[2805] | 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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[3196] | 38 | #include <boost/weak_ptr.hpp> |
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[2805] | 39 | |
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| 40 | #include "util/Debug.h" |
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| 41 | #include "util/Exception.h" |
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[3370] | 42 | #include "util/ScopeGuard.h" |
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[3304] | 43 | #include "util/Sleep.h" |
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[2850] | 44 | #include "util/SubString.h" |
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[2844] | 45 | #include "Clock.h" |
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| 46 | #include "CommandLine.h" |
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| 47 | #include "ConsoleCommand.h" |
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| 48 | #include "Core.h" |
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| 49 | #include "CoreIncludes.h" |
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| 50 | #include "ConfigValueIncludes.h" |
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[3370] | 51 | #include "GameMode.h" |
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[2844] | 52 | #include "GameState.h" |
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[2805] | 53 | |
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| 54 | namespace orxonox |
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| 55 | { |
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[2845] | 56 | static void stop_game() |
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| 57 | { Game::getInstance().stop(); } |
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| 58 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); |
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[2805] | 59 | |
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[3370] | 60 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; |
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| 61 | Game* Game::singletonPtr_s = 0; |
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[3280] | 62 | |
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| 63 | |
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| 64 | /** |
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| 65 | @brief |
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| 66 | Represents one node of the game state tree. |
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| 67 | */ |
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| 68 | struct GameStateTreeNode |
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[2844] | 69 | { |
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[3370] | 70 | std::string name_; |
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[3196] | 71 | weak_ptr<GameStateTreeNode> parent_; |
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| 72 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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[2844] | 73 | }; |
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| 74 | |
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[2805] | 75 | |
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| 76 | /** |
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| 77 | @brief |
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[3280] | 78 | Another helper class for the Game singleton: we cannot derive |
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| 79 | Game from OrxonoxClass because we need to handle the Identifier |
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| 80 | destruction in the Core destructor. |
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| 81 | */ |
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| 82 | class GameConfiguration : public OrxonoxClass |
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| 83 | { |
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| 84 | public: |
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| 85 | GameConfiguration() |
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| 86 | { |
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| 87 | RegisterRootObject(GameConfiguration); |
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| 88 | this->setConfigValues(); |
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| 89 | } |
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| 90 | |
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| 91 | void setConfigValues() |
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| 92 | { |
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| 93 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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| 94 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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| 95 | SetConfigValue(statisticsAvgLength_, 1000000) |
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| 96 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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[3304] | 97 | SetConfigValue(fpsLimit_, 50) |
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| 98 | .description("Sets the desired framerate (0 for no limit)."); |
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[3280] | 99 | } |
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| 100 | |
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| 101 | unsigned int statisticsRefreshCycle_; |
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| 102 | unsigned int statisticsAvgLength_; |
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[3304] | 103 | unsigned int fpsLimit_; |
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[3280] | 104 | }; |
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| 105 | |
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| 106 | |
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| 107 | /** |
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| 108 | @brief |
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[2805] | 109 | Non-initialising constructor. |
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| 110 | */ |
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[3323] | 111 | Game::Game(const std::string& cmdLine) |
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[2805] | 112 | { |
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[3280] | 113 | this->bAbort_ = false; |
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| 114 | bChangingState_ = false; |
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[2805] | 115 | |
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[3370] | 116 | #ifdef ORXONOX_PLATFORM_WINDOWS |
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| 117 | minimumSleepTime_ = 1000/*us*/; |
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| 118 | #else |
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| 119 | minimumSleepTime_ = 0/*us*/; |
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| 120 | #endif |
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| 121 | |
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[3280] | 122 | // Create an empty root state |
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[3370] | 123 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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[3280] | 124 | |
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[2846] | 125 | // Set up a basic clock to keep time |
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[3370] | 126 | this->gameClock_.reset(new Clock()); |
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[2846] | 127 | |
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[3280] | 128 | // Create the Core |
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[3370] | 129 | this->core_.reset(new Core(cmdLine)); |
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[2817] | 130 | |
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[3370] | 131 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics |
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[3280] | 132 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 133 | it != gameStateDeclarations_s.end(); ++it) |
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| 134 | { |
