1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief |
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32 | Implementation of the Game class. |
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33 | */ |
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34 | |
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35 | #include "Game.h" |
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36 | |
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37 | #include <exception> |
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38 | #include <cassert> |
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39 | |
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40 | #include "util/Debug.h" |
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41 | #include "util/Exception.h" |
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42 | #include "util/SubString.h" |
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43 | #include "Clock.h" |
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44 | #include "CommandLine.h" |
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45 | #include "ConsoleCommand.h" |
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46 | #include "Core.h" |
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47 | #include "CoreIncludes.h" |
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48 | #include "ConfigValueIncludes.h" |
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49 | #include "GameState.h" |
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50 | |
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51 | namespace orxonox |
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52 | { |
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53 | static void stop_game() |
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54 | { Game::getInstance().stop(); } |
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55 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); |
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56 | |
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57 | struct _CoreExport GameStateTreeNode |
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58 | { |
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59 | GameState* state_; |
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60 | GameStateTreeNode* parent_; |
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61 | std::vector<GameStateTreeNode*> children_; |
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62 | }; |
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63 | |
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64 | std::map<std::string, GameState*> Game::allStates_s; |
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65 | Game* Game::singletonRef_s = 0; |
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66 | |
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67 | /** |
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68 | @brief |
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69 | Non-initialising constructor. |
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70 | */ |
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71 | Game::Game(int argc, char** argv) |
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72 | { |
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73 | assert(singletonRef_s == 0); |
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74 | singletonRef_s = this; |
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75 | |
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76 | this->rootStateNode_ = 0; |
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77 | this->activeStateNode_ = 0; |
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78 | |
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79 | this->abort_ = false; |
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80 | |
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81 | // reset statistics |
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82 | this->statisticsStartTime_ = 0; |
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83 | this->statisticsTickTimes_.clear(); |
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84 | this->periodTickTime_ = 0; |
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85 | this->periodTime_ = 0; |
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86 | this->avgFPS_ = 0.0f; |
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87 | this->avgTickTime_ = 0.0f; |
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88 | |
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89 | |
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90 | // Set up a basic clock to keep time |
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91 | this->gameClock_ = new Clock(); |
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92 | |
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93 | this->core_ = new orxonox::Core(); |
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94 | this->core_->initialise(argc, argv); |
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95 | |
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96 | RegisterRootObject(Game); |
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97 | this->setConfigValues(); |
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98 | } |
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99 | |
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100 | /** |
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101 | @brief |
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102 | */ |
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103 | Game::~Game() |
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104 | { |
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105 | // Destroy pretty much everyhting left |
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106 | delete this->core_; |
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107 | |
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108 | // Delete all GameStates created by the macros |
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109 | for (std::map<std::string, GameState*>::const_iterator it = allStates_s.begin(); it != allStates_s.end(); ++it) |
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110 | delete it->second; |
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111 | |
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112 | delete this->gameClock_; |
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113 | |
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114 | assert(singletonRef_s); |
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115 | singletonRef_s = 0; |
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116 | } |
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117 | |
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118 | void Game::setConfigValues() |
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119 | { |
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120 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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121 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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122 | SetConfigValue(statisticsAvgLength_, 1000000) |
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123 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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124 | } |
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125 | |
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126 | /** |
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127 | @brief |
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128 | Main loop of the orxonox game. |
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129 | @note |
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130 | We use the Ogre::Timer to measure time since it uses the most precise |
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131 | method an any platform (however the windows timer lacks time when under |
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132 | heavy kernel load!). |
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133 | */ |
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134 | void Game::run() |
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135 | { |
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136 | // Always start with the ROOT state |
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137 | this->requestedStateNodes_.push_back(this->rootStateNode_); |
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138 | this->activeStateNode_ = this->rootStateNode_; |
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139 | this->loadState(this->rootStateNode_->state_); |
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140 | |
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141 | // START GAME |
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142 | this->gameClock_->capture(); // first delta time should be about 0 seconds |
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143 | while (!this->abort_ && !this->activeStates_.empty()) |
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144 | { |
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145 | this->gameClock_->capture(); |
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146 | uint64_t currentTime = this->gameClock_->getMicroseconds(); |
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147 | |
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148 | // STATISTICS |
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149 | statisticsTickInfo tickInfo = {currentTime, 0}; |
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150 | statisticsTickTimes_.push_back(tickInfo); |
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151 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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152 | |
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153 | // UPDATE STATE STACK |
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154 | while (this->requestedStateNodes_.size() > 1) |
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155 | { |
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156 | // Note: this->requestedStateNodes_.front() is the currently active state node |
