6.7 KiB
Developer guide
Getting started
You will first need:
- Stable Rust, at least 1.45. 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
- 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/maps/downtown.bin
starts on a particular mapcargo run --bin game -- data/system/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.
- More random notes here
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version control will get out of date.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/config
. Opting into everything looks like this:
runtime: seattle,huge_seattle,krakow,berlin
input: seattle,huge_seattle,krakow,berlin
runtime
downloads new maps and scenarios in data/system/
. input
is used
for building those maps -- see below.
Building map data
You can skip this section if you're just touching code in game
, ezgui
, 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.
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
. - 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 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 gameplayezgui
: 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
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)
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.
I have lots of thoughts about testing that I haven't written anywhere yet. You'll surely note the lack of unit tests. If it bothers you, let's talk about what tests should exist. In the meantime, note lots of validation does happen via importing maps, running the prebaked scenarios, and screenshot diffing.