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source: code/trunk/src/libraries/core/Game.cc @ 6433

Last change on this file since 6433 was 6422, checked in by rgrieder, 15 years ago

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[2805]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
[3196]38#include <boost/weak_ptr.hpp>
[2805]39
[5929]40#include "util/Clock.h"
[2805]41#include "util/Debug.h"
42#include "util/Exception.h"
[3370]43#include "util/ScopeGuard.h"
[3304]44#include "util/Sleep.h"
[2850]45#include "util/SubString.h"
[6021]46#include "CommandLineParser.h"
[5781]47#include "ConsoleCommand.h"
[2844]48#include "Core.h"
49#include "CoreIncludes.h"
50#include "ConfigValueIncludes.h"
[5781]51#include "GameMode.h"
[2844]52#include "GameState.h"
[6417]53#include "GUIManager.h"
[2805]54
55namespace orxonox
56{
[5781]57    static void stop_game()
58        { Game::getInstance().stop(); }
59    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
[5929]60    static void printFPS()
61        { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; }
62    SetConsoleCommandShortcutExternAlias(printFPS, "printFPS");
63    static void printTickTime()
64        { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; }
65    SetConsoleCommandShortcutExternAlias(printTickTime, "printTickTime");
[5781]66
[3370]67    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
68    Game* Game::singletonPtr_s = 0;
[3280]69
[6417]70    //! Represents one node of the game state tree.
[3280]71    struct GameStateTreeNode
[2844]72    {
[3370]73        std::string name_;
[3196]74        weak_ptr<GameStateTreeNode> parent_;
75        std::vector<shared_ptr<GameStateTreeNode> > children_;
[2844]76    };
77
[3323]78    Game::Game(const std::string& cmdLine)
[5693]79        // Destroy factories before the Core!
[5929]80        : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear)
[2805]81    {
[3280]82        this->bAbort_ = false;
83        bChangingState_ = false;
[2805]84
[3370]85#ifdef ORXONOX_PLATFORM_WINDOWS
86        minimumSleepTime_ = 1000/*us*/;
87#else
88        minimumSleepTime_ = 0/*us*/;
89#endif
90
[6417]91        // reset statistics
92        this->statisticsStartTime_ = 0;
93        this->statisticsTickTimes_.clear();
94        this->periodTickTime_ = 0;
95        this->periodTime_ = 0;
96        this->avgFPS_ = 0.0f;
97        this->avgTickTime_ = 0.0f;
98        this->excessSleepTime_ = 0;
99
[3280]100        // Create an empty root state
[3370]101        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
[3280]102
[2846]103        // Set up a basic clock to keep time
[3370]104        this->gameClock_.reset(new Clock());
[2846]105
[3280]106        // Create the Core
[3370]107        this->core_.reset(new Core(cmdLine));
[2817]108
[6417]109        // Do this after the Core creation!
110        ClassIdentifier<Game>::getIdentifier("Game")->initialiseObject(this, "Game", true);
111        this->setConfigValues();
112
[3370]113        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
[3280]114        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
115            it != gameStateDeclarations_s.end(); ++it)
116        {
[3370]117            if (!it->second.bGraphicsMode)
118                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
[3280]119        }
120
121        // The empty root state is ALWAYS loaded!
122        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
[3370]123        this->rootStateNode_->name_ = "emptyRootGameState";
124        this->loadedTopStateNode_ = this->rootStateNode_;
125        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
[2805]126    }
127
128    /**
129    @brief
[3370]130        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
[2805]131    */
132    Game::~Game()
133    {
[6417]134        // Remove us from the object lists again to avoid problems when destroying them
135        this->unregisterObject();
[2817]136    }
137
[6417]138    void Game::setConfigValues()
139    {
140        SetConfigValue(statisticsRefreshCycle_, 250000)
141            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
142        SetConfigValue(statisticsAvgLength_, 1000000)
143            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
144        SetConfigValue(fpsLimit_, 50)
145            .description("Sets the desired frame rate (0 for no limit).");
146    }
147
[2805]148    /**
149    @brief
150        Main loop of the orxonox game.
151    @note
152        We use the Ogre::Timer to measure time since it uses the most precise
153        method an any platform (however the windows timer lacks time when under
154        heavy kernel load!).
