[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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[2805] | 42 | #include "util/Debug.h" |
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| 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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[6021] | 46 | #include "CommandLineParser.h" |
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[2844] | 47 | #include "Core.h" |
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| 48 | #include "CoreIncludes.h" |
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| 49 | #include "ConfigValueIncludes.h" |
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[5781] | 50 | #include "GameMode.h" |
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[2844] | 51 | #include "GameState.h" |
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[8079] | 52 | #include "GraphicsManager.h" |
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[6417] | 53 | #include "GUIManager.h" |
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[7284] | 54 | #include "command/ConsoleCommand.h" |
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[2805] | 55 | |
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| 56 | namespace orxonox |
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| 57 | { |
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[5781] | 58 | static void stop_game() |
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| 59 | { Game::getInstance().stop(); } |
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[7284] | 60 | SetConsoleCommand("exit", &stop_game); |
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[5929] | 61 | static void printFPS() |
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| 62 | { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; } |
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[8079] | 63 | SetConsoleCommand("Stats", "printFPS", &printFPS); |
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[5929] | 64 | static void printTickTime() |
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| 65 | { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; } |
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[8079] | 66 | SetConsoleCommand("Stats", "printTickTime", &printTickTime); |
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[5781] | 67 | |
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[3370] | 68 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; |
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| 69 | Game* Game::singletonPtr_s = 0; |
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[3280] | 70 | |
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[6417] | 71 | //! Represents one node of the game state tree. |
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[3280] | 72 | struct GameStateTreeNode |
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[2844] | 73 | { |
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[3370] | 74 | std::string name_; |
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[3196] | 75 | weak_ptr<GameStateTreeNode> parent_; |
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| 76 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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[2844] | 77 | }; |
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| 78 | |
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[3323] | 79 | Game::Game(const std::string& cmdLine) |
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[5693] | 80 | // Destroy factories before the Core! |
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[5929] | 81 | : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear) |
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[2805] | 82 | { |
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[3280] | 83 | this->bAbort_ = false; |
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| 84 | bChangingState_ = false; |
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[2805] | 85 | |
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[3370] | 86 | #ifdef ORXONOX_PLATFORM_WINDOWS |
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| 87 | minimumSleepTime_ = 1000/*us*/; |
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| 88 | #else |
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| 89 | minimumSleepTime_ = 0/*us*/; |
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| 90 | #endif |
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| 91 | |
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[6417] | 92 | // reset statistics |
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| 93 | this->statisticsStartTime_ = 0; |
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| 94 | this->statisticsTickTimes_.clear(); |
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| 95 | this->periodTickTime_ = 0; |
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| 96 | this->periodTime_ = 0; |
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| 97 | this->avgFPS_ = 0.0f; |
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| 98 | this->avgTickTime_ = 0.0f; |
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| 99 | this->excessSleepTime_ = 0; |
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| 100 | |
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[3280] | 101 | // Create an empty root state |
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[3370] | 102 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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[3280] | 103 | |
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[2846] | 104 | // Set up a basic clock to keep time |
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[3370] | 105 | this->gameClock_.reset(new Clock()); |
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[2846] | 106 | |
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[3280] | 107 | // Create the Core |
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[3370] | 108 | this->core_.reset(new Core(cmdLine)); |
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[2817] | 109 | |
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[6417] | 110 | // Do this after the Core creation! |
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| 111 | ClassIdentifier<Game>::getIdentifier("Game")->initialiseObject(this, "Game", true); |
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| 112 | this->setConfigValues(); |
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| 113 | |
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[3370] | 114 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics |
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[3280] | 115 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 116 | it != gameStateDeclarations_s.end(); ++it) |
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| 117 | { |
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[3370] | 118 | if (!it->second.bGraphicsMode) |
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| 119 | constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); |
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[3280] | 120 | } |
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| 121 | |
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| 122 | // The empty root state is ALWAYS loaded! |
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| 123 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); |
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[3370] | 124 | this->rootStateNode_->name_ = "emptyRootGameState"; |
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| 125 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 126 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); |
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[2805] | 127 | } |
