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source: code/trunk/src/libraries/core/Game.cc @ 10012

Last change on this file since 10012 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

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[2805]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
[3196]38#include <boost/weak_ptr.hpp>
[7266]39#include <loki/ScopeGuard.h>
[2805]40
[5929]41#include "util/Clock.h"
[8858]42#include "util/Output.h"
[2805]43#include "util/Exception.h"
[3304]44#include "util/Sleep.h"
[2850]45#include "util/SubString.h"
[2844]46#include "Core.h"
47#include "CoreIncludes.h"
[9667]48#include "config/CommandLineParser.h"
49#include "config/ConfigValueIncludes.h"
[5781]50#include "GameMode.h"
[2844]51#include "GameState.h"
[8079]52#include "GraphicsManager.h"
[6417]53#include "GUIManager.h"
[7284]54#include "command/ConsoleCommand.h"
[2805]55
56namespace orxonox
57{
[5781]58    static void stop_game()
59        { Game::getInstance().stop(); }
[7284]60    SetConsoleCommand("exit", &stop_game);
[5929]61    static void printFPS()
[8858]62        { orxout(message) << Game::getInstance().getAvgFPS() << endl; }
[8079]63    SetConsoleCommand("Stats", "printFPS", &printFPS);
[5929]64    static void printTickTime()
[8858]65        { orxout(message) << Game::getInstance().getAvgTickTime() << endl; }
[8079]66    SetConsoleCommand("Stats", "printTickTime", &printTickTime);
[5781]67
[3370]68    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
69    Game* Game::singletonPtr_s = 0;
[3280]70
[6417]71    //! Represents one node of the game state tree.
[3280]72    struct GameStateTreeNode
[2844]73    {
[3370]74        std::string name_;
[3196]75        weak_ptr<GameStateTreeNode> parent_;
76        std::vector<shared_ptr<GameStateTreeNode> > children_;
[2844]77    };
78
[3323]79    Game::Game(const std::string& cmdLine)
[8423]80        : gameClock_(NULL)
81        , core_(NULL)
82        , bChangingState_(false)
83        , bAbort_(false)
84        , destructionHelper_(this)
[2805]85    {
[8858]86        orxout(internal_status) << "initializing Game object..." << endl;
87
[3370]88#ifdef ORXONOX_PLATFORM_WINDOWS
89        minimumSleepTime_ = 1000/*us*/;
90#else
91        minimumSleepTime_ = 0/*us*/;
92#endif
93
[6417]94        // reset statistics
95        this->statisticsStartTime_ = 0;
96        this->statisticsTickTimes_.clear();
97        this->periodTickTime_ = 0;
98        this->periodTime_ = 0;
99        this->avgFPS_ = 0.0f;
100        this->avgTickTime_ = 0.0f;
101        this->excessSleepTime_ = 0;
102
[3280]103        // Create an empty root state
[3370]104        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
[3280]105
[2846]106        // Set up a basic clock to keep time
[8423]107        this->gameClock_ = new Clock();
[2846]108
[3280]109        // Create the Core
[8858]110        orxout(internal_info) << "creating Core object:" << endl;
[8423]111        this->core_ = new Core(cmdLine);
[2817]112
[6417]113        // Do this after the Core creation!
[9667]114        RegisterObject(Game);
[6417]115        this->setConfigValues();
116
[3370]117        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
[3280]118        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
119            it != gameStateDeclarations_s.end(); ++it)
120        {
[3370]121            if (!it->second.bGraphicsMode)
122                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
[3280]123        }
124
125        // The empty root state is ALWAYS loaded!
