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replaced references to SectorMap with shared_ptr to avoid data races in AI code
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@ -363,7 +363,7 @@ int3 whereToExplore(HeroPtr h)
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int radius = h->getSightRadious();
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int3 hpos = h->visitablePos();
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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//look for nearby objs -> visit them if they're close enouh
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const int DIST_LIMIT = 3;
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@ -378,7 +378,7 @@ int3 whereToExplore(HeroPtr h)
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CGPath p;
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ai->myCb->getPathsInfo(h.get())->getPath(p, op);
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if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
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if (ai->isGoodForVisit(obj, h, sm))
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if (ai->isGoodForVisit(obj, h, *sm))
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nearbyVisitableObjs.push_back(obj);
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}
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}
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@ -484,7 +484,7 @@ float FuzzyHelper::evaluate (Goals::ClearWayTo & g)
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if (!g.hero.h)
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throw cannotFulfillGoalException("ClearWayTo called without hero!");
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int3 t = ai->getCachedSectorMap(g.hero).firstTileToGet(g.hero, g.tile);
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int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
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if (t.valid())
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{
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@ -484,9 +484,9 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
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//if our hero is trapped, make sure we request clearing the way from OUR perspective
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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int3 tileToHit = sm.firstTileToGet(h, tile);
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int3 tileToHit = sm->firstTileToGet(h, tile);
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if (!tileToHit.valid())
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continue;
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@ -634,11 +634,11 @@ TGoalVec Explore::getAllPossibleSubgoals()
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for (auto h : heroes)
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{
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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for (auto obj : objs) //double loop, performance risk?
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{
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auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
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auto t = sm->firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
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if (ai->isTileNotReserved(h, t))
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ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
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}
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@ -964,7 +964,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
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for (auto h : cb->getHeroesInfo())
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{
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
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for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
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@ -975,7 +975,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
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for (auto obj : ourObjs)
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{
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int3 dest = obj->visitablePos();
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auto t = sm.firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
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auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
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if (t.valid()) //we know any path at all
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{
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if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
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@ -1094,11 +1094,11 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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}
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for(auto h : cb->getHeroesInfo())
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{
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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for (auto obj : objs)
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{ //find safe dwelling
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auto pos = obj->visitablePos();
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if (ai->isGoodForVisit(obj, h, sm))
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if (ai->isGoodForVisit(obj, h, *sm))
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ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
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}
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}
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@ -845,9 +845,9 @@ void VCAI::makeTurnInternal()
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bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
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{
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int3 dst = obj->visitablePos();
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
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int3 pos = sm.firstTileToGet(h, dst);
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int3 pos = sm->firstTileToGet(h, dst);
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if (!pos.valid()) //rare case when we are already standing on one of potential objects
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return false;
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return moveHeroToTile(pos, h);
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@ -1383,10 +1383,10 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
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{
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validateVisitableObjs();
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std::vector<const CGObjectInstance *> possibleDestinations;
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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for(const CGObjectInstance *obj : visitableObjs)
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{
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if (isGoodForVisit(obj, h, sm))
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if (isGoodForVisit(obj, h, *sm))
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{
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possibleDestinations.push_back(obj);
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}
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@ -1441,12 +1441,12 @@ void VCAI::wander(HeroPtr h)
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validateVisitableObjs();
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std::vector <ObjectIdRef> dests, tmp;
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //also visit our reserved objects - but they are not prioritized to avoid running back and forth
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for (auto obj : tmp)
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{
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int3 pos = sm.firstTileToGet(h, obj->visitablePos());
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int3 pos = sm->firstTileToGet(h, obj->visitablePos());
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if (pos.valid())
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if (isAccessibleForHero (pos, h)) //even nearby objects could be blocked by other heroes :(
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dests.push_back(obj); //can't use lambda for member function :(
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@ -1455,7 +1455,7 @@ void VCAI::wander(HeroPtr h)
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range::copy(getPossibleDestinations(h), std::back_inserter(dests));
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erase_if(dests, [&](ObjectIdRef obj) -> bool
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{
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return !isSafeToVisit(h, sm.firstTileToGet(h, obj->visitablePos()));
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return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
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});
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if(!dests.size())
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@ -2541,7 +2541,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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int3 VCAI::explorationDesperate(HeroPtr h)
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{
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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int radius = h->getSightRadious();
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std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
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@ -2570,7 +2570,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
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continue;
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auto t = sm.firstTileToGet(h, tile);
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auto t = sm->firstTileToGet(h, tile);
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if (t.valid())
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{
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ui64 ourDanger = evaluateDanger(t, h.h);
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@ -2759,14 +2759,14 @@ TResources VCAI::freeResources() const
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return myRes;
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}
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SectorMap& VCAI::getCachedSectorMap(HeroPtr h)
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std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
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{
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auto it = cachedSectorMaps.find(h);
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if (it != cachedSectorMaps.end())
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return it->second;
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else
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{
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cachedSectorMaps.insert(std::make_pair(h, SectorMap(h)));
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cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
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return cachedSectorMaps[h];
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}
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}
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@ -159,7 +159,7 @@ public:
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std::set<const CGObjectInstance *> alreadyVisited;
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std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
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std::map <HeroPtr, SectorMap> cachedSectorMaps; //TODO: serialize? not necessary
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std::map <HeroPtr, std::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
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TResources saving;
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@ -312,7 +312,7 @@ public:
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const CGObjectInstance *getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate);
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bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
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//optimization - use one SM for every hero call
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SectorMap& getCachedSectorMap(HeroPtr h);
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std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
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const CGTownInstance *findTownWithTavern() const;
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bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
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