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source: code/branches/presentation2/src/libraries/core/Game.cc @ 6156

Last change on this file since 6156 was 6150, checked in by scheusso, 15 years ago

merged menu branch to presentation2 branch with some additional fixes and features ;)

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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
40#include "util/Clock.h"
41#include "util/Debug.h"
42#include "util/Exception.h"
43#include "util/ScopeGuard.h"
44#include "util/Sleep.h"
45#include "util/SubString.h"
46#include "CommandLineParser.h"
47#include "ConsoleCommand.h"
48#include "Core.h"
49#include "CoreIncludes.h"
50#include "ConfigValueIncludes.h"
51#include "GameMode.h"
52#include "GameState.h"
53#include "GUIManager.h"
54
55namespace orxonox
56{
57    static void stop_game()
58        { Game::getInstance().stop(); }
59    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
60    static void key_esc()
61        { Game::getInstance().keyESC(); }
62    SetConsoleCommandShortcutExternAlias(key_esc, "keyESC");
63    static void printFPS()
64        { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; }
65    SetConsoleCommandShortcutExternAlias(printFPS, "printFPS");
66    static void printTickTime()
67        { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; }
68    SetConsoleCommandShortcutExternAlias(printTickTime, "printTickTime");
69
70    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
71    Game* Game::singletonPtr_s = 0;
72
73    //! Represents one node of the game state tree.
74    struct GameStateTreeNode
75    {
76        std::string name_;
77        weak_ptr<GameStateTreeNode> parent_;
78        std::vector<shared_ptr<GameStateTreeNode> > children_;
79    };
80
81    Game::Game(const std::string& cmdLine)
82        // Destroy factories before the Core!
83        : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear)
84    {
85        this->bAbort_ = false;
86        bChangingState_ = false;
87
88#ifdef ORXONOX_PLATFORM_WINDOWS
89        minimumSleepTime_ = 1000/*us*/;
90#else
91        minimumSleepTime_ = 0/*us*/;
92#endif
93
94        // Create an empty root state
95        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
96
97        // Set up a basic clock to keep time
98        this->gameClock_.reset(new Clock());
99
100        // Create the Core
101        this->core_.reset(new Core(cmdLine));
102
103        // Do this after the Core creation!
104        ClassIdentifier<Game>::getIdentifier("Game")->initialiseObject(this, "Game", true);
105        // Remove us from the object lists again to avoid problems when destroying the Game
106        this->unregisterObject();
107        this->setConfigValues();
108
109        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
110        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
111            it != gameStateDeclarations_s.end(); ++it)
112        {
113            if (!it->second.bGraphicsMode)
114                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
115        }
116
117        // The empty root state is ALWAYS loaded!
118        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
119        this->rootStateNode_->name_ = "emptyRootGameState";
120        this->loadedTopStateNode_ = this->rootStateNode_;
121        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
122    }
123
124    /**
125    @brief
126        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
127    */
128    Game::~Game()
129    {
130    }
131
132    void Game::setConfigValues()
133    {
134        SetConfigValue(statisticsRefreshCycle_, 250000)
135            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
136        SetConfigValue(statisticsAvgLength_, 1000000)
137            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
138        SetConfigValue(fpsLimit_, 50)
139            .description("Sets the desired framerate (0 for no limit).");
140    }
141
142    /**
143    @brief
144        Main loop of the orxonox game.
145    @note
146        We use the Ogre::Timer to measure time since it uses the most precise
147        method an any platform (however the windows timer lacks time when under
148        heavy kernel load!).
