OpenTTD Source  20240917-master-g9ab0a47812
ai_core.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
10 #include "../stdafx.h"
11 #include "../core/backup_type.hpp"
12 #include "../core/bitmath_func.hpp"
13 #include "../company_base.h"
14 #include "../company_func.h"
15 #include "../network/network.h"
16 #include "../window_func.h"
17 #include "../framerate_type.h"
18 #include "ai_scanner.hpp"
19 #include "ai_instance.hpp"
20 #include "ai_config.hpp"
21 #include "ai_info.hpp"
22 #include "ai.hpp"
23 
24 #include "../safeguards.h"
25 
26 /* static */ uint AI::frame_counter = 0;
27 /* static */ AIScannerInfo *AI::scanner_info = nullptr;
28 /* static */ AIScannerLibrary *AI::scanner_library = nullptr;
29 
30 /* static */ bool AI::CanStartNew()
31 {
32  /* Only allow new AIs on the server and only when that is allowed in multiplayer */
34 }
35 
36 /* static */ void AI::StartNew(CompanyID company)
37 {
38  assert(Company::IsValidID(company));
39 
40  /* Clients shouldn't start AIs */
41  if (_networking && !_network_server) return;
42 
43  Backup<CompanyID> cur_company(_current_company, company);
44  Company *c = Company::Get(company);
45 
46  AIConfig *config = c->ai_config.get();
47  if (config == nullptr) {
48  c->ai_config = std::make_unique<AIConfig>(AIConfig::GetConfig(company, AIConfig::SSS_FORCE_GAME));
49  config = c->ai_config.get();
50  }
51 
52  AIInfo *info = config->GetInfo();
53  if (info == nullptr) {
55  assert(info != nullptr);
56  /* Load default data and store the name in the settings */
57  config->Change(info->GetName(), -1, false);
58  }
60 
61  c->ai_info = info;
62  assert(c->ai_instance == nullptr);
63  c->ai_instance = std::make_unique<AIInstance>();
64  c->ai_instance->Initialize(info);
65  c->ai_instance->LoadOnStack(config->GetToLoadData());
66  config->SetToLoadData(nullptr);
67 
68  cur_company.Restore();
69 
71  return;
72 }
73 
74 /* static */ void AI::GameLoop()
75 {
76  /* If we are in networking, only servers run this function, and that only if it is allowed */
78 
79  /* The speed with which AIs go, is limited by the 'competitor_speed' */
82  if ((AI::frame_counter & ((1 << (4 - _settings_game.difficulty.competitor_speed)) - 1)) != 0) return;
83 
85  for (const Company *c : Company::Iterate()) {
86  if (c->is_ai) {
87  PerformanceMeasurer framerate((PerformanceElement)(PFE_AI0 + c->index));
88  cur_company.Change(c->index);
89  c->ai_instance->GameLoop();
90  /* Occasionally collect garbage; every 255 ticks do one company.