126        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
[3370]127        this->rootStateNode_->name_ = "emptyRootGameState";
128        this->loadedTopStateNode_ = this->rootStateNode_;
129        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
[8858]130
131        orxout(internal_status) << "finished initializing Game object" << endl;
[2805]132    }
133
[8423]134    void Game::destroy()
[2805]135    {
[8858]136        orxout(internal_status) << "destroying Game object..." << endl;
137
[6417]138        // Remove us from the object lists again to avoid problems when destroying them
139        this->unregisterObject();
[8423]140
141        assert(loadedStates_.size() <= 1); // Just empty root GameState
142        // Destroy all GameStates (shared_ptrs take care of actual destruction)
143        constructedStates_.clear();
144
145        GameStateFactory::getFactories().clear();
146        safeObjectDelete(&core_);
147        safeObjectDelete(&gameClock_);
[8858]148
149        orxout(internal_status) << "finished destroying Game object..." << endl;
[2817]150    }
151
[6417]152    void Game::setConfigValues()
153    {
154        SetConfigValue(statisticsRefreshCycle_, 250000)
155            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
156        SetConfigValue(statisticsAvgLength_, 1000000)
157            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
[8079]158
159        SetConfigValueExternal(fpsLimit_, "GraphicsSettings", "fpsLimit", 50)
[6417]160            .description("Sets the desired frame rate (0 for no limit).");
161    }
162
[2805]163    /**
164    @brief
165        Main loop of the orxonox game.
166    @note
167        We use the Ogre::Timer to measure time since it uses the most precise
168        method an any platform (however the windows timer lacks time when under
169        heavy kernel load!).
170    */
171    void Game::run()
172    {
[3280]173        if (this->requestedStateNodes_.empty())
[8858]174            orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl;
[2805]175
[8858]176        // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop
177        this->updateGameStateStack();
178
179        orxout(user_status) << "Game loaded" << endl;
[8861]180        orxout(internal_status) << "-------------------- starting main loop --------------------" << endl;
[8858]181
[2845]182        // START GAME
[3304]183        // first delta time should be about 0 seconds
184        this->gameClock_->capture();
185        // A first item is required for the fps limiter
186        StatisticsTickInfo tickInfo = {0, 0};
187        statisticsTickTimes_.push_back(tickInfo);
[3370]188        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
[2805]189        {
[3370]190            // Generate the dt
[2807]191            this->gameClock_->capture();
[2805]192
[3370]193            // Statistics init
194            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
[2817]195            statisticsTickTimes_.push_back(tickInfo);
196            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
197
[3370]198            // Update the GameState stack if required
199            this->updateGameStateStack();
200
[6417]201            // Core preUpdate
[5695]202            try
203                { this->core_->preUpdate(*this->gameClock_); }
204            catch (...)
[2844]205            {
[8858]206                orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl;
207                orxout(user_error) << "This should really never happen! Closing the program." << endl;
[3370]208                this->stop();
209                break;
[2844]210            }
[2805]211
[3370]212            // Update the GameStates bottom up in the stack
213            this->updateGameStates();
214
[6417]215            // Core postUpdate
[5695]216            try
217                { this->core_->postUpdate(*this->gameClock_); }
218            catch (...)
[3280]219            {
[8858]220                orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl;
221                orxout(user_error) << "This should really never happen! Closing the program." << endl;
[3280]222                this->stop();
223                break;
224            }
225
[3370]226            // Evaluate statistics
227            this->updateStatistics();
228
[6417]229            // Limit frame rate
[8245]230            static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart
231            if (this->fpsLimit_ > 0 && !hasVSync)
232                this->updateFPSLimiter();
[3370]233        }
234
[8861]235        orxout(internal_status) << "-------------------- finished main loop --------------------" << endl;
[8858]236
[3370]237        // UNLOAD all remaining states
238        while (this->loadedStates_.size() > 1)
239            this->unloadState(this->loadedStates_.back()->getName());
240        this->loadedTopStateNode_ = this->rootStateNode_;
241        this->requestedStateNodes_.clear();
242    }
243
244    void Game::updateGameStateStack()
245    {
246        while (this->requestedStateNodes_.size() > 0)
247        {
248            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
249            assert(this->loadedTopStateNode_);
250            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
251                this->unloadState(loadedTopStateNode_->name_);
252            else // has to be child
[3084]253            {
[3280]254                try
255                {
[3370]256                    this->loadState(requestedStateNode->name_);
[3280]257                }
[5695]258                catch (...)
