src/ai/ai_threads.cpp
author truebrain
Mon, 30 Jun 2008 10:26:40 +0000
branchnoai
changeset 11094 72be0534cd0f
parent 10978 13fd0364b2c6
permissions -rw-r--r--
(svn r13651) [NoAI] -Fix: SUSPENDED state can be STOPPING state too in some cases, which made debugging slightly harder .. don't 'cheat' like that, and split the ambiguous SUSPENDED into unambiguous SUSPENDED and STOPPING
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/* $Id$ */
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/** @file ai_threads.cpp handles the threading of AIs */
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../variables.h"
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#include "../debug.h"
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#include "../thread.h"
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#include "../fiber.hpp"
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#include "../player_func.h"
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#include "ai.h"
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#include "ai_threads.h"
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#include "api/ai_controller.hpp"
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#include "api/ai_object.hpp"
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#include <map>
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class AIFiber : public SimpleCountedObject {
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private:
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	typedef std::map<int, CCountedPtr<AIFiber> > Fibers;
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	/** Different states of the AI fiber. */
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	enum FiberState {
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		INITIALIZED, ///< The mutex and conditions are initialized
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		STARTING,    ///< The fiber is just started
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		RUNNING,     ///< We are inside the main AI
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		SUSPENDED,   ///< We are suspended (either by sleep or block)
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		STOPPING,    ///< We are being stopped
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		STOPPED,     ///< The main AI has stopped
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	};
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public:
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	/**
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	 * Initialize this AIFiber for the given controller.
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	 * @param player The PlayerID of this AI.
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	 * @param controller The AI we have to run.
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	 */
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	AIFiber(PlayerID player, AIController *controller) :
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		fiber_id(player),
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		state(INITIALIZED),
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		ticks_to_sleep(0),
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		controller(controller),
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		fiber(NULL)
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	{
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		/* The player shouldn't have a fiber yet */
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		assert(s_fibers[player] == NULL);
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		/* Register the new fiber */
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		s_fibers[player] = this;
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		/* Ensure that main fiber has its wrapper too */
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		if (player != MAIN_FIBER) {
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			stFind(MAIN_FIBER);
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		} else {
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			this->fiber = Fiber::AttachCurrent(this);
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			assert(this->fiber->IsRunning());
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		}
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	}
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	~AIFiber()
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	{
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		/* Make sure we are not in the active list anymore */
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		assert(this->fiber_id == MAIN_FIBER || stFind(this->fiber_id) == NULL);
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		/* Clean up */
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		delete this->fiber;
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	}
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	/**
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	 * Start the AI fiber and return once the AI calls Sleep or any other
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	 *  suspending command.
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	 */
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	bool Start()
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	{
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		/* Make sure we start fibers from the main fiber */
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		assert(stCurrentFiber() == stFind(MAIN_FIBER));
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		/* We shouldn't have a fiber yet */
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		assert(this->fiber == NULL);
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		/* And we shouldn't be starting the main fiber */
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		assert(fiber_id != MAIN_FIBER);
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		/* Create fiber for this AI */
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		this->fiber = Fiber::New(&stFiberProc, this);
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		if (!this->fiber->IsRunning()) return false;
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		/* Switch to STARTING mode */
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		this->state = SUSPENDED;
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		this->SwitchToState(STARTING);
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		return true;
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	}
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	/**
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	 * Suspend this AI for a 'timeout' of period.
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	 * @param timeout Time to suspend. < 0 means infinite (MultiPlayer only!)
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	 * @note Only call this from within the fiber you want to execute the function on.
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	 */
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	void Suspend(int timeout)
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	{
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		/* Should not attempt to suspend main fiber */
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		assert(this->fiber_id != MAIN_FIBER);
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		/* AI fiber should be running */
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		assert(this->state == RUNNING);
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		/* We can only suspend ourself */
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		assert(this->stCurrentFiber() == this);
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   104
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		this->ticks_to_sleep = timeout;
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   106
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		/* When AI fiber gets suspended, it always switches back to main fiber */
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		AIFiber *main = stFind(MAIN_FIBER);
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		main->SwitchToState(RUNNING);
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   110
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   111
		/* The main fiber wants this AI to die */
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   112
		if (this->state == STOPPING) {
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			/* Exit the fiber */
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   114
			this->Exit();
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   115
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   116
			/* Here we will never come as... the fiber is dead */
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   117
			assert(false);
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   118
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   119
			return;
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   120
		}
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   121
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		assert(this->state == RUNNING);
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   123
	}
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   124
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	/**
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	 * Set the AI fiber to resume at the next call of RunTick.