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[3370] | 135 | if (!it->second.bGraphicsMode) |
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| 136 | constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); |
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[3280] | 137 | } |
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| 138 | |
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| 139 | // The empty root state is ALWAYS loaded! |
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| 140 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); |
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[3370] | 141 | this->rootStateNode_->name_ = "emptyRootGameState"; |
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| 142 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 143 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); |
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[3280] | 144 | |
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| 145 | // Do this after the Core creation! |
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[3370] | 146 | this->configuration_.reset(new GameConfiguration()); |
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[2805] | 147 | } |
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| 148 | |
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| 149 | /** |
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| 150 | @brief |
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[3370] | 151 | All destruction code is handled by scoped_ptrs and SimpleScopeGuards. |
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[2805] | 152 | */ |
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| 153 | Game::~Game() |
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| 154 | { |
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[2817] | 155 | } |
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| 156 | |
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[2805] | 157 | /** |
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| 158 | @brief |
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| 159 | Main loop of the orxonox game. |
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| 160 | @note |
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| 161 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 162 | method an any platform (however the windows timer lacks time when under |
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| 163 | heavy kernel load!). |
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| 164 | */ |
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| 165 | void Game::run() |
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| 166 | { |
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[3280] | 167 | if (this->requestedStateNodes_.empty()) |
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| 168 | COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; |
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[2805] | 169 | |
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[3370] | 170 | // reset statistics |
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| 171 | this->statisticsStartTime_ = 0; |
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| 172 | this->statisticsTickTimes_.clear(); |
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| 173 | this->periodTickTime_ = 0; |
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| 174 | this->periodTime_ = 0; |
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| 175 | this->avgFPS_ = 0.0f; |
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| 176 | this->avgTickTime_ = 0.0f; |
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| 177 | this->excessSleepTime_ = 0; |
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| 178 | |
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[2845] | 179 | // START GAME |
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[3304] | 180 | // first delta time should be about 0 seconds |
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| 181 | this->gameClock_->capture(); |
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| 182 | // A first item is required for the fps limiter |
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| 183 | StatisticsTickInfo tickInfo = {0, 0}; |
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| 184 | statisticsTickTimes_.push_back(tickInfo); |
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[3370] | 185 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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[2805] | 186 | { |
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[3370] | 187 | // Generate the dt |
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[2807] | 188 | this->gameClock_->capture(); |
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[2805] | 189 | |
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[3370] | 190 | // Statistics init |
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| 191 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; |
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[2817] | 192 | statisticsTickTimes_.push_back(tickInfo); |
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| 193 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 194 | |
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[3370] | 195 | // Update the GameState stack if required |
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| 196 | this->updateGameStateStack(); |
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| 197 | |
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| 198 | // Core preUpdate (doesn't throw) |
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| 199 | if (!this->core_->preUpdate(*this->gameClock_)) |
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[2844] | 200 | { |
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[3370] | 201 | this->stop(); |
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| 202 | break; |
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[2844] | 203 | } |
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[2805] | 204 | |
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[3370] | 205 | // Update the GameStates bottom up in the stack |
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| 206 | this->updateGameStates(); |
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| 207 | |
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| 208 | // Core postUpdate (doesn't throw) |
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| 209 | if (!this->core_->postUpdate(*this->gameClock_)) |
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[3280] | 210 | { |
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| 211 | this->stop(); |
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| 212 | break; |
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| 213 | } |
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| 214 | |
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[3370] | 215 | // Evaluate statistics |
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| 216 | this->updateStatistics(); |
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| 217 | |
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| 218 | // Limit framerate |
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| 219 | this->updateFPSLimiter(); |
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| 220 | } |
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| 221 | |
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| 222 | // UNLOAD all remaining states |
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| 223 | while (this->loadedStates_.size() > 1) |
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| 224 | this->unloadState(this->loadedStates_.back()->getName()); |
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| 225 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 226 | this->requestedStateNodes_.clear(); |
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| 227 | } |
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| 228 | |
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| 229 | void Game::updateGameStateStack() |
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| 230 | { |
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| 231 | while (this->requestedStateNodes_.size() > 0) |
