[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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[3304] | 42 | #include "util/Sleep.h" |
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[2850] | 43 | #include "util/SubString.h" |
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[2844] | 44 | #include "Clock.h" |
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| 45 | #include "CommandLine.h" |
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| 46 | #include "ConsoleCommand.h" |
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| 47 | #include "Core.h" |
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| 48 | #include "CoreIncludes.h" |
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| 49 | #include "ConfigValueIncludes.h" |
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| 50 | #include "GameState.h" |
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[2805] | 51 | |
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| 52 | namespace orxonox |
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| 53 | { |
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[3196] | 54 | using boost::shared_ptr; |
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| 55 | using boost::weak_ptr; |
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| 56 | |
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[2845] | 57 | static void stop_game() |
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| 58 | { Game::getInstance().stop(); } |
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| 59 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); |
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[2805] | 60 | |
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[3280] | 61 | std::map<std::string, Game::GameStateInfo> Game::gameStateDeclarations_s; |
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| 62 | Game* Game::singletonRef_s = 0; |
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| 63 | |
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| 64 | |
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| 65 | /** |
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| 66 | @brief |
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| 67 | Represents one node of the game state tree. |
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| 68 | */ |
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| 69 | struct GameStateTreeNode |
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[2844] | 70 | { |
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[3196] | 71 | GameState* state_; |
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| 72 | weak_ptr<GameStateTreeNode> parent_; |
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| 73 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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[2844] | 74 | }; |
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| 75 | |
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[2805] | 76 | |
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| 77 | /** |
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| 78 | @brief |
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[3280] | 79 | Another helper class for the Game singleton: we cannot derive |
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| 80 | Game from OrxonoxClass because we need to handle the Identifier |
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| 81 | destruction in the Core destructor. |
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| 82 | */ |
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| 83 | class GameConfiguration : public OrxonoxClass |
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| 84 | { |
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| 85 | public: |
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| 86 | GameConfiguration() |
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| 87 | { |
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| 88 | RegisterRootObject(GameConfiguration); |
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| 89 | this->setConfigValues(); |
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| 90 | } |
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| 91 | |
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| 92 | void setConfigValues() |
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| 93 | { |
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| 94 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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| 95 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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| 96 | SetConfigValue(statisticsAvgLength_, 1000000) |
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| 97 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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[3304] | 98 | SetConfigValue(fpsLimit_, 50) |
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| 99 | .description("Sets the desired framerate (0 for no limit)."); |
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[3280] | 100 | } |
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| 101 | |
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| 102 | unsigned int statisticsRefreshCycle_; |
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| 103 | unsigned int statisticsAvgLength_; |
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[3304] | 104 | unsigned int fpsLimit_; |
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[3280] | 105 | }; |
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| 106 | |
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| 107 | |
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| 108 | /** |
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| 109 | @brief |
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[2805] | 110 | Non-initialising constructor. |
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| 111 | */ |
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[3323] | 112 | Game::Game(const std::string& cmdLine) |
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[2805] | 113 | { |
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[3280] | 114 | if (singletonRef_s != 0) |
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| 115 | { |
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| 116 | COUT(0) << "Error: The Game singleton cannot be recreated! Shutting down." << std::endl; |
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| 117 | abort(); |
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| 118 | } |
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[2805] | 119 | singletonRef_s = this; |
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| 120 | |
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[3280] | 121 | this->bAbort_ = false; |
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| 122 | bChangingState_ = false; |
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[2805] | 123 | |
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[3280] | 124 | // Create an empty root state |
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| 125 | declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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| 126 | |
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[2817] | 127 | // reset statistics |
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| 128 | this->statisticsStartTime_ = 0; |
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| 129 | this->statisticsTickTimes_.clear(); |
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| 130 | this->periodTickTime_ = 0; |
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| 131 | this->periodTime_ = 0; |
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| 132 | this->avgFPS_ = 0.0f; |
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| 133 | this->avgTickTime_ = 0.0f; |
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| 134 | |
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[2846] | 135 | // Set up a basic clock to keep time |
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| 136 | this->gameClock_ = new Clock(); |
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| 137 | |
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[3280] | 138 | // Create the Core |
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[3323] | 139 | this->core_ = new Core(cmdLine); |
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[2817] | 140 | |
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[3280] | 141 | // After the core has been created, we can safely instantiate the GameStates |
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| 142 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 143 | it != gameStateDeclarations_s.end(); ++it) |
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| 144 | { |
