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source: code/branches/output/src/libraries/core/Game.cc @ 8826

Last change on this file since 8826 was 8806, checked in by landauf, 13 years ago

Replaced COUT with orxout in core. Tried to set levels and contexts in a more or less useful way, but not really optimized.

  • Property svn:eol-style set to native
File size: 23.5 KB
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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/Output.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 "GraphicsManager.h"
53#include "GUIManager.h"
54#include "command/ConsoleCommand.h"
55
56namespace orxonox
57{
58    static void stop_game()
59        { Game::getInstance().stop(); }
60    SetConsoleCommand("exit", &stop_game);
61    static void printFPS()
62        { orxout(message) << Game::getInstance().getAvgFPS() << endl; }
63    SetConsoleCommand("Stats", "printFPS", &printFPS);
64    static void printTickTime()
65        { orxout(message) << Game::getInstance().getAvgTickTime() << endl; }
66    SetConsoleCommand("Stats", "printTickTime", &printTickTime);
67
68    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
69    Game* Game::singletonPtr_s = 0;
70
71    //! Represents one node of the game state tree.
72    struct GameStateTreeNode
73    {
74        std::string name_;
75        weak_ptr<GameStateTreeNode> parent_;
76        std::vector<shared_ptr<GameStateTreeNode> > children_;
77    };
78
79    Game::Game(const std::string& cmdLine)
80        : gameClock_(NULL)
81        , core_(NULL)
82        , bChangingState_(false)
83        , bAbort_(false)
84        , destructionHelper_(this)
85    {
86#ifdef ORXONOX_PLATFORM_WINDOWS
87        minimumSleepTime_ = 1000/*us*/;
88#else
89        minimumSleepTime_ = 0/*us*/;
90#endif
91
92        // reset statistics
93        this->statisticsStartTime_ = 0;
94        this->statisticsTickTimes_.clear();
95        this->periodTickTime_ = 0;
96        this->periodTime_ = 0;
97        this->avgFPS_ = 0.0f;
98        this->avgTickTime_ = 0.0f;
99        this->excessSleepTime_ = 0;
100
101        // Create an empty root state
102        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
103
104        // Set up a basic clock to keep time
105        this->gameClock_ = new Clock();
106
107        // Create the Core
108        this->core_ = new Core(cmdLine);
109
110        // Do this after the Core creation!
111        RegisterRootObject(Game);
112        this->setConfigValues();
113
114        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
115        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
116            it != gameStateDeclarations_s.end(); ++it)
117        {
118            if (!it->second.bGraphicsMode)
119                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
120        }
121
122        // The empty root state is ALWAYS loaded!
123        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
124        this->rootStateNode_->name_ = "emptyRootGameState";
125        this->loadedTopStateNode_ = this->rootStateNode_;
126        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
127    }
128
129    void Game::destroy()
130    {
131        // Remove us from the object lists again to avoid problems when destroying them
132        this->unregisterObject();
133
134        assert(loadedStates_.size() <= 1); // Just empty root GameState
135        // Destroy all GameStates (shared_ptrs take care of actual destruction)
136        constructedStates_.clear();
137
138        GameStateFactory::getFactories().clear();
139        safeObjectDelete(&core_);
140        safeObjectDelete(&gameClock_);
141    }
142
143    void Game::setConfigValues()
144    {
145        SetConfigValue(statisticsRefreshCycle_, 250000)
146            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
147        SetConfigValue(statisticsAvgLength_, 1000000)
148            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
149
150        SetConfigValueExternal(fpsLimit_, "GraphicsSettings", "fpsLimit", 50)
151            .description("Sets the desired frame rate (0 for no limit).");
152    }
153
154    /**
155    @brief
156        Main loop of the orxonox game.
157    @note
158        We use the Ogre::Timer to measure time since it uses the most precise
159        method an any platform (however the windows timer lacks time when under
160        heavy kernel load!).