149    */
150    void Game::run()
151    {
152        if (this->requestedStateNodes_.empty())
153            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
154
155        // reset statistics
156        this->statisticsStartTime_ = 0;
157        this->statisticsTickTimes_.clear();
158        this->periodTickTime_ = 0;
159        this->periodTime_ = 0;
160        this->avgFPS_ = 0.0f;
161        this->avgTickTime_ = 0.0f;
162        this->excessSleepTime_ = 0;
163
164        // START GAME
165        // first delta time should be about 0 seconds
166        this->gameClock_->capture();
167        // A first item is required for the fps limiter
168        StatisticsTickInfo tickInfo = {0, 0};
169        statisticsTickTimes_.push_back(tickInfo);
170        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
171        {
172            // Generate the dt
173            this->gameClock_->capture();
174
175            // Statistics init
176            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
177            statisticsTickTimes_.push_back(tickInfo);
178            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
179
180            // Update the GameState stack if required
181            this->updateGameStateStack();
182
183            // Core preUpdate (doesn't throw)
184            try
185                { this->core_->preUpdate(*this->gameClock_); }
186            catch (...)
187            {
188                COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl;
189                COUT(0) << "This should really never happen! Closing the program." << std::endl;
190                this->stop();
191                break;
192            }
193
194            // Update the GameStates bottom up in the stack
195            this->updateGameStates();
196
197            // Core postUpdate (doesn't throw)
198            try
199                { this->core_->postUpdate(*this->gameClock_); }
200            catch (...)
201            {
202                COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl;
203                COUT(0) << "This should really never happen! Closing the program." << std::endl;
204                this->stop();
205                break;
206            }
207
208            // Evaluate statistics
209            this->updateStatistics();
210
211            // Limit framerate
212            this->updateFPSLimiter();
213        }
214
215        // UNLOAD all remaining states
216        while (this->loadedStates_.size() > 1)
217            this->unloadState(this->loadedStates_.back()->getName());
218        this->loadedTopStateNode_ = this->rootStateNode_;
219        this->requestedStateNodes_.clear();
220    }
221
222    void Game::updateGameStateStack()
223    {
224        while (this->requestedStateNodes_.size() > 0)
225        {
226            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
227            assert(this->loadedTopStateNode_);
228            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
229                this->unloadState(loadedTopStateNode_->name_);
230            else // has to be child
231            {
232                try
233                {
234                    this->loadState(requestedStateNode->name_);
235                }
236                catch (...)
237                {
238                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl;
239                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
240                    if (this->requestedStateNodes_.size() > 1)
241                        COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
242                    this->requestedStateNodes_.clear();
243                    break;
244                }
245            }
246            this->loadedTopStateNode_ = requestedStateNode;
247            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
248        }
249    }
250
251    void Game::updateGameStates()
252    {
253        // Note: The first element is the empty root state, which doesn't need ticking
254        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
255            it != this->loadedStates_.end(); ++it)
256        {
257            try
258            {
259                // Add tick time for most of the states
260                uint64_t timeBeforeTick = 0;
261                if ((*it)->getInfo().bIgnoreTickTime)
262                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
263                (*it)->update(*this->gameClock_);
264                if ((*it)->getInfo().bIgnoreTickTime)
265                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
266            }
267            catch (...)
268            {
269                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl;
270                COUT(1) << "This should really never happen!" << std::endl;
271                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
272                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
273                while (current->name_ != (*it)->getName() && current)
274                    current = current->parent_.lock();
275                if (current && current->parent_.lock())
276                    this->requestState(current->parent_.lock()->name_);
277                else
278                    this->stop();
279                break;
280            }
281        }
282    }
283
284    void Game::updateStatistics()
285    {
286        // Add the tick time of this frame (rendering time has already been subtracted)
287        uint64_t currentTime = gameClock_->getMicroseconds();
288        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
289        this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime;
290        this->periodTickTime_ += currentRealTime - currentTime;
291        if (this->periodTime_ > this->statisticsRefreshCycle_)
292        {
293            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
294            assert(it != this->statisticsTickTimes_.end());
295            int64_t lastTime = currentTime - this->statisticsAvgLength_;