91  * Effectively collecting garbage once every two months per AI. */
92  if ((AI::frame_counter & 255) == 0 && (CompanyID)GB(AI::frame_counter, 8, 4) == c->index) {
93  c->ai_instance->CollectGarbage();
94  }
95  } else {
97  }
98  }
99  cur_company.Restore();
100 }
101 
102 /* static */ uint AI::GetTick()
103 {
104  return AI::frame_counter;
105 }
106 
107 /* static */ void AI::Stop(CompanyID company)
108 {
109  if (_networking && !_network_server) return;
111 
112  Backup<CompanyID> cur_company(_current_company, company);
113  Company *c = Company::Get(company);
114 
115  c->ai_instance.reset();
116  c->ai_info = nullptr;
117  c->ai_config.reset();
118 
119  cur_company.Restore();
120 
122 }
123 
124 /* static */ void AI::Pause(CompanyID company)
125 {
126  /* The reason why dedicated servers are forbidden to execute this
127  * command is not because it is unsafe, but because there is no way
128  * for the server owner to unpause the script again. */
129  if (_network_dedicated) return;
130 
131  Backup<CompanyID> cur_company(_current_company, company);
132  Company::Get(company)->ai_instance->Pause();
133 
134  cur_company.Restore();
135 }
136 
137 /* static */ void AI::Unpause(CompanyID company)
138 {
139  Backup<CompanyID> cur_company(_current_company, company);
140  Company::Get(company)->ai_instance->Unpause();
141 
142  cur_company.Restore();
143 }
144 
145 /* static */ bool AI::IsPaused(CompanyID company)
146 {
147  Backup<CompanyID> cur_company(_current_company, company);
148  bool paused = Company::Get(company)->ai_instance->IsPaused();
149 
150  cur_company.Restore();
151 
152  return paused;
153 }
154 
155 /* static */ void AI::KillAll()
156 {
157  /* It might happen there are no companies .. than we have nothing to loop */
158  if (Company::GetPoolSize() == 0) return;
159 
160  for (const Company *c : Company::Iterate()) {
161  if (c->is_ai) AI::Stop(c->index);
162  }
163 }
164 
165 /* static */ void AI::Initialize()
166 {
167  if (AI::scanner_info != nullptr) AI::Uninitialize(true);
168 
169  AI::frame_counter = 0;
170  if (AI::scanner_info == nullptr) {
173  AI::scanner_info->Initialize();
175  AI::scanner_library->Initialize();
176  }
177 }
178 
179 /* static */ void AI::Uninitialize(bool keepConfig)
180 {
181  AI::KillAll();
182 
183  if (keepConfig) {
184  /* Run a rescan, which indexes all AIInfos again, and check if we can
185  * still load all the AIS, while keeping the configs in place */
186  Rescan();
187  } else {
188  delete AI::scanner_info;
189  delete AI::scanner_library;
190  AI::scanner_info = nullptr;
191  AI::scanner_library = nullptr;
192 
193  for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
194  if (_settings_game.ai_config[c] != nullptr) {
195  delete _settings_game.ai_config[c];
196  _settings_game.ai_config[c] = nullptr;
197  }
198  if (_settings_newgame.ai_config[c] != nullptr) {
199  delete _settings_newgame.ai_config[c];
200  _settings_newgame.ai_config[c] = nullptr;
201  }
202  }
203  }
204 }
205 
206 /* static */ void AI::ResetConfig()
207 {
208  /* Check for both newgame as current game if we can reload the AIInfo inside
209  * the AIConfig. If not, remove the AI from the list (which will assign
210  * a random new AI on reload). */
211  for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
212  if (_settings_game.ai_config[c] != nullptr && _settings_game.ai_config[c]->HasScript()) {
213  if (!_settings_game.ai_config[c]->ResetInfo(true)) {
214  Debug(script, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_game.ai_config[c]->GetName());
215  _settings_game.ai_config[c]->Change(std::nullopt);
216  }
217  }
218 
219  if (_settings_newgame.ai_config[c] != nullptr && _settings_newgame.ai_config[c]->HasScript()) {
220  if (!_settings_newgame.ai_config[c]->ResetInfo(false)) {
221  Debug(script, 0, "After a reload, the AI by the name '{}' was no longer found, and removed from the list.", _settings_newgame.ai_config[c]->GetName());
