source: ps/trunk/source/simulation2/components/ICmpPathfinder.h@ 25256

Last change on this file since 25256 was 25256, checked in by wraitii, 3 years ago

Rework the pathfinder path computation setup for threading.

Essentially reverts D1918 / rP22902.
Instead of copying path requests to workers, setup the result vector, then setup an index, and compute 'in-place'.
To send messages, the result vectors are read in order. This makes the order trivially constant no matter how many workers there are, and the architecture overall makes it much easier to efficiently paralellise.

Tested by: Langbart, Stan

Differential Revision: https://code.wildfiregames.com/D3849

  • Property svn:eol-style set to native
File size: 7.8 KB
Line 
1/* Copyright (C) 2021 Wildfire Games.
2 * This file is part of 0 A.D.
3 *
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
8 *
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18#ifndef INCLUDED_ICMPPATHFINDER
19#define INCLUDED_ICMPPATHFINDER
20
21#include "simulation2/system/Interface.h"
22
23#include "simulation2/components/ICmpObstruction.h"
24#include "simulation2/helpers/Pathfinding.h"
25
26#include "maths/FixedVector2D.h"
27
28#include <map>
29
30class IObstructionTestFilter;
31class PathGoal;
32
33template<typename T> class Grid;
34
35// Returned by asynchronous workers, used to send messages in the main thread.
36struct WaypointPath;
37
38struct PathResult
39{
40 PathResult() = default;
41 PathResult(u32 t, entity_id_t n, WaypointPath p) : ticket(t), notify(n), path(p) {};
42
43 u32 ticket;
44 entity_id_t notify;
45 WaypointPath path;
46};
47
48/**
49 * Pathfinder algorithms.
50 *
51 * There are two different modes: a tile-based pathfinder that works over long distances and
52 * accounts for terrain costs but ignore units, and a 'short' vertex-based pathfinder that
53 * provides precise paths and avoids other units.
54 *
55 * Both use the same concept of a PathGoal: either a point, circle or square.
56 * (If the starting point is inside the goal shape then the path will move outwards
57 * to reach the shape's outline.)
58 *
59 * The output is a list of waypoints.
60 */
61class ICmpPathfinder : public IComponent
62{
63public:
64
65 /**
66 * Get the list of all known passability classes.
67 */
68 virtual void GetPassabilityClasses(std::map<std::string, pass_class_t>& passClasses) const = 0;
69
70 /**
71 * Get the list of passability classes, separating pathfinding classes and others.
72 */
73 virtual void GetPassabilityClasses(
74 std::map<std::string, pass_class_t>& nonPathfindingPassClasses,
75 std::map<std::string, pass_class_t>& pathfindingPassClasses) const = 0;
76
77 /**
78 * Get the tag for a given passability class name.
79 * Logs an error and returns something acceptable if the name is unrecognised.
80 */
81 virtual pass_class_t GetPassabilityClass(const std::string& name) const = 0;
82
83 virtual entity_pos_t GetClearance(pass_class_t passClass) const = 0;
84
85 /**
86 * Get the larger clearance in all passability classes.
87 */
88 virtual entity_pos_t GetMaximumClearance() const = 0;
89
90 virtual const Grid<NavcellData>& GetPassabilityGrid() = 0;
91
92 /**
93 * Get the accumulated dirtiness information since the last time the AI accessed and flushed it.
94 */
95 virtual const GridUpdateInformation& GetAIPathfinderDirtinessInformation() const = 0;
96 virtual void FlushAIPathfinderDirtinessInformation() = 0;
97
98 /**
99 * Get a grid representing the distance to the shore of the terrain tile.
100 */
101 virtual Grid<u16> ComputeShoreGrid(bool expandOnWater = false) = 0;
102
103 /**
104 * Asynchronous version of ComputePath.
105 * Request a long path computation, asynchronously.
106 * The result will be sent as CMessagePathResult to 'notify'.
107 * Returns a unique non-zero number, which will match the 'ticket' in the result,
108 * so callers can recognise each individual request they make.
109 */
110 virtual u32 ComputePathAsync(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, entity_id_t notify) = 0;
111
112 /*
113 * Request a long-path computation immediately
114 */
115 virtual void ComputePathImmediate(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, WaypointPath& ret) const = 0;