[3280]259                {
[8858]260                    orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl;
[3370]261                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
262                    if (this->requestedStateNodes_.size() > 1)
[8858]263                        orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl;
[3370]264                    this->requestedStateNodes_.clear();
[3280]265                    break;
266                }
[3370]267            }
268            this->loadedTopStateNode_ = requestedStateNode;
269            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
270        }
271    }
[2844]272
[3370]273    void Game::updateGameStates()
274    {
275        // Note: The first element is the empty root state, which doesn't need ticking
276        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
277            it != this->loadedStates_.end(); ++it)
278        {
279            try
280            {
281                // Add tick time for most of the states
[5695]282                uint64_t timeBeforeTick = 0;
[3370]283                if ((*it)->getInfo().bIgnoreTickTime)
284                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
285                (*it)->update(*this->gameClock_);
286                if ((*it)->getInfo().bIgnoreTickTime)
287                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
[3084]288            }
[3370]289            catch (...)
290            {
[8858]291                orxout(user_error) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << endl;
292                orxout(user_error) << "This should really never happen!" << endl;
293                orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl;
[3370]294                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
295                while (current->name_ != (*it)->getName() && current)
296                    current = current->parent_.lock();
297                if (current && current->parent_.lock())
298                    this->requestState(current->parent_.lock()->name_);
299                else
300                    this->stop();
301                break;
302            }
303        }
304    }
[3084]305
[3370]306    void Game::updateStatistics()
307    {
308        // Add the tick time of this frame (rendering time has already been subtracted)
309        uint64_t currentTime = gameClock_->getMicroseconds();
310        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
[6502]311        this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime);
312        this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime);
[6417]313        if (this->periodTime_ > this->statisticsRefreshCycle_)
[3370]314        {
315            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
316            assert(it != this->statisticsTickTimes_.end());
[6417]317            int64_t lastTime = currentTime - this->statisticsAvgLength_;
[3370]318            if (static_cast<int64_t>(it->tickTime) < lastTime)
[2817]319            {
[3370]320                do
[2817]321                {
[3370]322                    assert(this->periodTickTime_ >= it->tickLength);
323                    this->periodTickTime_ -= it->tickLength;
324                    ++it;
325                    assert(it != this->statisticsTickTimes_.end());
326                } while (static_cast<int64_t>(it->tickTime) < lastTime);
327                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
328            }
[2817]329
[3370]330            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
[6417]331            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
332            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
[3370]333            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
[2817]334
[6417]335            this->periodTime_ -= this->statisticsRefreshCycle_;
[2805]336        }
[3370]337    }
[2805]338
[3370]339    void Game::updateFPSLimiter()
340    {
[6417]341        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_);
[3370]342        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
343        while (currentRealTime < nextTime - minimumSleepTime_)
344        {
[6502]345            usleep((unsigned long)(nextTime - currentRealTime));
[3370]346            currentRealTime = gameClock_->getRealMicroseconds();
347        }
348        // Integrate excess to avoid steady state error
[6502]349        excessSleepTime_ = (int)(currentRealTime - nextTime);
[3370]350        // Anti windup
351        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
352            excessSleepTime_ = 50000;
[2805]353    }
354
355    void Game::stop()
356    {
[8858]357        orxout(user_status) << "Exit" << endl;
[3280]358        this->bAbort_ = true;
[2805]359    }
[2817]360
[3370]361    void Game::subtractTickTime(int32_t length)
[2817]362    {
363        assert(!this->statisticsTickTimes_.empty());
[3370]364        this->statisticsTickTimes_.back().tickLength -= length;
365        this->periodTickTime_ -= length;
[2817]366    }
[2844]367
368
369    /***** GameState related *****/
370
371    void Game::requestState(const std::string& name)
372    {
[3370]373        if (!this->checkState(name))
374        {
[8858]375            orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl;
[2844]376            return;
[3370]377        }
[2844]378
[3370]379        if (this->bChangingState_)
380        {
[8858]381            orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl;
[3370]382            return;
383        }
[2844]384
[3280]385        shared_ptr<GameStateTreeNode> lastRequestedNode;
386        if (this->requestedStateNodes_.empty())
[3370]387            lastRequestedNode = this->loadedTopStateNode_;
[3280]388        else
389            lastRequestedNode = this->requestedStateNodes_.back();
[3370]390        if (name == lastRequestedNode->name_)
[2844]391        {
[8858]392            orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl;
[2844]393            return;
394        }
395
396        // Check children first
[3280]397        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
[2844]398        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