222  _settings_newgame.ai_config[c]->Change(std::nullopt);
223  }
224  }
225 
226  if (Company::IsValidAiID(c) && Company::Get(c)->ai_config != nullptr) {
227  AIConfig *config = Company::Get(c)->ai_config.get();
228  if (!config->ResetInfo(true)) {
229  /* The code belonging to an already running AI was deleted. We can only do
230  * one thing here to keep everything sane and that is kill the AI. After
231  * killing the offending AI we start a random other one in it's place, just
232  * like what would happen if the AI was missing during loading. */
233  AI::Stop(c);
234  AI::StartNew(c);
235  } else {
236  /* Update the reference in the Company struct. */
237  Company::Get(c)->ai_info = config->GetInfo();
238  }
239  }
240  }
241 }
242 
243 /* static */ void AI::NewEvent(CompanyID company, ScriptEvent *event)
244 {
245  /* AddRef() and Release() need to be called at least once, so do it here */
246  event->AddRef();
247 
248  /* Clients should ignore events */
249  if (_networking && !_network_server) {
250  event->Release();
251  return;
252  }
253 
254  /* Only AIs can have an event-queue */
255  if (!Company::IsValidAiID(company)) {
256  event->Release();
257  return;
258  }
259 
260  /* Queue the event */
261  Backup<CompanyID> cur_company(_current_company, company);
262  Company::Get(_current_company)->ai_instance->InsertEvent(event);
263  cur_company.Restore();
264 
265  event->Release();
266 }
267 
268 /* static */ void AI::BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company)
269 {
270  /* AddRef() and Release() need to be called at least once, so do it here */
271  event->AddRef();
272 
273  /* Clients should ignore events */
274  if (_networking && !_network_server) {
275  event->Release();
276  return;
277  }
278 
279  /* Try to send the event to all AIs */
280  for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
281  if (c != skip_company) AI::NewEvent(c, event);
282  }
283 
284  event->Release();
285 }
286 
287 /* static */ void AI::Save(CompanyID company)
288 {
289  if (!_networking || _network_server) {
290  Company *c = Company::GetIfValid(company);
291  assert(c != nullptr);
292 
293  /* When doing emergency saving, an AI can be not fully initialised. */
294  if (c->ai_instance != nullptr) {
295  Backup<CompanyID> cur_company(_current_company, company);
296  c->ai_instance->Save();
297  cur_company.Restore();
298  return;
299  }
300  }
301 
303 }
304 
305 /* static */ void AI::GetConsoleList(std::back_insert_iterator<std::string> &output_iterator, bool newest_only)
306 {
307  AI::scanner_info->GetConsoleList(output_iterator, newest_only);
308 }
309 
310 /* static */ void AI::GetConsoleLibraryList(std::back_insert_iterator<std::string> &output_iterator)
311 {
312  AI::scanner_library->GetConsoleList(output_iterator, true);
313 }
314 
315 /* static */ const ScriptInfoList *AI::GetInfoList()
316 {
317  return AI::scanner_info->GetInfoList();
318 }
319 
321 {
323 }
324 
325 /* static */ AIInfo *AI::FindInfo(const std::string &name, int version, bool force_exact_match)
326 {
327  return AI::scanner_info->FindInfo(name, version, force_exact_match);
328 }
329 
330 /* static */ AILibrary *AI::FindLibrary(const std::string &library, int version)
331 {
332  return AI::scanner_library->FindLibrary(library, version);
333 }
334 
335 /* static */ void AI::Rescan()
336 {
338 
341  ResetConfig();
342 
346 }
347 
354 /* static */ bool AI::HasAI(const ContentInfo *ci, bool md5sum)
355 {
356  return AI::scanner_info->HasScript(ci, md5sum);
357 }
358 
359 /* static */ bool AI::HasAILibrary(const ContentInfo *ci, bool md5sum)
360 {
361  return AI::scanner_library->HasScript(ci, md5sum);
362 }
363 
365 {
366  return AI::scanner_info;
367 }
368 
370 {
371  return AI::scanner_library;
372 }
373 
AI::Uninitialize
static void Uninitialize(bool keepConfig)
Uninitialize the AI system.
Definition: ai_core.cpp:179
Backup::Change
void Change(const U &new_value)
Change the value of the variable.