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| 128 | |
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| 129 | /** |
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| 130 | @brief |
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[3370] | 131 | All destruction code is handled by scoped_ptrs and SimpleScopeGuards. |
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[2805] | 132 | */ |
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| 133 | Game::~Game() |
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| 134 | { |
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[6417] | 135 | // Remove us from the object lists again to avoid problems when destroying them |
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| 136 | this->unregisterObject(); |
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[2817] | 137 | } |
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| 138 | |
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[6417] | 139 | void Game::setConfigValues() |
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| 140 | { |
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| 141 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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| 142 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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| 143 | SetConfigValue(statisticsAvgLength_, 1000000) |
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| 144 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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[8079] | 145 | |
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| 146 | SetConfigValueExternal(fpsLimit_, "GraphicsSettings", "fpsLimit", 50) |
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[6417] | 147 | .description("Sets the desired frame rate (0 for no limit)."); |
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| 148 | } |
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| 149 | |
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[2805] | 150 | /** |
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| 151 | @brief |
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| 152 | Main loop of the orxonox game. |
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| 153 | @note |
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| 154 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 155 | method an any platform (however the windows timer lacks time when under |
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| 156 | heavy kernel load!). |
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| 157 | */ |
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| 158 | void Game::run() |
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| 159 | { |
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[3280] | 160 | if (this->requestedStateNodes_.empty()) |
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| 161 | COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; |
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[2805] | 162 | |
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[2845] | 163 | // START GAME |
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[3304] | 164 | // first delta time should be about 0 seconds |
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| 165 | this->gameClock_->capture(); |
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| 166 | // A first item is required for the fps limiter |
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| 167 | StatisticsTickInfo tickInfo = {0, 0}; |
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| 168 | statisticsTickTimes_.push_back(tickInfo); |
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[3370] | 169 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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[2805] | 170 | { |
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[3370] | 171 | // Generate the dt |
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[2807] | 172 | this->gameClock_->capture(); |
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[2805] | 173 | |
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[3370] | 174 | // Statistics init |
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| 175 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; |
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[2817] | 176 | statisticsTickTimes_.push_back(tickInfo); |
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| 177 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 178 | |
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[3370] | 179 | // Update the GameState stack if required |
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| 180 | this->updateGameStateStack(); |
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| 181 | |
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[6417] | 182 | // Core preUpdate |
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[5695] | 183 | try |
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| 184 | { this->core_->preUpdate(*this->gameClock_); } |
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| 185 | catch (...) |
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[2844] | 186 | { |
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[5747] | 187 | COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl; |
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[5695] | 188 | COUT(0) << "This should really never happen! Closing the program." << std::endl; |
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[3370] | 189 | this->stop(); |
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| 190 | break; |
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[2844] | 191 | } |
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[2805] | 192 | |
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[3370] | 193 | // Update the GameStates bottom up in the stack |
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| 194 | this->updateGameStates(); |
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| 195 | |
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[6417] | 196 | // Core postUpdate |
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[5695] | 197 | try |
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| 198 | { this->core_->postUpdate(*this->gameClock_); } |
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| 199 | catch (...) |
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[3280] | 200 | { |
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[5747] | 201 | COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl; |
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| 202 | COUT(0) << "This should really never happen! Closing the program." << std::endl; |
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[3280] | 203 | this->stop(); |
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| 204 | break; |
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| 205 | } |
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| 206 | |
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[3370] | 207 | // Evaluate statistics |
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| 208 | this->updateStatistics(); |
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| 209 | |
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[6417] | 210 | // Limit frame rate |
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[8079] | 211 | static bool hasVSync = GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart |
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| 212 | if (this->fpsLimit_ > 0 && !hasVSync) |
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| 213 | this->updateFPSLimiter(); |
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[3370] | 214 | } |