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| 232 | { |
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| 233 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 234 | assert(this->loadedTopStateNode_); |
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| 235 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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| 236 | this->unloadState(loadedTopStateNode_->name_); |
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| 237 | else // has to be child |
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[3084] | 238 | { |
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[3280] | 239 | try |
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| 240 | { |
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[3370] | 241 | this->loadState(requestedStateNode->name_); |
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[3280] | 242 | } |
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| 243 | catch (const std::exception& ex) |
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| 244 | { |
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[3370] | 245 | COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << ex.what() << std::endl; |
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| 246 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 247 | if (this->requestedStateNodes_.size() > 1) |
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| 248 | COUT(1) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; |
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| 249 | this->requestedStateNodes_.clear(); |
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[3280] | 250 | break; |
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| 251 | } |
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[3370] | 252 | } |
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| 253 | this->loadedTopStateNode_ = requestedStateNode; |
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| 254 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 255 | } |
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| 256 | } |
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[2844] | 257 | |
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[3370] | 258 | void Game::updateGameStates() |
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| 259 | { |
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| 260 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 261 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; |
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| 262 | it != this->loadedStates_.end(); ++it) |
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| 263 | { |
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| 264 | std::string exceptionMessage; |
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| 265 | try |
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| 266 | { |
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| 267 | // Add tick time for most of the states |
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| 268 | uint64_t timeBeforeTick; |
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| 269 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 270 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 271 | (*it)->update(*this->gameClock_); |
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| 272 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 273 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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[3084] | 274 | } |
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[3370] | 275 | catch (const std::exception& ex) |
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| 276 | { exceptionMessage = ex.what(); } |
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| 277 | catch (...) |
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| 278 | { exceptionMessage = "Unknown exception"; } |
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| 279 | if (!exceptionMessage.empty()) |
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| 280 | { |
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| 281 | COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << exceptionMessage << std::endl; |
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| 282 | COUT(1) << "This should really never happen!" << std::endl; |
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| 283 | COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; |
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| 284 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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| 285 | while (current->name_ != (*it)->getName() && current) |
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| 286 | current = current->parent_.lock(); |
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| 287 | if (current && current->parent_.lock()) |
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| 288 | this->requestState(current->parent_.lock()->name_); |
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| 289 | else |
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| 290 | this->stop(); |
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| 291 | break; |
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| 292 | } |
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| 293 | } |
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| 294 | } |
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[3084] | 295 | |
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[3370] | 296 | void Game::updateStatistics() |
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| 297 | { |
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| 298 | // Add the tick time of this frame (rendering time has already been subtracted) |
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| 299 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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| 300 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 301 | this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime; |
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| 302 | this->periodTickTime_ += currentRealTime - currentTime; |
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| 303 | if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_) |
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| 304 | { |
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| 305 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 306 | assert(it != this->statisticsTickTimes_.end()); |
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| 307 | int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_; |
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| 308 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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[2817] | 309 | { |
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[3370] | 310 | do |
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[2817] | 311 | { |
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[3370] | 312 | assert(this->periodTickTime_ >= it->tickLength); |
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| 313 | this->periodTickTime_ -= it->tickLength; |
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| 314 | ++it; |
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| 315 | assert(it != this->statisticsTickTimes_.end()); |
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| 316 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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| 317 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 318 | } |
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[2817] | 319 | |
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[3370] | 320 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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| 321 | this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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| 322 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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[2817] | 323 | |
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[3370] | 324 | this->periodTime_ -= this->configuration_->statisticsRefreshCycle_; |
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[2805] | 325 | } |