155    */
156    void Game::run()
157    {
[3280]158        if (this->requestedStateNodes_.empty())
159            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
[2805]160
[2845]161        // START GAME
[3304]162        // first delta time should be about 0 seconds
163        this->gameClock_->capture();
164        // A first item is required for the fps limiter
165        StatisticsTickInfo tickInfo = {0, 0};
166        statisticsTickTimes_.push_back(tickInfo);
[3370]167        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
[2805]168        {
[3370]169            // Generate the dt
[2807]170            this->gameClock_->capture();
[2805]171
[3370]172            // Statistics init
173            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
[2817]174            statisticsTickTimes_.push_back(tickInfo);
175            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
176
[3370]177            // Update the GameState stack if required
178            this->updateGameStateStack();
179
[6417]180            // Core preUpdate
[5695]181            try
182                { this->core_->preUpdate(*this->gameClock_); }
183            catch (...)
[2844]184            {
[5747]185                COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl;
[5695]186                COUT(0) << "This should really never happen! Closing the program." << std::endl;
[3370]187                this->stop();
188                break;
[2844]189            }
[2805]190
[3370]191            // Update the GameStates bottom up in the stack
192            this->updateGameStates();
193
[6417]194            // Core postUpdate
[5695]195            try
196                { this->core_->postUpdate(*this->gameClock_); }
197            catch (...)
[3280]198            {
[5747]199                COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl;
200                COUT(0) << "This should really never happen! Closing the program." << std::endl;
[3280]201                this->stop();
202                break;
203            }
204
[3370]205            // Evaluate statistics
206            this->updateStatistics();
207
[6417]208            // Limit frame rate
[3370]209            this->updateFPSLimiter();
210        }
211
212        // UNLOAD all remaining states
213        while (this->loadedStates_.size() > 1)
214            this->unloadState(this->loadedStates_.back()->getName());
215        this->loadedTopStateNode_ = this->rootStateNode_;
216        this->requestedStateNodes_.clear();
217    }
218
219    void Game::updateGameStateStack()
220    {
221        while (this->requestedStateNodes_.size() > 0)
222        {
223            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
224            assert(this->loadedTopStateNode_);
225            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
226                this->unloadState(loadedTopStateNode_->name_);
227            else // has to be child
[3084]228            {
[3280]229                try
230                {
[3370]231                    this->loadState(requestedStateNode->name_);
[3280]232                }
[5695]233                catch (...)
[3280]234                {
[5747]235                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl;
[3370]236                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
237                    if (this->requestedStateNodes_.size() > 1)
[5695]238                        COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
[3370]239                    this->requestedStateNodes_.clear();
[3280]240                    break;
241                }
[3370]242            }
243            this->loadedTopStateNode_ = requestedStateNode;
244            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
245        }
246    }
[2844]247
[3370]248    void Game::updateGameStates()
249    {
250        // Note: The first element is the empty root state, which doesn't need ticking
251        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
252            it != this->loadedStates_.end(); ++it)
253        {
254            try
255            {
256                // Add tick time for most of the states
[5695]257                uint64_t timeBeforeTick = 0;
[3370]258                if ((*it)->getInfo().bIgnoreTickTime)
259                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
260                (*it)->update(*this->gameClock_);
261                if ((*it)->getInfo().bIgnoreTickTime)
262                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
[3084]263            }
[3370]264            catch (...)
265            {
[5747]266                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl;
[3370]267                COUT(1) << "This should really never happen!" << std::endl;
268                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
269                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
270                while (current->name_ != (*it)->getName() && current)
271                    current = current->parent_.lock();
272                if (current && current->parent_.lock())
273                    this->requestState(current->parent_.lock()->name_);
274                else
275                    this->stop();
276                break;
277            }
278        }
279    }
[3084]280
[3370]281    void Game::updateStatistics()
282    {
283        // Add the tick time of this frame (rendering time has already been subtracted)
284        uint64_t currentTime = gameClock_->getMicroseconds();
285        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
286        this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime;
287        this->periodTickTime_ += currentRealTime - currentTime;
[6417]288        if (this->periodTime_ > this->statisticsRefreshCycle_)
[3370]289        {
290            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
291            assert(it != this->statisticsTickTimes_.end());
[6417]292            int64_t lastTime = currentTime - this->statisticsAvgLength_;
[3370]293            if (static_cast<int64_t>(it->tickTime) < lastTime)
[2817]294            {
[3370]295                do
[2817]296                {
