[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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[7266] | 39 | #include <loki/ScopeGuard.h> |
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[2805] | 40 | |
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[5929] | 41 | #include "util/Clock.h" |
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[8858] | 42 | #include "util/Output.h" |
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[2805] | 43 | #include "util/Exception.h" |
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[3304] | 44 | #include "util/Sleep.h" |
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[2850] | 45 | #include "util/SubString.h" |
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[2844] | 46 | #include "Core.h" |
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[10624] | 47 | #include "commandline/CommandLineParser.h" |
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| 48 | #include "GameConfig.h" |
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[5781] | 49 | #include "GameMode.h" |
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[2844] | 50 | #include "GameState.h" |
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[8079] | 51 | #include "GraphicsManager.h" |
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[6417] | 52 | #include "GUIManager.h" |
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[10624] | 53 | #include "command/ConsoleCommandIncludes.h" |
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[2805] | 54 | |
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| 55 | namespace orxonox |
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| 56 | { |
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[5781] | 57 | static void stop_game() |
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| 58 | { Game::getInstance().stop(); } |
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[7284] | 59 | SetConsoleCommand("exit", &stop_game); |
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[5929] | 60 | static void printFPS() |
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[8858] | 61 | { orxout(message) << Game::getInstance().getAvgFPS() << endl; } |
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[8079] | 62 | SetConsoleCommand("Stats", "printFPS", &printFPS); |
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[5929] | 63 | static void printTickTime() |
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[8858] | 64 | { orxout(message) << Game::getInstance().getAvgTickTime() << endl; } |
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[8079] | 65 | SetConsoleCommand("Stats", "printTickTime", &printTickTime); |
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[5781] | 66 | |
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[3370] | 67 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; |
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| 68 | Game* Game::singletonPtr_s = 0; |
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[3280] | 69 | |
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[6417] | 70 | //! Represents one node of the game state tree. |
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[3280] | 71 | struct GameStateTreeNode |
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[2844] | 72 | { |
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[3370] | 73 | std::string name_; |
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[3196] | 74 | weak_ptr<GameStateTreeNode> parent_; |
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| 75 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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[2844] | 76 | }; |
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| 77 | |
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[3323] | 78 | Game::Game(const std::string& cmdLine) |
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[8423] | 79 | : gameClock_(NULL) |
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| 80 | , core_(NULL) |
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| 81 | , bChangingState_(false) |
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| 82 | , bAbort_(false) |
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[10624] | 83 | , config_(NULL) |
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[8423] | 84 | , destructionHelper_(this) |
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[2805] | 85 | { |
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[8858] | 86 | orxout(internal_status) << "initializing Game object..." << endl; |
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| 87 | |
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[3370] | 88 | #ifdef ORXONOX_PLATFORM_WINDOWS |
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| 89 | minimumSleepTime_ = 1000/*us*/; |
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| 90 | #else |
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| 91 | minimumSleepTime_ = 0/*us*/; |
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| 92 | #endif |
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| 93 | |
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[6417] | 94 | // reset statistics |
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| 95 | this->statisticsStartTime_ = 0; |
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| 96 | this->statisticsTickTimes_.clear(); |
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| 97 | this->periodTickTime_ = 0; |
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| 98 | this->periodTime_ = 0; |
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| 99 | this->avgFPS_ = 0.0f; |
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| 100 | this->avgTickTime_ = 0.0f; |
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| 101 | this->excessSleepTime_ = 0; |
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| 102 | |
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[3280] | 103 | // Create an empty root state |
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[3370] | 104 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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[3280] | 105 | |
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[2846] | 106 | // Set up a basic clock to keep time |
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[8423] | 107 | this->gameClock_ = new Clock(); |
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[2846] | 108 | |
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[3280] | 109 | // Create the Core |
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[8858] | 110 | orxout(internal_info) << "creating Core object:" << endl; |
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[8423] | 111 | this->core_ = new Core(cmdLine); |
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[10624] | 112 | this->core_->loadModules(); |
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[2817] | 113 | |
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[6417] | 114 | // Do this after the Core creation! |
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[10624] | 115 | this->config_ = new GameConfig(); |
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[6417] | 116 | |
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[3370] | 117 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics |
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[3280] | 118 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 119 | it != gameStateDeclarations_s.end(); ++it) |
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| 120 | { |
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[3370] | 121 | if (!it->second.bGraphicsMode) |
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| 122 | constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); |
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[3280] | 123 | } |
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| 124 | |
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| 125 | // The empty root state is ALWAYS loaded! |
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| 126 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); |
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[3370] | 127 | this->rootStateNode_->name_ = "emptyRootGameState"; |
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| 128 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 129 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); |
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[8858] | 130 | |
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| 131 | orxout(internal_status) << "finished initializing Game object" << endl; |
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[2805] | 132 | } |
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| 133 | |
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[8423] | 134 | void Game::destroy() |
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[2805] | 135 | { |
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[8858] | 136 | orxout(internal_status) << "destroying Game object..." << endl; |
