dfhack/library/Core.cpp

680 lines
20 KiB
C++

/*
https://github.com/peterix/dfhack
Copyright (c) 2009-2011 Petr Mrázek (peterix@gmail.com)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#include "Internal.h"
#include <string>
#include <vector>
#include <map>
#include <set>
#include <cstdio>
#include <cstring>
#include <iterator>
#include <sstream>
using namespace std;
#include "dfhack/Error.h"
#include "dfhack/Process.h"
#include "dfhack/Core.h"
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#include "dfhack/Console.h"
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#include "dfhack/Module.h"
#include "dfhack/VersionInfoFactory.h"
#include "dfhack/PluginManager.h"
#include "ModuleFactory.h"
#include "dfhack/modules/Gui.h"
#include "dfhack/modules/World.h"
using namespace DFHack;
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#include "dfhack/SDL_fakes/events.h"
#include <stdio.h>
#include <iomanip>
#include <stdlib.h>
#include "tinythread.h"
using namespace tthread;
struct Core::Cond
{
Cond()
{
predicate = false;
wakeup = new tthread::condition_variable();
}
~Cond()
{
delete wakeup;
}
bool Lock(tthread::mutex * m)
{
while(!predicate)
{
wakeup->wait(*m);
}
predicate = false;
return true;
}
bool Unlock()
{
predicate = true;
wakeup->notify_one();
return true;
}
tthread::condition_variable * wakeup;
bool predicate;
};
void cheap_tokenise(string const& input, vector<string> &output)
{
istringstream str(input);
istream_iterator<string> cur(str), end;
output.assign(cur, end);
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}
struct IODATA
{
Core * core;
PluginManager * plug_mgr;
};
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// A thread function... for handling hotkeys. This is needed because
// all the plugin commands are expected to be run from foreign threads.
// Running them from one of the main DF threads will result in deadlock!
void fHKthread(void * iodata)
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{
Core * core = ((IODATA*) iodata)->core;
PluginManager * plug_mgr = ((IODATA*) iodata)->plug_mgr;
if(plug_mgr == 0 || core == 0)
{
cerr << "Hotkey thread has croaked." << endl;
return;
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}
while(1)
{
std::string stuff = core->getHotkeyCmd(); // waits on mutex!
if(!stuff.empty())
{
vector <string> crap;
plug_mgr->InvokeCommand(stuff, crap);
}
}
}
// A thread function... for the interactive console.
void fIOthread(void * iodata)
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{
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IODATA * iod = ((IODATA*) iodata);
Core * core = iod->core;
PluginManager * plug_mgr = ((IODATA*) iodata)->plug_mgr;
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Console & con = core->con;
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if(plug_mgr == 0 || core == 0)
{
con.printerr("Something horrible happened in Core's constructor...\n");
return;
}
con.print("DFHack is ready. Have a nice day!\n"
"Type in '?' or 'help' for general help, 'ls' to see all commands.\n");
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int clueless_counter = 0;
while (true)
{
string command = "";
int ret = con.lineedit("[DFHack]# ",command);
if(ret == -2)
{
cerr << "Console is shutting down properly." << endl;
return;
}
else if(ret == -1)
{
cerr << "Console caught an unspecified error." << endl;
continue;
}
else if(ret)
{
// a proper, non-empty command was entered
con.history_add(command);
}
// cut the input into parts
vector <string> parts;
cheap_tokenise(command,parts);
if(parts.size() == 0)
{
clueless_counter ++;
continue;
}
string first = parts[0];
parts.erase(parts.begin());
// let's see what we actually got
if(first=="help" || first == "?")