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157 | std::vector<GameStateTreeNode*>::iterator it = this->requestedStateNodes_.begin() + 1; |
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158 | if (*it == this->activeStateNode_->parent_) |
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159 | this->unloadState(this->activeStateNode_->state_); |
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160 | else // has to be child |
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161 | this->loadState((*it)->state_); |
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162 | this->activeStateNode_ = *it; |
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163 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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164 | } |
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165 | |
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166 | // UPDATE, bottom to top in the stack |
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167 | this->core_->update(*this->gameClock_); |
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168 | for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin(); |
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169 | it != this->activeStates_.end(); ++it) |
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170 | (*it)->update(*this->gameClock_); |
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171 | |
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172 | // STATISTICS |
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173 | if (this->periodTime_ > statisticsRefreshCycle_) |
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174 | { |
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175 | std::list<statisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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176 | assert(it != this->statisticsTickTimes_.end()); |
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177 | int64_t lastTime = currentTime - this->statisticsAvgLength_; |
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178 | if ((int64_t)it->tickTime < lastTime) |
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179 | { |
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180 | do |
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181 | { |
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182 | assert(this->periodTickTime_ > it->tickLength); |
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183 | this->periodTickTime_ -= it->tickLength; |
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184 | ++it; |
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185 | assert(it != this->statisticsTickTimes_.end()); |
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186 | } while ((int64_t)it->tickTime < lastTime); |
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187 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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188 | } |
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189 | |
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190 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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191 | this->avgFPS_ = (float)framesPerPeriod / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0; |
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192 | this->avgTickTime_ = (float)this->periodTickTime_ / framesPerPeriod / 1000.0; |
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193 | |
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194 | this->periodTime_ -= this->statisticsRefreshCycle_; |
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195 | } |
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196 | } |
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197 | |
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198 | // UNLOAD all remaining states |
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199 | while (!this->activeStates_.empty()) |
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200 | this->unloadState(this->activeStates_.back()); |
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201 | this->activeStateNode_ = 0; |
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202 | this->requestedStateNodes_.clear(); |
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203 | } |
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204 | |
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205 | void Game::stop() |
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206 | { |
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207 | this->abort_ = true; |
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208 | } |
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209 | |
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210 | void Game::addTickTime(uint32_t length) |
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211 | { |
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212 | assert(!this->statisticsTickTimes_.empty()); |
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213 | this->statisticsTickTimes_.back().tickLength += length; |
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214 | this->periodTickTime_+=length; |
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215 | } |
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216 | |
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217 | |
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218 | /***** GameState related *****/ |
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219 | |
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220 | void Game::requestState(const std::string& name) |
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221 | { |
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222 | GameState* state = this->getState(name); |
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223 | if (state == NULL || this->activeStateNode_ == NULL) |
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224 | return; |
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225 | |
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226 | GameStateTreeNode* requestedNode = 0; |
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227 | |
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228 | // this->requestedStateNodes_.back() is the currently active state |
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229 | GameStateTreeNode* lastRequestedNode = this->requestedStateNodes_.back(); |
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230 | |
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231 | // Already the active node? |
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232 | if (state == lastRequestedNode->state_) |
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233 | { |
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234 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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235 | return; |
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236 | } |
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237 | |
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238 | // Check children first |
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239 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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240 | { |
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241 | if (lastRequestedNode->children_[i]->state_ == state) |
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242 | { |
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243 | requestedNode = lastRequestedNode->children_[i]; |
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244 | break; |
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245 | } |
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246 | } |
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247 | |
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248 | // Check parent and all its grand parents |
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249 | GameStateTreeNode* currentNode = lastRequestedNode; |
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250 | while (requestedNode == NULL && currentNode != NULL) |
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251 | { |
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252 | if (currentNode->state_ == state) |
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253 | requestedNode = currentNode; |
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254 | currentNode = currentNode->parent_; |
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255 | } |
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256 | |
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257 | if (requestedNode == NULL) |
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258 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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259 | else |
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260 | this->requestedStateNodes_.push_back(requestedNode); |
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261 | } |
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262 | |
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263 | void Game::requestStates(const std::string& names) |
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264 | { |
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265 | SubString tokens(names, ",;", " "); |
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266 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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267 | this->requestState(tokens[i]); |
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268 | } |
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269 | |
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270 | void Game::popState() |
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271 | { |
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272 | if (this->activeStateNode_ != NULL && this->requestedStateNodes_.back()->parent_) |
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273 | this->requestState(this->requestedStateNodes_.back()->parent_->state_->getName()); |