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| 137 | |
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[8423] | 138 | assert(loadedStates_.size() <= 1); // Just empty root GameState |
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| 139 | // Destroy all GameStates (shared_ptrs take care of actual destruction) |
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| 140 | constructedStates_.clear(); |
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| 141 | |
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| 142 | GameStateFactory::getFactories().clear(); |
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[10624] | 143 | safeObjectDelete(&config_); |
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| 144 | if (this->core_) |
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| 145 | this->core_->unloadModules(); |
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[8423] | 146 | safeObjectDelete(&core_); |
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| 147 | safeObjectDelete(&gameClock_); |
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[8858] | 148 | |
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| 149 | orxout(internal_status) << "finished destroying Game object..." << endl; |
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[2817] | 150 | } |
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| 151 | |
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[2805] | 152 | /** |
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| 153 | @brief |
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| 154 | Main loop of the orxonox game. |
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| 155 | @note |
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| 156 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 157 | method an any platform (however the windows timer lacks time when under |
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| 158 | heavy kernel load!). |
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| 159 | */ |
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| 160 | void Game::run() |
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| 161 | { |
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[3280] | 162 | if (this->requestedStateNodes_.empty()) |
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[8858] | 163 | orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl; |
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[2805] | 164 | |
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[8858] | 165 | // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop |
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| 166 | this->updateGameStateStack(); |
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| 167 | |
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| 168 | orxout(user_status) << "Game loaded" << endl; |
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[8861] | 169 | orxout(internal_status) << "-------------------- starting main loop --------------------" << endl; |
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[8858] | 170 | |
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[2845] | 171 | // START GAME |
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[3304] | 172 | // first delta time should be about 0 seconds |
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| 173 | this->gameClock_->capture(); |
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| 174 | // A first item is required for the fps limiter |
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| 175 | StatisticsTickInfo tickInfo = {0, 0}; |
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| 176 | statisticsTickTimes_.push_back(tickInfo); |
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[3370] | 177 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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[2805] | 178 | { |
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[3370] | 179 | // Generate the dt |
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[2807] | 180 | this->gameClock_->capture(); |
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[2805] | 181 | |
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[3370] | 182 | // Statistics init |
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| 183 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; |
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[2817] | 184 | statisticsTickTimes_.push_back(tickInfo); |
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| 185 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 186 | |
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[3370] | 187 | // Update the GameState stack if required |
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| 188 | this->updateGameStateStack(); |
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| 189 | |
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[6417] | 190 | // Core preUpdate |
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[5695] | 191 | try |
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| 192 | { this->core_->preUpdate(*this->gameClock_); } |
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| 193 | catch (...) |
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[2844] | 194 | { |
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[8858] | 195 | orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl; |
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| 196 | orxout(user_error) << "This should really never happen! Closing the program." << endl; |
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[3370] | 197 | this->stop(); |
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| 198 | break; |
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[2844] | 199 | } |
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[2805] | 200 | |
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[3370] | 201 | // Update the GameStates bottom up in the stack |
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| 202 | this->updateGameStates(); |
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| 203 | |
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[6417] | 204 | // Core postUpdate |
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[5695] | 205 | try |
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| 206 | { this->core_->postUpdate(*this->gameClock_); } |
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| 207 | catch (...) |
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[3280] | 208 | { |
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[8858] | 209 | orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl; |
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| 210 | orxout(user_error) << "This should really never happen! Closing the program." << endl; |
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[3280] | 211 | this->stop(); |
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| 212 | break; |
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| 213 | } |
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| 214 | |
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[3370] | 215 | // Evaluate statistics |
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| 216 | this->updateStatistics(); |
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| 217 | |
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[6417] | 218 | // Limit frame rate |
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[8245] | 219 | static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart |
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[10624] | 220 | if (this->config_->getFpsLimit() > 0 && !hasVSync) |
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[8245] | 221 | this->updateFPSLimiter(); |
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[3370] | 222 | } |
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| 223 | |
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[8861] | 224 | orxout(internal_status) << "-------------------- finished main loop --------------------" << endl; |
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[8858] | 225 | |
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[3370] | 226 | // UNLOAD all remaining states |
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| 227 | while (this->loadedStates_.size() > 1) |
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| 228 | this->unloadState(this->loadedStates_.back()->getName()); |
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| 229 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 230 | this->requestedStateNodes_.clear(); |
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| 231 | } |
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| 232 | |
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| 233 | void Game::updateGameStateStack() |
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| 234 | { |
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| 235 | while (this->requestedStateNodes_.size() > 0) |
