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source: code/branches/masterserver2/src/libraries/core/Game.cc @ 8748

Last change on this file since 8748 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • Property svn:eol-style set to native
File size: 23.1 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#include <loki/ScopeGuard.h>
40
41#include "util/Clock.h"
42#include "util/Debug.h"
43#include "util/Exception.h"
44#include "util/Sleep.h"
45#include "util/SubString.h"
46#include "CommandLineParser.h"
47#include "Core.h"
48#include "CoreIncludes.h"
49#include "ConfigValueIncludes.h"
50#include "GameMode.h"
51#include "GameState.h"
52#include "GUIManager.h"
53#include "command/ConsoleCommand.h"
54
55namespace orxonox
56{
57    static void stop_game()
58        { Game::getInstance().stop(); }
59    SetConsoleCommand("exit", &stop_game);
60    static void printFPS()
61        { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; }
62    SetConsoleCommand("printFPS", &printFPS);
63    static void printTickTime()
64        { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; }
65    SetConsoleCommand("printTickTime", &printTickTime);
66
67    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
68    Game* Game::singletonPtr_s = 0;
69
70    //! Represents one node of the game state tree.
71    struct GameStateTreeNode
72    {
73        std::string name_;
74        weak_ptr<GameStateTreeNode> parent_;
75        std::vector<shared_ptr<GameStateTreeNode> > children_;
76    };
77
78    Game::Game(const std::string& cmdLine)
79        // Destroy factories before the Core!
80        : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear)
81    {
82        this->bAbort_ = false;
83        bChangingState_ = false;
84
85#ifdef ORXONOX_PLATFORM_WINDOWS
86        minimumSleepTime_ = 1000/*us*/;
87#else
88        minimumSleepTime_ = 0/*us*/;
89#endif
90
91        // reset statistics
92        this->statisticsStartTime_ = 0;
93        this->statisticsTickTimes_.clear();
94        this->periodTickTime_ = 0;
95        this->periodTime_ = 0;
96        this->avgFPS_ = 0.0f;
97        this->avgTickTime_ = 0.0f;
98        this->excessSleepTime_ = 0;
99
100        // Create an empty root state
101        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
102
103        // Set up a basic clock to keep time
104        this->gameClock_.reset(new Clock());
105
106        // Create the Core
107        this->core_.reset(new Core(cmdLine));
108
109        // Do this after the Core creation!
110        ClassIdentifier<Game>::getIdentifier("Game")->initialiseObject(this, "Game", true);
111        this->setConfigValues();
112
113        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
114        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
115            it != gameStateDeclarations_s.end(); ++it)
116        {
117            if (!it->second.bGraphicsMode)
118                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
119        }
120
121        // The empty root state is ALWAYS loaded!
122        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
123        this->rootStateNode_->name_ = "emptyRootGameState";
124        this->loadedTopStateNode_ = this->rootStateNode_;
125        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
126    }
127
128    /**
129    @brief
130        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
131    */
132    Game::~Game()
133    {
134        // Remove us from the object lists again to avoid problems when destroying them
135        this->unregisterObject();
136    }
137
138    void Game::setConfigValues()
139    {
140        SetConfigValue(statisticsRefreshCycle_, 250000)
141            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
142        SetConfigValue(statisticsAvgLength_, 1000000)
143            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
144        SetConfigValue(fpsLimit_, 50)
145            .description("Sets the desired frame rate (0 for no limit).");
146    }
147
148    /**
149    @brief
150        Main loop of the orxonox game.
151    @note
152        We use the Ogre::Timer to measure time since it uses the most precise
153        method an any platform (however the windows timer lacks time when under
154        heavy kernel load!).
