[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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[5929] | 40 | #include "util/Clock.h" |
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[2805] | 41 | #include "util/Debug.h" |
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| 42 | #include "util/Exception.h" |
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[3370] | 43 | #include "util/ScopeGuard.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 "CommandLine.h" |
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[5781] | 47 | #include "ConsoleCommand.h" |
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[2844] | 48 | #include "Core.h" |
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| 49 | #include "CoreIncludes.h" |
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| 50 | #include "ConfigValueIncludes.h" |
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[5781] | 51 | #include "GameMode.h" |
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[2844] | 52 | #include "GameState.h" |
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[2805] | 53 | |
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| 54 | namespace orxonox |
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| 55 | { |
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[5781] | 56 | static void stop_game() |
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| 57 | { Game::getInstance().stop(); } |
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| 58 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); |
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[5929] | 59 | static void printFPS() |
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| 60 | { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; } |
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| 61 | SetConsoleCommandShortcutExternAlias(printFPS, "printFPS"); |
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| 62 | static void printTickTime() |
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| 63 | { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; } |
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| 64 | SetConsoleCommandShortcutExternAlias(printTickTime, "printTickTime"); |
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[5781] | 65 | |
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[3370] | 66 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; |
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| 67 | Game* Game::singletonPtr_s = 0; |
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[3280] | 68 | |
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| 69 | |
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| 70 | /** |
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| 71 | @brief |
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| 72 | Represents one node of the game state tree. |
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| 73 | */ |
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| 74 | struct GameStateTreeNode |
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[2844] | 75 | { |
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[3370] | 76 | std::string name_; |
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[3196] | 77 | weak_ptr<GameStateTreeNode> parent_; |
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| 78 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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[2844] | 79 | }; |
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| 80 | |
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[2805] | 81 | |
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| 82 | /** |
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| 83 | @brief |
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[3280] | 84 | Another helper class for the Game singleton: we cannot derive |
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| 85 | Game from OrxonoxClass because we need to handle the Identifier |
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| 86 | destruction in the Core destructor. |
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| 87 | */ |
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| 88 | class GameConfiguration : public OrxonoxClass |
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| 89 | { |
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| 90 | public: |
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| 91 | GameConfiguration() |
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| 92 | { |
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| 93 | RegisterRootObject(GameConfiguration); |
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| 94 | this->setConfigValues(); |
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| 95 | } |
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| 96 | |
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| 97 | void setConfigValues() |
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| 98 | { |
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| 99 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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| 100 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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| 101 | SetConfigValue(statisticsAvgLength_, 1000000) |
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| 102 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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[3304] | 103 | SetConfigValue(fpsLimit_, 50) |
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| 104 | .description("Sets the desired framerate (0 for no limit)."); |
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[3280] | 105 | } |
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| 106 | |
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| 107 | unsigned int statisticsRefreshCycle_; |
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| 108 | unsigned int statisticsAvgLength_; |
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[3304] | 109 | unsigned int fpsLimit_; |
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[3280] | 110 | }; |
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| 111 | |
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| 112 | |
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| 113 | /** |
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| 114 | @brief |
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[2805] | 115 | Non-initialising constructor. |
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| 116 | */ |
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[3323] | 117 | Game::Game(const std::string& cmdLine) |
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[5693] | 118 | // Destroy factories before the Core! |
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[5929] | 119 | : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear) |
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[2805] | 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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[3370] | 124 | #ifdef ORXONOX_PLATFORM_WINDOWS |
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| 125 | minimumSleepTime_ = 1000/*us*/; |
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| 126 | #else |
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| 127 | minimumSleepTime_ = 0/*us*/; |
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| 128 | #endif |
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| 129 | |
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[3280] | 130 | // Create an empty root state |
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[3370] | 131 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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[3280] | 132 | |
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[2846] | 133 | // Set up a basic clock to keep time |
