|
3 | 3 | /** |
4 | 4 | * Configuration for constructing a BWClient |
5 | 5 | */ |
6 | | -public class BWClientConfiguration { |
| 6 | +public final class BWClientConfiguration { |
| 7 | + public final static BWClientConfiguration DEFAULT = new BWClientConfiguration(); |
| 8 | + |
| 9 | + private boolean debugConnection = false; |
| 10 | + private boolean autoContinue = false; |
| 11 | + private boolean unlimitedFrameZero = true; |
| 12 | + private int maxFrameDurationMs = 40; |
| 13 | + private boolean async = false; |
| 14 | + private int asyncFrameBufferCapacity = 10; |
| 15 | + private boolean asyncUnsafe = false; |
| 16 | + private boolean logVerbosely = false; |
7 | 17 |
|
8 | 18 | /** |
9 | | - * Set to `true` for more explicit error messages (which might spam the terminal). |
| 19 | + * Use the Builder to build a valid BWClientConfiguration object. |
10 | 20 | */ |
11 | | - public BWClientConfiguration withDebugConnection(boolean value) { |
12 | | - throwIfLocked(); |
13 | | - debugConnection = value; |
14 | | - return this; |
| 21 | + private BWClientConfiguration() {} |
| 22 | + public static class Builder { |
| 23 | + final BWClientConfiguration bwClientConfiguration = new BWClientConfiguration(); |
| 24 | + |
| 25 | + /** |
| 26 | + * Set to `true` for more explicit error messages (which might spam the terminal). |
| 27 | + */ |
| 28 | + public Builder withDebugConnection(boolean value) { |
| 29 | + bwClientConfiguration.debugConnection = value; |
| 30 | + return this; |
| 31 | + } |
| 32 | + |
| 33 | + /** |
| 34 | + * When true, restarts the client loop when a game ends, allowing the client to play multiple games without restarting. |
| 35 | + */ |
| 36 | + public Builder withAutoContinue(boolean value) { |
| 37 | + bwClientConfiguration.autoContinue = value; |
| 38 | + return this; |
| 39 | + } |
| 40 | + |
| 41 | + /** |
| 42 | + * Most bot tournaments allow bots to take an indefinite amount of time on frame #0 (the first frame of the game) to analyze the map and load data, |
| 43 | + * as the bot has no prior access to BWAPI or game information. |
| 44 | + * |
| 45 | + * This flag indicates that taking arbitrarily long on frame zero is acceptable. |
| 46 | + * Performance metrics omit the frame as an outlier. |
| 47 | + * Asynchronous operation will block until the bot's event handlers are complete. |
| 48 | + */ |
| 49 | + public Builder withUnlimitedFrameZero(boolean value) { |
| 50 | + bwClientConfiguration.unlimitedFrameZero = value; |
| 51 | + return this; |
| 52 | + } |
| 53 | + |
| 54 | + /** |
| 55 | + * The maximum amount of time the bot is supposed to spend on a single frame. |
| 56 | + * In asynchronous mode, JBWAPI will attempt to let the bot use up to this much time to process all frames before returning control to BWAPI. |
| 57 | + * In synchronous mode, JBWAPI is not empowered to prevent the bot to exceed this amount, but will record overruns in performance metrics. |
| 58 | + * Real-time human play typically uses the "fastest" game speed, which has 42.86ms (42,860ns) between frames. |
| 59 | + */ |
| 60 | + public Builder withMaxFrameDurationMs(int value) { |
| 61 | + if (value < 0) { |
| 62 | + throw new IllegalArgumentException("maxFrameDurationMs needs to be a non-negative number (it's how long JBWAPI waits for a bot response before returning control to BWAPI)."); |
| 63 | + } |
| 64 | + bwClientConfiguration.maxFrameDurationMs = value; |
| 65 | + return this; |
| 66 | + } |
| 67 | + |
| 68 | + /** |
| 69 | + * Runs the bot in asynchronous mode. Asynchronous mode helps attempt to ensure that the bot adheres to real-time performance constraints. |
| 70 | + * |
| 71 | + * Humans playing StarCraft (and some tournaments) expect bots to return commands within a certain period of time; ~42ms for humans ("fastest" game speed), |
| 72 | + * and some tournaments enforce frame-wise time limits (at time of writing, 55ms for COG and AIIDE; 85ms for SSCAIT). |
| 73 | + * |
| 74 | + * Asynchronous mode invokes bot event handlers in a separate thread, and if all event handlers haven't returned by a specified period of time, |
| 75 | + * returns control to StarCraft, allowing the game to proceed while the bot continues to step in the background. This increases the likelihood of meeting |
| 76 | + * real-time performance requirements, while not fully guaranteeing it (subject to the whims of the JVM thread scheduler), at a cost of the bot possibly |
| 77 | + * issuing commands later than intended, and a marginally larger memory footprint. |
| 78 | + * |