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| 236 | { |
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| 237 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 238 | assert(this->loadedTopStateNode_); |
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| 239 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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| 240 | this->unloadState(loadedTopStateNode_->name_); |
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| 241 | else // has to be child |
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[3084] | 242 | { |
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[3280] | 243 | try |
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| 244 | { |
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[3370] | 245 | this->loadState(requestedStateNode->name_); |
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[3280] | 246 | } |
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[5695] | 247 | catch (...) |
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[3280] | 248 | { |
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[8858] | 249 | orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl; |
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[3370] | 250 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 251 | if (this->requestedStateNodes_.size() > 1) |
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[8858] | 252 | orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl; |
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[3370] | 253 | this->requestedStateNodes_.clear(); |
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[3280] | 254 | break; |
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| 255 | } |
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[3370] | 256 | } |
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| 257 | this->loadedTopStateNode_ = requestedStateNode; |
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| 258 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 259 | } |
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| 260 | } |
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[2844] | 261 | |
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[3370] | 262 | void Game::updateGameStates() |
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| 263 | { |
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| 264 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 265 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; |
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| 266 | it != this->loadedStates_.end(); ++it) |
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| 267 | { |
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| 268 | try |
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| 269 | { |
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| 270 | // Add tick time for most of the states |
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[5695] | 271 | uint64_t timeBeforeTick = 0; |
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[3370] | 272 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 273 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 274 | (*it)->update(*this->gameClock_); |
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| 275 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 276 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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[3084] | 277 | } |
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[3370] | 278 | catch (...) |
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| 279 | { |
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[8858] | 280 | orxout(user_error) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << endl; |
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| 281 | orxout(user_error) << "This should really never happen!" << endl; |
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| 282 | orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl; |
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[3370] | 283 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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| 284 | while (current->name_ != (*it)->getName() && current) |
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| 285 | current = current->parent_.lock(); |
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| 286 | if (current && current->parent_.lock()) |
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| 287 | this->requestState(current->parent_.lock()->name_); |
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| 288 | else |
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| 289 | this->stop(); |
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| 290 | break; |
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| 291 | } |
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| 292 | } |
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| 293 | } |
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[3084] | 294 | |
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[3370] | 295 | void Game::updateStatistics() |
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| 296 | { |
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| 297 | // Add the tick time of this frame (rendering time has already been subtracted) |
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| 298 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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| 299 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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[6502] | 300 | this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime); |
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| 301 | this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime); |
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[10624] | 302 | if (this->periodTime_ > this->config_->getStatisticsRefreshCycle()) |
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[3370] | 303 | { |
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| 304 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 305 | assert(it != this->statisticsTickTimes_.end()); |
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[10624] | 306 | int64_t lastTime = currentTime - this->config_->getStatisticsAvgLength(); |
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[3370] | 307 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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[2817] | 308 | { |
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[3370] | 309 | do |
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[2817] | 310 | { |
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[3370] | 311 | assert(this->periodTickTime_ >= it->tickLength); |
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| 312 | this->periodTickTime_ -= it->tickLength; |
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| 313 | ++it; |
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| 314 | assert(it != this->statisticsTickTimes_.end()); |
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| 315 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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| 316 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 317 | } |
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[2817] | 318 | |
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[3370] | 319 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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[6417] | 320 | // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low |
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| 321 | this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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[3370] | 322 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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[2817] | 323 | |
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[10624] | 324 | this->periodTime_ -= this->config_->getStatisticsRefreshCycle(); |
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[2805] | 325 | } |
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[3370] | 326 | } |
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[2805] | 327 | |
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[3370] | 328 | void Game::updateFPSLimiter() |
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| 329 | { |
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[10624] | 330 | uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / this->config_->getFpsLimit()); |
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[3370] | 331 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 332 | while (currentRealTime < nextTime - minimumSleepTime_) |
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| 333 | { |
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[6502] | 334 | usleep((unsigned long)(nextTime - currentRealTime)); |
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[3370] | 335 | currentRealTime = gameClock_->getRealMicroseconds(); |