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| 145 | // Only create the states appropriate for the game mode |
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| 146 | //if (GameMode::showsGraphics || !it->second.bGraphicsMode) |
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| 147 | GameStateConstrParams params = { it->second.stateName, it->second.bIgnoreTickTime }; |
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| 148 | gameStates_[getLowercase(it->second.stateName)] = GameStateFactory::fabricate(it->second.className, params); |
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| 149 | } |
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| 150 | |
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| 151 | // The empty root state is ALWAYS loaded! |
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| 152 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); |
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| 153 | this->rootStateNode_->state_ = getState("emptyRootGameState"); |
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| 154 | this->activeStateNode_ = this->rootStateNode_; |
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| 155 | this->activeStates_.push_back(this->rootStateNode_->state_); |
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| 156 | |
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| 157 | // Do this after the Core creation! |
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| 158 | this->configuration_ = new GameConfiguration(); |
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[2805] | 159 | } |
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| 160 | |
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| 161 | /** |
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| 162 | @brief |
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| 163 | */ |
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| 164 | Game::~Game() |
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| 165 | { |
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[3280] | 166 | // Destroy the configuration helper class instance |
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| 167 | delete this->configuration_; |
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| 168 | |
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| 169 | // Destroy the GameStates (note that the nodes still point to them, but doesn't matter) |
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| 170 | for (std::map<std::string, GameState*>::const_iterator it = gameStates_.begin(); |
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| 171 | it != gameStates_.end(); ++it) |
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| 172 | delete it->second; |
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| 173 | |
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| 174 | // Destroy the Core and with it almost everything |
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[2805] | 175 | delete this->core_; |
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[2846] | 176 | delete this->gameClock_; |
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| 177 | |
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[3280] | 178 | // Take care of the GameStateFactories |
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| 179 | GameStateFactory::destroyFactories(); |
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[2805] | 180 | |
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[3280] | 181 | // Don't assign singletonRef_s with NULL! Recreation is not supported |
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[2817] | 182 | } |
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| 183 | |
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[2805] | 184 | /** |
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| 185 | @brief |
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| 186 | Main loop of the orxonox game. |
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| 187 | @note |
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| 188 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 189 | method an any platform (however the windows timer lacks time when under |
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| 190 | heavy kernel load!). |
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| 191 | */ |
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| 192 | void Game::run() |
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| 193 | { |
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[3280] | 194 | if (this->requestedStateNodes_.empty()) |
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| 195 | COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; |
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[2805] | 196 | |
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[2845] | 197 | // START GAME |
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[3304] | 198 | // first delta time should be about 0 seconds |
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| 199 | this->gameClock_->capture(); |
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| 200 | // A first item is required for the fps limiter |
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| 201 | StatisticsTickInfo tickInfo = {0, 0}; |
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| 202 | statisticsTickTimes_.push_back(tickInfo); |
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[3280] | 203 | while (!this->bAbort_ && (!this->activeStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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[2805] | 204 | { |
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[3304] | 205 | uint64_t currentTime = this->gameClock_->getRealMicroseconds(); |
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| 206 | |
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| 207 | uint64_t nextTickTime = statisticsTickTimes_.back().tickTime + static_cast<uint64_t>(1000000.0f / configuration_->fpsLimit_); |
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| 208 | if (currentTime < nextTickTime) |
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| 209 | { |
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| 210 | usleep(nextTickTime - currentTime); |
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| 211 | continue; |
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| 212 | } |
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[2807] | 213 | this->gameClock_->capture(); |
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[2805] | 214 | |
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[2817] | 215 | // STATISTICS |
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[3280] | 216 | StatisticsTickInfo tickInfo = {currentTime, 0}; |
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[2817] | 217 | statisticsTickTimes_.push_back(tickInfo); |
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| 218 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 219 | |
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[2844] | 220 | // UPDATE STATE STACK |
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[3280] | 221 | while (this->requestedStateNodes_.size() > 0) |
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[2844] | 222 | { |
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[3280] | 223 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 224 | assert(this->activeStateNode_); |
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| 225 | if (!this->activeStateNode_->parent_.expired() && requestedStateNode == this->activeStateNode_->parent_.lock()) |
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[2844] | 226 | this->unloadState(this->activeStateNode_->state_); |
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| 227 | else // has to be child |
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[3280] | 228 | { |
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| 229 | try |
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| 230 | { |
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| 231 | this->loadState(requestedStateNode->state_); |
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| 232 | } |
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| 233 | catch (const std::exception& ex) |
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| 234 | { |
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| 235 | COUT(1) << "Error: Loading GameState '" << requestedStateNode->state_->getName() << "' failed: " << ex.what() << std::endl; |
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| 236 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 237 | if (this->requestedStateNodes_.size() > 1) |
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| 238 | COUT(1) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; |