| 79 | + * Asynchronous mode is not compatible with latency compensation. Enabling asynchronous mode automatically disables latency compensation. |
| 80 | + */ |
| 81 | + public Builder withAsync(boolean value) { |
| 82 | + bwClientConfiguration.async = value; |
| 83 | + return this; |
| 84 | + } |
| 85 | + |
| 86 | + /** |
| 87 | + * The maximum number of frames to buffer while waiting on a bot. |
| 88 | + * Each frame buffered adds about 33 megabytes to JBWAPI's memory footprint. |
| 89 | + */ |
| 90 | + public Builder withAsyncFrameBufferCapacity(int size) { |
| 91 | + if (size < 1) { |
| 92 | + throw new IllegalArgumentException("asyncFrameBufferCapacity needs to be a positive number (There needs to be at least one frame buffer)."); |
| 93 | + } |
| 94 | + bwClientConfiguration.asyncFrameBufferCapacity = size; |
| 95 | + return this; |
| 96 | + } |
| 97 | + |
| 98 | + /** |
| 99 | + * Enables thread-unsafe async mode. |
| 100 | + * In this mode, the bot is allowed to read directly from shared memory until shared memory has been copied into the frame buffer, |
| 101 | + * at which point the bot switches to using the frame buffer. |
| 102 | + * This should enhance performance by allowing the bot to act while the frame is copied, but poses unidentified risk due to |
| 103 | + * the non-thread-safe switch from shared memory reads to frame buffer reads. |
| 104 | + */ |
| 105 | + public Builder withAsyncUnsafe(boolean value) { |
| 106 | + bwClientConfiguration.asyncUnsafe = value; |
| 107 | + return this; |
| 108 | + } |
| 109 | + |
| 110 | + /** |
| 111 | + * Toggles verbose logging, particularly of synchronization steps. |
| 112 | + */ |
| 113 | + public Builder withLogVerbosely(boolean value) { |
| 114 | + bwClientConfiguration.logVerbosely = value; |
| 115 | + return this; |
| 116 | + } |
| 117 | + |
| 118 | + public BWClientConfiguration build() { |
| 119 | + if (bwClientConfiguration.asyncUnsafe && ! bwClientConfiguration.async) { |
| 120 | + throw new IllegalArgumentException("asyncUnsafe mode needs async mode."); |
| 121 | + } |
| 122 | + return bwClientConfiguration; |
| 123 | + } |
15 | 124 | } |
| 125 | + |
16 | 126 | public boolean getDebugConnection() { |
17 | 127 | return debugConnection; |
18 | 128 | } |
19 | | - private boolean debugConnection; |
20 | 129 |
|
21 | | - /** |
22 | | - * When true, restarts the client loop when a game ends, allowing the client to play multiple games without restarting. |
23 | | - */ |
24 | | - public BWClientConfiguration withAutoContinue(boolean value) { |
25 | | - throwIfLocked(); |
26 | | - autoContinue = value; |
27 | | - return this; |
28 | | - } |
29 | 130 | public boolean getAutoContinue() { |
30 | 131 | return autoContinue; |
31 | 132 | } |
32 | | - private boolean autoContinue = false; |
33 | 133 |
|
34 | | - /** |
35 | | - * Most bot tournaments allow bots to take an indefinite amount of time on frame #0 (the first frame of the game) to analyze the map and load data, |
36 | | - * as the bot has no prior access to BWAPI or game information. |
37 | | - * |
38 | | - * This flag indicates that taking arbitrarily long on frame zero is acceptable. |
39 | | - * Performance metrics omit the frame as an outlier. |
40 | | - * Asynchronous operation will block until the bot's event handlers are complete. |
41 | | - */ |
42 | | - public BWClientConfiguration withUnlimitedFrameZero(boolean value) { |
43 | | - throwIfLocked(); |
44 | | - unlimitedFrameZero = value; |
45 | | - return this; |
46 | | - } |
47 | 134 | public boolean getUnlimitedFrameZero() { |
48 | 135 | return unlimitedFrameZero; |
49 | 136 | } |
50 | | - private boolean unlimitedFrameZero = true; |
51 | 137 |
|
52 | | - /** |
53 | | - * The maximum amount of time the bot is supposed to spend on a single frame. |
54 | | - * In asynchronous mode, JBWAPI will attempt to let the bot use up to this much time to process all frames before returning control to BWAPI. |
55 | | - * In synchronous mode, JBWAPI is not empowered to prevent the bot to exceed this amount, but will record overruns in performance metrics. |
56 | | - * Real-time human play typically uses the "fastest" game speed, which has 42.86ms (42,860ns) between frames. |
57 | | - */ |
58 | | - public BWClientConfiguration withMaxFrameDurationMs(int value) { |
59 | | - throwIfLocked(); |
60 | | - maxFrameDurationMs = value; |
61 | | - return this; |
62 | | - } |
63 | 138 | public int getMaxFrameDurationMs() { |
64 | 139 | return maxFrameDurationMs; |
65 | 140 | } |
66 | | - private int maxFrameDurationMs = 40; |
67 | 141 |
|
68 | | - /** |