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| 215 | |
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| 216 | // UNLOAD all remaining states |
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| 217 | while (this->loadedStates_.size() > 1) |
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| 218 | this->unloadState(this->loadedStates_.back()->getName()); |
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| 219 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 220 | this->requestedStateNodes_.clear(); |
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| 221 | } |
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| 222 | |
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| 223 | void Game::updateGameStateStack() |
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| 224 | { |
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| 225 | while (this->requestedStateNodes_.size() > 0) |
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| 226 | { |
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| 227 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 228 | assert(this->loadedTopStateNode_); |
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| 229 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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| 230 | this->unloadState(loadedTopStateNode_->name_); |
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| 231 | else // has to be child |
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[3084] | 232 | { |
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[3280] | 233 | try |
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| 234 | { |
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[3370] | 235 | this->loadState(requestedStateNode->name_); |
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[3280] | 236 | } |
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[5695] | 237 | catch (...) |
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[3280] | 238 | { |
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[5747] | 239 | COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl; |
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[3370] | 240 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 241 | if (this->requestedStateNodes_.size() > 1) |
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[5695] | 242 | COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; |
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[3370] | 243 | this->requestedStateNodes_.clear(); |
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[3280] | 244 | break; |
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| 245 | } |
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[3370] | 246 | } |
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| 247 | this->loadedTopStateNode_ = requestedStateNode; |
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| 248 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 249 | } |
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| 250 | } |
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[2844] | 251 | |
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[3370] | 252 | void Game::updateGameStates() |
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| 253 | { |
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| 254 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 255 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; |
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| 256 | it != this->loadedStates_.end(); ++it) |
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| 257 | { |
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| 258 | try |
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| 259 | { |
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| 260 | // Add tick time for most of the states |
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[5695] | 261 | uint64_t timeBeforeTick = 0; |
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[3370] | 262 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 263 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 264 | (*it)->update(*this->gameClock_); |
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| 265 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 266 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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[3084] | 267 | } |
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[3370] | 268 | catch (...) |
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| 269 | { |
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[5747] | 270 | COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl; |
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[3370] | 271 | COUT(1) << "This should really never happen!" << std::endl; |
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| 272 | COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; |
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| 273 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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| 274 | while (current->name_ != (*it)->getName() && current) |
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| 275 | current = current->parent_.lock(); |
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| 276 | if (current && current->parent_.lock()) |
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| 277 | this->requestState(current->parent_.lock()->name_); |
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| 278 | else |
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| 279 | this->stop(); |
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| 280 | break; |
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| 281 | } |
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| 282 | } |
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| 283 | } |
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[3084] | 284 | |
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[3370] | 285 | void Game::updateStatistics() |
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| 286 | { |
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| 287 | // Add the tick time of this frame (rendering time has already been subtracted) |
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| 288 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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| 289 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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[6502] | 290 | this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime); |
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| 291 | this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime); |
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[6417] | 292 | if (this->periodTime_ > this->statisticsRefreshCycle_) |
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[3370] | 293 | { |
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| 294 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 295 | assert(it != this->statisticsTickTimes_.end()); |
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[6417] | 296 | int64_t lastTime = currentTime - this->statisticsAvgLength_; |
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[3370] | 297 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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[2817] | 298 | { |
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[3370] | 299 | do |
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[2817] | 300 | { |
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[3370] | 301 | assert(this->periodTickTime_ >= it->tickLength); |
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| 302 | this->periodTickTime_ -= it->tickLength; |
