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source: code/branches/resource/src/core/Game.cc @ 5681

Last change on this file since 5681 was 3366, checked in by rgrieder, 15 years ago

Derived all singletons implemented in a usual manner from orxonox::Singleton<T>.
This resolves inconsistencies with the singletonPtr_s variable in case of exceptions (asserts were being triggered then).
And while at it replaced singletonRef_s with singletonPtr_s for it to be less misleading (as fabian has already pointed out).

  • Property svn:eol-style set to native
File size: 22.3 KB
RevLine 
[2805]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>
[3196]38#include <boost/weak_ptr.hpp>
[2805]39
40#include "util/Debug.h"
41#include "util/Exception.h"
[3363]42#include "util/ScopeGuard.h"
[3304]43#include "util/Sleep.h"
[2850]44#include "util/SubString.h"
[2844]45#include "Clock.h"
46#include "CommandLine.h"
47#include "ConsoleCommand.h"
48#include "Core.h"
49#include "CoreIncludes.h"
50#include "ConfigValueIncludes.h"
[3355]51#include "GameMode.h"
[2844]52#include "GameState.h"
[2805]53
54namespace orxonox
55{
[3196]56    using boost::shared_ptr;
57    using boost::weak_ptr;
58
[2845]59    static void stop_game()
60        { Game::getInstance().stop(); }
61    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
[2805]62
[3355]63    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
[3366]64    Game* Game::singletonPtr_s = 0;
[3280]65
66
67    /**
68    @brief
69        Represents one node of the game state tree.
70    */
71    struct GameStateTreeNode
[2844]72    {
[3356]73        std::string name_;
[3196]74        weak_ptr<GameStateTreeNode> parent_;
75        std::vector<shared_ptr<GameStateTreeNode> > children_;
[2844]76    };
77
[2805]78
79    /**
80    @brief
[3280]81        Another helper class for the Game singleton: we cannot derive
82        Game from OrxonoxClass because we need to handle the Identifier
83        destruction in the Core destructor.
84    */
85    class GameConfiguration : public OrxonoxClass
86    {
87    public:
88        GameConfiguration()
89        {
90            RegisterRootObject(GameConfiguration);
91            this->setConfigValues();
92        }
93
94        void setConfigValues()
95        {
96            SetConfigValue(statisticsRefreshCycle_, 250000)
97                .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
98            SetConfigValue(statisticsAvgLength_, 1000000)
99                .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
[3304]100            SetConfigValue(fpsLimit_, 50)
101                .description("Sets the desired framerate (0 for no limit).");
[3280]102        }
103
104        unsigned int statisticsRefreshCycle_;
105        unsigned int statisticsAvgLength_;
[3304]106        unsigned int fpsLimit_;
[3280]107    };
108
109
110    /**
111    @brief
[2805]112        Non-initialising constructor.
113    */
[3323]114    Game::Game(const std::string& cmdLine)
[2805]115    {
[3280]116        this->bAbort_ = false;
117        bChangingState_ = false;
[2805]118
[3352]119#ifdef ORXONOX_PLATFORM_WINDOWS
120        minimumSleepTime_ = 1000/*us*/;
121#else
122        minimumSleepTime_ = 0/*us*/;
123#endif
124
[3280]125        // Create an empty root state
[3352]126        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
[3280]127
[2846]128        // Set up a basic clock to keep time
[3363]129        this->gameClock_.reset(new Clock());
[2846]130
[3280]131        // Create the Core
[3363]132        this->core_.reset(new Core(cmdLine));
[2817]133
[3356]134        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
[3280]135        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
136            it != gameStateDeclarations_s.end(); ++it)
137        {
[3356]138            if (!it->second.bGraphicsMode)
139                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
[3280]140        }
141
142        // The empty root state is ALWAYS loaded!
143        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
[3356]144        this->rootStateNode_->name_ = "emptyRootGameState";
145        this->loadedTopStateNode_ = this->rootStateNode_;
146        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
[3280]147
148        // Do this after the Core creation!
[3363]149        this->configuration_.reset(new GameConfiguration());
[2805]150    }
151
152    /**
153    @brief
[3363]154        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
[2805]155    */
156    Game::~Game()
157    {
[2817]158    }
159
[2805]160    /**
161    @brief
162        Main loop of the orxonox game.
163    @note
164        We use the Ogre::Timer to measure time since it uses the most precise
165        method an any platform (however the windows timer lacks time when under
166        heavy kernel load!).