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	 * @note Only call this from within the main fiber.
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	 */
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   129
	void Resume()
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	{
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   131
		/* Should be called from main fiber only */
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   132
		assert(stCurrentFiber() == stFind(MAIN_FIBER));
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		/* AI fiber should be suspended */
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		assert(this->state == SUSPENDED);
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   135
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		/* Normally the ticks_to_sleep hangs at -1 for MP. Possible the MP is
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   137
		 * faster then the delay requested by the user. In this case the value
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   138
		 * is lower. To let the normal delay system kick in, we reverse the value
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   139
		 * of ticks_to_sleep. But now it doesn't directly continue when the value
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		 * was 'hanging', so we subtract 1 and it all works fine. */
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		this->ticks_to_sleep = -this->ticks_to_sleep - 1;
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	}
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   143
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	/**
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	 * Let the AI fiber run for a while and return when it is done.
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	 *  However, when the fiber is suspended and the suspend timeout has not yet
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	 *  passed, nothing happens except decrementing the before mentioned timeout.
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	 * @note Only call this from within the main fiber.
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   149
	 */
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	void RunTick()
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	{
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   152
		/* If we already stopped, don't do anything */
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		if (this->state == STOPPING || this->state == STOPPED) return;
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   154
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		/* Should be called from main fiber only */
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   156
		assert(stCurrentFiber() == stFind(MAIN_FIBER));
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   157
		/* Only AI fibers should be resumed this way */
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   158
		assert(this != stFind(MAIN_FIBER));
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   159
		/* AI fiber should be still suspended */
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		assert(this->state == SUSPENDED);
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   161
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		this->controller->IncreaseTick();
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   163
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   164
		/* If the value is < -1, the user wants a delay which might exceed the delay
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   165
		 *  of the MP. Therefor we keep adding value to ticks_to_sleep till it
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   166
		 *  reaches -1, and we 'hang' it there infinitely, until the MP commands
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   167
		 *  comes in. In the case it happens sooner, the Resume() codes handles it
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   168
		 *  nicely and makes the value positive with the remaining ticks to wait. */
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   169
		if (this->ticks_to_sleep < -1)  this->ticks_to_sleep++;
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   170
		if (this->ticks_to_sleep < 0)   return; // We have to wait infinitely
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   171
		if (--this->ticks_to_sleep > 0) return; // We have to wait a little longer
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   172
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   173
		/* Make the fiber running again */
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   174
		this->SwitchToState(RUNNING);
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   175
	}
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   177
	/**
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   178
	 * Try to stop the AI, and mark it as such. You can cleanup the AI after
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   179
	 *  this if you like; it won't be become active for sure.
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   180
	 * @note There is no guarantee the fiber dies or anything, we just promise
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   181
	 *  it won't be called anymore.
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	 * @note Only call this from within the main fiber.
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   183
	 */
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   184
	void Stop()
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   185
	{
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   186
		/* Should be called from main fiber only */
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   187
		assert(stCurrentFiber() == stFind(MAIN_FIBER));
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   188
		/* If we already stopped, don't do anything */
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   189
		if (this->state == STOPPING || this->state == STOPPED) return;
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   190
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   191
		/* Trigger a STOPPING round */
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   192
		assert(this->state == SUSPENDED);
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   193
		this->SwitchToState(STOPPING);
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   194
		assert(this->state == STOPPING);
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   195
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   196
		/* Mark the fiber as STOPPED */
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   197
		this->state = STOPPED;
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   198
	}
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   200
	/**
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   201
	 * Find and return the fiber object by its 'id' (player_id or MAIN_FIBER).
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	 *  Returns NULL if such fiber object doesn't exist. If
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	 *  (fiber_id == MAIN_FIBER) and the fiber object with this id doesn't
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   204
	 *  exist, the new one is created and attached to the current (main) fiber.
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	 */
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	static AIFiber *stFind(int fiber_id)
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	{
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		Fibers::iterator it = s_fibers.find(fiber_id);
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		if (it != s_fibers.end()) return (*it).second;
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		if (fiber_id != MAIN_FIBER) return NULL;
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		/* Main fiber doesn't have its own fiber object, create it */
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		return new AIFiber((PlayerID)MAIN_FIBER, NULL);
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	}
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	/**
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	 * Remove fiber object from the collection by its 'id' and destroy it.