399        {
[3370]400            if (lastRequestedNode->children_[i]->name_ == name)
[2844]401            {
[3280]402                requestedNodes.push_back(lastRequestedNode->children_[i]);
[2844]403                break;
404            }
405        }
406
[3280]407        if (requestedNodes.empty())
[2844]408        {
[3280]409            // Check parent and all its grand parents
410            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
411            while (currentNode != NULL)
412            {
[3370]413                if (currentNode->name_ == name)
[3280]414                    break;
415                currentNode = currentNode->parent_.lock();
416                requestedNodes.push_back(currentNode);
417            }
[5929]418            if (currentNode == NULL)
419                requestedNodes.clear();
[2844]420        }
421
[3280]422        if (requestedNodes.empty())
[8858]423            orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl;
[2844]424        else
[3280]425            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
[2844]426    }
427
[2850]428    void Game::requestStates(const std::string& names)
429    {
430        SubString tokens(names, ",;", " ");
431        for (unsigned int i = 0; i < tokens.size(); ++i)
432            this->requestState(tokens[i]);
433    }
434
[2844]435    void Game::popState()
436    {
[3280]437        shared_ptr<GameStateTreeNode> lastRequestedNode;
438        if (this->requestedStateNodes_.empty())
[3370]439            lastRequestedNode = this->loadedTopStateNode_;
[2844]440        else
[3280]441            lastRequestedNode = this->requestedStateNodes_.back();
442        if (lastRequestedNode != this->rootStateNode_)
[3370]443            this->requestState(lastRequestedNode->parent_.lock()->name_);
[3280]444        else
[8858]445            orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl;
[2844]446    }
447
[3370]448    shared_ptr<GameState> Game::getState(const std::string& name)
[2844]449    {
[3370]450        GameStateMap::const_iterator it = constructedStates_.find(name);
451        if (it != constructedStates_.end())
[2844]452            return it->second;
453        else
454        {
[3370]455            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
456            if (it != gameStateDeclarations_s.end())
[8858]457                orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl;
[3370]458            else
[8858]459                orxout(internal_error) << "Could not find GameState '" << name << "'." << endl;
[3370]460            return shared_ptr<GameState>();
[2844]461        }
462    }
463
464    void Game::setStateHierarchy(const std::string& str)
465    {
466        // Split string into pieces of the form whitespacesText
[5929]467        std::vector<std::pair<std::string, int> > stateStrings;
[2844]468        size_t pos = 0;
469        size_t startPos = 0;
470        while (pos < str.size())
471        {
[5929]472            int indentation = 0;
[6422]473            while (pos < str.size() && str[pos] == ' ')
[2844]474                ++indentation, ++pos;
475            startPos = pos;
[6422]476            while (pos < str.size() && str[pos] != ' ')
[2844]477                ++pos;
[3280]478            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
[2844]479        }
[5929]480        if (stateStrings.empty())
481            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
482        // Add element with large identation to detect the last with just an iterator
[8351]483        stateStrings.push_back(std::make_pair(std::string(), -1));
[5929]484
485        // Parse elements recursively
486        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
487        parseStates(begin, this->rootStateNode_);
488    }
489
490    /*** Internal ***/
491
492    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
493    {
494        SubString tokens(it->first, ",");
495        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
496
497        for (unsigned int i = 0; i < tokens.size(); ++i)
[2844]498        {
[5929]499            it = startIt; // Reset iterator to the beginning of the sub tree
500            if (!this->checkState(tokens[i]))
501                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
502            if (tokens[i] == this->rootStateNode_->name_)
[3280]503                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
[5929]504            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
505            node->name_ = tokens[i];
506            node->parent_ = currentNode;
507            currentNode->children_.push_back(node);
[3280]508
[5929]509            int currentLevel = it->second;
510            ++it;
511            while (it->second != -1)
[2844]512            {
[5929]513                if (it->second <= currentLevel)
514                    break;
515                else if (it->second == currentLevel + 1)
516                    parseStates(it, node);
517                else
518                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
[2844]519            }
520        }
521    }
522
[3370]523    void Game::loadGraphics()
[2844]524    {
[5929]525        if (!GameMode::showsGraphics())
[5781]526        {
[8858]527            orxout(user_status) << "Loading graphics" << endl;
528            orxout(internal_info) << "loading graphics in Game" << endl;
529
[5781]530            core_->loadGraphics();
531            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
532
533            // Construct all the GameStates that require graphics
534            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
535                it != gameStateDeclarations_s.end(); ++it)
536            {
537                if (it->second.bGraphicsMode)
538                {
539                    // Game state loading failure is serious --> don't catch
540                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
541                    if (!constructedStates_.insert(std::make_pair(
542                        it->second.stateName, gameState)).second)
543                        assert(false); // GameState was already created!