167    */
168    void Game::run()
169    {
[3280]170        if (this->requestedStateNodes_.empty())
171            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
[2805]172
[3352]173        // reset statistics
174        this->statisticsStartTime_ = 0;
175        this->statisticsTickTimes_.clear();
176        this->periodTickTime_ = 0;
177        this->periodTime_ = 0;
178        this->avgFPS_ = 0.0f;
179        this->avgTickTime_ = 0.0f;
180        this->excessSleepTime_ = 0;
181
[2845]182        // START GAME
[3304]183        // first delta time should be about 0 seconds
184        this->gameClock_->capture();
185        // A first item is required for the fps limiter
186        StatisticsTickInfo tickInfo = {0, 0};
187        statisticsTickTimes_.push_back(tickInfo);
[3356]188        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
[2805]189        {
[3352]190            // Generate the dt
[2807]191            this->gameClock_->capture();
[2805]192
[3352]193            // Statistics init
194            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
[2817]195            statisticsTickTimes_.push_back(tickInfo);
196            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
197
[3352]198            // Update the GameState stack if required
199            this->updateGameStateStack();
200
201            // Core preUpdate (doesn't throw)
202            if (!this->core_->preUpdate(*this->gameClock_))
[2844]203            {
[3352]204                this->stop();
205                break;
[2844]206            }
[2805]207
[3352]208            // Update the GameStates bottom up in the stack
209            this->updateGameStates();
210
211            // Core postUpdate (doesn't throw)
212            if (!this->core_->postUpdate(*this->gameClock_))
[3280]213            {
214                this->stop();
215                break;
216            }
217
[3352]218            // Evaluate statistics
219            this->updateStatistics();
220
221            // Limit framerate
222            this->updateFPSLimiter();
223        }
224
225        // UNLOAD all remaining states
[3356]226        while (this->loadedStates_.size() > 1)
227            this->unloadState(this->loadedStates_.back()->getName());
228        this->loadedTopStateNode_ = this->rootStateNode_;
[3352]229        this->requestedStateNodes_.clear();
230    }
231
232    void Game::updateGameStateStack()
233    {
234        while (this->requestedStateNodes_.size() > 0)
235        {
236            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
[3356]237            assert(this->loadedTopStateNode_);
238            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
239                this->unloadState(loadedTopStateNode_->name_);
[3352]240            else // has to be child
[3084]241            {
[3280]242                try
243                {
[3356]244                    this->loadState(requestedStateNode->name_);
[3280]245                }
246                catch (const std::exception& ex)
247                {
[3356]248                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << ex.what() << std::endl;
[3352]249                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
250                    if (this->requestedStateNodes_.size() > 1)
251                        COUT(1) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
252                    this->requestedStateNodes_.clear();
[3280]253                    break;
254                }
[3084]255            }
[3356]256            this->loadedTopStateNode_ = requestedStateNode;
[3352]257            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
258        }
259    }
[3084]260
[3352]261    void Game::updateGameStates()
262    {
263        // Note: The first element is the empty root state, which doesn't need ticking
[3363]264        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
[3356]265            it != this->loadedStates_.end(); ++it)
[3352]266        {
267            std::string exceptionMessage;
268            try
[3349]269            {
[3352]270                // Add tick time for most of the states
271                uint64_t timeBeforeTick;
[3355]272                if ((*it)->getInfo().bIgnoreTickTime)
[3352]273                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
274                (*it)->update(*this->gameClock_);
[3355]275                if ((*it)->getInfo().bIgnoreTickTime)
[3352]276                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
277            }
278            catch (const std::exception& ex)
279            { exceptionMessage = ex.what(); }
280            catch (...)