{
if(!parts.size())
{
con.print("This is the DFHack console. You can type commands in and manage DFHack plugins from it.\n"
"Some basic editing capabilities are included (single-line text editing).\n"
"The console also has a command history - you can navigate it with Up and Down keys.\n"
"On Windows, you may have to resize your console window. The appropriate menu is accessible\n"
"by clicking on the program icon in the top bar of the window.\n\n"
"Basic commands:\n"
" help|? - This text.\n"
" ls|dir [PLUGIN] - List available commands. Optionally for single plugin.\n"
" cls - Clear the console.\n"
" fpause - Force DF to pause.\n"
" die - Force DF to close immediately\n"
"Plugin management (useful for developers):\n"
//" belongs COMMAND - Tell which plugin a command belongs to.\n"
" plug [PLUGIN|v] - List plugin state and description.\n"
" load PLUGIN|all - Load a plugin by name or load all possible plugins.\n"
" unload PLUGIN|all - Unload a plugin or all loaded plugins.\n"
" reload PLUGIN|all - Reload a plugin or all loaded plugins.\n"
);
}
else
{
con.printerr("not implemented yet\n");
}
}
else if( first == "load" )
{
if(parts.size())
{
string & plugname = parts[0];
if(plugname == "all")
{
for(int i = 0; i < plug_mgr->size();i++)
{
Plugin * plug = (plug_mgr->operator[](i));
plug->load();
}
}
else
{
Plugin * plug = plug_mgr->getPluginByName(plugname);
if(!plug) con.printerr("No such plugin\n");
plug->load();
}
}
}
else if( first == "reload" )
{
if(parts.size())
{
string & plugname = parts[0];
if(plugname == "all")
{
for(int i = 0; i < plug_mgr->size();i++)
{
Plugin * plug = (plug_mgr->operator[](i));
plug->reload();
}
}
else
{
Plugin * plug = plug_mgr->getPluginByName(plugname);
if(!plug) con.printerr("No such plugin\n");
plug->reload();
}
}
}
else if( first == "unload" )
{
if(parts.size())
{
string & plugname = parts[0];
if(plugname == "all")
{
for(int i = 0; i < plug_mgr->size();i++)
{
Plugin * plug = (plug_mgr->operator[](i));
plug->unload();
}
}
else
{
Plugin * plug = plug_mgr->getPluginByName(plugname);
if(!plug) con.printerr("No such plugin\n");
plug->unload();
}
}
}
else if(first == "ls" || first == "dir")
{
if(parts.size())
{
string & plugname = parts[0];
const Plugin * plug = plug_mgr->getPluginByName(plugname);
if(!plug)
{
con.printerr("There's no plugin called %s!\n",plugname.c_str());
}
else for (int j = 0; j < plug->size();j++)
{
const PluginCommand & pcmd = (plug->operator[](j));
con.print(" %-22s - %s\n",pcmd.name.c_str(), pcmd.description.c_str());
}
}
else
{
con.print(
"builtin:\n"
" help|? - This text or help specific to a plugin.\n"
" ls [PLUGIN] - List available commands. Optionally for single plugin.\n"
" cls - Clear the console.\n"
" fpause - Force DF to pause.\n"
" die - Force DF to close immediately\n"
" belongs COMMAND - Tell which plugin a command belongs to.\n"
" plug [PLUGIN|v] - List plugin state and detailed description.\n"
" load PLUGIN|all - Load a plugin by name or load all possible plugins.\n"
" unload PLUGIN|all - Unload a plugin or all loaded plugins.\n"
" reload PLUGIN|all - Reload a plugin or all loaded plugins.\n"
"\n"
"plugins:\n"
);
for(int i = 0; i < plug_mgr->size();i++)
{
const Plugin * plug = (plug_mgr->operator[](i));
if(!plug->size())
continue;
for (int j = 0; j < plug->size();j++)
{
const PluginCommand & pcmd = (plug->operator[](j));
con.print(" %-22s- %s\n",pcmd.name.c_str(), pcmd.description.c_str());
}
}
}
}
else if(first == "plug")
{
for(int i = 0; i < plug_mgr->size();i++)
{
const Plugin * plug = (plug_mgr->operator[](i));
if(!plug->size())
continue;
con.print("%s\n", plug->getName().c_str());
}
}
else if(first == "fpause")
{
World * w = core->getWorld();
w->SetPauseState(true);
con.print("The game was forced to pause!");
}
else if(first == "cls")
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{
con.clear();
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}
else if(first == "die")
{
_exit(666);
}
else
{
vector <string> parts;
cheap_tokenise(command,parts);
if(parts.size() == 0)
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{
clueless_counter++;
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}
else
{
string first = parts[0];
parts.erase(parts.begin());
command_result res = plug_mgr->InvokeCommand(first, parts);
if(res == CR_NOT_IMPLEMENTED)
{
con.printerr("Invalid command.\n");
clueless_counter ++;
}
/*
else if(res == CR_FAILURE)
{
con.printerr("ERROR!\n");
}
*/
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}
}
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if(clueless_counter == 3)
{
con.print("Do 'help' or '?' for the list of available commands.\n");
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clueless_counter = 0;
}
}
}
Core::Core()
{
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// init the console. This must be always the first step!