155    */
156    void Game::run()
157    {
158        if (this->requestedStateNodes_.empty())
159            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
160
161        // START GAME
162        // first delta time should be about 0 seconds
163        this->gameClock_->capture();
164        // A first item is required for the fps limiter
165        StatisticsTickInfo tickInfo = {0, 0};
166        statisticsTickTimes_.push_back(tickInfo);
167        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
168        {
169            // Generate the dt
170            this->gameClock_->capture();
171
172            // Statistics init
173            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
174            statisticsTickTimes_.push_back(tickInfo);
175            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
176
177            // Update the GameState stack if required
178            this->updateGameStateStack();
179
180            // Core preUpdate
181            try
182                { this->core_->preUpdate(*this->gameClock_); }
183            catch (...)
184            {
185                COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl;
186                COUT(0) << "This should really never happen! Closing the program." << std::endl;
187                this->stop();
188                break;
189            }
190
191            // Update the GameStates bottom up in the stack
192            this->updateGameStates();
193
194            // Core postUpdate
195            try
196                { this->core_->postUpdate(*this->gameClock_); }
197            catch (...)
198            {
199                COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl;
200                COUT(0) << "This should really never happen! Closing the program." << std::endl;
201                this->stop();
202                break;
203            }
204
205            // Evaluate statistics
206            this->updateStatistics();
207
208            // Limit frame rate
209            this->updateFPSLimiter();
210        }
211
212        // UNLOAD all remaining states
213        while (this->loadedStates_.size() > 1)
214            this->unloadState(this->loadedStates_.back()->getName());
215        this->loadedTopStateNode_ = this->rootStateNode_;
216        this->requestedStateNodes_.clear();
217    }
218
219    void Game::updateGameStateStack()
220    {
221        while (this->requestedStateNodes_.size() > 0)
222        {
223            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
224            assert(this->loadedTopStateNode_);
225            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
226                this->unloadState(loadedTopStateNode_->name_);
227            else // has to be child
228            {
229                try
230                {
231                    this->loadState(requestedStateNode->name_);
232                }
233                catch (...)
234                {
235                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl;
236                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
237                    if (this->requestedStateNodes_.size() > 1)
238                        COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
239                    this->requestedStateNodes_.clear();
240                    break;
241                }
242            }
243            this->loadedTopStateNode_ = requestedStateNode;
244            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
245        }
246    }
247
248    void Game::updateGameStates()
249    {
250        // Note: The first element is the empty root state, which doesn't need ticking
251        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
252            it != this->loadedStates_.end(); ++it)
253        {
254            try
255            {
256                // Add tick time for most of the states
257                uint64_t timeBeforeTick = 0;
258                if ((*it)->getInfo().bIgnoreTickTime)
259                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
260                (*it)->update(*this->gameClock_);
261                if ((*it)->getInfo().bIgnoreTickTime)
262                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
263            }
264            catch (...)
265            {
266                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl;
267                COUT(1) << "This should really never happen!" << std::endl;
268                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
269                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
270                while (current->name_ != (*it)->getName() && current)
271                    current = current->parent_.lock();
272                if (current && current->parent_.lock())
273                    this->requestState(current->parent_.lock()->name_);
274                else
275                    this->stop();
276                break;
277            }
278        }
279    }
280
281    void Game::updateStatistics()
282    {
283        // Add the tick time of this frame (rendering time has already been subtracted)
284        uint64_t currentTime = gameClock_->getMicroseconds();
285        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
286        this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime);
287        this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime);
288        if (this->periodTime_ > this->statisticsRefreshCycle_)
289        {
290            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
291            assert(it != this->statisticsTickTimes_.end());
292            int64_t lastTime = currentTime - this->statisticsAvgLength_;
293            if (static_cast<int64_t>(it->tickTime) < lastTime)
294            {
295                do