161    */
162    void Game::run()
163    {
164        if (this->requestedStateNodes_.empty())
165            orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl;
166
167        // START GAME
168        // first delta time should be about 0 seconds
169        this->gameClock_->capture();
170        // A first item is required for the fps limiter
171        StatisticsTickInfo tickInfo = {0, 0};
172        statisticsTickTimes_.push_back(tickInfo);
173        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
174        {
175            // Generate the dt
176            this->gameClock_->capture();
177
178            // Statistics init
179            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
180            statisticsTickTimes_.push_back(tickInfo);
181            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
182
183            // Update the GameState stack if required
184            this->updateGameStateStack();
185
186            // Core preUpdate
187            try
188                { this->core_->preUpdate(*this->gameClock_); }
189            catch (...)
190            {
191                orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl;
192                orxout(user_error) << "This should really never happen! Closing the program." << endl;
193                this->stop();
194                break;
195            }
196
197            // Update the GameStates bottom up in the stack
198            this->updateGameStates();
199
200            // Core postUpdate
201            try
202                { this->core_->postUpdate(*this->gameClock_); }
203            catch (...)
204            {
205                orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl;
206                orxout(user_error) << "This should really never happen! Closing the program." << endl;
207                this->stop();
208                break;
209            }
210
211            // Evaluate statistics
212            this->updateStatistics();
213
214            // Limit frame rate
215            static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart
216            if (this->fpsLimit_ > 0 && !hasVSync)
217                this->updateFPSLimiter();
218        }
219
220        // UNLOAD all remaining states
221        while (this->loadedStates_.size() > 1)
222            this->unloadState(this->loadedStates_.back()->getName());
223        this->loadedTopStateNode_ = this->rootStateNode_;
224        this->requestedStateNodes_.clear();
225    }
226
227    void Game::updateGameStateStack()
228    {
229        while (this->requestedStateNodes_.size() > 0)
230        {
231            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
232            assert(this->loadedTopStateNode_);
233            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
234                this->unloadState(loadedTopStateNode_->name_);
235            else // has to be child
236            {
237                try
238                {
239                    this->loadState(requestedStateNode->name_);
240                }
241                catch (...)
242                {
243                    orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl;
244                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
245                    if (this->requestedStateNodes_.size() > 1)
246                        orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl;
247                    this->requestedStateNodes_.clear();
248                    break;
249                }
250            }
251            this->loadedTopStateNode_ = requestedStateNode;
252            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
253        }
254    }
255
256    void Game::updateGameStates()
257    {
258        // Note: The first element is the empty root state, which doesn't need ticking
259        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
260            it != this->loadedStates_.end(); ++it)
261        {
262            try
263            {
264                // Add tick time for most of the states
265                uint64_t timeBeforeTick = 0;
266                if ((*it)->getInfo().bIgnoreTickTime)
267                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
268                (*it)->update(*this->gameClock_);
269                if ((*it)->getInfo().bIgnoreTickTime)
270                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
271            }
272            catch (...)