296            if (static_cast<int64_t>(it->tickTime) < lastTime)
297            {
298                do
299                {
300                    assert(this->periodTickTime_ >= it->tickLength);
301                    this->periodTickTime_ -= it->tickLength;
302                    ++it;
303                    assert(it != this->statisticsTickTimes_.end());
304                } while (static_cast<int64_t>(it->tickTime) < lastTime);
305                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
306            }
307
308            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
309            this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
310            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
311
312            this->periodTime_ -= this->statisticsRefreshCycle_;
313        }
314    }
315
316    void Game::updateFPSLimiter()
317    {
318        // Why fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high
319        uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (fpsLimit_ - 1));
320        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
321        while (currentRealTime < nextTime - minimumSleepTime_)
322        {
323            usleep(nextTime - currentRealTime);
324            currentRealTime = gameClock_->getRealMicroseconds();
325        }
326        // Integrate excess to avoid steady state error
327        excessSleepTime_ = currentRealTime - nextTime;
328        // Anti windup
329        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
330            excessSleepTime_ = 50000;
331    }
332
333    void Game::keyESC()
334    {
335        if( this->getState("mainMenu") && this->getState("mainMenu")->getActivity().active==true )
336            this->stop();
337        else
338            GUIManager::getInstance().keyESC();
339    }
340
341    void Game::stop()
342    {
343        this->bAbort_ = true;
344    }
345
346    void Game::subtractTickTime(int32_t length)
347    {
348        assert(!this->statisticsTickTimes_.empty());
349        this->statisticsTickTimes_.back().tickLength -= length;
350        this->periodTickTime_ -= length;
351    }
352
353
354    /***** GameState related *****/
355
356    void Game::requestState(const std::string& name)
357    {
358        if (!this->checkState(name))
359        {
360            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
361            return;
362        }
363
364        if (this->bChangingState_)
365        {
366            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
367            return;
368        }
369
370        shared_ptr<GameStateTreeNode> lastRequestedNode;
371        if (this->requestedStateNodes_.empty())
372            lastRequestedNode = this->loadedTopStateNode_;
373        else
374            lastRequestedNode = this->requestedStateNodes_.back();
375        if (name == lastRequestedNode->name_)
376        {
377            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
378            return;
379        }
380
381        // Check children first
382        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
383        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
384        {
385            if (lastRequestedNode->children_[i]->name_ == name)
386            {
387                requestedNodes.push_back(lastRequestedNode->children_[i]);
388                break;
389            }
390        }
391
392        if (requestedNodes.empty())
393        {
394            // Check parent and all its grand parents
395            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
396            while (currentNode != NULL)
397            {
398                if (currentNode->name_ == name)
399                    break;
400                currentNode = currentNode->parent_.lock();
401                requestedNodes.push_back(currentNode);
402            }
403            if (currentNode == NULL)
404                requestedNodes.clear();
405        }
406
407        if (requestedNodes.empty())
408            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
409        else
410            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
411    }
412
413    void Game::requestStates(const std::string& names)
414    {
415        SubString tokens(names, ",;", " ");
416        for (unsigned int i = 0; i < tokens.size(); ++i)
417            this->requestState(tokens[i]);
418    }
419
420    void Game::popState()
421    {
422        shared_ptr<GameStateTreeNode> lastRequestedNode;
423        if (this->requestedStateNodes_.empty())
424            lastRequestedNode = this->loadedTopStateNode_;
425        else
426            lastRequestedNode = this->requestedStateNodes_.back();
427        if (lastRequestedNode != this->rootStateNode_)
428            this->requestState(lastRequestedNode->parent_.lock()->name_);
429        else
430            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
431    }
432
433    shared_ptr<GameState> Game::getState(const std::string& name)
434    {
435        GameStateMap::const_iterator it = constructedStates_.find(name);
436        if (it != constructedStates_.end())
437            return it->second;
438        else
439        {
440            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
441            if (it != gameStateDeclarations_s.end())
442                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
443            else
444                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
445            return shared_ptr<GameState>();
446        }
447    }
448
449    void Game::setStateHierarchy(const std::string& str)
450    {
451        // Split string into pieces of the form whitespacesText
452        std::vector<std::pair<std::string, int> > stateStrings;
453        size_t pos = 0;
454        size_t startPos = 0;
455        while (pos < str.size())
456        {
457            int indentation = 0;
458            while(pos < str.size() && str[pos] == ' ')
459                ++indentation, ++pos;