69 | | - * Runs the bot in asynchronous mode. Asynchronous mode helps attempt to ensure that the bot adheres to real-time performance constraints. |
70 | | - * |
71 | | - * Humans playing StarCraft (and some tournaments) expect bots to return commands within a certain period of time; ~42ms for humans ("fastesT" game speed), |
72 | | - * and some tournaments enforce frame-wise time limits (at time of writing, 55ms for COG and AIIDE; 85ms for SSCAIT). |
73 | | - * |
74 | | - * Asynchronous mode invokes bot event handlers in a separate thread, and if all event handlers haven't returned by a specified period of time, sends an |
75 | | - * returns control to StarCraft, allowing the game to proceed while the bot continues to step in the background. This increases the likelihood of meeting |
76 | | - * real-time performance requirements, while not fully guaranteeing it (subject to the whims of the JVM thread scheduler), at a cost of the bot possibly |
77 | | - * issuing commands later than intended, and a marginally larger memory footprint. |
78 | | - * |
79 | | - * Asynchronous mode is not compatible with latency compensation. Enabling asynchronous mode automatically disables latency compensation. |
80 | | - */ |
81 | | - public BWClientConfiguration withAsync(boolean value) { |
82 | | - throwIfLocked(); |
83 | | - async = value; |
84 | | - return this; |
85 | | - } |
86 | 142 | public boolean getAsync() { |
87 | 143 | return async; |
88 | 144 | } |
89 | | - private boolean async = false; |
90 | 145 |
|
91 | | - /** |
92 | | - * The maximum number of frames to buffer while waiting on a bot. |
93 | | - * Each frame buffered adds about 33 megabytes to JBWAPI's memory footprint. |
94 | | - */ |
95 | | - public BWClientConfiguration withAsyncFrameBufferCapacity(int size) { |
96 | | - throwIfLocked(); |
97 | | - asyncFrameBufferCapacity = size; |
98 | | - return this; |
99 | | - } |
100 | 146 | public int getAsyncFrameBufferCapacity() { |
101 | 147 | return asyncFrameBufferCapacity; |
102 | 148 | } |
103 | | - private int asyncFrameBufferCapacity = 10; |
104 | 149 |
|
105 | | - /** |
106 | | - * Enables thread-unsafe async mode. |
107 | | - * In this mode, the bot is allowed to read directly from shared memory until shared memory has been copied into the frame buffer, |
108 | | - * at wihch point the bot switches to using the frame buffer. |
109 | | - * This should enhance performance by allowing the bot to act while the frame is copied, but poses unidentified risk due to |
110 | | - * the non-thread-safe switc from shared memory reads to frame buffer reads. |
111 | | - */ |
112 | | - public BWClientConfiguration withAsyncUnsafe(boolean value) { |
113 | | - throwIfLocked(); |
114 | | - asyncUnsafe = value; |
115 | | - return this; |
116 | | - } |
117 | 150 | public boolean getAsyncUnsafe() { |
118 | 151 | return asyncUnsafe; |
119 | 152 | } |
120 | | - private boolean asyncUnsafe = false; |
121 | 153 |
|
122 | | - /** |
123 | | - * Toggles verbose logging, particularly of synchronization steps. |
124 | | - */ |
125 | | - public BWClientConfiguration withLogVerbosely(boolean value) { |
126 | | - throwIfLocked(); |
127 | | - logVerbosely = value; |
128 | | - return this; |
129 | | - } |
130 | 154 | public boolean getLogVerbosely() { |
131 | 155 | return logVerbosely; |
132 | 156 | } |
133 | | - private boolean logVerbosely = false; |
134 | | - |
135 | | - /** |
136 | | - * Checks that the configuration is in a valid state. Throws an IllegalArgumentException if it isn't. |
137 | | - */ |
138 | | - void validateAndLock() { |
139 | | - if (asyncUnsafe && ! async) { |
140 | | - throw new IllegalArgumentException("asyncUnsafe mode needs async mode."); |
141 | | - } |
142 | | - if (async && maxFrameDurationMs < 0) { |
143 | | - throw new IllegalArgumentException("maxFrameDurationMs needs to be a non-negative number (it's how long JBWAPI waits for a bot response before returning control to BWAPI)."); |
144 | | - } |
145 | | - if (async && asyncFrameBufferCapacity < 1) { |
146 | | - throw new IllegalArgumentException("asyncFrameBufferCapacity needs to be a positive number (There needs to be at least one frame buffer)."); |
147 | | - } |
148 | | - locked = true; |
149 | | - } |
150 | | - private boolean locked = false; |
151 | | - |
152 | | - void throwIfLocked() { |
153 | | - if (locked) { |
154 | | - throw new RuntimeException("Configuration can not be modified after the game has started"); |
155 | | - } |
156 | | - } |
157 | 157 |
|
158 | 158 | void log(String value) { |
159 | 159 | if (logVerbosely) { |
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