Definition: backup_type.hpp:82
InvalidateWindowData
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition: window.cpp:3208
WC_SCRIPT_DEBUG
@ WC_SCRIPT_DEBUG
Script debug window; Window numbers:
Definition: window_type.h:668
AIConfig
Definition: ai_config.hpp:16
ScriptInfoList
std::map< std::string, class ScriptInfo *, CaseInsensitiveComparator > ScriptInfoList
Type for the list of scripts.
Definition: script_scanner.hpp:16
GameSettings::ai_config
class AIConfig * ai_config[MAX_COMPANIES]
settings per company
Definition: settings_type.h:598
Pool::PoolItem<&_company_pool >::Get
static Titem * Get(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:339
AI::GetScannerInfo
static AIScannerInfo * GetScannerInfo()
Gets the ScriptScanner instance that is used to find AIs.
Definition: ai_core.cpp:364
Pool::PoolItem<&_company_pool >::GetIfValid
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
Definition: pool_type.hpp:350
Backup
Class to backup a specific variable and restore it later.
Definition: backup_type.hpp:21
AIScannerLibrary::FindLibrary
class AILibrary * FindLibrary(const std::string &library, int version)
Find a library in the pool.
Definition: ai_scanner.cpp:148
TarScanner::DoScan
uint DoScan(Subdirectory sd)
Perform the scanning of a particular subdirectory.
Definition: fileio.cpp:375
_network_server
bool _network_server
network-server is active
Definition: network.cpp:66
AIScannerLibrary
Definition: ai_scanner.hpp:53
GB
constexpr static debug_inline uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
Definition: bitmath_func.hpp:32
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
GameSettings::difficulty
DifficultySettings difficulty
settings related to the difficulty
Definition: settings_type.h:593
PerformanceMeasurer
RAII class for measuring simple elements of performance.
Definition: framerate_type.h:92
DifficultySettings::competitor_speed
uint8_t competitor_speed
the speed at which the AI builds
Definition: settings_type.h:106
AI::CanStartNew
static bool CanStartNew()
Is it possible to start a new AI company?
Definition: ai_core.cpp:30
ScriptScanner::GetConsoleList
void GetConsoleList(std::back_insert_iterator< std::string > &output_iterator, bool newest_only) const
Get the list of registered scripts to print on the console.
Definition: script_scanner.cpp:141
PerformanceMeasurer::SetInactive
static void SetInactive(PerformanceElement elem)
Mark a performance element as not currently in use.
Definition: framerate_gui.cpp:286
ScriptScanner::RescanDir
void RescanDir()
Rescan the script dir.
Definition: script_scanner.cpp:75
Debug
#define Debug(category, level, format_string,...)
Ouptut a line of debugging information.
Definition: debug.h:37
PerformanceElement
PerformanceElement
Elements of game performance that can be measured.
Definition: framerate_type.h:47
ScriptScanner::GetUniqueInfoList
const ScriptInfoList * GetUniqueInfoList()
Get the list of the latest version of all registered scripts.
Definition: script_scanner.hpp:49
AI::StartNew
static void StartNew(CompanyID company)
Start a new AI company.
Definition: ai_core.cpp:36
ScriptInfo::version
int version
Version of the script.
Definition: script_info.hpp:152
ai.hpp
ScriptConfig::Change
void Change(std::optional< const std::string > name, int version=-1, bool force_exact_match=false)
Set another Script to be loaded in this slot.
Definition: script_config.cpp:21
ai_info.hpp
AI::Unpause
static void Unpause(CompanyID company)
Resume execution of the AI.
Definition: ai_core.cpp:137
Pool::PoolItem<&_company_pool >::GetPoolSize
static size_t GetPoolSize()
Returns first unused index.
Definition: pool_type.hpp:360
AI::GetConsoleLibraryList
static void GetConsoleLibraryList(std::back_insert_iterator< std::string > &output_iterator)
Wrapper function for AIScanner::GetAIConsoleLibraryList.
Definition: ai_core.cpp:310
COMPANY_FIRST
@ COMPANY_FIRST
First company, same as owner.