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| 336 | } |
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| 337 | // Integrate excess to avoid steady state error |
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[6502] | 338 | excessSleepTime_ = (int)(currentRealTime - nextTime); |
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[3370] | 339 | // Anti windup |
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| 340 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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| 341 | excessSleepTime_ = 50000; |
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[2805] | 342 | } |
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| 343 | |
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| 344 | void Game::stop() |
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| 345 | { |
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[8858] | 346 | orxout(user_status) << "Exit" << endl; |
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[3280] | 347 | this->bAbort_ = true; |
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[2805] | 348 | } |
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[2817] | 349 | |
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[3370] | 350 | void Game::subtractTickTime(int32_t length) |
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[2817] | 351 | { |
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| 352 | assert(!this->statisticsTickTimes_.empty()); |
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[3370] | 353 | this->statisticsTickTimes_.back().tickLength -= length; |
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| 354 | this->periodTickTime_ -= length; |
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[2817] | 355 | } |
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[2844] | 356 | |
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| 357 | |
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| 358 | /***** GameState related *****/ |
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| 359 | |
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| 360 | void Game::requestState(const std::string& name) |
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| 361 | { |
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[3370] | 362 | if (!this->checkState(name)) |
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| 363 | { |
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[8858] | 364 | orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl; |
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[2844] | 365 | return; |
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[3370] | 366 | } |
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[2844] | 367 | |
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[3370] | 368 | if (this->bChangingState_) |
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| 369 | { |
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[8858] | 370 | orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl; |
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[3370] | 371 | return; |
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| 372 | } |
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[2844] | 373 | |
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[3280] | 374 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 375 | if (this->requestedStateNodes_.empty()) |
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[3370] | 376 | lastRequestedNode = this->loadedTopStateNode_; |
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[3280] | 377 | else |
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| 378 | lastRequestedNode = this->requestedStateNodes_.back(); |
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[3370] | 379 | if (name == lastRequestedNode->name_) |
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[2844] | 380 | { |
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[8858] | 381 | orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl; |
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[2844] | 382 | return; |
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| 383 | } |
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| 384 | |
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| 385 | // Check children first |
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[3280] | 386 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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[2844] | 387 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 388 | { |
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[3370] | 389 | if (lastRequestedNode->children_[i]->name_ == name) |
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[2844] | 390 | { |
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[3280] | 391 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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[2844] | 392 | break; |
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| 393 | } |
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| 394 | } |
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| 395 | |
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[3280] | 396 | if (requestedNodes.empty()) |
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[2844] | 397 | { |
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[3280] | 398 | // Check parent and all its grand parents |
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| 399 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 400 | while (currentNode != NULL) |
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| 401 | { |
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[3370] | 402 | if (currentNode->name_ == name) |
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[3280] | 403 | break; |
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| 404 | currentNode = currentNode->parent_.lock(); |
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| 405 | requestedNodes.push_back(currentNode); |
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| 406 | } |
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[5929] | 407 | if (currentNode == NULL) |
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| 408 | requestedNodes.clear(); |
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[2844] | 409 | } |
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| 410 | |
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[3280] | 411 | if (requestedNodes.empty()) |
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[8858] | 412 | orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl; |
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[2844] | 413 | else |
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[3280] | 414 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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[2844] | 415 | } |
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| 416 | |
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[2850] | 417 | void Game::requestStates(const std::string& names) |
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| 418 | { |
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| 419 | SubString tokens(names, ",;", " "); |
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| 420 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 421 | this->requestState(tokens[i]); |
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| 422 | } |
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| 423 | |
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[2844] | 424 | void Game::popState() |
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| 425 | { |
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[3280] | 426 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 427 | if (this->requestedStateNodes_.empty()) |
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[3370] | 428 | lastRequestedNode = this->loadedTopStateNode_; |
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[2844] | 429 | else |
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[3280] | 430 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 431 | if (lastRequestedNode != this->rootStateNode_) |
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[3370] | 432 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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[3280] | 433 | else |
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[8858] | 434 | orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl; |
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[2844] | 435 | } |
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| 436 | |
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[3370] | 437 | shared_ptr<GameState> Game::getState(const std::string& name) |
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[2844] | 438 | { |
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[3370] | 439 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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| 440 | if (it != constructedStates_.end()) |
