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source: code/branches/core4/src/core/Game.cc @ 3260

Last change on this file since 3260 was 3247, checked in by rgrieder, 15 years ago

Removed OrxonoxClass inheritance from Game and Core: this allows the Core class to deal with everything core-related, including identifier destruction.
Instead I moved the config-values to CoreConfiguration and GameConfiguration which in turn are member variables (as pointers).
Also handled exceptions better: Game or Core must not fail to initialise, otherwise orxonox will not start. This now gets displayed properly.

  • Property svn:eol-style set to native
File size: 18.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
38#include <boost/weak_ptr.hpp>
39
40#include "util/Debug.h"
41#include "util/Exception.h"
42#include "util/SubString.h"
43#include "Clock.h"
44#include "CommandLine.h"
45#include "ConsoleCommand.h"
46#include "Core.h"
47#include "CoreIncludes.h"
48#include "ConfigValueIncludes.h"
49#include "GameState.h"
50
51namespace orxonox
52{
53    using boost::shared_ptr;
54    using boost::weak_ptr;
55
56    static void stop_game()
57        { Game::getInstance().stop(); }
58    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
59
60    std::map<std::string, Game::GameStateInfo> Game::gameStateDeclarations_s;
61    Game* Game::singletonRef_s = 0;
62
63
64    /**
65    @brief
66        Represents one node of the game state tree.
67    */
68    struct GameStateTreeNode
69    {
70        GameState* state_;
71        weak_ptr<GameStateTreeNode> parent_;
72        std::vector<shared_ptr<GameStateTreeNode> > children_;
73    };
74
75
76    /**
77    @brief
78        Another helper class for the Game singleton: we cannot derive
79        Game from OrxonoxClass because we need to handle the Identifier
80        destruction in the Core destructor.
81    */
82    class GameConfiguration : public OrxonoxClass
83    {
84    public:
85        GameConfiguration()
86        {
87            RegisterRootObject(GameConfiguration);
88            this->setConfigValues();
89        }
90
91        void setConfigValues()
92        {
93            SetConfigValue(statisticsRefreshCycle_, 250000)
94                .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
95            SetConfigValue(statisticsAvgLength_, 1000000)
96                .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
97        }
98
99        unsigned int statisticsRefreshCycle_;
100        unsigned int statisticsAvgLength_;
101    };
102
103
104    /**
105    @brief
106        Non-initialising constructor.
107    */
108    Game::Game(int argc, char** argv)
109    {
110        if (singletonRef_s != 0)
111        {
112            COUT(0) << "Error: The Game singleton cannot be recreated! Shutting down." << std::endl;
113            abort();
114        }
115        singletonRef_s = this;
116
117        this->bAbort_ = false;
118        bChangingState_ = false;
119
120        // Create an empty root state
121        declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
122
123        // reset statistics
124        this->statisticsStartTime_ = 0;
125        this->statisticsTickTimes_.clear();
126        this->periodTickTime_ = 0;
127        this->periodTime_ = 0;
128        this->avgFPS_ = 0.0f;
129        this->avgTickTime_ = 0.0f;
130
131        // Set up a basic clock to keep time
132        this->gameClock_ = new Clock();
133
134        // Create the Core
135        this->core_ = new Core(argc, argv);
136
137        // After the core has been created, we can safely instantiate the GameStates
138        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
139            it != gameStateDeclarations_s.end(); ++it)
140        {
141            // Only create the states appropriate for the game mode
142            //if (GameMode::showsGraphics || !it->second.bGraphicsMode)
143            GameStateConstrParams params = { it->second.stateName, it->second.bIgnoreTickTime };
144            gameStates_[getLowercase(it->second.stateName)] = GameStateFactory::fabricate(it->second.className, params);
145        }
146
147        // The empty root state is ALWAYS loaded!
148        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
149        this->rootStateNode_->state_ = getState("emptyRootGameState");
150        this->activeStateNode_ = this->rootStateNode_;
151        this->activeStates_.push_back(this->rootStateNode_->state_);
152
153        // Do this after the Core creation!
154        this->configuration_ = new GameConfiguration();
155    }
156
157    /**
158    @brief
159    */
160    Game::~Game()
161    {
162        // Destroy the configuration helper class instance
163        delete this->configuration_;
164
165        // Destroy the GameStates (note that the nodes still point to them, but doesn't matter)
166        for (std::map<std::string, GameState*>::const_iterator it = gameStates_.begin();
167            it != gameStates_.end(); ++it)
168            delete it->second;
169
170        // Destroy the Core and with it almost everything
171        delete this->core_;
172        delete this->gameClock_;
173
174        // Take care of the GameStateFactories
175        GameStateFactory::destroyFactories();
176
177        // Don't assign singletonRef_s with NULL! Recreation is not supported
178    }
179
180    /**
181    @brief
182        Main loop of the orxonox game.
183    @note
184        We use the Ogre::Timer to measure time since it uses the most precise
185        method an any platform (however the windows timer lacks time when under
186        heavy kernel load!).