281            { exceptionMessage = "Unknown exception"; }
282            if (!exceptionMessage.empty())
283            {
284                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << exceptionMessage << std::endl;
285                COUT(1) << "This should really never happen!" << std::endl;
286                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
[3356]287                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
288                while (current->name_ != (*it)->getName() && current)
289                    current = current->parent_.lock();
290                if (current && current->parent_.lock())
291                    this->requestState(current->parent_.lock()->name_);
[3352]292                else
293                    this->stop();
[3349]294                break;
295            }
[3352]296        }
297    }
[3349]298
[3352]299    void Game::updateStatistics()
300    {
301        // Add the tick time of this frame (rendering time has already been subtracted)
302        uint64_t currentTime = gameClock_->getMicroseconds();
303        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
304        this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime;
305        this->periodTickTime_ += currentRealTime - currentTime;
306        if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_)
307        {
308            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
309            assert(it != this->statisticsTickTimes_.end());
310            int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_;
311            if (static_cast<int64_t>(it->tickTime) < lastTime)
[2817]312            {
[3352]313                do
[2817]314                {
[3352]315                    assert(this->periodTickTime_ >= it->tickLength);
316                    this->periodTickTime_ -= it->tickLength;
317                    ++it;
318                    assert(it != this->statisticsTickTimes_.end());
319                } while (static_cast<int64_t>(it->tickTime) < lastTime);
320                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
321            }
[2817]322
[3352]323            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
324            this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
325            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
[2817]326
[3352]327            this->periodTime_ -= this->configuration_->statisticsRefreshCycle_;
[2805]328        }
[3352]329    }
[2805]330
[3352]331    void Game::updateFPSLimiter()
332    {
333        // Why configuration_->fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high
334        uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1));
335        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
336        while (currentRealTime < nextTime - minimumSleepTime_)
337        {
338            usleep(nextTime - currentRealTime);
339            currentRealTime = gameClock_->getRealMicroseconds();
340        }
341        // Integrate excess to avoid steady state error
342        excessSleepTime_ = currentRealTime - nextTime;
343        // Anti windup
344        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
345            excessSleepTime_ = 50000;
[2805]346    }
347
348    void Game::stop()
349    {
[3280]350        this->bAbort_ = true;
[2805]351    }
[2817]352
[3349]353    void Game::subtractTickTime(int32_t length)
[2817]354    {
355        assert(!this->statisticsTickTimes_.empty());
[3349]356        this->statisticsTickTimes_.back().tickLength -= length;
357        this->periodTickTime_ -= length;
[2817]358    }
[2844]359
360
361    /***** GameState related *****/
362
363    void Game::requestState(const std::string& name)
364    {
[3356]365        if (!this->checkState(name))
366        {
367            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
[2844]368            return;
[3356]369        }
[2844]370
[3358]371        if (this->bChangingState_)
372        {
373            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
374            return;
375        }
[2844]376
[3280]377        shared_ptr<GameStateTreeNode> lastRequestedNode;
378        if (this->requestedStateNodes_.empty())
[3356]379            lastRequestedNode = this->loadedTopStateNode_;
[3280]380        else
381            lastRequestedNode = this->requestedStateNodes_.back();
[3356]382        if (name == lastRequestedNode->name_)
[2844]383        {
384            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
385            return;
386        }
387
388        // Check children first
[3280]389        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
[2844]390        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
391        {
[3356]392            if (lastRequestedNode->children_[i]->name_ == name)
[2844]393            {
[3280]394                requestedNodes.push_back(lastRequestedNode->children_[i]);
[2844]395                break;
396            }
397        }
398
[3280]399        if (requestedNodes.empty())
[2844]400        {
[3280]401            // Check parent and all its grand parents
402            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
403            while (currentNode != NULL)
404            {
[3356]405                if (currentNode->name_ == name)
[3280]406                    break;
407                currentNode = currentNode->parent_.lock();
408                requestedNodes.push_back(currentNode);
409            }
[2844]410        }
411
[3280]412        if (requestedNodes.empty())
[2844]413            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
414        else
[3280]415            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
[2844]416    }
417
[2850]418    void Game::requestStates(const std::string& names)
419    {
420        SubString tokens(names, ",;", " ");
421        for (unsigned int i = 0; i < tokens.size(); ++i)
422            this->requestState(tokens[i]);
423    }
424
[2844]425    void Game::popState()
426    {
[3280]427        shared_ptr<GameStateTreeNode> lastRequestedNode;
428        if (this->requestedStateNodes_.empty())
[3356]429            lastRequestedNode = this->loadedTopStateNode_;
[2844]430        else
[3280]431            lastRequestedNode = this->requestedStateNodes_.back();
432        if (lastRequestedNode != this->rootStateNode_)
[3356]433            this->requestState(lastRequestedNode->parent_.lock()->name_);
[3280]434        else
435            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
[2844]436    }
437
[3363]438    shared_ptr<GameState> Game::getState(const std::string& name)
[2844]439    {
[3363]440        GameStateMap::const_iterator it = constructedStates_.find(name);
[3356]441        if (it != constructedStates_.end())
[2844]442            return it->second;
443        else
444        {