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| 239 | this->requestedStateNodes_.clear(); |
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| 240 | break; |
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| 241 | } |
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| 242 | } |
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| 243 | this->activeStateNode_ = requestedStateNode; |
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[2844] | 244 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 245 | } |
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[2805] | 246 | |
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[3280] | 247 | // UPDATE, Core first |
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[3318] | 248 | bool threwException = false; |
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[3280] | 249 | try |
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| 250 | { |
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| 251 | this->core_->update(*this->gameClock_); |
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| 252 | } |
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[3318] | 253 | catch (const std::exception& ex) |
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| 254 | { |
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| 255 | threwException = true; |
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| 256 | COUT(0) << "Exception while ticking the Core: " << ex.what() << std::endl; |
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| 257 | } |
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[3280] | 258 | catch (...) |
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| 259 | { |
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[3318] | 260 | threwException = true; |
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| 261 | } |
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| 262 | if (threwException) |
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| 263 | { |
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[3280] | 264 | COUT(0) << "An exception occured while ticking the Core. This should really never happen!" << std::endl; |
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| 265 | COUT(0) << "Closing the program." << std::endl; |
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| 266 | this->stop(); |
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| 267 | break; |
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| 268 | } |
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| 269 | |
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| 270 | // UPDATE, GameStates bottom to top in the stack |
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| 271 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 272 | for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin() + 1; |
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[2844] | 273 | it != this->activeStates_.end(); ++it) |
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[3084] | 274 | { |
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[3280] | 275 | bool threwException = false; |
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| 276 | try |
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| 277 | { |
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| 278 | // Add tick time for most of the states |
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| 279 | uint64_t timeBeforeTick; |
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| 280 | if (!(*it)->ignoreTickTime()) |
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| 281 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 282 | (*it)->update(*this->gameClock_); |
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| 283 | if (!(*it)->ignoreTickTime()) |
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| 284 | this->addTickTime(static_cast<uint32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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| 285 | } |
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| 286 | catch (const std::exception& ex) |
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| 287 | { |
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| 288 | threwException = true; |
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| 289 | COUT(0) << "Exception while ticking: " << ex.what() << std::endl; |
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| 290 | } |
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| 291 | catch (...) |
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| 292 | { |
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| 293 | threwException = true; |
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| 294 | } |
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| 295 | if (threwException) |
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| 296 | { |
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| 297 | COUT(1) << "An exception occured while ticking GameState '" << (*it)->getName() << "'. This should really never happen!" << std::endl; |
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| 298 | COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; |
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| 299 | if ((*it)->getParent() != NULL) |
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| 300 | this->requestState((*it)->getParent()->getName()); |
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| 301 | else |
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| 302 | this->stop(); |
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| 303 | break; |
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| 304 | } |
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[2844] | 305 | |
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[3084] | 306 | } |
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| 307 | |
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[2817] | 308 | // STATISTICS |
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[3280] | 309 | if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_) |
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[2817] | 310 | { |
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[3280] | 311 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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[2817] | 312 | assert(it != this->statisticsTickTimes_.end()); |
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[3280] | 313 | int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_; |
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[3300] | 314 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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[2817] | 315 | { |
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| 316 | do |
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| 317 | { |
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[3280] | 318 | assert(this->periodTickTime_ >= it->tickLength); |
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[2817] | 319 | this->periodTickTime_ -= it->tickLength; |
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| 320 | ++it; |
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| 321 | assert(it != this->statisticsTickTimes_.end()); |
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[3300] | 322 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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[2817] | 323 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 324 | } |
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| 325 | |
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| 326 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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[3196] | 327 | this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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| 328 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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[2817] | 329 | |
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[3280] | 330 | this->periodTime_ -= this->configuration_->statisticsRefreshCycle_; |
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[2817] | 331 | } |
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[2805] | 332 | } |
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| 333 | |
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[2845] | 334 | // UNLOAD all remaining states |
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[3280] | 335 | while (this->activeStates_.size() > 1) |
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[2844] | 336 | this->unloadState(this->activeStates_.back()); |
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[3280] | 337 | this->activeStateNode_ = this->rootStateNode_; |
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[2844] | 338 | this->requestedStateNodes_.clear(); |
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[2805] | 339 | } |