273            {
274                orxout(user_error) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << endl;
275                orxout(user_error) << "This should really never happen!" << endl;
276                orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl;
277                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
278                while (current->name_ != (*it)->getName() && current)
279                    current = current->parent_.lock();
280                if (current && current->parent_.lock())
281                    this->requestState(current->parent_.lock()->name_);
282                else
283                    this->stop();
284                break;
285            }
286        }
287    }
288
289    void Game::updateStatistics()
290    {
291        // Add the tick time of this frame (rendering time has already been subtracted)
292        uint64_t currentTime = gameClock_->getMicroseconds();
293        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
294        this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime);
295        this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime);
296        if (this->periodTime_ > this->statisticsRefreshCycle_)
297        {
298            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
299            assert(it != this->statisticsTickTimes_.end());
300            int64_t lastTime = currentTime - this->statisticsAvgLength_;
301            if (static_cast<int64_t>(it->tickTime) < lastTime)
302            {
303                do
304                {
305                    assert(this->periodTickTime_ >= it->tickLength);
306                    this->periodTickTime_ -= it->tickLength;
307                    ++it;
308                    assert(it != this->statisticsTickTimes_.end());
309                } while (static_cast<int64_t>(it->tickTime) < lastTime);
310                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
311            }
312
313            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
314            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
315            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
316            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
317
318            this->periodTime_ -= this->statisticsRefreshCycle_;
319        }
320    }
321
322    void Game::updateFPSLimiter()
323    {
324        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_);
325        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
326        while (currentRealTime < nextTime - minimumSleepTime_)
327        {
328            usleep((unsigned long)(nextTime - currentRealTime));
329            currentRealTime = gameClock_->getRealMicroseconds();
330        }
331        // Integrate excess to avoid steady state error
332        excessSleepTime_ = (int)(currentRealTime - nextTime);
333        // Anti windup
334        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
335            excessSleepTime_ = 50000;
336    }
337
338    void Game::stop()
339    {
340        this->bAbort_ = true;
341    }
342
343    void Game::subtractTickTime(int32_t length)
344    {
345        assert(!this->statisticsTickTimes_.empty());
346        this->statisticsTickTimes_.back().tickLength -= length;
347        this->periodTickTime_ -= length;
348    }
349
350
351    /***** GameState related *****/
352
353    void Game::requestState(const std::string& name)
354    {
355        if (!this->checkState(name))
356        {
357            orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl;
358            return;
359        }
360
361        if (this->bChangingState_)
362        {
363            orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl;
364            return;
365        }
366
367        shared_ptr<GameStateTreeNode> lastRequestedNode;
368        if (this->requestedStateNodes_.empty())
369            lastRequestedNode = this->loadedTopStateNode_;
370        else
371            lastRequestedNode = this->requestedStateNodes_.back();
372        if (name == lastRequestedNode->name_)
373        {
374            orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl;
375            return;
376        }
377
378        // Check children first
379        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
380        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
381        {
382            if (lastRequestedNode->children_[i]->name_ == name)
383            {
384                requestedNodes.push_back(lastRequestedNode->children_[i]);
385                break;
386            }
387        }
388
389        if (requestedNodes.empty())
390        {
391            // Check parent and all its grand parents
392            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
393            while (currentNode != NULL)
394            {
395                if (currentNode->name_ == name)
396                    break;
397                currentNode = currentNode->parent_.lock();
398                requestedNodes.push_back(currentNode);
399            }
400            if (currentNode == NULL)
401                requestedNodes.clear();
402        }
403
404        if (requestedNodes.empty())
405            orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl;
406        else
407            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
408    }
409
410    void Game::requestStates(const std::string& names)
411    {
412        SubString tokens(names, ",;", " ");
413        for (unsigned int i = 0; i < tokens.size(); ++i)
414            this->requestState(tokens[i]);
415    }
416
417    void Game::popState()
418    {
419        shared_ptr<GameStateTreeNode> lastRequestedNode;
420        if (this->requestedStateNodes_.empty())
421            lastRequestedNode = this->loadedTopStateNode_;
422        else
423            lastRequestedNode = this->requestedStateNodes_.back();
424        if (lastRequestedNode != this->rootStateNode_)
425            this->requestState(lastRequestedNode->parent_.lock()->name_);
426        else
427            orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl;
428    }
429
430    shared_ptr<GameState> Game::getState(const std::string& name)
431    {
432        GameStateMap::const_iterator it = constructedStates_.find(name);
433        if (it != constructedStates_.end())
434            return it->second;
435        else
436        {
437            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
438            if (it != gameStateDeclarations_s.end())
439                orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl;
440            else