Definition: company_type.h:22
AI::NewEvent
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition: ai_core.cpp:243
AI::scanner_library
static class AIScannerLibrary * scanner_library
ScriptScanner instance that is used to find AI Libraries.
Definition: ai.hpp:143
AI::Save
static void Save(CompanyID company)
Save data from an AI to a savegame.
Definition: ai_core.cpp:287
ContentInfo
Container for all important information about a piece of content.
Definition: tcp_content_type.h:52
ScriptInstance::SaveEmpty
static void SaveEmpty()
Don't save any data in the savegame.
Definition: script_instance.cpp:470
AILibrary
All static information from an AI library like name, version, etc.
Definition: ai_info.hpp:57
ai_instance.hpp
AIConfig::GetConfig
static AIConfig * GetConfig(CompanyID company, ScriptSettingSource source=SSS_DEFAULT)
Get the config of a company.
Definition: ai_config.cpp:20
AI::Pause
static void Pause(CompanyID company)
Suspend the AI and then pause execution of the script.
Definition: ai_core.cpp:124
AI::GetScannerLibrary
static AIScannerLibrary * GetScannerLibrary()
Gets the ScriptScanner instance that is used to find AI Libraries.
Definition: ai_core.cpp:369
AI::Initialize
static void Initialize()
Initialize the AI system.
Definition: ai_core.cpp:165
_settings_game
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition: settings.cpp:57
AI::scanner_info
static class AIScannerInfo * scanner_info
ScriptScanner instance that is used to find AIs.
Definition: ai.hpp:142
AI::HasAI
static bool HasAI(const struct ContentInfo *ci, bool md5sum)
Wrapper function for AIScanner::HasAI.
Definition: ai_core.cpp:354
AI::BroadcastNewEvent
static void BroadcastNewEvent(ScriptEvent *event, CompanyID skip_company=MAX_COMPANIES)
Broadcast a new event to all active AIs.
Definition: ai_core.cpp:268
ScriptInfo::GetName
const std::string & GetName() const
Get the Name of the script.
Definition: script_info.hpp:46
AI::GetInfoList
static const ScriptInfoList * GetInfoList()
Wrapper function for AIScanner::GetAIInfoList.
Definition: ai_core.cpp:315
Company::IsValidAiID
static bool IsValidAiID(size_t index)
Is this company a valid company, controlled by the computer (a NoAI program)?
Definition: company_base.h:159
AIScannerInfo
Definition: ai_scanner.hpp:15
_networking
bool _networking
are we in networking mode?
Definition: network.cpp:65
AI::GetTick
static uint GetTick()
Get the current AI tick.
Definition: ai_core.cpp:102
_network_dedicated
bool _network_dedicated
are we a dedicated server?
Definition: network.cpp:68
AI::GameLoop
static void GameLoop()
Called every game-tick to let AIs do something.
Definition: ai_core.cpp:74
AI::FindLibrary
static class AILibrary * FindLibrary(const std::string &library, int version)
Wrapper function for AIScanner::FindLibrary.
Definition: ai_core.cpp:330
AI::IsPaused
static bool IsPaused(CompanyID company)
Checks if the AI is paused.
Definition: ai_core.cpp:145
AI::frame_counter
static uint frame_counter
Tick counter for the AI code.
Definition: ai.hpp:141
GameSettings::ai
AISettings ai
what may the AI do?
Definition: settings_type.h:596
_current_company
CompanyID _current_company
Company currently doing an action.
Definition: company_cmd.cpp:53
Pool::PoolItem<&_company_pool >::Iterate
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
Definition: pool_type.hpp:388
ScriptScanner::HasScript
bool HasScript(const struct ContentInfo *ci, bool md5sum)
Check whether we have a script with the exact characteristics as ci.
Definition: script_scanner.cpp:235
ScriptConfig::AnchorUnchangeableSettings
void AnchorUnchangeableSettings()
As long as the default of a setting has not been changed, the value of the setting is not stored.