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| 340 | |
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| 341 | void Game::stop() |
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| 342 | { |
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[3280] | 343 | this->bAbort_ = true; |
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[2805] | 344 | } |
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[2817] | 345 | |
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| 346 | void Game::addTickTime(uint32_t length) |
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| 347 | { |
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| 348 | assert(!this->statisticsTickTimes_.empty()); |
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| 349 | this->statisticsTickTimes_.back().tickLength += length; |
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| 350 | this->periodTickTime_+=length; |
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| 351 | } |
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[2844] | 352 | |
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| 353 | |
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| 354 | /***** GameState related *****/ |
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| 355 | |
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| 356 | void Game::requestState(const std::string& name) |
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| 357 | { |
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| 358 | GameState* state = this->getState(name); |
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[3280] | 359 | if (state == NULL) |
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[2844] | 360 | return; |
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| 361 | |
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[3280] | 362 | //if (this->bChangingState_) |
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| 363 | //{ |
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| 364 | // COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; |
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| 365 | // return; |
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| 366 | //} |
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[2844] | 367 | |
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[3280] | 368 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 369 | if (this->requestedStateNodes_.empty()) |
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| 370 | lastRequestedNode = this->activeStateNode_; |
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| 371 | else |
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| 372 | lastRequestedNode = this->requestedStateNodes_.back(); |
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[2844] | 373 | if (state == lastRequestedNode->state_) |
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| 374 | { |
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| 375 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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| 376 | return; |
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| 377 | } |
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| 378 | |
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| 379 | // Check children first |
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[3280] | 380 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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[2844] | 381 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 382 | { |
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| 383 | if (lastRequestedNode->children_[i]->state_ == state) |
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| 384 | { |
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[3280] | 385 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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[2844] | 386 | break; |
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| 387 | } |
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| 388 | } |
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| 389 | |
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[3280] | 390 | if (requestedNodes.empty()) |
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[2844] | 391 | { |
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[3280] | 392 | // Check parent and all its grand parents |
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| 393 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 394 | while (currentNode != NULL) |
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| 395 | { |
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| 396 | if (currentNode->state_ == state) |
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| 397 | break; |
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| 398 | currentNode = currentNode->parent_.lock(); |
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| 399 | requestedNodes.push_back(currentNode); |
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| 400 | } |
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[2844] | 401 | } |
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| 402 | |
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[3280] | 403 | if (requestedNodes.empty()) |
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[2844] | 404 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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| 405 | else |
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[3280] | 406 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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[2844] | 407 | } |
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| 408 | |
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[2850] | 409 | void Game::requestStates(const std::string& names) |
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| 410 | { |
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| 411 | SubString tokens(names, ",;", " "); |
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| 412 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 413 | this->requestState(tokens[i]); |
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| 414 | } |
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| 415 | |
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[2844] | 416 | void Game::popState() |
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| 417 | { |
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[3280] | 418 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 419 | if (this->requestedStateNodes_.empty()) |
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| 420 | lastRequestedNode = this->activeStateNode_; |
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[2844] | 421 | else |
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[3280] | 422 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 423 | if (lastRequestedNode != this->rootStateNode_) |
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| 424 | this->requestState(lastRequestedNode->parent_.lock()->state_->getName()); |
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| 425 | else |
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| 426 | COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; |
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[2844] | 427 | } |
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| 428 | |
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| 429 | GameState* Game::getState(const std::string& name) |
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| 430 | { |
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[3280] | 431 | std::map<std::string, GameState*>::const_iterator it = gameStates_.find(getLowercase(name)); |
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| 432 | if (it != gameStates_.end()) |
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[2844] | 433 | return it->second; |
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| 434 | else |
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| 435 | { |
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| 436 | COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl; |
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| 437 | return 0; |
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| 438 | } |
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| 439 | } |
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| 440 | |
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| 441 | void Game::setStateHierarchy(const std::string& str) |
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| 442 | { |
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| 443 | // Split string into pieces of the form whitespacesText |
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| 444 | std::vector<std::pair<std::string, unsigned> > stateStrings; |