[3370]297                    assert(this->periodTickTime_ >= it->tickLength);
298                    this->periodTickTime_ -= it->tickLength;
299                    ++it;
300                    assert(it != this->statisticsTickTimes_.end());
301                } while (static_cast<int64_t>(it->tickTime) < lastTime);
302                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
303            }
[2817]304
[3370]305            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
[6417]306            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
307            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
[3370]308            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
[2817]309
[6417]310            this->periodTime_ -= this->statisticsRefreshCycle_;
[2805]311        }
[3370]312    }
[2805]313
[3370]314    void Game::updateFPSLimiter()
315    {
[6417]316        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_);
[3370]317        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
318        while (currentRealTime < nextTime - minimumSleepTime_)
319        {
320            usleep(nextTime - currentRealTime);
321            currentRealTime = gameClock_->getRealMicroseconds();
322        }
323        // Integrate excess to avoid steady state error
324        excessSleepTime_ = currentRealTime - nextTime;
325        // Anti windup
326        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
327            excessSleepTime_ = 50000;
[2805]328    }
329
330    void Game::stop()
331    {
[3280]332        this->bAbort_ = true;
[2805]333    }
[2817]334
[3370]335    void Game::subtractTickTime(int32_t length)
[2817]336    {
337        assert(!this->statisticsTickTimes_.empty());
[3370]338        this->statisticsTickTimes_.back().tickLength -= length;
339        this->periodTickTime_ -= length;
[2817]340    }
[2844]341
342
343    /***** GameState related *****/
344
345    void Game::requestState(const std::string& name)
346    {
[3370]347        if (!this->checkState(name))
348        {
349            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
[2844]350            return;
[3370]351        }
[2844]352
[3370]353        if (this->bChangingState_)
354        {
355            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
356            return;
357        }
[2844]358
[3280]359        shared_ptr<GameStateTreeNode> lastRequestedNode;
360        if (this->requestedStateNodes_.empty())
[3370]361            lastRequestedNode = this->loadedTopStateNode_;
[3280]362        else
363            lastRequestedNode = this->requestedStateNodes_.back();
[3370]364        if (name == lastRequestedNode->name_)
[2844]365        {
366            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
367            return;
368        }
369
370        // Check children first
[3280]371        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
[2844]372        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
373        {
[3370]374            if (lastRequestedNode->children_[i]->name_ == name)
[2844]375            {
[3280]376                requestedNodes.push_back(lastRequestedNode->children_[i]);
[2844]377                break;
378            }
379        }
380
[3280]381        if (requestedNodes.empty())
[2844]382        {
[3280]383            // Check parent and all its grand parents
384            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
385            while (currentNode != NULL)
386            {
[3370]387                if (currentNode->name_ == name)
[3280]388                    break;
389                currentNode = currentNode->parent_.lock();
390                requestedNodes.push_back(currentNode);
391            }
[5929]392            if (currentNode == NULL)
393                requestedNodes.clear();
[2844]394        }
395
[3280]396        if (requestedNodes.empty())
[2844]397            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
398        else
[3280]399            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
[2844]400    }
401
[2850]402    void Game::requestStates(const std::string& names)
403    {
404        SubString tokens(names, ",;", " ");
405        for (unsigned int i = 0; i < tokens.size(); ++i)
406            this->requestState(tokens[i]);
407    }
408
[2844]409    void Game::popState()
410    {
[3280]411        shared_ptr<GameStateTreeNode> lastRequestedNode;
412        if (this->requestedStateNodes_.empty())
[3370]413            lastRequestedNode = this->loadedTopStateNode_;
[2844]414        else
[3280]415            lastRequestedNode = this->requestedStateNodes_.back();
416        if (lastRequestedNode != this->rootStateNode_)
[3370]417            this->requestState(lastRequestedNode->parent_.lock()->name_);
[3280]418        else
419            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
[2844]420    }
421
[3370]422    shared_ptr<GameState> Game::getState(const std::string& name)
[2844]423    {
[3370]424        GameStateMap::const_iterator it = constructedStates_.find(name);
425        if (it != constructedStates_.end())
[2844]426            return it->second;
427        else
428        {
[3370]429            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
430            if (it != gameStateDeclarations_s.end())
431                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
432            else
433                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
434            return shared_ptr<GameState>();
[2844]435        }
436    }
437
438    void Game::setStateHierarchy(const std::string& str)
439    {
440        // Split string into pieces of the form whitespacesText
[5929]441        std::vector<std::pair<std::string, int> > stateStrings;
[2844]442        size_t pos = 0;
443        size_t startPos = 0;
444        while (pos < str.size())
445        {
[5929]446            int indentation = 0;
[6422]447            while (pos < str.size() && str[pos] == ' ')
[2844]448                ++indentation, ++pos;
449            startPos = pos;
[6422]450            while (pos < str.size() && str[pos] != ' ')
[2844]451                ++pos;
[3280]452            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