544                }
545            }
546            graphicsUnloader.Dismiss();
[8858]547
548            orxout(internal_info) << "finished loading graphics in Game" << endl;
[5781]549        }
[3370]550    }
551
552    void Game::unloadGraphics()
553    {
[5929]554        if (GameMode::showsGraphics())
[5781]555        {
[8858]556            orxout(user_status) << "Unloading graphics" << endl;
557            orxout(internal_info) << "unloading graphics in Game" << endl;
558
[5781]559            // Destroy all the GameStates that require graphics
560            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
561            {
562                if (it->second->getInfo().bGraphicsMode)
563                    constructedStates_.erase(it++);
564                else
565                    ++it;
566            }
567
568            core_->unloadGraphics();
569        }
[3370]570    }
571
572    bool Game::checkState(const std::string& name) const
573    {
574        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
575        if (it == gameStateDeclarations_s.end())
576            return false;
577        else
578            return true;
579    }
580
581    void Game::loadState(const std::string& name)
582    {
[8858]583        orxout(internal_status) << "loading state '" << name << "'" << endl;
584
[3280]585        this->bChangingState_ = true;
[8706]586        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard);
[3370]587
588        // If state requires graphics, load it
589        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
[5781]590        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
[3370]591            this->loadGraphics();
592        else
593            graphicsUnloader.Dismiss();
594
595        shared_ptr<GameState> state = this->getState(name);
[6417]596        state->activateInternal();
[3370]597        if (!this->loadedStates_.empty())
598            this->loadedStates_.back()->activity_.topState = false;
599        this->loadedStates_.push_back(state);
[2850]600        state->activity_.topState = true;
[3370]601
602        graphicsUnloader.Dismiss();
[2844]603    }
604
[3370]605    void Game::unloadState(const std::string& name)
[2844]606    {
[8858]607        orxout(internal_status) << "unloading state '" << name << "'" << endl;
608
[3280]609        this->bChangingState_ = true;
610        try
611        {
[3370]612            shared_ptr<GameState> state = this->getState(name);
613            state->activity_.topState = false;
614            this->loadedStates_.pop_back();
615            if (!this->loadedStates_.empty())
616                this->loadedStates_.back()->activity_.topState = true;
[6417]617            state->deactivateInternal();
[3280]618        }
[5695]619        catch (...)
[3280]620        {
[8858]621            orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl;
622            orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl;
[3280]623        }
[3370]624        // Check if graphics is still required
[5695]625        if (!bAbort_)
626        {
627            bool graphicsRequired = false;
628            for (unsigned i = 0; i < loadedStates_.size(); ++i)
629                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
630            if (!graphicsRequired)
631                this->unloadGraphics();
632        }
[3280]633        this->bChangingState_ = false;
[2844]634    }
635
[5929]636    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
637    {
638        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
639        return factories;
640    }
[3280]641
[3370]642    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
[2844]643    {
[5929]644        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
645        assert(it != getFactories().end());
[3370]646        return it->second->fabricateInternal(info);
[2844]647    }
[2805]648}
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