296                {
297                    assert(this->periodTickTime_ >= it->tickLength);
298                    this->periodTickTime_ -= it->tickLength;
299                    ++it;
300                    assert(it != this->statisticsTickTimes_.end());
301                } while (static_cast<int64_t>(it->tickTime) < lastTime);
302                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
303            }
304
305            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
306            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
307            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
308            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
309
310            this->periodTime_ -= this->statisticsRefreshCycle_;
311        }
312    }
313
314    void Game::updateFPSLimiter()
315    {
316        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_);
317        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
318        while (currentRealTime < nextTime - minimumSleepTime_)
319        {
320            usleep((unsigned long)(nextTime - currentRealTime));
321            currentRealTime = gameClock_->getRealMicroseconds();
322        }
323        // Integrate excess to avoid steady state error
324        excessSleepTime_ = (int)(currentRealTime - nextTime);
325        // Anti windup
326        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
327            excessSleepTime_ = 50000;
328    }
329
330    void Game::stop()
331    {
332        this->bAbort_ = true;
333    }
334
335    void Game::subtractTickTime(int32_t length)
336    {
337        assert(!this->statisticsTickTimes_.empty());
338        this->statisticsTickTimes_.back().tickLength -= length;
339        this->periodTickTime_ -= length;
340    }
341
342
343    /***** GameState related *****/
344
345    void Game::requestState(const std::string& name)
346    {
347        if (!this->checkState(name))
348        {
349            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
350            return;
351        }
352
353        if (this->bChangingState_)
354        {
355            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
356            return;
357        }
358
359        shared_ptr<GameStateTreeNode> lastRequestedNode;
360        if (this->requestedStateNodes_.empty())
361            lastRequestedNode = this->loadedTopStateNode_;
362        else
363            lastRequestedNode = this->requestedStateNodes_.back();
364        if (name == lastRequestedNode->name_)
365        {
366            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
367            return;
368        }
369
370        // Check children first
371        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
372        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
373        {
374            if (lastRequestedNode->children_[i]->name_ == name)
375            {
376                requestedNodes.push_back(lastRequestedNode->children_[i]);
377                break;
378            }
379        }
380
381        if (requestedNodes.empty())
382        {
383            // Check parent and all its grand parents
384            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
385            while (currentNode != NULL)
386            {
387                if (currentNode->name_ == name)
388                    break;
389                currentNode = currentNode->parent_.lock();
390                requestedNodes.push_back(currentNode);
391            }
392            if (currentNode == NULL)
393                requestedNodes.clear();
394        }
395
396        if (requestedNodes.empty())
397            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
398        else
399            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
400    }
401
402    void Game::requestStates(const std::string& names)
403    {
404        SubString tokens(names, ",;", " ");
405        for (unsigned int i = 0; i < tokens.size(); ++i)
406            this->requestState(tokens[i]);
407    }
408
409    void Game::popState()
410    {
411        shared_ptr<GameStateTreeNode> lastRequestedNode;
412        if (this->requestedStateNodes_.empty())
413            lastRequestedNode = this->loadedTopStateNode_;
414        else
415            lastRequestedNode = this->requestedStateNodes_.back();
416        if (lastRequestedNode != this->rootStateNode_)
417            this->requestState(lastRequestedNode->parent_.lock()->name_);
418        else
419            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
420    }
421
422    shared_ptr<GameState> Game::getState(const std::string& name)
423    {
424        GameStateMap::const_iterator it = constructedStates_.find(name);
425        if (it != constructedStates_.end())
426            return it->second;
427        else
428        {
429            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
430            if (it != gameStateDeclarations_s.end())
431                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
432            else
433                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
434            return shared_ptr<GameState>();
435        }
436    }
437
438    void Game::setStateHierarchy(const std::string& str)
439    {
440        // Split string into pieces of the form whitespacesText
441        std::vector<std::pair<std::string, int> > stateStrings;
442        size_t pos = 0;
443        size_t startPos = 0;
444        while (pos < str.size())
445        {
446            int indentation = 0;
447            while (pos < str.size() && str[pos] == ' ')
448                ++indentation, ++pos;
449            startPos = pos;
450            while (pos < str.size() && str[pos] != ' ')
451                ++pos;
452            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
453        }