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[3370] | 326 | } |
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[2805] | 327 | |
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[3370] | 328 | void Game::updateFPSLimiter() |
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| 329 | { |
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| 330 | // Why configuration_->fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high |
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| 331 | uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1)); |
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| 332 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 333 | while (currentRealTime < nextTime - minimumSleepTime_) |
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| 334 | { |
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| 335 | usleep(nextTime - currentRealTime); |
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| 336 | currentRealTime = gameClock_->getRealMicroseconds(); |
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| 337 | } |
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| 338 | // Integrate excess to avoid steady state error |
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| 339 | excessSleepTime_ = currentRealTime - nextTime; |
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| 340 | // Anti windup |
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| 341 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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| 342 | excessSleepTime_ = 50000; |
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[2805] | 343 | } |
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| 344 | |
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| 345 | void Game::stop() |
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| 346 | { |
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[3280] | 347 | this->bAbort_ = true; |
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[2805] | 348 | } |
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[2817] | 349 | |
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[3370] | 350 | void Game::subtractTickTime(int32_t length) |
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[2817] | 351 | { |
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| 352 | assert(!this->statisticsTickTimes_.empty()); |
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[3370] | 353 | this->statisticsTickTimes_.back().tickLength -= length; |
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| 354 | this->periodTickTime_ -= length; |
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[2817] | 355 | } |
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[2844] | 356 | |
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| 357 | |
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| 358 | /***** GameState related *****/ |
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| 359 | |
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| 360 | void Game::requestState(const std::string& name) |
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| 361 | { |
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[3370] | 362 | if (!this->checkState(name)) |
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| 363 | { |
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| 364 | COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl; |
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[2844] | 365 | return; |
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[3370] | 366 | } |
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[2844] | 367 | |
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[3370] | 368 | if (this->bChangingState_) |
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| 369 | { |
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| 370 | COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; |
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| 371 | return; |
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| 372 | } |
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[2844] | 373 | |
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[3280] | 374 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 375 | if (this->requestedStateNodes_.empty()) |
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[3370] | 376 | lastRequestedNode = this->loadedTopStateNode_; |
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[3280] | 377 | else |
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| 378 | lastRequestedNode = this->requestedStateNodes_.back(); |
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[3370] | 379 | if (name == lastRequestedNode->name_) |
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[2844] | 380 | { |
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| 381 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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| 382 | return; |
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| 383 | } |
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| 384 | |
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| 385 | // Check children first |
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[3280] | 386 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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[2844] | 387 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 388 | { |
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[3370] | 389 | if (lastRequestedNode->children_[i]->name_ == name) |
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[2844] | 390 | { |
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[3280] | 391 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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[2844] | 392 | break; |
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| 393 | } |
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| 394 | } |
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| 395 | |
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[3280] | 396 | if (requestedNodes.empty()) |
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[2844] | 397 | { |
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[3280] | 398 | // Check parent and all its grand parents |
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| 399 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 400 | while (currentNode != NULL) |
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| 401 | { |
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[3370] | 402 | if (currentNode->name_ == name) |
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[3280] | 403 | break; |
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| 404 | currentNode = currentNode->parent_.lock(); |
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| 405 | requestedNodes.push_back(currentNode); |
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| 406 | } |
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[2844] | 407 | } |
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| 408 | |
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[3280] | 409 | if (requestedNodes.empty()) |
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[2844] | 410 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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| 411 | else |
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[3280] | 412 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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[2844] | 413 | } |
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| 414 | |
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[2850] | 415 | void Game::requestStates(const std::string& names) |
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| 416 | { |
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| 417 | SubString tokens(names, ",;", " "); |
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| 418 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 419 | this->requestState(tokens[i]); |
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| 420 | } |
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| 421 | |
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[2844] | 422 | void Game::popState() |
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| 423 | { |
