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source: code/branches/usability/src/libraries/core/Game.cc @ 7996

Last change on this file since 7996 was 7993, checked in by landauf, 14 years ago

moved fpsLimit_ config value to GraphicsSettings (seems more intuitive)
disabled fps limit if VSync is active (limits the fps anyway, but to the monitors refresh rate)

  • Property svn:eol-style set to native
File size: 23.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
38#include <boost/weak_ptr.hpp>
39#include <loki/ScopeGuard.h>
40
41#include "util/Clock.h"
42#include "util/Debug.h"
43#include "util/Exception.h"
44#include "util/Sleep.h"
45#include "util/SubString.h"
46#include "CommandLineParser.h"
47#include "Core.h"
48#include "CoreIncludes.h"
49#include "ConfigValueIncludes.h"
50#include "GameMode.h"
51#include "GameState.h"
52#include "GraphicsManager.h"
53#include "GUIManager.h"
54#include "command/ConsoleCommand.h"
55
56namespace orxonox
57{
58    static void stop_game()
59        { Game::getInstance().stop(); }
60    SetConsoleCommand("exit", &stop_game);
61    static void printFPS()
62        { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; }
63    SetConsoleCommand("printFPS", &printFPS);
64    static void printTickTime()
65        { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; }
66    SetConsoleCommand("printTickTime", &printTickTime);
67
68    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
69    Game* Game::singletonPtr_s = 0;
70
71    //! Represents one node of the game state tree.
72    struct GameStateTreeNode
73    {
74        std::string name_;
75        weak_ptr<GameStateTreeNode> parent_;
76        std::vector<shared_ptr<GameStateTreeNode> > children_;
77    };
78
79    Game::Game(const std::string& cmdLine)
80        // Destroy factories before the Core!
81        : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear)
82    {
83        this->bAbort_ = false;
84        bChangingState_ = false;
85
86#ifdef ORXONOX_PLATFORM_WINDOWS
87        minimumSleepTime_ = 1000/*us*/;
88#else
89        minimumSleepTime_ = 0/*us*/;
90#endif
91
92        // reset statistics
93        this->statisticsStartTime_ = 0;
94        this->statisticsTickTimes_.clear();
95        this->periodTickTime_ = 0;
96        this->periodTime_ = 0;
97        this->avgFPS_ = 0.0f;
98        this->avgTickTime_ = 0.0f;
99        this->excessSleepTime_ = 0;
100
101        // Create an empty root state
102        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
103
104        // Set up a basic clock to keep time
105        this->gameClock_.reset(new Clock());
106
107        // Create the Core
108        this->core_.reset(new Core(cmdLine));
109
110        // Do this after the Core creation!
111        ClassIdentifier<Game>::getIdentifier("Game")->initialiseObject(this, "Game", true);
112        this->setConfigValues();
113
114        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
115        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
116            it != gameStateDeclarations_s.end(); ++it)
117        {
118            if (!it->second.bGraphicsMode)
119                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
120        }
121
122        // The empty root state is ALWAYS loaded!
123        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
124        this->rootStateNode_->name_ = "emptyRootGameState";
125        this->loadedTopStateNode_ = this->rootStateNode_;
126        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
127    }
128
129    /**
130    @brief
131        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
132    */
133    Game::~Game()
134    {
135        // Remove us from the object lists again to avoid problems when destroying them
136        this->unregisterObject();
137    }
138
139    void Game::setConfigValues()
140    {
141        SetConfigValue(statisticsRefreshCycle_, 250000)
142            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
143        SetConfigValue(statisticsAvgLength_, 1000000)
144            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
145
146        SetConfigValueExternal(fpsLimit_, "GraphicsSettings", "fpsLimit", 50)
147            .description("Sets the desired frame rate (0 for no limit).");
148    }
149
150    /**
151    @brief
152        Main loop of the orxonox game.
153    @note
154        We use the Ogre::Timer to measure time since it uses the most precise
155        method an any platform (however the windows timer lacks time when under
156        heavy kernel load!).