454        if (stateStrings.empty())
455            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
456        // Add element with large identation to detect the last with just an iterator
457        stateStrings.push_back(std::make_pair("", -1));
458
459        // Parse elements recursively
460        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
461        parseStates(begin, this->rootStateNode_);
462    }
463
464    /*** Internal ***/
465
466    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
467    {
468        SubString tokens(it->first, ",");
469        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
470
471        for (unsigned int i = 0; i < tokens.size(); ++i)
472        {
473            it = startIt; // Reset iterator to the beginning of the sub tree
474            if (!this->checkState(tokens[i]))
475                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
476            if (tokens[i] == this->rootStateNode_->name_)
477                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
478            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
479            node->name_ = tokens[i];
480            node->parent_ = currentNode;
481            currentNode->children_.push_back(node);
482
483            int currentLevel = it->second;
484            ++it;
485            while (it->second != -1)
486            {
487                if (it->second <= currentLevel)
488                    break;
489                else if (it->second == currentLevel + 1)
490                    parseStates(it, node);
491                else
492                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
493            }
494        }
495    }
496
497    void Game::loadGraphics()
498    {
499        if (!GameMode::showsGraphics())
500        {
501            core_->loadGraphics();
502            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
503
504            // Construct all the GameStates that require graphics
505            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
506                it != gameStateDeclarations_s.end(); ++it)
507            {
508                if (it->second.bGraphicsMode)
509                {
510                    // Game state loading failure is serious --> don't catch
511                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
512                    if (!constructedStates_.insert(std::make_pair(
513                        it->second.stateName, gameState)).second)
514                        assert(false); // GameState was already created!
515                }
516            }
517            graphicsUnloader.Dismiss();
518        }
519    }
520
521    void Game::unloadGraphics()
522    {
523        if (GameMode::showsGraphics())
524        {
525            // Destroy all the GameStates that require graphics
526            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
527            {
528                if (it->second->getInfo().bGraphicsMode)
529                    constructedStates_.erase(it++);
530                else
531                    ++it;
532            }
533
534            core_->unloadGraphics();
535        }
536    }
537
538    bool Game::checkState(const std::string& name) const
539    {
540        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
541        if (it == gameStateDeclarations_s.end())
542            return false;
543        else
544            return true;
545    }
546
547    void Game::loadState(const std::string& name)
548    {
549        this->bChangingState_ = true;
550        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
551
552        // If state requires graphics, load it
553        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
554        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
555            this->loadGraphics();
556        else
557            graphicsUnloader.Dismiss();
558
559        shared_ptr<GameState> state = this->getState(name);
560        state->activateInternal();
561        if (!this->loadedStates_.empty())
562            this->loadedStates_.back()->activity_.topState = false;
563        this->loadedStates_.push_back(state);
564        state->activity_.topState = true;
565
566        graphicsUnloader.Dismiss();
567    }
568
569    void Game::unloadState(const std::string& name)
570    {
571        this->bChangingState_ = true;
572        try
573        {
574            shared_ptr<GameState> state = this->getState(name);
575            state->activity_.topState = false;
576            this->loadedStates_.pop_back();
577            if (!this->loadedStates_.empty())
578                this->loadedStates_.back()->activity_.topState = true;
579            state->deactivateInternal();
580        }
581        catch (...)
582        {
583            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl;
584            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
585        }
586        // Check if graphics is still required
587        if (!bAbort_)
588        {
589            bool graphicsRequired = false;
590            for (unsigned i = 0; i < loadedStates_.size(); ++i)
591                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
592            if (!graphicsRequired)
593                this->unloadGraphics();
594        }
595        this->bChangingState_ = false;
596    }
597
598    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
599    {
600        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
601        return factories;
602    }
603
604    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
605    {
606        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
607        assert(it != getFactories().end());
608        return it->second->fabricateInternal(info);
609    }
610}
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