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274 | else |
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275 | COUT(2) << "Warning: Could not pop GameState. Ignoring." << std::endl; |
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276 | } |
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277 | |
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278 | GameState* Game::getState(const std::string& name) |
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279 | { |
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280 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(name)); |
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281 | if (it != allStates_s.end()) |
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282 | return it->second; |
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283 | else |
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284 | { |
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285 | COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl; |
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286 | return 0; |
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287 | } |
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288 | } |
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289 | |
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290 | void Game::setStateHierarchy(const std::string& str) |
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291 | { |
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292 | // Split string into pieces of the form whitespacesText |
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293 | std::vector<std::pair<std::string, unsigned> > stateStrings; |
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294 | size_t pos = 0; |
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295 | size_t startPos = 0; |
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296 | while (pos < str.size()) |
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297 | { |
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298 | unsigned indentation = 0; |
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299 | while(pos < str.size() && str[pos] == ' ') |
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300 | ++indentation, ++pos; |
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301 | startPos = pos; |
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302 | while(pos < str.size() && str[pos] != ' ') |
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303 | ++pos; |
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304 | stateStrings.push_back(std::pair<std::string, unsigned>( |
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305 | str.substr(startPos, pos - startPos), indentation)); |
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306 | } |
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307 | unsigned int currentLevel = 0; |
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308 | GameStateTreeNode* currentNode = 0; |
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309 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) |
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310 | { |
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311 | std::string newStateName = it->first; |
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312 | unsigned newLevel = it->second; |
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313 | GameState* newState = this->getState(newStateName); |
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314 | if (!newState) |
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315 | ThrowException(GameState, std::string("GameState with name '") + newStateName + "' not found!"); |
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316 | if (newLevel == 0) |
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317 | { |
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318 | // root |
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319 | if (this->rootStateNode_ != NULL) |
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320 | ThrowException(GameState, "No two root GameStates are allowed!"); |
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321 | GameStateTreeNode* newNode = new GameStateTreeNode; |
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322 | newNode->state_ = newState; |
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323 | newNode->parent_ = 0; |
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324 | this->rootStateNode_ = newNode; |
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325 | currentNode = this->rootStateNode_; |
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326 | } |
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327 | else if (currentNode) |
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328 | { |
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329 | GameStateTreeNode* newNode = new GameStateTreeNode; |
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330 | newNode->state_ = newState; |
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331 | if (newLevel < currentLevel) |
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332 | { |
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333 | // Get down the hierarchy |
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334 | do |
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335 | currentNode = currentNode->parent_; |
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336 | while (newLevel < --currentLevel); |
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337 | } |
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338 | if (newLevel == currentLevel) |
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339 | { |
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340 | // same level |
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341 | newNode->parent_ = currentNode->parent_; |
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342 | newNode->parent_->children_.push_back(newNode); |
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343 | } |
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344 | else if (newLevel == currentLevel + 1) |
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345 | { |
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346 | // child |
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347 | newNode->parent_ = currentNode; |
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348 | currentNode->children_.push_back(newNode); |
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349 | } |
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350 | else |
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351 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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352 | currentNode = newNode; |
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353 | currentLevel = newLevel; |
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354 | } |
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355 | else |
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356 | { |
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357 | ThrowException(GameState, "No root GameState specified!"); |
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358 | } |
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359 | } |
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360 | } |
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361 | |
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362 | /*** Internal ***/ |
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363 | |
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364 | void Game::loadState(GameState* state) |
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365 | { |
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366 | if (!this->activeStates_.empty()) |
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367 | this->activeStates_.back()->activity_.topState = false; |
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368 | state->activate(); |
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369 | state->activity_.topState = true; |
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370 | this->activeStates_.push_back(state); |
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371 | } |
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372 | |
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373 | void Game::unloadState(orxonox::GameState* state) |
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374 | { |
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375 | state->activity_.topState = false; |
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376 | state->deactivate(); |
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377 | this->activeStates_.pop_back(); |
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378 | if (!this->activeStates_.empty()) |
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379 | this->activeStates_.back()->activity_.topState = true; |
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380 | } |
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381 | |
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382 | /*static*/ bool Game::addGameState(GameState* state) |
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383 | { |
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384 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(state->getName())); |
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385 | if (it == allStates_s.end()) |
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386 | allStates_s[getLowercase(state->getName())] = state; |
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387 | else |
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388 | ThrowException(GameState, "Cannot add two GameStates with the same name to 'Game'."); |
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389 | |
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390 | // just a required dummy return value |
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391 | return true; |
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392 | } |
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393 | } |
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