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| 303 | ++it; |
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| 304 | assert(it != this->statisticsTickTimes_.end()); |
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| 305 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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| 306 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 307 | } |
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[2817] | 308 | |
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[3370] | 309 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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[6417] | 310 | // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low |
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| 311 | this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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[3370] | 312 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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[2817] | 313 | |
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[6417] | 314 | this->periodTime_ -= this->statisticsRefreshCycle_; |
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[2805] | 315 | } |
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[3370] | 316 | } |
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[2805] | 317 | |
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[3370] | 318 | void Game::updateFPSLimiter() |
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| 319 | { |
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[6417] | 320 | uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_); |
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[3370] | 321 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 322 | while (currentRealTime < nextTime - minimumSleepTime_) |
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| 323 | { |
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[6502] | 324 | usleep((unsigned long)(nextTime - currentRealTime)); |
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[3370] | 325 | currentRealTime = gameClock_->getRealMicroseconds(); |
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| 326 | } |
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| 327 | // Integrate excess to avoid steady state error |
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[6502] | 328 | excessSleepTime_ = (int)(currentRealTime - nextTime); |
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[3370] | 329 | // Anti windup |
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| 330 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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| 331 | excessSleepTime_ = 50000; |
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[2805] | 332 | } |
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| 333 | |
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| 334 | void Game::stop() |
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| 335 | { |
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[3280] | 336 | this->bAbort_ = true; |
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[2805] | 337 | } |
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[2817] | 338 | |
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[3370] | 339 | void Game::subtractTickTime(int32_t length) |
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[2817] | 340 | { |
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| 341 | assert(!this->statisticsTickTimes_.empty()); |
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[3370] | 342 | this->statisticsTickTimes_.back().tickLength -= length; |
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| 343 | this->periodTickTime_ -= length; |
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[2817] | 344 | } |
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[2844] | 345 | |
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| 346 | |
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| 347 | /***** GameState related *****/ |
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| 348 | |
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| 349 | void Game::requestState(const std::string& name) |
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| 350 | { |
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[3370] | 351 | if (!this->checkState(name)) |
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| 352 | { |
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| 353 | COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl; |
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[2844] | 354 | return; |
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[3370] | 355 | } |
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[2844] | 356 | |
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[3370] | 357 | if (this->bChangingState_) |
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| 358 | { |
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| 359 | COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; |
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| 360 | return; |
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| 361 | } |
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[2844] | 362 | |
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[3280] | 363 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 364 | if (this->requestedStateNodes_.empty()) |
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[3370] | 365 | lastRequestedNode = this->loadedTopStateNode_; |
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[3280] | 366 | else |
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| 367 | lastRequestedNode = this->requestedStateNodes_.back(); |
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[3370] | 368 | if (name == lastRequestedNode->name_) |
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[2844] | 369 | { |
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| 370 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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| 371 | return; |
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| 372 | } |
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| 373 | |
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| 374 | // Check children first |
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[3280] | 375 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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[2844] | 376 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 377 | { |
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[3370] | 378 | if (lastRequestedNode->children_[i]->name_ == name) |
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[2844] | 379 | { |
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[3280] | 380 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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[2844] | 381 | break; |
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| 382 | } |
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| 383 | } |
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| 384 | |
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[3280] | 385 | if (requestedNodes.empty()) |
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[2844] | 386 | { |
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[3280] | 387 | // Check parent and all its grand parents |
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| 388 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 389 | while (currentNode != NULL) |
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| 390 | { |
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[3370] | 391 | if (currentNode->name_ == name) |