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[3370] | 134 | this->gameClock_.reset(new Clock()); |
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[2846] | 135 | |
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[3280] | 136 | // Create the Core |
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[3370] | 137 | this->core_.reset(new Core(cmdLine)); |
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[2817] | 138 | |
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[3370] | 139 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics |
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[3280] | 140 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 141 | it != gameStateDeclarations_s.end(); ++it) |
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| 142 | { |
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[3370] | 143 | if (!it->second.bGraphicsMode) |
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| 144 | constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); |
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[3280] | 145 | } |
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| 146 | |
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| 147 | // The empty root state is ALWAYS loaded! |
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| 148 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); |
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[3370] | 149 | this->rootStateNode_->name_ = "emptyRootGameState"; |
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| 150 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 151 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); |
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[3280] | 152 | |
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| 153 | // Do this after the Core creation! |
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[3370] | 154 | this->configuration_.reset(new GameConfiguration()); |
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[2805] | 155 | } |
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| 156 | |
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| 157 | /** |
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| 158 | @brief |
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[3370] | 159 | All destruction code is handled by scoped_ptrs and SimpleScopeGuards. |
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[2805] | 160 | */ |
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| 161 | Game::~Game() |
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| 162 | { |
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[2817] | 163 | } |
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| 164 | |
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[2805] | 165 | /** |
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| 166 | @brief |
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| 167 | Main loop of the orxonox game. |
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| 168 | @note |
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| 169 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 170 | method an any platform (however the windows timer lacks time when under |
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| 171 | heavy kernel load!). |
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| 172 | */ |
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| 173 | void Game::run() |
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| 174 | { |
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[3280] | 175 | if (this->requestedStateNodes_.empty()) |
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| 176 | COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; |
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[2805] | 177 | |
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[3370] | 178 | // reset statistics |
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| 179 | this->statisticsStartTime_ = 0; |
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| 180 | this->statisticsTickTimes_.clear(); |
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| 181 | this->periodTickTime_ = 0; |
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| 182 | this->periodTime_ = 0; |
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| 183 | this->avgFPS_ = 0.0f; |
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| 184 | this->avgTickTime_ = 0.0f; |
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| 185 | this->excessSleepTime_ = 0; |
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| 186 | |
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[2845] | 187 | // START GAME |
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[3304] | 188 | // first delta time should be about 0 seconds |
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| 189 | this->gameClock_->capture(); |
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| 190 | // A first item is required for the fps limiter |
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| 191 | StatisticsTickInfo tickInfo = {0, 0}; |
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| 192 | statisticsTickTimes_.push_back(tickInfo); |
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[3370] | 193 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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[2805] | 194 | { |
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[3370] | 195 | // Generate the dt |
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[2807] | 196 | this->gameClock_->capture(); |
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[2805] | 197 | |
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[3370] | 198 | // Statistics init |
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| 199 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; |
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[2817] | 200 | statisticsTickTimes_.push_back(tickInfo); |
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| 201 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 202 | |
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[3370] | 203 | // Update the GameState stack if required |
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| 204 | this->updateGameStateStack(); |
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| 205 | |
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| 206 | // Core preUpdate (doesn't throw) |
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[5695] | 207 | try |
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| 208 | { this->core_->preUpdate(*this->gameClock_); } |
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| 209 | catch (...) |
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[2844] | 210 | { |
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[5747] | 211 | COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl; |
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[5695] | 212 | COUT(0) << "This should really never happen! Closing the program." << std::endl; |
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[3370] | 213 | this->stop(); |
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| 214 | break; |
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[2844] | 215 | } |
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[2805] | 216 | |
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[3370] | 217 | // Update the GameStates bottom up in the stack |
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| 218 | this->updateGameStates(); |
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| 219 | |
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| 220 | // Core postUpdate (doesn't throw) |
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[5695] | 221 | try |