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	 */
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	static void stRelease(int fiber_id)
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	{
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		Fibers::iterator it = s_fibers.find(fiber_id);
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		if (it != s_fibers.end()) s_fibers.erase(it);
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	}
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	/**
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	 * Find the fiber object that belongs to the currently running fiber (caller).
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	 */
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	static AIFiber *stCurrentFiber()
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	{
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		AIFiber *cur = (AIFiber *)Fiber::GetCurrentFiberData();
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		assert(cur != NULL);
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		return cur;
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	}
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private:
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	/**
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	 * Switch the state of a fiber. It becomes active and executed until it
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	 *  changes the state. The current active fiber becomes SUSPENDED.
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	 * @note Only call this from an other fiber.
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	 */
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	void SwitchToState(FiberState new_state)
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	{
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		/* You can't switch the state of an already active fiber */
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		assert(stCurrentFiber() != this);
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		/* The fiber should be suspended */
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		assert(this->state == SUSPENDED);
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		/* And there should be an active fiber on it */
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		assert(this->fiber != NULL);
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		/* Suspend the fiber */
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		stCurrentFiber()->state = SUSPENDED;
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		/* Switch to new state, activate fiber, and check if we are suspended again */
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		this->state = new_state;
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		this->fiber->SwitchToFiber();
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		assert(this->state == SUSPENDED || this->state == STOPPING);
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	}
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	/**
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	 * The method that runs in the new Fiber. Automaticly called when the Fiber becomes active.
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	 */
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	void FiberProc()
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	{
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		/* We should be starting */
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		assert(this->state == STARTING);
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		/* We should be the active thread */
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		assert(stCurrentFiber() == this);
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		/* Switch to running */
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		this->state = RUNNING;
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		/* We want to skip the first tick, so switch back to the main fiber */
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		AIFiber *main = stFind(MAIN_FIBER);
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		main->SwitchToState(RUNNING);
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		if (this->state != STOPPING) {
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			/* Start up the AI (this should be an infinite loop) */
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			this->controller->Start();
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			/* If we come here, the AI exited because it wanted to */
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			DEBUG(ai, 1, "We've got a suicidal AI for player %d", this->fiber_id);
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			/* Wait until we are killed nicely by the game */
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			while (this->state != STOPPING) {
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				main->SwitchToState(RUNNING);
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			}
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		}
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		/* Stopping, and exit */
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		this->state = STOPPING;
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		this->Exit();
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		/* Here we will never come as... the fiber is dead */
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		assert(false);
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	}
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	/**
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	 * Function that is started as process of the new AI fiber.
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	 */
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	static void CDECL stFiberProc(void *fiber)
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	{
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		AIFiber *cur = (AIFiber *)fiber;
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		cur->FiberProc();
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	}
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	/**
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	 * Exit a running fiber.
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	 * @note Only call this from within the fiber you want to execute the function on.
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	 */
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	void Exit()
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	{
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		/* We can only exit if we are the thread */
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   313
		assert(stCurrentFiber() == this);
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   314
		/* We can never exit the main fiber */
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   315
		assert(fiber_id != MAIN_FIBER);
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   317
		this->fiber->Exit();
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	}
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   320
	static Fibers s_fibers;          ///< Collection of active fibers.
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   321
	static const int MAIN_FIBER = -1;
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   323
	int            fiber_id;         ///< id of this fiber (or MAIN_FIBER for the main).
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   324
	FiberState     state;            ///< The current state of the AI.
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   325
	int            ticks_to_sleep;   ///< Sleep this many runticks.
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   326
	AIController   *controller;      ///< Controller of this AI.
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   327
	Fiber          *fiber;           ///< Fiber we are connected to.
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   328
};
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   329
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   330
/* static */ AIFiber::Fibers AIFiber::s_fibers;
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   331
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/**
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   333
 * Suspend the AI handler of a player.
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   334
 * @param player the player to suspend for
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   335
 * @param timeout Time to suspend. < 0 means infinite (MultiPlayer only!)
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   336
 * @note This should be called from within the fiber running this player!