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[2844] | 441 | return it->second; |
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| 442 | else |
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| 443 | { |
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[3370] | 444 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 445 | if (it != gameStateDeclarations_s.end()) |
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[8858] | 446 | orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl; |
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[3370] | 447 | else |
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[8858] | 448 | orxout(internal_error) << "Could not find GameState '" << name << "'." << endl; |
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[3370] | 449 | return shared_ptr<GameState>(); |
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[2844] | 450 | } |
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| 451 | } |
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| 452 | |
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| 453 | void Game::setStateHierarchy(const std::string& str) |
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| 454 | { |
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| 455 | // Split string into pieces of the form whitespacesText |
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[5929] | 456 | std::vector<std::pair<std::string, int> > stateStrings; |
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[2844] | 457 | size_t pos = 0; |
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| 458 | size_t startPos = 0; |
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| 459 | while (pos < str.size()) |
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| 460 | { |
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[5929] | 461 | int indentation = 0; |
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[6422] | 462 | while (pos < str.size() && str[pos] == ' ') |
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[2844] | 463 | ++indentation, ++pos; |
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| 464 | startPos = pos; |
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[6422] | 465 | while (pos < str.size() && str[pos] != ' ') |
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[2844] | 466 | ++pos; |
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[3280] | 467 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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[2844] | 468 | } |
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[5929] | 469 | if (stateStrings.empty()) |
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| 470 | ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating."); |
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| 471 | // Add element with large identation to detect the last with just an iterator |
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[8351] | 472 | stateStrings.push_back(std::make_pair(std::string(), -1)); |
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[5929] | 473 | |
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| 474 | // Parse elements recursively |
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| 475 | std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin(); |
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| 476 | parseStates(begin, this->rootStateNode_); |
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| 477 | } |
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| 478 | |
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| 479 | /*** Internal ***/ |
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| 480 | |
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| 481 | void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode) |
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| 482 | { |
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| 483 | SubString tokens(it->first, ","); |
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| 484 | std::vector<std::pair<std::string, int> >::const_iterator startIt = it; |
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| 485 | |
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| 486 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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[2844] | 487 | { |
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[5929] | 488 | it = startIt; // Reset iterator to the beginning of the sub tree |
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| 489 | if (!this->checkState(tokens[i])) |
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| 490 | ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!"); |
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| 491 | if (tokens[i] == this->rootStateNode_->name_) |
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[3280] | 492 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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[5929] | 493 | shared_ptr<GameStateTreeNode> node(new GameStateTreeNode()); |
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| 494 | node->name_ = tokens[i]; |
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| 495 | node->parent_ = currentNode; |
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| 496 | currentNode->children_.push_back(node); |
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[3280] | 497 | |
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[5929] | 498 | int currentLevel = it->second; |
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| 499 | ++it; |
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| 500 | while (it->second != -1) |
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[2844] | 501 | { |
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[5929] | 502 | if (it->second <= currentLevel) |
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| 503 | break; |
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| 504 | else if (it->second == currentLevel + 1) |
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| 505 | parseStates(it, node); |
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| 506 | else |
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| 507 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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[2844] | 508 | } |
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| 509 | } |
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| 510 | } |
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| 511 | |
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[3370] | 512 | void Game::loadGraphics() |
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[2844] | 513 | { |
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[5929] | 514 | if (!GameMode::showsGraphics()) |
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[5781] | 515 | { |
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[8858] | 516 | orxout(user_status) << "Loading graphics" << endl; |
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| 517 | orxout(internal_info) << "loading graphics in Game" << endl; |
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| 518 | |
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[5781] | 519 | core_->loadGraphics(); |
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[10624] | 520 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true); |
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[5781] | 521 | |
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| 522 | // Construct all the GameStates that require graphics |
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| 523 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 524 | it != gameStateDeclarations_s.end(); ++it) |
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| 525 | { |
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| 526 | if (it->second.bGraphicsMode) |
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| 527 | { |
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| 528 | // Game state loading failure is serious --> don't catch |
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| 529 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); |
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| 530 | if (!constructedStates_.insert(std::make_pair( |
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| 531 | it->second.stateName, gameState)).second) |
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| 532 | assert(false); // GameState was already created! |
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| 533 | } |
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| 534 | } |
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| 535 | graphicsUnloader.Dismiss(); |
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[8858] | 536 | |
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| 537 | orxout(internal_info) << "finished loading graphics in Game" << endl; |