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| 222 | { this->core_->postUpdate(*this->gameClock_); } |
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| 223 | catch (...) |
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[3280] | 224 | { |
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[5747] | 225 | COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl; |
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| 226 | COUT(0) << "This should really never happen! Closing the program." << std::endl; |
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[3280] | 227 | this->stop(); |
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| 228 | break; |
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| 229 | } |
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| 230 | |
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[3370] | 231 | // Evaluate statistics |
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| 232 | this->updateStatistics(); |
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| 233 | |
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| 234 | // Limit framerate |
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| 235 | this->updateFPSLimiter(); |
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| 236 | } |
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| 237 | |
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| 238 | // UNLOAD all remaining states |
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| 239 | while (this->loadedStates_.size() > 1) |
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| 240 | this->unloadState(this->loadedStates_.back()->getName()); |
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| 241 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 242 | this->requestedStateNodes_.clear(); |
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| 243 | } |
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| 244 | |
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| 245 | void Game::updateGameStateStack() |
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| 246 | { |
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| 247 | while (this->requestedStateNodes_.size() > 0) |
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| 248 | { |
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| 249 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 250 | assert(this->loadedTopStateNode_); |
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| 251 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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| 252 | this->unloadState(loadedTopStateNode_->name_); |
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| 253 | else // has to be child |
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[3084] | 254 | { |
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[3280] | 255 | try |
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| 256 | { |
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[3370] | 257 | this->loadState(requestedStateNode->name_); |
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[3280] | 258 | } |
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[5695] | 259 | catch (...) |
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[3280] | 260 | { |
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[5747] | 261 | COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl; |
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[3370] | 262 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 263 | if (this->requestedStateNodes_.size() > 1) |
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[5695] | 264 | COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; |
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[3370] | 265 | this->requestedStateNodes_.clear(); |
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[3280] | 266 | break; |
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| 267 | } |
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[3370] | 268 | } |
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| 269 | this->loadedTopStateNode_ = requestedStateNode; |
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| 270 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 271 | } |
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| 272 | } |
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[2844] | 273 | |
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[3370] | 274 | void Game::updateGameStates() |
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| 275 | { |
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| 276 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 277 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; |
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| 278 | it != this->loadedStates_.end(); ++it) |
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| 279 | { |
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| 280 | try |
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| 281 | { |
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| 282 | // Add tick time for most of the states |
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[5695] | 283 | uint64_t timeBeforeTick = 0; |
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[3370] | 284 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 285 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 286 | (*it)->update(*this->gameClock_); |
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| 287 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 288 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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[3084] | 289 | } |
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[3370] | 290 | catch (...) |
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| 291 | { |
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[5747] | 292 | COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl; |
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[3370] | 293 | COUT(1) << "This should really never happen!" << std::endl; |
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| 294 | COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; |
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| 295 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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| 296 | while (current->name_ != (*it)->getName() && current) |
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| 297 | current = current->parent_.lock(); |
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| 298 | if (current && current->parent_.lock()) |
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| 299 | this->requestState(current->parent_.lock()->name_); |
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| 300 | else |
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| 301 | this->stop(); |
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| 302 | break; |
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| 303 | } |
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| 304 | } |
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| 305 | } |
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[3084] | 306 | |
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[3370] | 307 | void Game::updateStatistics() |
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| 308 | { |
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| 309 | // Add the tick time of this frame (rendering time has already been subtracted) |
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| 310 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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| 311 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 312 | this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime; |
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| 313 | this->periodTickTime_ += currentRealTime - currentTime; |