187    */
188    void Game::run()
189    {
190        if (this->requestedStateNodes_.empty())
191            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
192
193        // START GAME
194        this->gameClock_->capture(); // first delta time should be about 0 seconds
195        while (!this->bAbort_ && (!this->activeStates_.empty() || this->requestedStateNodes_.size() > 0))
196        {
197            this->gameClock_->capture();
198            uint64_t currentTime = this->gameClock_->getMicroseconds();
199
200            // STATISTICS
201            StatisticsTickInfo tickInfo = {currentTime, 0};
202            statisticsTickTimes_.push_back(tickInfo);
203            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
204
205            // UPDATE STATE STACK
206            while (this->requestedStateNodes_.size() > 0)
207            {
208                shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
209                assert(this->activeStateNode_);
210                if (!this->activeStateNode_->parent_.expired() && requestedStateNode == this->activeStateNode_->parent_.lock())
211                    this->unloadState(this->activeStateNode_->state_);
212                else // has to be child
213                {
214                    try
215                    {
216                        this->loadState(requestedStateNode->state_);
217                    }
218                    catch (const std::exception& ex)
219                    {
220                        COUT(1) << "Error: Loading GameState '" << requestedStateNode->state_->getName() << "' failed: " << ex.what() << std::endl;
221                        // All scheduled operations have now been rendered inert --> flush them and issue a warning
222                        if (this->requestedStateNodes_.size() > 1)
223                            COUT(1) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
224                        this->requestedStateNodes_.clear();
225                        break;
226                    }
227                }
228                this->activeStateNode_ = requestedStateNode;
229                this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
230            }
231
232            // UPDATE, Core first
233            try
234            {
235                this->core_->update(*this->gameClock_);
236            }
237            catch (...)
238            {
239                COUT(0) << "An exception occured while ticking the Core. This should really never happen!" << std::endl;
240                COUT(0) << "Closing the program." << std::endl;
241                this->stop();
242                break;
243            }
244
245            // UPDATE, GameStates bottom to top in the stack
246            // Note: The first element is the empty root state, which doesn't need ticking
247            for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin() + 1;
248                it != this->activeStates_.end(); ++it)
249            {
250                try
251                {
252                    // Add tick time for most of the states
253                    uint64_t timeBeforeTick;
254                    if (!(*it)->ignoreTickTime())
255                        timeBeforeTick = this->gameClock_->getRealMicroseconds();
256                    (*it)->update(*this->gameClock_);
257                    if (!(*it)->ignoreTickTime())
258                        this->addTickTime(static_cast<uint32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
259                }
260                catch (...)
261                {
262                    COUT(1) << "An exception occured while ticking GameState '" << (*it)->getName() << "'. This should really never happen!" << std::endl;
263                    COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
264                    if ((*it)->getParent() != NULL)
265                        this->requestState((*it)->getParent()->getName());
266                    else
267                        this->stop();
268                    break;
269                }
270
271            }
272
273            // STATISTICS
274            if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_)
275            {
276                std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
277                assert(it != this->statisticsTickTimes_.end());
278                int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_;
279                if ((int64_t)it->tickTime < lastTime)
280                {
281                    do
282                    {
283                        assert(this->periodTickTime_ >= it->tickLength);
284                        this->periodTickTime_ -= it->tickLength;
285                        ++it;
286                        assert(it != this->statisticsTickTimes_.end());
287                    } while ((int64_t)it->tickTime < lastTime);
288                    this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
289                }
290
291                uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
292                this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
293                this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
294
295                this->periodTime_ -= this->configuration_->statisticsRefreshCycle_;
296            }
297        }
298
299        // UNLOAD all remaining states
300        while (this->activeStates_.size() > 1)
301            this->unloadState(this->activeStates_.back());
302        this->activeStateNode_ = this->rootStateNode_;
303        this->requestedStateNodes_.clear();
304    }
305
306    void Game::stop()
307    {
308        this->bAbort_ = true;
309    }
310
311    void Game::addTickTime(uint32_t length)
312    {
313        assert(!this->statisticsTickTimes_.empty());
314        this->statisticsTickTimes_.back().tickLength += length;
315        this->periodTickTime_+=length;
316    }
317
318
319    /***** GameState related *****/
320
321    void Game::requestState(const std::string& name)
322    {
323        GameState* state = this->getState(name);
324        if (state == NULL)
325            return;
326
327        //if (this->bChangingState_)
328        //{
329        //    COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
330        //    return;
331        //}
332
333        shared_ptr<GameStateTreeNode> lastRequestedNode;
334        if (this->requestedStateNodes_.empty())
335            lastRequestedNode = this->activeStateNode_;