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[3280] | 392 | break; |
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| 393 | currentNode = currentNode->parent_.lock(); |
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| 394 | requestedNodes.push_back(currentNode); |
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| 395 | } |
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[5929] | 396 | if (currentNode == NULL) |
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| 397 | requestedNodes.clear(); |
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[2844] | 398 | } |
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| 399 | |
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[3280] | 400 | if (requestedNodes.empty()) |
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[2844] | 401 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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| 402 | else |
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[3280] | 403 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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[2844] | 404 | } |
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| 405 | |
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[2850] | 406 | void Game::requestStates(const std::string& names) |
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| 407 | { |
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| 408 | SubString tokens(names, ",;", " "); |
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| 409 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 410 | this->requestState(tokens[i]); |
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| 411 | } |
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| 412 | |
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[2844] | 413 | void Game::popState() |
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| 414 | { |
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[3280] | 415 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 416 | if (this->requestedStateNodes_.empty()) |
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[3370] | 417 | lastRequestedNode = this->loadedTopStateNode_; |
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[2844] | 418 | else |
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[3280] | 419 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 420 | if (lastRequestedNode != this->rootStateNode_) |
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[3370] | 421 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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[3280] | 422 | else |
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| 423 | COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; |
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[2844] | 424 | } |
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| 425 | |
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[3370] | 426 | shared_ptr<GameState> Game::getState(const std::string& name) |
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[2844] | 427 | { |
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[3370] | 428 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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| 429 | if (it != constructedStates_.end()) |
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[2844] | 430 | return it->second; |
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| 431 | else |
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| 432 | { |
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[3370] | 433 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 434 | if (it != gameStateDeclarations_s.end()) |
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| 435 | COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl; |
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| 436 | else |
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| 437 | COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl; |
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| 438 | return shared_ptr<GameState>(); |
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[2844] | 439 | } |
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| 440 | } |
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| 441 | |
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| 442 | void Game::setStateHierarchy(const std::string& str) |
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| 443 | { |
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| 444 | // Split string into pieces of the form whitespacesText |
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[5929] | 445 | std::vector<std::pair<std::string, int> > stateStrings; |
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[2844] | 446 | size_t pos = 0; |
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| 447 | size_t startPos = 0; |
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| 448 | while (pos < str.size()) |
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| 449 | { |
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[5929] | 450 | int indentation = 0; |
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[6422] | 451 | while (pos < str.size() && str[pos] == ' ') |
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[2844] | 452 | ++indentation, ++pos; |
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| 453 | startPos = pos; |
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[6422] | 454 | while (pos < str.size() && str[pos] != ' ') |
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[2844] | 455 | ++pos; |
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[3280] | 456 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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[2844] | 457 | } |
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[5929] | 458 | if (stateStrings.empty()) |
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| 459 | ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating."); |
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| 460 | // Add element with large identation to detect the last with just an iterator |
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| 461 | stateStrings.push_back(std::make_pair("", -1)); |
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| 462 | |
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| 463 | // Parse elements recursively |
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| 464 | std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin(); |
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| 465 | parseStates(begin, this->rootStateNode_); |
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| 466 | } |
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| 467 | |
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| 468 | /*** Internal ***/ |
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| 469 | |
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| 470 | void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode) |
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| 471 | { |
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| 472 | SubString tokens(it->first, ","); |
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| 473 | std::vector<std::pair<std::string, int> >::const_iterator startIt = it; |
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| 474 | |
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| 475 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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[2844] | 476 | { |
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[5929] | 477 | it = startIt; // Reset iterator to the beginning of the sub tree |
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| 478 | if (!this->checkState(tokens[i])) |
