c] != NULL) {
				delete _settings_game.ai_config[c];
				_settings_game.ai_config[c] = NULL;
			}
			if (_settings_newgame.ai_config[c] != NULL) {
				delete _settings_newgame.ai_config[c];
				_settings_newgame.ai_config[c] = NULL;
			}
		}
	}
}

/* static */ void AI::ResetConfig()
{
	/* Check for both newgame as current game if we can reload the AIInfo insde
	 *  the AIConfig. If not, remove the AI from the list (which will assign
	 *  a random new AI on reload). */
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		if (_settings_game.ai_config[c] != NULL && _settings_game.ai_config[c]->HasAI()) {
			if (!_settings_game.ai_config[c]->ResetInfo()) {
				DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
				_settings_game.ai_config[c]->ChangeAI(NULL);
			}
		}
		if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasAI()) {
			if (!_settings_newgame.ai_config[c]->ResetInfo()) {
				DEBUG(ai, 0, "After a reload, the AI by the name '%s' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
				_settings_newgame.ai_config[c]->ChangeAI(NULL);
			}
		}
	}
}

/* static */ void AI::NewEvent(CompanyID company, AIEvent *event)
{
	/* AddRef() and Release() need to be called at least once, so do it here */
	event->AddRef();

	/* Clients should ignore events */
	if (_networking && !_network_server) {
		event->Release();
		return;
	}

	/* Only AIs can have an event-queue */
	if (!Company::IsValidAiID(company)) {
		event->Release();
		return;
	}

	/* Queue the event */
	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	AIEventController::InsertEvent(event);
	cur_company.Restore();

	event->Release();
}

/* static */ void AI::BroadcastNewEvent(AIEvent *event, CompanyID skip_company)
{
	/* AddRef() and Release() need to be called at least once, so do it here */
	event->AddRef();

	/* Clients should ignore events */
	if (_networking && !_network_server) {
		event->Release();
		return;
	}

	/* Try to send the event to all AIs */
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		if (c != skip_company) AI::NewEvent(c, event);
	}

	event->Release();
}

/**
 * DoCommand callback function for all commands executed by AIs.
 * @param result The result of the command.
 * @param tile The tile on which the command was executed.
 * @param p1 p1 as given to DoCommandPInternal.
 * @param p2 p2 as given to DoCommandPInternal.
 */
void CcAI(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
	AIObject::SetLastCommandRes(result.Succeeded());

	if (result.Failed()) {
		AIObject::SetLastError(AIError::StringToError(result.GetErrorMessage()));
	} else {
		AIObject::IncreaseDoCommandCosts(result.GetCost());
		AIObject::SetLastCost(result.GetCost());
	}

	Company::Get(_current_company)->ai_instance->Continue();
}

/* static */ void AI::Save(CompanyID company)
{
	if (!_networking || _network_server) {
		Company *c = Company::GetIfValid(company);
		assert(c != NULL && c->ai_instance != NULL);

		Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
		c->ai_instance->Save();
		cur_company.Restore();
	} else {
		AIInstance::SaveEmpty();
	}
}

/* static */ void AI::Load(CompanyID company, int version)
{
	if (!_networking || _network_server) {
		Company *c = Company::GetIfValid(company);
		assert(c != NULL && c->ai_instance != NULL);

		Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
		c->ai_instance->Load(version);
		cur_company.Restore();
	} else {
		/* Read, but ignore, the load data */
		AIInstance::LoadEmpty();
	}
}

/* static */ int AI::GetStartNextTime()
{
	/* Find the first company which doesn't exist yet */
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		if (!Company::IsValidID(c)) return AIConfig::GetConfig(c)->GetSetting("start_date");
	}

	/* Currently no AI can be started, check again in a year. */
	return DAYS_IN_YEAR;
}

/* static */ char *AI::GetConsoleList(char *p, const char *last, bool newest_only)
{
	return AI::ai_scanner->GetAIConsoleList(p, last, newest_only);
}

/* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
{
	 return AI::ai_scanner->GetAIConsoleLibraryList(p, last);
}

/* static */ const AIInfoList *AI::GetInfoList()
{
	return AI::ai_scanner->GetAIInfoList();
}

/* static */ const AIInfoList *AI::GetUniqueInfoList()
{
	return AI::ai_scanner->GetUniqueAIInfoList();
}

/* static */ AIInfo *AI::FindInfo(const char *name, int version, bool force_exact_match)
{
	return AI::ai_scanner->FindInfo(name, version, force_exact_match);
}

/* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
{
	return AI::ai_scanner->ImportLibrary(library, class_name, version, vm, Company::Get(_current_company)->ai_instance->GetController());
}

/* static */ void AI::Rescan()
{
	AI::ai_scanner->RescanAIDir();
	ResetConfig();
}