157    */
158    void Game::run()
159    {
160        if (this->requestedStateNodes_.empty())
161            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
162
163        // START GAME
164        // first delta time should be about 0 seconds
165        this->gameClock_->capture();
166        // A first item is required for the fps limiter
167        StatisticsTickInfo tickInfo = {0, 0};
168        statisticsTickTimes_.push_back(tickInfo);
169        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
170        {
171            // Generate the dt
172            this->gameClock_->capture();
173
174            // Statistics init
175            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
176            statisticsTickTimes_.push_back(tickInfo);
177            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
178
179            // Update the GameState stack if required
180            this->updateGameStateStack();
181
182            // Core preUpdate
183            try
184                { this->core_->preUpdate(*this->gameClock_); }
185            catch (...)
186            {
187                COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl;
188                COUT(0) << "This should really never happen! Closing the program." << std::endl;
189                this->stop();
190                break;
191            }
192
193            // Update the GameStates bottom up in the stack
194            this->updateGameStates();
195
196            // Core postUpdate
197            try
198                { this->core_->postUpdate(*this->gameClock_); }
199            catch (...)
200            {
201                COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl;
202                COUT(0) << "This should really never happen! Closing the program." << std::endl;
203                this->stop();
204                break;
205            }
206
207            // Evaluate statistics
208            this->updateStatistics();
209
210            // Limit frame rate
211            static bool hasVSync = GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart
212            if (this->fpsLimit_ > 0 && !hasVSync)
213                this->updateFPSLimiter();
214        }
215
216        // UNLOAD all remaining states
217        while (this->loadedStates_.size() > 1)
218            this->unloadState(this->loadedStates_.back()->getName());
219        this->loadedTopStateNode_ = this->rootStateNode_;
220        this->requestedStateNodes_.clear();
221    }
222
223    void Game::updateGameStateStack()
224    {
225        while (this->requestedStateNodes_.size() > 0)
226        {
227            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
228            assert(this->loadedTopStateNode_);
229            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
230                this->unloadState(loadedTopStateNode_->name_);
231            else // has to be child
232            {
233                try
234                {
235                    this->loadState(requestedStateNode->name_);
236                }
237                catch (...)
238                {
239                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl;
240                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
241                    if (this->requestedStateNodes_.size() > 1)
242                        COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
243                    this->requestedStateNodes_.clear();
244                    break;
245                }
246            }
247            this->loadedTopStateNode_ = requestedStateNode;
248            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
249        }
250    }
251
252    void Game::updateGameStates()
253    {
254        // Note: The first element is the empty root state, which doesn't need ticking
255        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
256            it != this->loadedStates_.end(); ++it)
257        {
258            try
259            {
260                // Add tick time for most of the states
261                uint64_t timeBeforeTick = 0;
262                if ((*it)->getInfo().bIgnoreTickTime)
263                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
264                (*it)->update(*this->gameClock_);
265                if ((*it)->getInfo().bIgnoreTickTime)
266                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
267            }
268            catch (...)
