Developer guide
Getting started
You will first need:
- Stable Rust, at least 1.47. https://www.rust-lang.org/tools/install.
- On Windows, you may need Visual Studio 2019.
- On Linux,
sudo apt-get install xorg-dev libxcb-shape0-dev libxcb-xfixes0-dev
or the equivalent for your distro
One-time setup:
-
Download the repository:
git clone https://github.com/dabreegster/abstreet.git
-
Grab the minimal amount of data to get started:
cargo run --bin updater
-
Run the game:
RUST_BACKTRACE=1 cargo run --bin game --release
. On Windows, set environment variables like this:set RUST_BACKTRACE=1 && cargo run --bin game --release
Development tips
- Generated API documentation
- Compile faster by just doing
cargo run
. The executable will have debug stack traces and run more slowly. You can docargo run --release
to build in optimized release mode; compilation will be slower, but the executable much faster. - Some in-game features are turned off by default or don't have a normal menu to
access them. The list:
- To toggle developer mode: press Control+S in game, or
cargo run -- --dev
- To warp to an object by numeric ID: press Control+j
- To enter debug mode with all sorts of goodies: press Control+D
- To toggle developer mode: press Control+S in game, or
- You can start the game in different modes using flags:
cargo run --bin game -- --dev data/system/seattle/maps/downtown.bin
starts on a particular mapcargo run --bin game -- data/system/seattle/scenarios/downtown/weekday.bin
starts with a scenario (which is tied to a certain map)cargo run --bin game -- --challenge=trafficsig/tut2
starts on a particular challenge. See the list of aliases by passing in a bad value here.cargo run --bin game -- data/player/saves/montlake/no_edits_unnamed/00h00m20.3s.bin
restores an exact simulation state. Savestates are found in debug mode (Control+D) -- they're probably confusing for the normal player experience, so they're hidden for now.cargo run --bin game -- --tutorial=12
starts somewhere in the tutorial- Adding
--edits='name of edits'
starts with edits applied to the map.
Downloading more cities
As data formats change over time, things in the data/
directory not under
version control will get out of date. At any time, you can run
cargo run --bin updater
from the main repository directory to update only the
files that have changed.
You can also opt into downloading updates for more cities by editing
data/player/data.json
. In the main UI, there's a button to download more
cities that will help you manage this config file.
Building map data
You can skip this section if you're just touching code in game
, widgetry
,
and sim
.
To run all pieces of the importer, you'll need some extra dependencies:
osmconvert
: See https://wiki.openstreetmap.org/wiki/Osmconvert#Download or https://github.com/interline-io/homebrew-planetutils#installation for Maclibgdal-dev
: See https://gdal.org if your OS package manager doesn't have this. If you keep hitting linking errors, then just remove--features scenarios
fromimport.sh
. You won't be able to build the Seattle scenarios.- Standard Unix utilities:
curl
,unzip
,gunzip
The first stage of the importer, --raw
, will download input files from OSM,
King County GIS, and so on. If the mirrors are slow or the files vanish, you
could fill out data/config
and use the updater
described above to grab the
latest input.
Building contraction hierarchies for pathfinding occurs in the --map stage. It can take a few minutes for larger maps. To view occasional progress updates, you can run the importer with
RUST_LOG="fast_paths=debug/contracted node [0-9]+0000 "
You can rerun specific stages of the importer:
- If you're modifying the initial OSM data -> RawMap conversion in
convert_osm
, you need./import.sh --raw --map
. - If you're modifying
map_model
but not the OSM -> RawMap conversion, then you just need./import.sh --map
. - If you're modifying the demand model for Seattle, you can add
--scenario
to regenerate. - By default, all maps are regenerated. You can also specify a single map:
./import.sh --map downtown
. - By default, Seattle is assumed as the city. You have to specify otherwise:
./import.sh --city=los_angeles --map downtown_la
.
You can also make the importer import a new city.
Understanding stuff
The docs listed at https://github.com/dabreegster/abstreet#documentation explain things like map importing and how the traffic simulation works.
Code organization
If you're going to dig into the code, it helps to know what all the crates are.
The most interesting crates are map_model
, sim
, and game
.
Constructing the map:
convert_osm
: extract useful data from OpenStreetMap and other data sources, emit intermediate map formatkml
: extract shapes from KML and CSV shapefilesmap_model
: the final representation of the map, also conversion from the intermediate map format into the final formatmap_editor
: GUI for modifying geometry of maps and creating maps from scratch. pretty abandoned as of June 2020importer
: tool to run the entire import pipelineupdater
: tool to download/upload large files used in the import pipeline
Traffic simulation:
sim
: all of the agent-based simulation logicheadless
: tool to run a simulation without any visualization
Graphics:
game
: the GUI and main gameplaymap_gui
: common code to interact withmap_model
mapswidgetry
: a GUI and 2D OpenGL rendering library, using glium + winit + glutin
Common utilities:
abstutil
: a grab-bag of IO helpers, timing and logging utilities, etcgeom
: types for GPS and map-space points, lines, angles, polylines, polygons, circles, durations, speeds
Other:
collisions
: an experimental data format for real-world collision datatraffic_seitan
: a bug-finding tool that randomly generates live map editstests
: integration testssanta
: 15-minute Santa, an arcade game about delivering and zoningparking_mapper
: a standalone tool to help map street parking in OSMosm_viewer
: a standalone tool to render OSM in detailfifteen_min
: a standalone tool to explore 15-minute neighborhoodspopdat
: use census data to produce traffic simulation input
Code conventions
All code is automatically formatted using
https://github.com/rust-lang/rustfmt; please run cargo +nightly fmt
before
sending a PR. (You have to install the nightly toolchain just for fmt)
cargo fmt can't yet organize imports, but we follow a convention to minimize conflict with what some IDEs do. Follow existing code to group imports: std, external crates, other crates in the project, the current crate, then finally any module declarations.
The error handling is unfortunately inconsistent. The goal is to gracefully degrade instead of crashing the game. If a crash does happen, make sure the logs will have enough context to reproduce and debug. For example, giving up when some geometry problem happens isn't ideal, but at least make sure to print the road / agent IDs or whatever will help find the problem. It's fine to crash during map importing, since the player won't deal with this, and loudly stopping problems is useful. It's also fine to crash when initially constructing all of the renderable map objects, because this crash will consistently happen at startup-time and be noticed by somebody developing before a player gets to it.
See the testing strategy page.
Logging
Prefer using info!
, warn!
, error!
, etc from the log
crate rather than
println
. Or if a Timer
is available and you want to collect all notes
together, timer.note
. There are still many places calling println!
, but
we're trying to clean these up.
Adjust the log level without recompiling via the RUST_LOG
env variable.
RUST_LOG=debug cargo run --bin game
This can be done on a per lib basis:
RUST_LOG=my_lib=debug cargo run --bin game
Or a module-by-module basis:
RUST_LOG=my_lib::module=debug cargo run --bin game
You can mix and match:
# error logging by default, except the foo:bar module at debug level
# and the entire baz crate at info level
RUST_LOG=error,foo::bar=debug,baz=info cargo run --bin game
For some special cases, you might want to use regex matching by specifying a pattern with the "/":
# only log once every 10k
RUST_LOG="fast_paths=debug/contracted node [0-9]+0000 " mike import_la
See the env_logger documentation for more usage examples.
Profiling
Use https://github.com/flamegraph-rs/flamegraph, just running it on the binaries you build normally.