[3356]445            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
446            if (it != gameStateDeclarations_s.end())
447                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
448            else
449                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
[3363]450            return shared_ptr<GameState>();
[2844]451        }
452    }
453
454    void Game::setStateHierarchy(const std::string& str)
455    {
456        // Split string into pieces of the form whitespacesText
457        std::vector<std::pair<std::string, unsigned> > stateStrings;
458        size_t pos = 0;
459        size_t startPos = 0;
460        while (pos < str.size())
461        {
462            unsigned indentation = 0;
463            while(pos < str.size() && str[pos] == ' ')
464                ++indentation, ++pos;
465            startPos = pos;
466            while(pos < str.size() && str[pos] != ' ')
467                ++pos;
[3280]468            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
[2844]469        }
470        unsigned int currentLevel = 0;
[3280]471        shared_ptr<GameStateTreeNode> currentNode = this->rootStateNode_;
[2844]472        for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it)
473        {
474            std::string newStateName = it->first;
[3280]475            unsigned newLevel = it->second + 1; // empty root is 0
[3356]476            if (!this->checkState(newStateName))
[3280]477                ThrowException(GameState, "GameState with name '" << newStateName << "' not found!");
[3356]478            if (newStateName == this->rootStateNode_->name_)
[3280]479                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
480            shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode);
[3356]481            newNode->name_ = newStateName;
[3280]482
483            if (newLevel <= currentLevel)
[2844]484            {
[3280]485                do
486                    currentNode = currentNode->parent_.lock();
487                while (newLevel <= --currentLevel);
[2844]488            }
[3280]489            if (newLevel == currentLevel + 1)
[2844]490            {
[3280]491                // Add the child
492                newNode->parent_ = currentNode;
493                currentNode->children_.push_back(newNode);
[2844]494            }
495            else
[3280]496                ThrowException(GameState, "Indentation error while parsing the hierarchy.");
497            currentNode = newNode;
498            currentLevel = newLevel;
[2844]499        }
500    }
501
502    /*** Internal ***/
503
[3355]504    void Game::loadGraphics()
505    {
506        if (!GameMode::bShowsGraphics_s)
507        {
508            core_->loadGraphics();
[3363]509            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
[3355]510            GameMode::bShowsGraphics_s = true;
[3356]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                {
[3363]518                    // Game state loading failure is serious --> don't catch
519                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
[3356]520                    if (!constructedStates_.insert(std::make_pair(
[3363]521                        it->second.stateName, gameState)).second)
[3356]522                        assert(false); // GameState was already created!
523                }
524            }
[3363]525            graphicsUnloader.Dismiss();
[3355]526        }
527    }
528
529    void Game::unloadGraphics()
530    {
531        if (GameMode::bShowsGraphics_s)
532        {
[3356]533            // Destroy all the GameStates that require graphics
[3363]534            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
[3356]535            {
536                if (it->second->getInfo().bGraphicsMode)
[3359]537                    constructedStates_.erase(it++);
[3356]538                else
539                    ++it;
540            }
541
[3355]542            core_->unloadGraphics();
543            GameMode::bShowsGraphics_s = false;
544        }
545    }
546
[3356]547    bool Game::checkState(const std::string& name) const
[2844]548    {
[3356]549        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
550        if (it == gameStateDeclarations_s.end())
551            return false;
552        else
553            return true;
554    }
555
556    void Game::loadState(const std::string& name)
557    {
[3280]558        this->bChangingState_ = true;
[3363]559        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
560
[3355]561        // If state requires graphics, load it
[3363]562        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
563        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
[3355]564            this->loadGraphics();
[3363]565        else
566            graphicsUnloader.Dismiss();
567
568        shared_ptr<GameState> state = this->getState(name);
[3280]569        state->activate();
[3356]570        if (!this->loadedStates_.empty())
571            this->loadedStates_.back()->activity_.topState = false;
572        this->loadedStates_.push_back(state);
[2850]573        state->activity_.topState = true;
[3363]574
575        graphicsUnloader.Dismiss();
[2844]576    }
577
[3356]578    void Game::unloadState(const std::string& name)
[2844]579    {
[3280]580        this->bChangingState_ = true;
581        try
582        {
[3363]583            shared_ptr<GameState> state = this->getState(name);
584            state->activity_.topState = false;
585            this->loadedStates_.pop_back();
586            if (!this->loadedStates_.empty())
587                this->loadedStates_.back()->activity_.topState = true;
[3280]588            state->deactivate();
589        }
590        catch (const std::exception& ex)
591        {
[3356]592            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << ex.what() << std::endl;
[3280]593            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
594        }
[3363]595        // Check if graphics is still required
596        bool graphicsRequired = false;
597        for (unsigned i = 0; i < loadedStates_.size(); ++i)
598            graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
599        if (!graphicsRequired)
600            this->unloadGraphics();
[3280]601        this->bChangingState_ = false;
[2844]602    }
603
[3363]604    std::map<std::string, shared_ptr<Game::GameStateFactory> > Game::GameStateFactory::factories_s;
[3280]605
[3363]606    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
[2844]607    {
[3363]608        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = factories_s.find(info.className);
[3280]609        assert(it != factories_s.end());
[3355]610        return it->second->fabricateInternal(info);
[2844]611    }
[2805]612}
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