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[3280] | 424 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 425 | if (this->requestedStateNodes_.empty()) |
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[3370] | 426 | lastRequestedNode = this->loadedTopStateNode_; |
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[2844] | 427 | else |
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[3280] | 428 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 429 | if (lastRequestedNode != this->rootStateNode_) |
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[3370] | 430 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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[3280] | 431 | else |
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| 432 | COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; |
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[2844] | 433 | } |
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| 434 | |
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[3370] | 435 | shared_ptr<GameState> Game::getState(const std::string& name) |
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[2844] | 436 | { |
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[3370] | 437 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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| 438 | if (it != constructedStates_.end()) |
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[2844] | 439 | return it->second; |
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| 440 | else |
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| 441 | { |
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[3370] | 442 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 443 | if (it != gameStateDeclarations_s.end()) |
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| 444 | COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl; |
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| 445 | else |
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| 446 | COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl; |
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| 447 | return shared_ptr<GameState>(); |
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[2844] | 448 | } |
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| 449 | } |
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| 450 | |
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| 451 | void Game::setStateHierarchy(const std::string& str) |
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| 452 | { |
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| 453 | // Split string into pieces of the form whitespacesText |
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| 454 | std::vector<std::pair<std::string, unsigned> > stateStrings; |
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| 455 | size_t pos = 0; |
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| 456 | size_t startPos = 0; |
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| 457 | while (pos < str.size()) |
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| 458 | { |
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| 459 | unsigned indentation = 0; |
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| 460 | while(pos < str.size() && str[pos] == ' ') |
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| 461 | ++indentation, ++pos; |
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| 462 | startPos = pos; |
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| 463 | while(pos < str.size() && str[pos] != ' ') |
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| 464 | ++pos; |
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[3280] | 465 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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[2844] | 466 | } |
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| 467 | unsigned int currentLevel = 0; |
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[3280] | 468 | shared_ptr<GameStateTreeNode> currentNode = this->rootStateNode_; |
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[2844] | 469 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) |
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| 470 | { |
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| 471 | std::string newStateName = it->first; |
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[3280] | 472 | unsigned newLevel = it->second + 1; // empty root is 0 |
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[3370] | 473 | if (!this->checkState(newStateName)) |
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[3280] | 474 | ThrowException(GameState, "GameState with name '" << newStateName << "' not found!"); |
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[3370] | 475 | if (newStateName == this->rootStateNode_->name_) |
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[3280] | 476 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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| 477 | shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode); |
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[3370] | 478 | newNode->name_ = newStateName; |
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[3280] | 479 | |
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| 480 | if (newLevel <= currentLevel) |
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[2844] | 481 | { |
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[3280] | 482 | do |
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| 483 | currentNode = currentNode->parent_.lock(); |
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| 484 | while (newLevel <= --currentLevel); |
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[2844] | 485 | } |
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[3280] | 486 | if (newLevel == currentLevel + 1) |
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[2844] | 487 | { |
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[3280] | 488 | // Add the child |
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| 489 | newNode->parent_ = currentNode; |
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| 490 | currentNode->children_.push_back(newNode); |
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[2844] | 491 | } |
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| 492 | else |
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[3280] | 493 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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| 494 | currentNode = newNode; |
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| 495 | currentLevel = newLevel; |
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[2844] | 496 | } |
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| 497 | } |
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| 498 | |
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| 499 | /*** Internal ***/ |
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| 500 | |
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[3370] | 501 | void Game::loadGraphics() |
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[2844] | 502 | { |
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[3370] | 503 | if (!GameMode::bShowsGraphics_s) |
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| 504 | { |
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| 505 | core_->loadGraphics(); |
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| 506 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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| 507 | GameMode::bShowsGraphics_s = true; |
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| 508 | |
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| 509 | // Construct all the GameStates that require graphics |
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| 510 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 511 | it != gameStateDeclarations_s.end(); ++it) |
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| 512 | { |
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| 513 | if (it->second.bGraphicsMode) |
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| 514 | { |
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| 515 | // Game state loading failure is serious --> don't catch |
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| 516 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); |