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[5781] | 538 | } |
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[3370] | 539 | } |
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| 540 | |
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[10624] | 541 | void Game::unloadGraphics(bool loadGraphicsManagerWithoutRenderer) |
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[3370] | 542 | { |
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[5929] | 543 | if (GameMode::showsGraphics()) |
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[5781] | 544 | { |
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[8858] | 545 | orxout(user_status) << "Unloading graphics" << endl; |
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| 546 | orxout(internal_info) << "unloading graphics in Game" << endl; |
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| 547 | |
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[5781] | 548 | // Destroy all the GameStates that require graphics |
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| 549 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
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| 550 | { |
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| 551 | if (it->second->getInfo().bGraphicsMode) |
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| 552 | constructedStates_.erase(it++); |
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| 553 | else |
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| 554 | ++it; |
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| 555 | } |
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| 556 | |
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[10624] | 557 | core_->unloadGraphics(loadGraphicsManagerWithoutRenderer); |
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[5781] | 558 | } |
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[3370] | 559 | } |
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| 560 | |
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| 561 | bool Game::checkState(const std::string& name) const |
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| 562 | { |
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| 563 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 564 | if (it == gameStateDeclarations_s.end()) |
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| 565 | return false; |
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| 566 | else |
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| 567 | return true; |
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| 568 | } |
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| 569 | |
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| 570 | void Game::loadState(const std::string& name) |
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| 571 | { |
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[8858] | 572 | orxout(internal_status) << "loading state '" << name << "'" << endl; |
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| 573 | |
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[3280] | 574 | this->bChangingState_ = true; |
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[8706] | 575 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard); |
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[3370] | 576 | |
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| 577 | // If state requires graphics, load it |
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[10624] | 578 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true); |
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[5781] | 579 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
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[3370] | 580 | this->loadGraphics(); |
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| 581 | else |
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| 582 | graphicsUnloader.Dismiss(); |
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| 583 | |
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| 584 | shared_ptr<GameState> state = this->getState(name); |
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[6417] | 585 | state->activateInternal(); |
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[3370] | 586 | if (!this->loadedStates_.empty()) |
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| 587 | this->loadedStates_.back()->activity_.topState = false; |
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| 588 | this->loadedStates_.push_back(state); |
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[2850] | 589 | state->activity_.topState = true; |
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[3370] | 590 | |
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| 591 | graphicsUnloader.Dismiss(); |
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[2844] | 592 | } |
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| 593 | |
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[3370] | 594 | void Game::unloadState(const std::string& name) |
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[2844] | 595 | { |
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[8858] | 596 | orxout(internal_status) << "unloading state '" << name << "'" << endl; |
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| 597 | |
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[3280] | 598 | this->bChangingState_ = true; |
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| 599 | try |
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| 600 | { |
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[3370] | 601 | shared_ptr<GameState> state = this->getState(name); |
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| 602 | state->activity_.topState = false; |
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| 603 | this->loadedStates_.pop_back(); |
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| 604 | if (!this->loadedStates_.empty()) |
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| 605 | this->loadedStates_.back()->activity_.topState = true; |
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[6417] | 606 | state->deactivateInternal(); |
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[3280] | 607 | } |
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[5695] | 608 | catch (...) |
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[3280] | 609 | { |
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[8858] | 610 | orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl; |
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| 611 | orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl; |
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[3280] | 612 | } |
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[3370] | 613 | // Check if graphics is still required |
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[10624] | 614 | bool graphicsRequired = false; |
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| 615 | for (unsigned i = 0; i < loadedStates_.size(); ++i) |
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| 616 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; |
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| 617 | if (!graphicsRequired) |
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| 618 | this->unloadGraphics(!this->bAbort_); // if abort is false, that means the game is still running while unloading graphics. in this case we load a graphics manager without renderer (to keep all necessary ogre instances alive) |
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[3280] | 619 | this->bChangingState_ = false; |
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[2844] | 620 | } |
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| 621 | |
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[5929] | 622 | /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories() |
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| 623 | { |
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| 624 | static std::map<std::string, shared_ptr<GameStateFactory> > factories; |
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| 625 | return factories; |
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| 626 | } |
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[3280] | 627 | |
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[3370] | 628 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
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[2844] | 629 | { |
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[5929] | 630 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className); |
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| 631 | assert(it != getFactories().end()); |
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[3370] | 632 | return it->second->fabricateInternal(info); |
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[2844] | 633 | } |
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[2805] | 634 | } |
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