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| 314 | if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_) |
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| 315 | { |
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| 316 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 317 | assert(it != this->statisticsTickTimes_.end()); |
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| 318 | int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_; |
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| 319 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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[2817] | 320 | { |
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[3370] | 321 | do |
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[2817] | 322 | { |
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[3370] | 323 | assert(this->periodTickTime_ >= it->tickLength); |
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| 324 | this->periodTickTime_ -= it->tickLength; |
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| 325 | ++it; |
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| 326 | assert(it != this->statisticsTickTimes_.end()); |
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| 327 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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| 328 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 329 | } |
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[2817] | 330 | |
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[3370] | 331 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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| 332 | this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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| 333 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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[2817] | 334 | |
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[3370] | 335 | this->periodTime_ -= this->configuration_->statisticsRefreshCycle_; |
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[2805] | 336 | } |
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[3370] | 337 | } |
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[2805] | 338 | |
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[3370] | 339 | void Game::updateFPSLimiter() |
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| 340 | { |
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| 341 | // Why configuration_->fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high |
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| 342 | uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1)); |
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| 343 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 344 | while (currentRealTime < nextTime - minimumSleepTime_) |
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| 345 | { |
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| 346 | usleep(nextTime - currentRealTime); |
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| 347 | currentRealTime = gameClock_->getRealMicroseconds(); |
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| 348 | } |
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| 349 | // Integrate excess to avoid steady state error |
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| 350 | excessSleepTime_ = currentRealTime - nextTime; |
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| 351 | // Anti windup |
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| 352 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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| 353 | excessSleepTime_ = 50000; |
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[2805] | 354 | } |
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| 355 | |
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| 356 | void Game::stop() |
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| 357 | { |
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[3280] | 358 | this->bAbort_ = true; |
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[2805] | 359 | } |
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[2817] | 360 | |
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[3370] | 361 | void Game::subtractTickTime(int32_t length) |
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[2817] | 362 | { |
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| 363 | assert(!this->statisticsTickTimes_.empty()); |
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[3370] | 364 | this->statisticsTickTimes_.back().tickLength -= length; |
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| 365 | this->periodTickTime_ -= length; |
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[2817] | 366 | } |
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[2844] | 367 | |
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| 368 | |
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| 369 | /***** GameState related *****/ |
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| 370 | |
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| 371 | void Game::requestState(const std::string& name) |
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| 372 | { |
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[3370] | 373 | if (!this->checkState(name)) |
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| 374 | { |
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| 375 | COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl; |
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[2844] | 376 | return; |
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[3370] | 377 | } |
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[2844] | 378 | |
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[3370] | 379 | if (this->bChangingState_) |
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| 380 | { |
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| 381 | COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; |
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| 382 | return; |
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| 383 | } |
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[2844] | 384 | |
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[3280] | 385 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 386 | if (this->requestedStateNodes_.empty()) |
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[3370] | 387 | lastRequestedNode = this->loadedTopStateNode_; |
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[3280] | 388 | else |
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| 389 | lastRequestedNode = this->requestedStateNodes_.back(); |
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[3370] | 390 | if (name == lastRequestedNode->name_) |
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[2844] | 391 | { |
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| 392 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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| 393 | return; |
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| 394 | } |
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| 395 | |
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| 396 | // Check children first |
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[3280] | 397 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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[2844] | 398 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 399 | { |
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[3370] | 400 | if (lastRequestedNode->children_[i]->name_ == name) |
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[2844] | 401 | { |
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[3280] | 402 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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[2844] | 403 | break; |