plug_mgr = 0;
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vif = 0;
p = 0;
errorstate = false;
vinfo = 0;
started = false;
memset(&(s_mods), 0, sizeof(s_mods));
// create mutex for syncing with interactive tasks
AccessMutex = 0;
StackMutex = 0;
core_cond = 0;
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// set up hotkey capture
memset(hotkey_states,0,sizeof(hotkey_states));
hotkey_set = false;
HotkeyMutex = 0;
HotkeyCond = 0;
};
bool Core::Init()
{
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if(started)
return true;
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// find out what we are...
vif = new DFHack::VersionInfoFactory("Memory.xml");
p = new DFHack::Process(vif);
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vinfo = p->getDescriptor();
// init the console.
Gui * g = getGui();
if(g->init)
{
if(g->init->graphics.flags.is_set(GRAPHICS_TEXT))
{
con.init(true);
}
else con.init(false);
}
else con.init(false);
if (!p->isIdentified())
{
con.printerr("Couldn't identify this version of DF.\n");
errorstate = true;
delete p;
p = NULL;
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return false;
}
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// create mutex for syncing with interactive tasks
StackMutex = new mutex();
AccessMutex = new mutex();
core_cond = new Core::Cond();
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// create plugin manager
plug_mgr = new PluginManager(this);
// create IO thread
IODATA *temp = new IODATA;
temp->core = this;
temp->plug_mgr = plug_mgr;
thread * IO = new thread(fIOthread, (void *) temp);
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// set up hotkey capture
HotkeyMutex = new mutex();
HotkeyCond = new condition_variable();
thread * HK = new thread(fHKthread, (void *) temp);
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started = true;
return true;
}
/// sets the current hotkey command
bool Core::setHotkeyCmd( std::string cmd )
{
// access command
HotkeyMutex->lock();
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{
hotkey_set = true;
hotkey_cmd = cmd;
HotkeyCond->notify_all();
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}
HotkeyMutex->unlock();
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return true;
}
/// removes the hotkey command and gives it to the caller thread
std::string Core::getHotkeyCmd( void )
{
string returner;
HotkeyMutex->lock();
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while ( ! hotkey_set )
{
HotkeyCond->wait(*HotkeyMutex);
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}
hotkey_set = false;
returner = hotkey_cmd;
hotkey_cmd.clear();
HotkeyMutex->unlock();
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return returner;
}
void Core::Suspend()
{
Core::Cond * nc = new Core::Cond();
// put the condition on a stack
StackMutex->lock();
suspended_tools.push(nc);
StackMutex->unlock();
// wait until Core::Update() wakes up the tool
AccessMutex->lock();
nc->Lock(AccessMutex);
AccessMutex->unlock();
}
void Core::Resume()
{
AccessMutex->lock();
core_cond->Unlock();
AccessMutex->unlock();
}
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// should always be from simulation thread!
int Core::Update()
{
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if(!started)
Init();
if(errorstate)
return -1;
// notify all the plugins that a game tick is finished
plug_mgr->OnUpdate();
// wake waiting tools
// do not allow more tools to join in while we process stuff here
StackMutex->lock();
while (!suspended_tools.empty())
{
Core::Cond * nc = suspended_tools.top();
suspended_tools.pop();
AccessMutex->lock();
// wake tool
nc->Unlock();
// wait for tool to wake us
core_cond->Lock(AccessMutex);
AccessMutex->unlock();
// destroy condition
delete nc;
}
StackMutex->unlock();
return 0;
};
// FIXME: needs to terminate the IO threads and properly dismantle all the machinery involved.
int Core::Shutdown ( void )
{
errorstate = 1;
if(plug_mgr)
{
delete plug_mgr;
plug_mgr = 0;
}
// invalidate all modules
for(unsigned int i = 0 ; i < allModules.size(); i++)
{
delete allModules[i];
}
allModules.clear();
memset(&(s_mods), 0, sizeof(s_mods));
con.shutdown();
return -1;
}
// from ncurses
#define KEY_F0 0410 /* Function keys. Space for 64 */
#define KEY_F(n) (KEY_F0+(n)) /* Value of function key n */
bool Core::ncurses_wgetch(int in, int & out)
{
if(!started)
{
out = in;
return true;
}
if(in >= KEY_F(1) && in <= KEY_F(8))
{
int idx = in - KEY_F(1);
// FIXME: copypasta, push into a method!