269            {
270                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl;
271                COUT(1) << "This should really never happen!" << std::endl;
272                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
273                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
274                while (current->name_ != (*it)->getName() && current)
275                    current = current->parent_.lock();
276                if (current && current->parent_.lock())
277                    this->requestState(current->parent_.lock()->name_);
278                else
279                    this->stop();
280                break;
281            }
282        }
283    }
284
285    void Game::updateStatistics()
286    {
287        // Add the tick time of this frame (rendering time has already been subtracted)
288        uint64_t currentTime = gameClock_->getMicroseconds();
289        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
290        this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime);
291        this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime);
292        if (this->periodTime_ > this->statisticsRefreshCycle_)
293        {
294            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
295            assert(it != this->statisticsTickTimes_.end());
296            int64_t lastTime = currentTime - this->statisticsAvgLength_;
297            if (static_cast<int64_t>(it->tickTime) < lastTime)
298            {
299                do
300                {
301                    assert(this->periodTickTime_ >= it->tickLength);
302                    this->periodTickTime_ -= it->tickLength;
303                    ++it;
304                    assert(it != this->statisticsTickTimes_.end());
305                } while (static_cast<int64_t>(it->tickTime) < lastTime);
306                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
307            }
308
309            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
310            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
311            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
312            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
313
314            this->periodTime_ -= this->statisticsRefreshCycle_;
315        }
316    }
317
318    void Game::updateFPSLimiter()
319    {
320        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_);
321        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
322        while (currentRealTime < nextTime - minimumSleepTime_)
323        {
324            usleep((unsigned long)(nextTime - currentRealTime));
325            currentRealTime = gameClock_->getRealMicroseconds();
326        }
327        // Integrate excess to avoid steady state error
328        excessSleepTime_ = (int)(currentRealTime - nextTime);
329        // Anti windup
330        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
331            excessSleepTime_ = 50000;
332    }
333
334    void Game::stop()
335    {
336        this->bAbort_ = true;
337    }
338
339    void Game::subtractTickTime(int32_t length)
340    {
341        assert(!this->statisticsTickTimes_.empty());
342        this->statisticsTickTimes_.back().tickLength -= length;
343        this->periodTickTime_ -= length;
344    }
345
346
347    /***** GameState related *****/
348
349    void Game::requestState(const std::string& name)
350    {
351        if (!this->checkState(name))
352        {
353            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
354            return;
355        }
356
357        if (this->bChangingState_)
358        {
359            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
360            return;
361        }
362
363        shared_ptr<GameStateTreeNode> lastRequestedNode;
364        if (this->requestedStateNodes_.empty())
365            lastRequestedNode = this->loadedTopStateNode_;
366        else
367            lastRequestedNode = this->requestedStateNodes_.back();
368        if (name == lastRequestedNode->name_)
369        {
370            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
371            return;
372        }
373
374        // Check children first
375        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
376        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
377        {
378            if (lastRequestedNode->children_[i]->name_ == name)
379            {
380                requestedNodes.push_back(lastRequestedNode->children_[i]);
381                break;
382            }
383        }
384
385        if (requestedNodes.empty())
386        {
387            // Check parent and all its grand parents
388            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
389            while (currentNode != NULL)
390            {
391                if (currentNode->name_ == name)
392                    break;
393                currentNode = currentNode->parent_.lock();
394                requestedNodes.push_back(currentNode);
395            }
396            if (currentNode == NULL)
397                requestedNodes.clear();
398        }
399
400        if (requestedNodes.empty())
401            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
402        else
403            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
404    }
405
406    void Game::requestStates(const std::string& names)
407    {
408        SubString tokens(names, ",;", " ");
409        for (unsigned int i = 0; i < tokens.size(); ++i)
410            this->requestState(tokens[i]);
411    }
412
413    void Game::popState()
414    {
415        shared_ptr<GameStateTreeNode> lastRequestedNode;
416        if (this->requestedStateNodes_.empty())
417            lastRequestedNode = this->loadedTopStateNode_;
418        else
419            lastRequestedNode = this->requestedStateNodes_.back();
420        if (lastRequestedNode != this->rootStateNode_)
421            this->requestState(lastRequestedNode->parent_.lock()->name_);
422        else
423            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
424    }
425
426    shared_ptr<GameState> Game::getState(const std::string& name)
427    {
428        GameStateMap::const_iterator it = constructedStates_.find(name);
429        if (it != constructedStates_.end())
430            return it->second;
431        else
432        {
433            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
434            if (it != gameStateDeclarations_s.end())
435                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
436            else