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| 404 | } |
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| 405 | } |
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| 406 | |
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[3280] | 407 | if (requestedNodes.empty()) |
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[2844] | 408 | { |
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[3280] | 409 | // Check parent and all its grand parents |
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| 410 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 411 | while (currentNode != NULL) |
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| 412 | { |
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[3370] | 413 | if (currentNode->name_ == name) |
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[3280] | 414 | break; |
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| 415 | currentNode = currentNode->parent_.lock(); |
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| 416 | requestedNodes.push_back(currentNode); |
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| 417 | } |
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[5929] | 418 | if (currentNode == NULL) |
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| 419 | requestedNodes.clear(); |
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[2844] | 420 | } |
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| 421 | |
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[3280] | 422 | if (requestedNodes.empty()) |
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[2844] | 423 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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| 424 | else |
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[3280] | 425 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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[2844] | 426 | } |
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| 427 | |
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[2850] | 428 | void Game::requestStates(const std::string& names) |
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| 429 | { |
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| 430 | SubString tokens(names, ",;", " "); |
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| 431 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 432 | this->requestState(tokens[i]); |
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| 433 | } |
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| 434 | |
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[2844] | 435 | void Game::popState() |
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| 436 | { |
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[3280] | 437 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 438 | if (this->requestedStateNodes_.empty()) |
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[3370] | 439 | lastRequestedNode = this->loadedTopStateNode_; |
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[2844] | 440 | else |
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[3280] | 441 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 442 | if (lastRequestedNode != this->rootStateNode_) |
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[3370] | 443 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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[3280] | 444 | else |
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| 445 | COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; |
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[2844] | 446 | } |
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| 447 | |
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[3370] | 448 | shared_ptr<GameState> Game::getState(const std::string& name) |
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[2844] | 449 | { |
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[3370] | 450 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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| 451 | if (it != constructedStates_.end()) |
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[2844] | 452 | return it->second; |
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| 453 | else |
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| 454 | { |
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[3370] | 455 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 456 | if (it != gameStateDeclarations_s.end()) |
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| 457 | COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl; |
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| 458 | else |
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| 459 | COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl; |
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| 460 | return shared_ptr<GameState>(); |
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[2844] | 461 | } |
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| 462 | } |
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| 463 | |
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| 464 | void Game::setStateHierarchy(const std::string& str) |
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| 465 | { |
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| 466 | // Split string into pieces of the form whitespacesText |
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[5929] | 467 | std::vector<std::pair<std::string, int> > stateStrings; |
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[2844] | 468 | size_t pos = 0; |
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| 469 | size_t startPos = 0; |
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| 470 | while (pos < str.size()) |
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| 471 | { |
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[5929] | 472 | int indentation = 0; |
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[2844] | 473 | while(pos < str.size() && str[pos] == ' ') |
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| 474 | ++indentation, ++pos; |
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| 475 | startPos = pos; |
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| 476 | while(pos < str.size() && str[pos] != ' ') |
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| 477 | ++pos; |
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[3280] | 478 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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[2844] | 479 | } |
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[5929] | 480 | if (stateStrings.empty()) |
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| 481 | ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating."); |
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| 482 | // Add element with large identation to detect the last with just an iterator |
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| 483 | stateStrings.push_back(std::make_pair("", -1)); |
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| 484 | |
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| 485 | // Parse elements recursively |
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| 486 | std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin(); |
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| 487 | parseStates(begin, this->rootStateNode_); |
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| 488 | } |
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| 489 | |
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| 490 | /*** Internal ***/ |
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| 491 | |
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| 492 | void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode) |