Gui * g = getGui();
if(g->hotkeys && g->df_interface && g->df_menu_state)
{
t_viewscreen * ws = g->GetCurrentScreen();
// FIXME: put hardcoded values into memory.xml
if(ws->getClassName() == "viewscreen_dwarfmodest" && *g->df_menu_state == 0x23)
{
out = in;
return true;
}
else
{
t_hotkey & hotkey = (*g->hotkeys)[idx];
setHotkeyCmd(hotkey.name);
return false;
}
}
}
out = in;
return true;
}
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int Core::SDL_Event(SDL::Event* ev, int orig_return)
{
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// do NOT process events before we are ready.
if(!started) return orig_return;
if(!ev)
return orig_return;
if(ev && ev->type == SDL::ET_KEYDOWN || ev->type == SDL::ET_KEYUP)
{
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SDL::KeyboardEvent * ke = (SDL::KeyboardEvent *)ev;
bool shift = ke->ksym.mod & SDL::KMOD_SHIFT;
// consuming F1 .. F8
int idx = ke->ksym.sym - SDL::K_F1;
if(idx < 0 || idx > 7)
return orig_return;
idx += 8*shift;
// now we have the real index...
if(ke->state == SDL::BTN_PRESSED && !hotkey_states[idx])
{
hotkey_states[idx] = 1;
Gui * g = getGui();
if(g->hotkeys && g->df_interface && g->df_menu_state)
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{
t_viewscreen * ws = g->GetCurrentScreen();
// FIXME: put hardcoded values into memory.xml
if(ws->getClassName() == "viewscreen_dwarfmodest" && *g->df_menu_state == 0x23)
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return orig_return;
else
{
t_hotkey & hotkey = (*g->hotkeys)[idx];
setHotkeyCmd(hotkey.name);
}
}
}
else if(ke->state == SDL::BTN_RELEASED)
{
hotkey_states[idx] = 0;
}
}
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return orig_return;
// do stuff with the events...
}
////////////////
// ClassNamCheck
////////////////
// Since there is no Process.cpp, put ClassNamCheck stuff in Core.cpp
static std::set<std::string> known_class_names;
static std::map<std::string, void*> known_vptrs;
ClassNameCheck::ClassNameCheck(std::string _name) : name(_name), vptr(0)
{
known_class_names.insert(name);
}
ClassNameCheck &ClassNameCheck::operator= (const ClassNameCheck &b)
{
name = b.name; vptr = b.vptr; return *this;
}
bool ClassNameCheck::operator() (Process *p, void * ptr) const {
if (vptr == 0 && p->readClassName(ptr) == name)
{
vptr = ptr;
known_vptrs[name] = ptr;
}
return (vptr && vptr == ptr);
}
void ClassNameCheck::getKnownClassNames(std::vector<std::string> &names)
{
std::set<std::string>::iterator it = known_class_names.begin();
for (; it != known_class_names.end(); it++)
names.push_back(*it);
}
/*******************************************************************************
M O D U L E S
*******************************************************************************/
#define MODULE_GETTER(TYPE) \
TYPE * Core::get##TYPE() \
{ \
if(errorstate) return NULL;\
if(!s_mods.p##TYPE)\
{\
Module * mod = create##TYPE();\
s_mods.p##TYPE = (TYPE *) mod;\
allModules.push_back(mod);\
}\
return s_mods.p##TYPE;\
}
MODULE_GETTER(Creatures);
MODULE_GETTER(Engravings);
MODULE_GETTER(Maps);
MODULE_GETTER(Gui);
MODULE_GETTER(World);
MODULE_GETTER(Materials);
MODULE_GETTER(Items);
MODULE_GETTER(Translation);
MODULE_GETTER(Vegetation);
MODULE_GETTER(Buildings);
MODULE_GETTER(Constructions);
MODULE_GETTER(Vermin);
MODULE_GETTER(Notes);