Definition: script_config.cpp:73
ScriptScanner::GetInfoList
const ScriptInfoList * GetInfoList()
Get the list of all registered scripts.
Definition: script_scanner.hpp:44
AI::KillAll
static void KillAll()
Kill any and all AIs we manage.
Definition: ai_core.cpp:155
Backup::Restore
void Restore()
Restore the variable.
Definition: backup_type.hpp:110
TarScanner::AI
@ AI
Scan for AIs and its libraries.
Definition: fileio_func.h:67
InvalidateWindowClassesData
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
Mark window data of all windows of a given class as invalid (in need of re-computing) Note that by de...
Definition: window.cpp:3225
ScriptInfo::name
std::string name
Full name of the script.
Definition: script_info.hpp:147
ai_scanner.hpp
AIInfo
All static information from an AI like name, version, etc.
Definition: ai_info.hpp:16
AI::GetUniqueInfoList
static const ScriptInfoList * GetUniqueInfoList()
Wrapper function for AIScanner::GetUniqueAIInfoList.
Definition: ai_core.cpp:320
AI::GetConsoleList
static void GetConsoleList(std::back_insert_iterator< std::string > &output_iterator, bool newest_only)
Wrapper function for AIScanner::GetAIConsoleList.
Definition: ai_core.cpp:305
AI::FindInfo
static class AIInfo * FindInfo(const std::string &name, int version, bool force_exact_match)
Wrapper function for AIScanner::FindInfo.
Definition: ai_core.cpp:325
MAX_COMPANIES
@ MAX_COMPANIES
Maximum number of companies.
Definition: company_type.h:23
Pool::PoolItem<&_company_pool >::IsValidID
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
Definition: pool_type.hpp:328
PFE_AI0
@ PFE_AI0
AI execution for player slot 1.
Definition: framerate_type.h:63
AI::Stop
static void Stop(CompanyID company)
Stop a company to be controlled by an AI.
Definition: ai_core.cpp:107
WC_SCRIPT_SETTINGS
@ WC_SCRIPT_SETTINGS
Script settings; Window numbers:
Definition: window_type.h:175
WC_SCRIPT_LIST
@ WC_SCRIPT_LIST
Scripts list; Window numbers:
Definition: window_type.h:284
AI::Rescan
static void Rescan()
Rescans all searchpaths for available AIs.
Definition: ai_core.cpp:335
Company
Definition: company_base.h:133
SetWindowClassesDirty
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting)
Definition: window.cpp:3116
ScriptConfig::SSS_FORCE_GAME
@ SSS_FORCE_GAME
Get the Script config from the current game.
Definition: script_config.hpp:96
AI::ResetConfig
static void ResetConfig()
Reset all AIConfigs, and make them reload their AIInfo.
Definition: ai_core.cpp:206
ScriptConfig::HasScript
bool HasScript() const
Is this config attached to an Script? In other words, is there a Script that is assigned to this slot...
Definition: script_config.cpp:126
AIScannerInfo::FindInfo
class AIInfo * FindInfo(const std::string &name, int version, bool force_exact_match)
Check if we have an AI by name and version available in our list.
Definition: ai_scanner.cpp:95
AISettings::ai_in_multiplayer
bool ai_in_multiplayer
so we allow AIs in multiplayer
Definition: settings_type.h:411
AIScannerInfo::SelectRandomAI
class AIInfo * SelectRandomAI() const
Select a random AI.
Definition: ai_scanner.cpp:61
_settings_newgame
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition: settings.cpp:58
AIConfig::ResetInfo
bool ResetInfo(bool force_exact_match)
When ever the AI Scanner is reloaded, all infos become invalid.
Definition: ai_config.cpp:48
ai_config.hpp
ScriptConfig::GetName
const std::string & GetName() const
Get the name of the Script.
Definition: script_config.cpp:131