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| 517 | if (!constructedStates_.insert(std::make_pair( |
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| 518 | it->second.stateName, gameState)).second) |
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| 519 | assert(false); // GameState was already created! |
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| 520 | } |
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| 521 | } |
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| 522 | graphicsUnloader.Dismiss(); |
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| 523 | } |
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| 524 | } |
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| 525 | |
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| 526 | void Game::unloadGraphics() |
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| 527 | { |
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| 528 | if (GameMode::bShowsGraphics_s) |
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| 529 | { |
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| 530 | // Destroy all the GameStates that require graphics |
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| 531 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
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| 532 | { |
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| 533 | if (it->second->getInfo().bGraphicsMode) |
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| 534 | constructedStates_.erase(it++); |
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| 535 | else |
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| 536 | ++it; |
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| 537 | } |
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| 538 | |
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| 539 | core_->unloadGraphics(); |
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| 540 | GameMode::bShowsGraphics_s = false; |
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| 541 | } |
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| 542 | } |
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| 543 | |
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| 544 | bool Game::checkState(const std::string& name) const |
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| 545 | { |
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| 546 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 547 | if (it == gameStateDeclarations_s.end()) |
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| 548 | return false; |
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| 549 | else |
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| 550 | return true; |
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| 551 | } |
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| 552 | |
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| 553 | void Game::loadState(const std::string& name) |
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| 554 | { |
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[3280] | 555 | this->bChangingState_ = true; |
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[3370] | 556 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); |
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| 557 | |
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| 558 | // If state requires graphics, load it |
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| 559 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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| 560 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
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| 561 | this->loadGraphics(); |
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| 562 | else |
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| 563 | graphicsUnloader.Dismiss(); |
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| 564 | |
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| 565 | shared_ptr<GameState> state = this->getState(name); |
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[3280] | 566 | state->activate(); |
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[3370] | 567 | if (!this->loadedStates_.empty()) |
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| 568 | this->loadedStates_.back()->activity_.topState = false; |
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| 569 | this->loadedStates_.push_back(state); |
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[2850] | 570 | state->activity_.topState = true; |
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[3370] | 571 | |
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| 572 | graphicsUnloader.Dismiss(); |
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[2844] | 573 | } |
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| 574 | |
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[3370] | 575 | void Game::unloadState(const std::string& name) |
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[2844] | 576 | { |
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[3280] | 577 | this->bChangingState_ = true; |
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| 578 | try |
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| 579 | { |
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[3370] | 580 | shared_ptr<GameState> state = this->getState(name); |
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| 581 | state->activity_.topState = false; |
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| 582 | this->loadedStates_.pop_back(); |
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| 583 | if (!this->loadedStates_.empty()) |
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| 584 | this->loadedStates_.back()->activity_.topState = true; |
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[3280] | 585 | state->deactivate(); |
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| 586 | } |
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| 587 | catch (const std::exception& ex) |
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| 588 | { |
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[3370] | 589 | COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << ex.what() << std::endl; |
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[3280] | 590 | COUT(2) << " There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; |
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| 591 | } |
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[3370] | 592 | // Check if graphics is still required |
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| 593 | bool graphicsRequired = false; |
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| 594 | for (unsigned i = 0; i < loadedStates_.size(); ++i) |
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| 595 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; |
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| 596 | if (!graphicsRequired) |
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| 597 | this->unloadGraphics(); |
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[3280] | 598 | this->bChangingState_ = false; |
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[2844] | 599 | } |
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| 600 | |
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[3370] | 601 | std::map<std::string, shared_ptr<Game::GameStateFactory> > Game::GameStateFactory::factories_s; |
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[3280] | 602 | |
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[3370] | 603 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
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[2844] | 604 | { |
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[3370] | 605 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = factories_s.find(info.className); |
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[3280] | 606 | assert(it != factories_s.end()); |
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[3370] | 607 | return it->second->fabricateInternal(info); |
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[2844] | 608 | } |
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[2805] | 609 | } |
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