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| 493 | { |
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| 494 | SubString tokens(it->first, ","); |
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| 495 | std::vector<std::pair<std::string, int> >::const_iterator startIt = it; |
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| 496 | |
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| 497 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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[2844] | 498 | { |
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[5929] | 499 | it = startIt; // Reset iterator to the beginning of the sub tree |
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| 500 | if (!this->checkState(tokens[i])) |
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| 501 | ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!"); |
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| 502 | if (tokens[i] == this->rootStateNode_->name_) |
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[3280] | 503 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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[5929] | 504 | shared_ptr<GameStateTreeNode> node(new GameStateTreeNode()); |
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| 505 | node->name_ = tokens[i]; |
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| 506 | node->parent_ = currentNode; |
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| 507 | currentNode->children_.push_back(node); |
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[3280] | 508 | |
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[5929] | 509 | int currentLevel = it->second; |
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| 510 | ++it; |
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| 511 | while (it->second != -1) |
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[2844] | 512 | { |
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[5929] | 513 | if (it->second <= currentLevel) |
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| 514 | break; |
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| 515 | else if (it->second == currentLevel + 1) |
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| 516 | parseStates(it, node); |
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| 517 | else |
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| 518 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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[2844] | 519 | } |
---|
| 520 | } |
---|
| 521 | } |
---|
| 522 | |
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[3370] | 523 | void Game::loadGraphics() |
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[2844] | 524 | { |
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[5929] | 525 | if (!GameMode::showsGraphics()) |
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[5781] | 526 | { |
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| 527 | core_->loadGraphics(); |
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| 528 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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| 529 | |
---|
| 530 | // Construct all the GameStates that require graphics |
---|
| 531 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
---|
| 532 | it != gameStateDeclarations_s.end(); ++it) |
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| 533 | { |
---|
| 534 | if (it->second.bGraphicsMode) |
---|
| 535 | { |
---|
| 536 | // Game state loading failure is serious --> don't catch |
---|
| 537 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); |
---|
| 538 | if (!constructedStates_.insert(std::make_pair( |
---|
| 539 | it->second.stateName, gameState)).second) |
---|
| 540 | assert(false); // GameState was already created! |
---|
| 541 | } |
---|
| 542 | } |
---|
| 543 | graphicsUnloader.Dismiss(); |
---|
| 544 | } |
---|
[3370] | 545 | } |
---|
| 546 | |
---|
| 547 | void Game::unloadGraphics() |
---|
| 548 | { |
---|
[5929] | 549 | if (GameMode::showsGraphics()) |
---|
[5781] | 550 | { |
---|
| 551 | // Destroy all the GameStates that require graphics |
---|
| 552 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
---|
| 553 | { |
---|
| 554 | if (it->second->getInfo().bGraphicsMode) |
---|
| 555 | constructedStates_.erase(it++); |
---|
| 556 | else |
---|
| 557 | ++it; |
---|
| 558 | } |
---|
| 559 | |
---|
| 560 | core_->unloadGraphics(); |
---|
| 561 | } |
---|
[3370] | 562 | } |
---|
| 563 | |
---|
| 564 | bool Game::checkState(const std::string& name) const |
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| 565 | { |
---|
| 566 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
---|
| 567 | if (it == gameStateDeclarations_s.end()) |
---|
| 568 | return false; |
---|
| 569 | else |
---|
| 570 | return true; |
---|
| 571 | } |
---|
| 572 | |
---|
| 573 | void Game::loadState(const std::string& name) |
---|
| 574 | { |
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[3280] | 575 | this->bChangingState_ = true; |
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[3370] | 576 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); |
---|
| 577 | |
---|
| 578 | // If state requires graphics, load it |
---|
| 579 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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[5781] | 580 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
---|
[3370] | 581 | this->loadGraphics(); |
---|
| 582 | else |
---|
| 583 | graphicsUnloader.Dismiss(); |
---|
| 584 | |
---|
| 585 | shared_ptr<GameState> state = this->getState(name); |
---|
[3280] | 586 | state->activate(); |
---|
[3370] | 587 | if (!this->loadedStates_.empty()) |
---|
| 588 | this->loadedStates_.back()->activity_.topState = false; |
---|
| 589 | this->loadedStates_.push_back(state); |
---|
[2850] | 590 | state->activity_.topState = true; |
---|
[3370] | 591 | |
---|
| 592 | graphicsUnloader.Dismiss(); |
---|
[2844] | 593 | } |
---|
| 594 | |
---|
[3370] | 595 | void Game::unloadState(const std::string& name) |
---|
[2844] | 596 | { |
---|
[3280] | 597 | this->bChangingState_ = true; |
---|
| 598 | try |
---|
| 599 | { |
---|
[3370] | 600 | shared_ptr<GameState> state = this->getState(name); |
---|
| 601 | state->activity_.topState = false; |
---|
| 602 | this->loadedStates_.pop_back(); |
---|
| 603 | if (!this->loadedStates_.empty()) |
---|
| 604 | this->loadedStates_.back()->activity_.topState = true; |
---|
[3280] | 605 | state->deactivate(); |
---|
| 606 | } |
---|
[5695] | 607 | catch (...) |
---|
[3280] | 608 | { |
---|
[5747] | 609 | COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl; |
---|
[3280] | 610 | COUT(2) << " There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; |
---|
| 611 | } |
---|
[3370] | 612 | // Check if graphics is still required |
---|
[5695] | 613 | if (!bAbort_) |
---|
| 614 | { |
---|
| 615 | bool graphicsRequired = false; |
---|
| 616 | for (unsigned i = 0; i < loadedStates_.size(); ++i) |
---|
| 617 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; |
---|
| 618 | if (!graphicsRequired) |
---|
| 619 | this->unloadGraphics(); |
---|
| 620 | } |
---|
[3280] | 621 | this->bChangingState_ = false; |
---|
[2844] | 622 | } |
---|
| 623 | |
---|
[5929] | 624 | /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories() |
---|
| 625 | { |
---|
| 626 | static std::map<std::string, shared_ptr<GameStateFactory> > factories; |
---|
| 627 | return factories; |
---|
| 628 | } |
---|
[3280] | 629 | |
---|
[3370] | 630 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
---|
[2844] | 631 | { |
---|
[5929] | 632 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className); |
---|
| 633 | assert(it != getFactories().end()); |
---|
[3370] | 634 | return it->second->fabricateInternal(info); |
---|
[2844] | 635 | } |
---|
[2805] | 636 | } |
---|