[2844]453        }
[5929]454        if (stateStrings.empty())
455            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
456        // Add element with large identation to detect the last with just an iterator
457        stateStrings.push_back(std::make_pair("", -1));
458
459        // Parse elements recursively
460        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
461        parseStates(begin, this->rootStateNode_);
462    }
463
464    /*** Internal ***/
465
466    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
467    {
468        SubString tokens(it->first, ",");
469        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
470
471        for (unsigned int i = 0; i < tokens.size(); ++i)
[2844]472        {
[5929]473            it = startIt; // Reset iterator to the beginning of the sub tree
474            if (!this->checkState(tokens[i]))
475                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
476            if (tokens[i] == this->rootStateNode_->name_)
[3280]477                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
[5929]478            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
479            node->name_ = tokens[i];
480            node->parent_ = currentNode;
481            currentNode->children_.push_back(node);
[3280]482
[5929]483            int currentLevel = it->second;
484            ++it;
485            while (it->second != -1)
[2844]486            {
[5929]487                if (it->second <= currentLevel)
488                    break;
489                else if (it->second == currentLevel + 1)
490                    parseStates(it, node);
491                else
492                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
[2844]493            }
494        }
495    }
496
[3370]497    void Game::loadGraphics()
[2844]498    {
[5929]499        if (!GameMode::showsGraphics())
[5781]500        {
501            core_->loadGraphics();
502            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
503
504            // Construct all the GameStates that require graphics
505            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
506                it != gameStateDeclarations_s.end(); ++it)
507            {
508                if (it->second.bGraphicsMode)
509                {
510                    // Game state loading failure is serious --> don't catch
511                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
512                    if (!constructedStates_.insert(std::make_pair(
513                        it->second.stateName, gameState)).second)
514                        assert(false); // GameState was already created!
515                }
516            }
517            graphicsUnloader.Dismiss();
518        }
[3370]519    }
520
521    void Game::unloadGraphics()
522    {
[5929]523        if (GameMode::showsGraphics())
[5781]524        {
525            // Destroy all the GameStates that require graphics
526            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
527            {
528                if (it->second->getInfo().bGraphicsMode)
529                    constructedStates_.erase(it++);
530                else
531                    ++it;
532            }
533
534            core_->unloadGraphics();
535        }
[3370]536    }
537
538    bool Game::checkState(const std::string& name) const
539    {
540        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
541        if (it == gameStateDeclarations_s.end())
542            return false;
543        else
544            return true;
545    }
546
547    void Game::loadState(const std::string& name)
548    {
[3280]549        this->bChangingState_ = true;
[3370]550        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
551
552        // If state requires graphics, load it
553        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
[5781]554        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
[3370]555            this->loadGraphics();
556        else
557            graphicsUnloader.Dismiss();
558
559        shared_ptr<GameState> state = this->getState(name);
[6417]560        state->activateInternal();
[3370]561        if (!this->loadedStates_.empty())
562            this->loadedStates_.back()->activity_.topState = false;
563        this->loadedStates_.push_back(state);
[2850]564        state->activity_.topState = true;
[3370]565
566        graphicsUnloader.Dismiss();
[2844]567    }
568
[3370]569    void Game::unloadState(const std::string& name)
[2844]570    {
[3280]571        this->bChangingState_ = true;
572        try
573        {
[3370]574            shared_ptr<GameState> state = this->getState(name);
575            state->activity_.topState = false;
576            this->loadedStates_.pop_back();
577            if (!this->loadedStates_.empty())
578                this->loadedStates_.back()->activity_.topState = true;
[6417]579            state->deactivateInternal();
[3280]580        }
[5695]581        catch (...)
[3280]582        {
[5747]583            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl;
[3280]584            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
585        }
[3370]586        // Check if graphics is still required
[5695]587        if (!bAbort_)
588        {
589            bool graphicsRequired = false;
590            for (unsigned i = 0; i < loadedStates_.size(); ++i)
591                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
592            if (!graphicsRequired)
593                this->unloadGraphics();
594        }
[3280]595        this->bChangingState_ = false;
[2844]596    }
597
[5929]598    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
599    {
600        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
601        return factories;
602    }
[3280]603
[3370]604    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
[2844]605    {
[5929]606        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
607        assert(it != getFactories().end());
[3370]608        return it->second->fabricateInternal(info);
[2844]609    }
[2805]610}
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