116
117 /**
118 * Request a short path computation, asynchronously.
119 * The result will be sent as CMessagePathResult to 'notify'.
120 * Returns a unique non-zero number, which will match the 'ticket' in the result,
121 * so callers can recognise each individual request they make.
122 */
123 virtual u32 ComputeShortPathAsync(entity_pos_t x0, entity_pos_t z0, entity_pos_t clearance, entity_pos_t range, const PathGoal& goal, pass_class_t passClass, bool avoidMovingUnits, entity_id_t controller, entity_id_t notify) = 0;
124
125 /*
126 * Request a short-path computation immediately.
127 */
128 virtual WaypointPath ComputeShortPathImmediate(const ShortPathRequest& request) const = 0;
129
130 /**
131 * If the debug overlay is enabled, render the path that will computed by ComputePath.
132 */
133 virtual void SetDebugPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass) = 0;
134
135 /**
136 * @return true if the goal is reachable from (x0, z0) for the given passClass, false otherwise.
137 * Warning: this is synchronous, somewhat expensive and not should not be called too liberally.
138 */
139 virtual bool IsGoalReachable(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass) = 0;
140
141 /**
142 * Check whether the given movement line is valid and doesn't hit any obstructions
143 * or impassable terrain.
144 * Returns true if the movement is okay.
145 */
146 virtual bool CheckMovement(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, entity_pos_t r, pass_class_t passClass) const = 0;
147
148 /**
149 * Check whether a unit placed here is valid and doesn't hit any obstructions
150 * or impassable terrain.
151 * When onlyCenterPoint = true, only check the center tile of the unit
152 * @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
153 * a value describing the type of failure.
154 */
155 virtual ICmpObstruction::EFoundationCheck CheckUnitPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t r, pass_class_t passClass, bool onlyCenterPoint = false) const = 0;
156
157 /**
158 * Check whether a building placed here is valid and doesn't hit any obstructions
159 * or impassable terrain.
160 * @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
161 * a value describing the type of failure.
162 */
163 virtual ICmpObstruction::EFoundationCheck CheckBuildingPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h, entity_id_t id, pass_class_t passClass) const = 0;
164
165 /**
166 * Check whether a building placed here is valid and doesn't hit any obstructions
167 * or impassable terrain.
168 * when onlyCenterPoint = true, only check the center tile of the building
169 * @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
170 * a value describing the type of failure.
171 */
172 virtual ICmpObstruction::EFoundationCheck CheckBuildingPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h, entity_id_t id, pass_class_t passClass, bool onlyCenterPoint) const = 0;
173
174
175 /**
176 * Toggle the storage and rendering of debug info.
177 */
178 virtual void SetDebugOverlay(bool enabled) = 0;
179
180 /**
181 * Toggle the storage and rendering of debug info for the hierarchical pathfinder.
182 */
183 virtual void SetHierDebugOverlay(bool enabled) = 0;
184
185 /**
186 * Finish computing asynchronous path requests and send the CMessagePathResult messages.
187 */
188 virtual void SendRequestedPaths() = 0;
189
190 /**
191 * Tell asynchronous pathfinder threads that they can begin computing paths.
192 */
193 virtual void StartProcessingMoves(bool useMax) = 0;
194
195 /**
196 * Regenerates the grid based on the current obstruction list, if necessary
197 */
198 virtual void UpdateGrid() = 0;
199
200 /**
201 * Returns some stats about the last ComputePath.
202 */
203 virtual void GetDebugData(u32& steps, double& time, Grid<u8>& grid) const = 0;
204
205 /**
206 * Sets up the pathfinder passability overlay in Atlas.
207 */
208 virtual void SetAtlasOverlay(bool enable, pass_class_t passClass = 0) = 0;
209
210 DECLARE_INTERFACE_TYPE(Pathfinder)
211};
212
213#endif // INCLUDED_ICMPPATHFINDER
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