460            startPos = pos;
461            while(pos < str.size() && str[pos] != ' ')
462                ++pos;
463            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
464        }
465        if (stateStrings.empty())
466            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
467        // Add element with large identation to detect the last with just an iterator
468        stateStrings.push_back(std::make_pair("", -1));
469
470        // Parse elements recursively
471        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
472        parseStates(begin, this->rootStateNode_);
473    }
474
475    /*** Internal ***/
476
477    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
478    {
479        SubString tokens(it->first, ",");
480        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
481
482        for (unsigned int i = 0; i < tokens.size(); ++i)
483        {
484            it = startIt; // Reset iterator to the beginning of the sub tree
485            if (!this->checkState(tokens[i]))
486                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
487            if (tokens[i] == this->rootStateNode_->name_)
488                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
489            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
490            node->name_ = tokens[i];
491            node->parent_ = currentNode;
492            currentNode->children_.push_back(node);
493
494            int currentLevel = it->second;
495            ++it;
496            while (it->second != -1)
497            {
498                if (it->second <= currentLevel)
499                    break;
500                else if (it->second == currentLevel + 1)
501                    parseStates(it, node);
502                else
503                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
504            }
505        }
506    }
507
508    void Game::loadGraphics()
509    {
510        if (!GameMode::showsGraphics())
511        {
512            core_->loadGraphics();
513            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
514
515            // Construct all the GameStates that require graphics
516            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
517                it != gameStateDeclarations_s.end(); ++it)
518            {
519                if (it->second.bGraphicsMode)
520                {
521                    // Game state loading failure is serious --> don't catch
522                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
523                    if (!constructedStates_.insert(std::make_pair(
524                        it->second.stateName, gameState)).second)
525                        assert(false); // GameState was already created!
526                }
527            }
528            graphicsUnloader.Dismiss();
529        }
530    }
531
532    void Game::unloadGraphics()
533    {
534        if (GameMode::showsGraphics())
535        {
536            // Destroy all the GameStates that require graphics
537            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
538            {
539                if (it->second->getInfo().bGraphicsMode)
540                    constructedStates_.erase(it++);
541                else
542                    ++it;
543            }
544
545            core_->unloadGraphics();
546        }
547    }
548
549    bool Game::checkState(const std::string& name) const
550    {
551        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
552        if (it == gameStateDeclarations_s.end())
553            return false;
554        else
555            return true;
556    }
557
558    void Game::loadState(const std::string& name)
559    {
560        this->bChangingState_ = true;
561        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
562
563        // If state requires graphics, load it
564        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
565        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
566            this->loadGraphics();
567        else
568            graphicsUnloader.Dismiss();
569
570        shared_ptr<GameState> state = this->getState(name);
571        state->activateInternal();
572        if (!this->loadedStates_.empty())
573            this->loadedStates_.back()->activity_.topState = false;
574        this->loadedStates_.push_back(state);
575        state->activity_.topState = true;
576
577        graphicsUnloader.Dismiss();
578    }
579
580    void Game::unloadState(const std::string& name)
581    {
582        this->bChangingState_ = true;
583        try
584        {
585            shared_ptr<GameState> state = this->getState(name);
586            state->activity_.topState = false;
587            this->loadedStates_.pop_back();
588            if (!this->loadedStates_.empty())
589                this->loadedStates_.back()->activity_.topState = true;
590            state->deactivateInternal();
591        }
592        catch (...)
593        {
594            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl;
595            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
596        }
597        // Check if graphics is still required
598        if (!bAbort_)
599        {
600            bool graphicsRequired = false;
601            for (unsigned i = 0; i < loadedStates_.size(); ++i)
602                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
603            if (!graphicsRequired)
604                this->unloadGraphics();
605        }
606        this->bChangingState_ = false;
607    }
608
609    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
610    {
611        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
612        return factories;
613    }
614
615    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
616    {
617        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
618        assert(it != getFactories().end());
619        return it->second->fabricateInternal(info);
620    }
621}
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