Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/ai/ai_core.cpp

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
/* $Id$ */

/*
 * 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 "../framerate_type.h"
#include "ai_scanner.hpp"
#include "ai_instance.hpp"
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai.hpp"

#include "../safeguards.h"

/* static */ uint AI::frame_counter = 0;
/* static */ AIScannerInfo *AI::scanner_info = NULL;
/* static */ AIScannerLibrary *AI::scanner_library = 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, AIConfig::SSS_FORCE_GAME);
	AIInfo *info = config->GetInfo();
	if (info == NULL || (rerandomise_ai && config->IsRandom())) {
		info = AI::scanner_info->SelectRandomAI();
		assert(info != NULL);
		/* Load default data and store the name in the settings */
		config->Change(info->GetName(), -1, false, true);
	}
	config->AnchorUnchangeableSettings();

	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();
	c->ai_instance->Initialize(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) {
			PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
			cur_company.Change(c->index);
			c->ai_instance->GameLoop();
		} else {
			PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + c->index));
		}
	}
	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;
	PerformanceMeasurer::SetInactive((PerformanceElement)(PFE_AI0 + company));

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

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

	cur_company.Restore();

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

/* static */ void AI::Pause(CompanyID company)
{
	/* The reason why dedicated servers are forbidden to execute this
	 * command is not because it is unsafe, but because there is no way
	 * for the server owner to unpause the script again. */
	if (_network_dedicated) return;

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

	cur_company.Restore();
}

/* static */ void AI::Unpause(CompanyID company)
{
	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	Company::Get(company)->ai_instance->Unpause();

	cur_company.Restore();
}

/* static */ bool AI::IsPaused(CompanyID company)
{
	Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);
	bool paused = Company::Get(company)->ai_instance->IsPaused();

	cur_company.Restore();

	return paused;
}

/* 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::scanner_info != NULL) AI::Uninitialize(true);

	AI::frame_counter = 0;
	if (AI::scanner_info == NULL) {
		TarScanner::DoScan(TarScanner::AI);
		AI::scanner_info = new AIScannerInfo();
		AI::scanner_info->Initialize();
		AI::scanner_library = new AIScannerLibrary();
		AI::scanner_library->Initialize();
	}
}

/* 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::scanner_info;
		delete AI::scanner_library;
		AI::scanner_info = NULL;
		AI::scanner_library = 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 inside
	 *  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]->HasScript()) {
			if (!_settings_game.ai_config[c]->ResetInfo(true)) {
				DEBUG(script, 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]->Change(NULL);
				if (Company::IsValidAiID(c)) {
					/* The code belonging to an already running AI was deleted. We can only do
					 * one thing here to keep everything sane and that is kill the AI. After
					 * killing the offending AI we start a random other one in it's place, just
					 * like what would happen if the AI was missing during loading. */
					AI::Stop(c);
					AI::StartNew(c, false);
				}
			} else if (Company::IsValidAiID(c)) {
				/* Update the reference in the Company struct. */
				Company::Get(c)->ai_info = _settings_game.ai_config[c]->GetInfo();
			}
		}
		if (_settings_newgame.ai_config[c] != NULL && _settings_newgame.ai_config[c]->HasScript()) {
			if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
				DEBUG(script, 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]->Change(NULL);
			}
		}
	}
}

/* static */ void AI::NewEvent(CompanyID company, ScriptEvent *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);
	Company::Get(_current_company)->ai_instance->InsertEvent(event);
	cur_company.Restore();

	event->Release();
}

/* static */ void AI::BroadcastNewEvent(ScriptEvent *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();
}

/* 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, AIConfig::SSS_FORCE_GAME)->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::scanner_info->GetConsoleList(p, last, newest_only);
}

/* static */ char *AI::GetConsoleLibraryList(char *p, const char *last)
{
	 return AI::scanner_library->GetConsoleList(p, last, true);
}

/* static */ const ScriptInfoList *AI::GetInfoList()
{
	return AI::scanner_info->GetInfoList();
}

/* static */ const ScriptInfoList *AI::GetUniqueInfoList()
{
	return AI::scanner_info->GetUniqueInfoList();
}

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

/* static */ AILibrary *AI::FindLibrary(const char *library, int version)
{
	return AI::scanner_library->FindLibrary(library, version);
}

/* static */ void AI::Rescan()
{
	TarScanner::DoScan(TarScanner::AI);

	AI::scanner_info->RescanDir();
	AI::scanner_library->RescanDir();
	ResetConfig();

	InvalidateWindowData(WC_AI_LIST, 0, 1);
	SetWindowClassesDirty(WC_AI_DEBUG);
	InvalidateWindowClassesData(WC_AI_SETTINGS);
}

#if defined(ENABLE_NETWORK)

/**
 * Check whether we have an AI (library) with the exact characteristics as ci.
 * @param ci the characteristics to search on (shortname and md5sum)
 * @param md5sum whether to check the MD5 checksum
 * @return true iff we have an AI (library) matching.
 */
/* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
{
	return AI::scanner_info->HasScript(ci, md5sum);
}

/* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
{
	return AI::scanner_library->HasScript(ci, md5sum);
}

#endif /* defined(ENABLE_NETWORK) */

/* static */ AIScannerInfo *AI::GetScannerInfo()
{
	return AI::scanner_info;
}

/* static */ AIScannerLibrary *AI::GetScannerLibrary()
{
	return AI::scanner_library;
}