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   337
 */
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   338
void AI_SuspendPlayer(PlayerID player, int timeout)
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{
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   340
	DEBUG(ai, 6, "AI_SuspendPlayer(%d, %d) from thr %d", player, timeout, ThreadObject::CurrentId());
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   341
	AIFiber *thr = AIFiber::stCurrentFiber();
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   342
	assert(thr != NULL);
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   343
	thr->Suspend(timeout);
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   344
}
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   345
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   346
/**
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   347
 * Run the fiber of an AI player. Return when it is suspended again.
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   348
 * @param player the player to run this tick for
9441
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   349
 */
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   350
void AI_RunTick(PlayerID player)
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{
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   352
	DEBUG(ai, 6, "AI_RunTick(%d) from thr %d", player, ThreadObject::CurrentId());
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   353
	AIFiber *thr = AIFiber::stFind(player);
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   354
	if (thr == NULL) {
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   355
		DEBUG(ai, 0, "AI_RunTick() called for dead AI player #%d", player);
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   356
		return;
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   357
	}
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diff changeset
   358
	thr->RunTick();
9441
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   359
}
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   360
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   361
/**
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   362
 * Run an AI player for the first time.
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diff changeset
   363
 * @param player     the (AI) player to start
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diff changeset
   364
 * @param controller the actual AI
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diff changeset
   365
 */
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   366
void AI_StartPlayer(PlayerID player, AIController *controller)
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   367
{
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diff changeset
   368
	DEBUG(ai, 6, "AI_StartPlayer(%d) from thr %d", player, ThreadObject::CurrentId());
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diff changeset
   369
	AIFiber *thr = AIFiber::stFind(player);
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   370
	assert(thr == NULL);
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diff changeset
   371
	thr = new AIFiber(player, controller);
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   372
	thr->Start();
9441
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   373
}
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diff changeset
   374
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diff changeset
   375
/**
9444
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diff changeset
   376
 * Stops the given player
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diff changeset
   377
 * @param player the (AI) player to stop
9441
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   378
 */
9444
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diff changeset
   379
void AI_StopPlayer(PlayerID player)
9441
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diff changeset
   380
{
10412
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truebrain
parents: 10355
diff changeset
   381
	DEBUG(ai, 6, "AI_StopPlayer(%d) from thr %d", player, ThreadObject::CurrentId());
9859
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truebrain
parents: 9856
diff changeset
   382
	AIFiber *thr = AIFiber::stFind(player);
9514
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diff changeset
   383
	if (thr == NULL) return;
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KUDr
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diff changeset
   384
	thr->Stop();
9859
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truebrain
parents: 9856
diff changeset
   385
	AIFiber::stRelease(player);
9441
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diff changeset
   386
}
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parents:
diff changeset
   387
03da911c8d5f (svn r9255) [NoAI] -Add: each AI now runs in a seperate thread. The main thread is suspended if any AI thread is running, only one AI thread runs at the time.
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diff changeset
   388
/**
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diff changeset
   389
 * Callback for when a network command was executed.
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parents:
diff changeset
   390
 *  As commands are always ordered, we don't have to worry about right command.
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diff changeset
   391
 */
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diff changeset
   392
void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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diff changeset
   393
{
9514
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diff changeset
   394
	DEBUG(ai, 6, "CcAI(%d) from thr %d", _current_player, ThreadObject::CurrentId());
9859
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truebrain
parents: 9856
diff changeset
   395
	AIFiber *thr = AIFiber::stFind(_current_player);
9514
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KUDr
parents: 9496
diff changeset
   396
	assert(thr != NULL);
9760
265fdd2130c3 (svn r12248) [NoAI] -Codechange: last_command_res was in AIThread, while it should be in AIObject, like all other variables like it
truebrain
parents: 9724
diff changeset
   397
	/* Store if we were a success or not */
265fdd2130c3 (svn r12248) [NoAI] -Codechange: last_command_res was in AIThread, while it should be in AIObject, like all other variables like it
truebrain
parents: 9724
diff changeset
   398
	AIObject::SetLastCommandRes(success);
9496
05ebee9884b3 (svn r9368) [NoAI] -Fix: store _new_vehicle_id directly after successful handling the command in a per-AI-player-safe piece of memory, so we can restore the value when ever we want later in the process
truelight
parents: 9450
diff changeset
   399
9859
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truebrain
parents: 9856
diff changeset
   400
	/* Resume the fiber now */
9514
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KUDr
parents: 9496
diff changeset
   401
	thr->Resume();
9441
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truelight
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diff changeset
   402
}
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truelight
parents:
diff changeset
   403