Files @ r17613:a9b2554a5d79
Branch filter:

Location: cpp/openttd-patchpack/source/src/ai/ai_instance.hpp

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
/* $Id$ */

/*
 * 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_instance.hpp The AIInstance tracks an AI. */

#ifndef AI_INSTANCE_HPP
#define AI_INSTANCE_HPP

#include <squirrel.h>

/**
 * The callback function when an AI suspends.
 */
typedef void (AISuspendCallbackProc)(class AIInstance *instance);

/**
 * A throw-class that is given when the VM wants to suspend.
 */
class AI_VMSuspend {
public:
	AI_VMSuspend(int time, AISuspendCallbackProc *callback) :
		time(time),
		callback(callback)
	{}

	/**
	 * Get the amount of ticks the AI should be suspended.
	 * @return The amount of AI ticks to suspend the AI.
	 */
	int GetSuspendTime() { return time; }

	/**
	 * Get the callback to call when the AI can run again.
	 * @return The callback function to run.
	 */
	AISuspendCallbackProc *GetSuspendCallback() { return callback; }

private:
	int time;                        ///< Amount of ticks to suspend the AI.
	AISuspendCallbackProc *callback; ///< Callback function to call when the AI can run again.
};

/**
 * A throw-class that is given when the AI made a fatal error.
 */
class AI_FatalError {
public:
	AI_FatalError(const char *msg) :
		msg(msg)
	{}

	const char *GetErrorMessage() { return msg; }

private:
	const char *msg;
};

/** Runtime information about an AI like a pointer to the squirrel vm and the current state. */
class AIInstance {
public:
	friend class AIObject;
	AIInstance(class AIInfo *info);
	~AIInstance();

	/**
	 * An AI in multiplayer waits for the server to handle his DoCommand.
	 *  It keeps waiting for this until this function is called.
	 */
	void Continue();

	/**
	 * Run the GameLoop of an AI.
	 */
	void GameLoop();

	/**
	 * Let the VM collect any garbage.
	 */
	void CollectGarbage() const;

	/**
	 * Get the storage of this AI.
	 */
	static class AIStorage *GetStorage();

	/**
	 * Return a true/false reply for a DoCommand.
	 */
	static void DoCommandReturn(AIInstance *instance);

	/**
	 * Return a VehicleID reply for a DoCommand.
	 */
	static void DoCommandReturnVehicleID(AIInstance *instance);

	/**
	 * Return a SignID reply for a DoCommand.
	 */
	static void DoCommandReturnSignID(AIInstance *instance);

	/**
	 * Return a GroupID reply for a DoCommand.
	 */
	static void DoCommandReturnGroupID(AIInstance *instance);

	/**
	 * Get the controller attached to the instance.
	 */
	class AIController *GetController() { return controller; }

	/**
	 * Return the "this AI died" value
	 */
	inline bool IsDead() const { return this->is_dead; }

	/**
	 * Call the AI Save function and save all data in the savegame.
	 */
	void Save();

	/**
	 * Don't save any data in the savegame.
	 */
	static void SaveEmpty();

	/**
	 * Load data from a savegame and store it on the stack.
	 * @param version The version of the AI when saving, or -1 if this was
	 *  not the original AI saving the game.
	 */
	void Load(int version);

	/**
	 * Call the AI Load function if it exists and data was loaded
	 *  from a savegame.
	 */
	bool CallLoad();

	/**
	 * Load and discard data from a savegame.
	 */
	static void LoadEmpty();

	/**
	 * Reduces the number of opcodes the AI have left to zero. Unless
	 * the AI is in a state where it cannot suspend it will be suspended
	 * for the reminder of the current tick. This function is safe to
	 * call from within a function called by the AI.
	 */
	void Suspend();
private:
	class AIController *controller;  ///< The AI main class.
	class AIStorage *storage;        ///< Some global information for each running AI.
	class Squirrel *engine;          ///< A wrapper around the squirrel vm.
	SQObject *instance;              ///< Squirrel-pointer to the AI main class.

	bool is_started;                 ///< Is the AIs constructor executed?
	bool is_dead;                    ///< True if the AI has been stopped.
	bool is_save_data_on_stack;      ///< Is the save data still on the squirrel stack?
	int suspend;                     ///< The amount of ticks to suspend this AI before it's allowed to continue.
	AISuspendCallbackProc *callback; ///< Callback that should be called in the next tick the AI runs.

	/**
	 * Register all API functions to the VM.
	 */
	void RegisterAPI();

	/**
	 * Load squirrel scripts to emulate an older API.
	 */
	bool LoadCompatibilityScripts(const char *api_version);

	/**
	 * Tell the AI it died.
	 */
	void Died();

	/**
	 * Save one object (int / string / array / table) to the savegame.
	 * @param vm The virtual machine to get all the data from.
	 * @param index The index on the squirrel stack of the element to save.
	 * @param max_depth The maximum depth recursive arrays / tables will be stored
	 *   with before an error is returned.
	 * @param test If true, don't really store the data but only check if it is
	 *   valid.
	 * @return True if the saving was successful.
	 */
	static bool SaveObject(HSQUIRRELVM vm, SQInteger index, int max_depth, bool test);

	/**
	 * Load all objects from a savegame.
	 * @return True if the loading was successful.
	 */
	static bool LoadObjects(HSQUIRRELVM vm);
};

#endif /* AI_INSTANCE_HPP */