441                orxout(internal_error) << "Could not find GameState '" << name << "'." << endl;
442            return shared_ptr<GameState>();
443        }
444    }
445
446    void Game::setStateHierarchy(const std::string& str)
447    {
448        // Split string into pieces of the form whitespacesText
449        std::vector<std::pair<std::string, int> > stateStrings;
450        size_t pos = 0;
451        size_t startPos = 0;
452        while (pos < str.size())
453        {
454            int indentation = 0;
455            while (pos < str.size() && str[pos] == ' ')
456                ++indentation, ++pos;
457            startPos = pos;
458            while (pos < str.size() && str[pos] != ' ')
459                ++pos;
460            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
461        }
462        if (stateStrings.empty())
463            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
464        // Add element with large identation to detect the last with just an iterator
465        stateStrings.push_back(std::make_pair(std::string(), -1));
466
467        // Parse elements recursively
468        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
469        parseStates(begin, this->rootStateNode_);
470    }
471
472    /*** Internal ***/
473
474    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
475    {
476        SubString tokens(it->first, ",");
477        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
478
479        for (unsigned int i = 0; i < tokens.size(); ++i)
480        {
481            it = startIt; // Reset iterator to the beginning of the sub tree
482            if (!this->checkState(tokens[i]))
483                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
484            if (tokens[i] == this->rootStateNode_->name_)
485                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
486            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
487            node->name_ = tokens[i];
488            node->parent_ = currentNode;
489            currentNode->children_.push_back(node);
490
491            int currentLevel = it->second;
492            ++it;
493            while (it->second != -1)
494            {
495                if (it->second <= currentLevel)
496                    break;
497                else if (it->second == currentLevel + 1)
498                    parseStates(it, node);
499                else
500                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
501            }
502        }
503    }
504
505    void Game::loadGraphics()
506    {
507        if (!GameMode::showsGraphics())
508        {
509            core_->loadGraphics();
510            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
511
512            // Construct all the GameStates that require graphics
513            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
514                it != gameStateDeclarations_s.end(); ++it)
515            {
516                if (it->second.bGraphicsMode)
517                {
518                    // Game state loading failure is serious --> don't catch
519                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
520                    if (!constructedStates_.insert(std::make_pair(
521                        it->second.stateName, gameState)).second)
522                        assert(false); // GameState was already created!
523                }
524            }
525            graphicsUnloader.Dismiss();
526        }
527    }
528
529    void Game::unloadGraphics()
530    {
531        if (GameMode::showsGraphics())
532        {
533            // Destroy all the GameStates that require graphics
534            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
535            {
536                if (it->second->getInfo().bGraphicsMode)
537                    constructedStates_.erase(it++);
538                else
539                    ++it;
540            }
541
542            core_->unloadGraphics();
543        }
544    }
545
546    bool Game::checkState(const std::string& name) const
547    {
548        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
549        if (it == gameStateDeclarations_s.end())
550            return false;
551        else
552            return true;
553    }
554
555    void Game::loadState(const std::string& name)
556    {
557        this->bChangingState_ = true;
558        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard);
559
560        // If state requires graphics, load it
561        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
562        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
563            this->loadGraphics();
564        else
565            graphicsUnloader.Dismiss();
566
567        shared_ptr<GameState> state = this->getState(name);
568        state->activateInternal();
569        if (!this->loadedStates_.empty())
570            this->loadedStates_.back()->activity_.topState = false;
571        this->loadedStates_.push_back(state);
572        state->activity_.topState = true;
573
574        graphicsUnloader.Dismiss();
575    }
576
577    void Game::unloadState(const std::string& name)
578    {
579        this->bChangingState_ = true;
580        try
581        {
582            shared_ptr<GameState> state = this->getState(name);
583            state->activity_.topState = false;
584            this->loadedStates_.pop_back();
585            if (!this->loadedStates_.empty())
586                this->loadedStates_.back()->activity_.topState = true;
587            state->deactivateInternal();
588        }
589        catch (...)
590        {
591            orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl;
592            orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl;
593        }
594        // Check if graphics is still required
595        if (!bAbort_)
596        {
597            bool graphicsRequired = false;
598            for (unsigned i = 0; i < loadedStates_.size(); ++i)
599                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
600            if (!graphicsRequired)
601                this->unloadGraphics();
602        }
603        this->bChangingState_ = false;
604    }
605
606    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
607    {
608        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
609        return factories;
610    }
611
612    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
613    {
614        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
615        assert(it != getFactories().end());
616        return it->second->fabricateInternal(info);
617    }
618}
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