336        else
337            lastRequestedNode = this->requestedStateNodes_.back();
338        if (state == lastRequestedNode->state_)
339        {
340            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
341            return;
342        }
343
344        // Check children first
345        shared_ptr<GameStateTreeNode> requestedNode;
346        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
347        {
348            if (lastRequestedNode->children_[i]->state_ == state)
349            {
350                requestedNode = lastRequestedNode->children_[i];
351                break;
352            }
353        }
354
355        // Check parent and all its grand parents
356        shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
357        while (requestedNode == NULL && currentNode != NULL)
358        {
359            if (currentNode->state_ == state)
360                requestedNode = currentNode;
361            currentNode = currentNode->parent_.lock();
362        }
363
364        if (requestedNode == NULL)
365            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
366        else
367            this->requestedStateNodes_.push_back(requestedNode);
368    }
369
370    void Game::requestStates(const std::string& names)
371    {
372        SubString tokens(names, ",;", " ");
373        for (unsigned int i = 0; i < tokens.size(); ++i)
374            this->requestState(tokens[i]);
375    }
376
377    void Game::popState()
378    {
379        shared_ptr<GameStateTreeNode> lastRequestedNode;
380        if (this->requestedStateNodes_.empty())
381            lastRequestedNode = this->activeStateNode_;
382        else
383            lastRequestedNode = this->requestedStateNodes_.back();
384        if (lastRequestedNode != this->rootStateNode_)
385            this->requestState(lastRequestedNode->parent_.lock()->state_->getName());
386        else
387            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
388    }
389
390    GameState* Game::getState(const std::string& name)
391    {
392        std::map<std::string, GameState*>::const_iterator it = gameStates_.find(getLowercase(name));
393        if (it != gameStates_.end())
394            return it->second;
395        else
396        {
397            COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl;
398            return 0;
399        }
400    }
401
402    void Game::setStateHierarchy(const std::string& str)
403    {
404        // Split string into pieces of the form whitespacesText
405        std::vector<std::pair<std::string, unsigned> > stateStrings;
406        size_t pos = 0;
407        size_t startPos = 0;
408        while (pos < str.size())
409        {
410            unsigned indentation = 0;
411            while(pos < str.size() && str[pos] == ' ')
412                ++indentation, ++pos;
413            startPos = pos;
414            while(pos < str.size() && str[pos] != ' ')
415                ++pos;
416            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
417        }
418        unsigned int currentLevel = 0;
419        shared_ptr<GameStateTreeNode> currentNode = this->rootStateNode_;
420        for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it)
421        {
422            std::string newStateName = it->first;
423            unsigned newLevel = it->second + 1; // empty root is 0
424            GameState* newState = this->getState(newStateName);
425            if (!newState)
426                ThrowException(GameState, "GameState with name '" << newStateName << "' not found!");
427            if (newState == this->rootStateNode_->state_)
428                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
429            shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode);
430            newNode->state_ = newState;
431
432            if (newLevel <= currentLevel)
433            {
434                do
435                    currentNode = currentNode->parent_.lock();
436                while (newLevel <= --currentLevel);
437            }
438            if (newLevel == currentLevel + 1)
439            {
440                // Add the child
441                newNode->parent_ = currentNode;
442                currentNode->children_.push_back(newNode);
443                currentNode->state_->addChild(newNode->state_);
444            }
445            else
446                ThrowException(GameState, "Indentation error while parsing the hierarchy.");
447            currentNode = newNode;
448            currentLevel = newLevel;
449        }
450    }
451
452    /*** Internal ***/
453
454    void Game::loadState(GameState* state)
455    {
456        this->bChangingState_ = true;
457        state->activate();
458        if (!this->activeStates_.empty())
459            this->activeStates_.back()->activity_.topState = false;
460        this->activeStates_.push_back(state);
461        state->activity_.topState = true;
462        this->bChangingState_ = false;
463    }
464
465    void Game::unloadState(orxonox::GameState* state)
466    {
467        this->bChangingState_ = true;
468        state->activity_.topState = false;
469        this->activeStates_.pop_back();
470        if (!this->activeStates_.empty())
471            this->activeStates_.back()->activity_.topState = true;
472        try
473        {
474            state->deactivate();
475        }
476        catch (const std::exception& ex)
477        {
478            COUT(2) << "Warning: Unloading GameState '" << state->getName() << "' threw an exception: " << ex.what() << std::endl;
479            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
480        }
481        this->bChangingState_ = false;
482    }
483
484    std::map<std::string, Game::GameStateFactory*> Game::GameStateFactory::factories_s;
485
486    /*static*/ GameState* Game::GameStateFactory::fabricate(const std::string& className, const GameStateConstrParams& params)
487    {
488        std::map<std::string, GameStateFactory*>::const_iterator it = factories_s.find(className);
489        assert(it != factories_s.end());
490        return it->second->fabricate(params);
491    }
492
493    /*static*/ void Game::GameStateFactory::destroyFactories()
494    {
495        for (std::map<std::string, GameStateFactory*>::const_iterator it = factories_s.begin(); it != factories_s.end(); ++it)
496            delete it->second;
497        factories_s.clear();
498    }
499}
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