437                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
438            return shared_ptr<GameState>();
439        }
440    }
441
442    void Game::setStateHierarchy(const std::string& str)
443    {
444        // Split string into pieces of the form whitespacesText
445        std::vector<std::pair<std::string, int> > stateStrings;
446        size_t pos = 0;
447        size_t startPos = 0;
448        while (pos < str.size())
449        {
450            int indentation = 0;
451            while (pos < str.size() && str[pos] == ' ')
452                ++indentation, ++pos;
453            startPos = pos;
454            while (pos < str.size() && str[pos] != ' ')
455                ++pos;
456            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
457        }
458        if (stateStrings.empty())
459            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
460        // Add element with large identation to detect the last with just an iterator
461        stateStrings.push_back(std::make_pair("", -1));
462
463        // Parse elements recursively
464        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
465        parseStates(begin, this->rootStateNode_);
466    }
467
468    /*** Internal ***/
469
470    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
471    {
472        SubString tokens(it->first, ",");
473        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
474
475        for (unsigned int i = 0; i < tokens.size(); ++i)
476        {
477            it = startIt; // Reset iterator to the beginning of the sub tree
478            if (!this->checkState(tokens[i]))
479                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
480            if (tokens[i] == this->rootStateNode_->name_)
481                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
482            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
483            node->name_ = tokens[i];
484            node->parent_ = currentNode;
485            currentNode->children_.push_back(node);
486
487            int currentLevel = it->second;
488            ++it;
489            while (it->second != -1)
490            {
491                if (it->second <= currentLevel)
492                    break;
493                else if (it->second == currentLevel + 1)
494                    parseStates(it, node);
495                else
496                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
497            }
498        }
499    }
500
501    void Game::loadGraphics()
502    {
503        if (!GameMode::showsGraphics())
504        {
505            core_->loadGraphics();
506            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
507
508            // Construct all the GameStates that require graphics
509            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
510                it != gameStateDeclarations_s.end(); ++it)
511            {
512                if (it->second.bGraphicsMode)
513                {
514                    // Game state loading failure is serious --> don't catch
515                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
516                    if (!constructedStates_.insert(std::make_pair(
517                        it->second.stateName, gameState)).second)
518                        assert(false); // GameState was already created!
519                }
520            }
521            graphicsUnloader.Dismiss();
522        }
523    }
524
525    void Game::unloadGraphics()
526    {
527        if (GameMode::showsGraphics())
528        {
529            // Destroy all the GameStates that require graphics
530            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
531            {
532                if (it->second->getInfo().bGraphicsMode)
533                    constructedStates_.erase(it++);
534                else
535                    ++it;
536            }
537
538            core_->unloadGraphics();
539        }
540    }
541
542    bool Game::checkState(const std::string& name) const
543    {
544        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
545        if (it == gameStateDeclarations_s.end())
546            return false;
547        else
548            return true;
549    }
550
551    void Game::loadState(const std::string& name)
552    {
553        this->bChangingState_ = true;
554        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
555
556        // If state requires graphics, load it
557        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
558        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
559            this->loadGraphics();
560        else
561            graphicsUnloader.Dismiss();
562
563        shared_ptr<GameState> state = this->getState(name);
564        state->activateInternal();
565        if (!this->loadedStates_.empty())
566            this->loadedStates_.back()->activity_.topState = false;
567        this->loadedStates_.push_back(state);
568        state->activity_.topState = true;
569
570        graphicsUnloader.Dismiss();
571    }
572
573    void Game::unloadState(const std::string& name)
574    {
575        this->bChangingState_ = true;
576        try
577        {
578            shared_ptr<GameState> state = this->getState(name);
579            state->activity_.topState = false;
580            this->loadedStates_.pop_back();
581            if (!this->loadedStates_.empty())
582                this->loadedStates_.back()->activity_.topState = true;
583            state->deactivateInternal();
584        }
585        catch (...)
586        {
587            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl;
588            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
589        }
590        // Check if graphics is still required
591        if (!bAbort_)
592        {
593            bool graphicsRequired = false;
594            for (unsigned i = 0; i < loadedStates_.size(); ++i)
595                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
596            if (!graphicsRequired)
597                this->unloadGraphics();
598        }
599        this->bChangingState_ = false;
600    }
601
602    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
603    {
604        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
605        return factories;
606    }
607
608    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
609    {
610        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
611        assert(it != getFactories().end());
612        return it->second->fabricateInternal(info);
613    }
614}
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