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| 445 | size_t pos = 0; |
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| 446 | size_t startPos = 0; |
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| 447 | while (pos < str.size()) |
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| 448 | { |
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| 449 | unsigned indentation = 0; |
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| 450 | while(pos < str.size() && str[pos] == ' ') |
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| 451 | ++indentation, ++pos; |
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| 452 | startPos = pos; |
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| 453 | while(pos < str.size() && str[pos] != ' ') |
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| 454 | ++pos; |
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[3280] | 455 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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[2844] | 456 | } |
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| 457 | unsigned int currentLevel = 0; |
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[3280] | 458 | shared_ptr<GameStateTreeNode> currentNode = this->rootStateNode_; |
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[2844] | 459 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) |
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| 460 | { |
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| 461 | std::string newStateName = it->first; |
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[3280] | 462 | unsigned newLevel = it->second + 1; // empty root is 0 |
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[2844] | 463 | GameState* newState = this->getState(newStateName); |
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| 464 | if (!newState) |
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[3280] | 465 | ThrowException(GameState, "GameState with name '" << newStateName << "' not found!"); |
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| 466 | if (newState == this->rootStateNode_->state_) |
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| 467 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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| 468 | shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode); |
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| 469 | newNode->state_ = newState; |
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| 470 | |
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| 471 | if (newLevel <= currentLevel) |
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[2844] | 472 | { |
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[3280] | 473 | do |
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| 474 | currentNode = currentNode->parent_.lock(); |
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| 475 | while (newLevel <= --currentLevel); |
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[2844] | 476 | } |
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[3280] | 477 | if (newLevel == currentLevel + 1) |
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[2844] | 478 | { |
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[3280] | 479 | // Add the child |
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| 480 | newNode->parent_ = currentNode; |
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| 481 | currentNode->children_.push_back(newNode); |
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| 482 | currentNode->state_->addChild(newNode->state_); |
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[2844] | 483 | } |
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| 484 | else |
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[3280] | 485 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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| 486 | currentNode = newNode; |
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| 487 | currentLevel = newLevel; |
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[2844] | 488 | } |
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| 489 | } |
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| 490 | |
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| 491 | /*** Internal ***/ |
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| 492 | |
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| 493 | void Game::loadState(GameState* state) |
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| 494 | { |
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[3280] | 495 | this->bChangingState_ = true; |
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| 496 | state->activate(); |
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[2850] | 497 | if (!this->activeStates_.empty()) |
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| 498 | this->activeStates_.back()->activity_.topState = false; |
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[3280] | 499 | this->activeStates_.push_back(state); |
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[2850] | 500 | state->activity_.topState = true; |
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[3280] | 501 | this->bChangingState_ = false; |
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[2844] | 502 | } |
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| 503 | |
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| 504 | void Game::unloadState(orxonox::GameState* state) |
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| 505 | { |
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[3280] | 506 | this->bChangingState_ = true; |
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[2850] | 507 | state->activity_.topState = false; |
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[2844] | 508 | this->activeStates_.pop_back(); |
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[2850] | 509 | if (!this->activeStates_.empty()) |
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| 510 | this->activeStates_.back()->activity_.topState = true; |
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[3280] | 511 | try |
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| 512 | { |
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| 513 | state->deactivate(); |
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| 514 | } |
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| 515 | catch (const std::exception& ex) |
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| 516 | { |
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| 517 | COUT(2) << "Warning: Unloading GameState '" << state->getName() << "' threw an exception: " << ex.what() << std::endl; |
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| 518 | COUT(2) << " There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; |
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| 519 | } |
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| 520 | this->bChangingState_ = false; |
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[2844] | 521 | } |
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| 522 | |
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[3280] | 523 | std::map<std::string, Game::GameStateFactory*> Game::GameStateFactory::factories_s; |
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| 524 | |
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| 525 | /*static*/ GameState* Game::GameStateFactory::fabricate(const std::string& className, const GameStateConstrParams& params) |
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[2844] | 526 | { |
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[3280] | 527 | std::map<std::string, GameStateFactory*>::const_iterator it = factories_s.find(className); |
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| 528 | assert(it != factories_s.end()); |
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| 529 | return it->second->fabricate(params); |
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[2844] | 530 | } |
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[2927] | 531 | |
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[3280] | 532 | /*static*/ void Game::GameStateFactory::destroyFactories() |
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[2927] | 533 | { |
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[3280] | 534 | for (std::map<std::string, GameStateFactory*>::const_iterator it = factories_s.begin(); it != factories_s.end(); ++it) |
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[2927] | 535 | delete it->second; |
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[3280] | 536 | factories_s.clear(); |
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[2927] | 537 | } |
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[2805] | 538 | } |
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