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| 479 | ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!"); |
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| 480 | if (tokens[i] == this->rootStateNode_->name_) |
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[3280] | 481 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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[5929] | 482 | shared_ptr<GameStateTreeNode> node(new GameStateTreeNode()); |
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| 483 | node->name_ = tokens[i]; |
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| 484 | node->parent_ = currentNode; |
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| 485 | currentNode->children_.push_back(node); |
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[3280] | 486 | |
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[5929] | 487 | int currentLevel = it->second; |
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| 488 | ++it; |
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| 489 | while (it->second != -1) |
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[2844] | 490 | { |
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[5929] | 491 | if (it->second <= currentLevel) |
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| 492 | break; |
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| 493 | else if (it->second == currentLevel + 1) |
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| 494 | parseStates(it, node); |
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| 495 | else |
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| 496 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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[2844] | 497 | } |
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| 498 | } |
---|
| 499 | } |
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| 500 | |
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[3370] | 501 | void Game::loadGraphics() |
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[2844] | 502 | { |
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[5929] | 503 | if (!GameMode::showsGraphics()) |
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[5781] | 504 | { |
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| 505 | core_->loadGraphics(); |
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| 506 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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| 507 | |
---|
| 508 | // Construct all the GameStates that require graphics |
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| 509 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
---|
| 510 | it != gameStateDeclarations_s.end(); ++it) |
---|
| 511 | { |
---|
| 512 | if (it->second.bGraphicsMode) |
---|
| 513 | { |
---|
| 514 | // Game state loading failure is serious --> don't catch |
---|
| 515 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); |
---|
| 516 | if (!constructedStates_.insert(std::make_pair( |
---|
| 517 | it->second.stateName, gameState)).second) |
---|
| 518 | assert(false); // GameState was already created! |
---|
| 519 | } |
---|
| 520 | } |
---|
| 521 | graphicsUnloader.Dismiss(); |
---|
| 522 | } |
---|
[3370] | 523 | } |
---|
| 524 | |
---|
| 525 | void Game::unloadGraphics() |
---|
| 526 | { |
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[5929] | 527 | if (GameMode::showsGraphics()) |
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[5781] | 528 | { |
---|
| 529 | // Destroy all the GameStates that require graphics |
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| 530 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
---|
| 531 | { |
---|
| 532 | if (it->second->getInfo().bGraphicsMode) |
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| 533 | constructedStates_.erase(it++); |
---|
| 534 | else |
---|
| 535 | ++it; |
---|
| 536 | } |
---|
| 537 | |
---|
| 538 | core_->unloadGraphics(); |
---|
| 539 | } |
---|
[3370] | 540 | } |
---|
| 541 | |
---|
| 542 | bool Game::checkState(const std::string& name) const |
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| 543 | { |
---|
| 544 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
---|
| 545 | if (it == gameStateDeclarations_s.end()) |
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| 546 | return false; |
---|
| 547 | else |
---|
| 548 | return true; |
---|
| 549 | } |
---|
| 550 | |
---|
| 551 | void Game::loadState(const std::string& name) |
---|
| 552 | { |
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[3280] | 553 | this->bChangingState_ = true; |
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[3370] | 554 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); |
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| 555 | |
---|
| 556 | // If state requires graphics, load it |
---|
| 557 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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[5781] | 558 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
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[3370] | 559 | this->loadGraphics(); |
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| 560 | else |
---|
| 561 | graphicsUnloader.Dismiss(); |
---|
| 562 | |
---|
| 563 | shared_ptr<GameState> state = this->getState(name); |
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[6417] | 564 | state->activateInternal(); |
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[3370] | 565 | if (!this->loadedStates_.empty()) |
---|
| 566 | this->loadedStates_.back()->activity_.topState = false; |
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| 567 | this->loadedStates_.push_back(state); |
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[2850] | 568 | state->activity_.topState = true; |
---|
[3370] | 569 | |
---|
| 570 | graphicsUnloader.Dismiss(); |
---|
[2844] | 571 | } |
---|
| 572 | |
---|
[3370] | 573 | void Game::unloadState(const std::string& name) |
---|
[2844] | 574 | { |
---|
[3280] | 575 | this->bChangingState_ = true; |
---|
| 576 | try |
---|
| 577 | { |
---|
[3370] | 578 | shared_ptr<GameState> state = this->getState(name); |
---|
| 579 | state->activity_.topState = false; |
---|
| 580 | this->loadedStates_.pop_back(); |
---|
| 581 | if (!this->loadedStates_.empty()) |
---|
| 582 | this->loadedStates_.back()->activity_.topState = true; |
---|
[6417] | 583 | state->deactivateInternal(); |
---|
[3280] | 584 | } |
---|
[5695] | 585 | catch (...) |
---|
[3280] | 586 | { |
---|
[5747] | 587 | COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl; |
---|
[3280] | 588 | COUT(2) << " There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; |
---|
| 589 | } |
---|
[3370] | 590 | // Check if graphics is still required |
---|
[5695] | 591 | if (!bAbort_) |
---|
| 592 | { |
---|
| 593 | bool graphicsRequired = false; |
---|
| 594 | for (unsigned i = 0; i < loadedStates_.size(); ++i) |
---|
| 595 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; |
---|
| 596 | if (!graphicsRequired) |
---|
| 597 | this->unloadGraphics(); |
---|
| 598 | } |
---|
[3280] | 599 | this->bChangingState_ = false; |
---|
[2844] | 600 | } |
---|
| 601 | |
---|
[5929] | 602 | /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories() |
---|
| 603 | { |
---|
| 604 | static std::map<std::string, shared_ptr<GameStateFactory> > factories; |
---|
| 605 | return factories; |
---|
| 606 | } |
---|
[3280] | 607 | |
---|
[3370] | 608 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
---|
[2844] | 609 | { |
---|
[5929] | 610 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className); |
---|
| 611 | assert(it != getFactories().end()); |
---|
[3370] | 612 | return it->second->fabricateInternal(info); |
---|
[2844] | 613 | } |
---|
[2805] | 614 | } |
---|