[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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[8423] | 80 | : gameClock_(NULL) |
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| 81 | , core_(NULL) |
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| 82 | , bChangingState_(false) |
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| 83 | , bAbort_(false) |
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| 84 | , destructionHelper_(this) |
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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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[8423] | 105 | this->gameClock_ = new Clock(); |
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[2846] | 106 | |
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[3280] | 107 | // Create the Core |
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[8423] | 108 | this->core_ = 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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[8423] | 129 | void Game::destroy() |
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[2805] | 130 | { |
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[6417] | 131 | // Remove us from the object lists again to avoid problems when destroying them |
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| 132 | this->unregisterObject(); |
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[8423] | 133 | |
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| 134 | assert(loadedStates_.size() <= 1); // Just empty root GameState |
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| 135 | // Destroy all GameStates (shared_ptrs take care of actual destruction) |
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| 136 | constructedStates_.clear(); |
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| 137 | |
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| 138 | GameStateFactory::getFactories().clear(); |
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| 139 | safeObjectDelete(&core_); |
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| 140 | safeObjectDelete(&gameClock_); |
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[2817] | 141 | } |
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| 142 | |
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[6417] | 143 | void Game::setConfigValues() |
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| 144 | { |
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| 145 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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| 146 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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| 147 | SetConfigValue(statisticsAvgLength_, 1000000) |
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| 148 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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[8079] | 149 | |
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| 150 | SetConfigValueExternal(fpsLimit_, "GraphicsSettings", "fpsLimit", 50) |
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[6417] | 151 | .description("Sets the desired frame rate (0 for no limit)."); |
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| 152 | } |
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| 153 | |
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[2805] | 154 | /** |
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| 155 | @brief |
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| 156 | Main loop of the orxonox game. |
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| 157 | @note |
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| 158 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 159 | method an any platform (however the windows timer lacks time when under |
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| 160 | heavy kernel load!). |
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| 161 | */ |
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| 162 | void Game::run() |
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| 163 | { |
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[3280] | 164 | if (this->requestedStateNodes_.empty()) |
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| 165 | COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; |
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[2805] | 166 | |
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[2845] | 167 | // START GAME |
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[3304] | 168 | // first delta time should be about 0 seconds |
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| 169 | this->gameClock_->capture(); |
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| 170 | // A first item is required for the fps limiter |
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| 171 | StatisticsTickInfo tickInfo = {0, 0}; |
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| 172 | statisticsTickTimes_.push_back(tickInfo); |
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[3370] | 173 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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[2805] | 174 | { |
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[3370] | 175 | // Generate the dt |
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[2807] | 176 | this->gameClock_->capture(); |
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[2805] | 177 | |
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[3370] | 178 | // Statistics init |
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| 179 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; |
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[2817] | 180 | statisticsTickTimes_.push_back(tickInfo); |
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| 181 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 182 | |
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[3370] | 183 | // Update the GameState stack if required |
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| 184 | this->updateGameStateStack(); |
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| 185 | |
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[6417] | 186 | // Core preUpdate |
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[5695] | 187 | try |
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| 188 | { this->core_->preUpdate(*this->gameClock_); } |
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| 189 | catch (...) |
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[2844] | 190 | { |
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[5747] | 191 | COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl; |
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[5695] | 192 | COUT(0) << "This should really never happen! Closing the program." << std::endl; |
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[3370] | 193 | this->stop(); |
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| 194 | break; |
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[2844] | 195 | } |
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[2805] | 196 | |
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[3370] | 197 | // Update the GameStates bottom up in the stack |
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| 198 | this->updateGameStates(); |
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| 199 | |
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[6417] | 200 | // Core postUpdate |
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[5695] | 201 | try |
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| 202 | { this->core_->postUpdate(*this->gameClock_); } |
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| 203 | catch (...) |
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[3280] | 204 | { |
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[5747] | 205 | COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl; |
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| 206 | COUT(0) << "This should really never happen! Closing the program." << std::endl; |
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[3280] | 207 | this->stop(); |
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| 208 | break; |
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| 209 | } |
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| 210 | |
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[3370] | 211 | // Evaluate statistics |
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| 212 | this->updateStatistics(); |
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| 213 | |
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[6417] | 214 | // Limit frame rate |
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[8245] | 215 | static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart |
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| 216 | if (this->fpsLimit_ > 0 && !hasVSync) |
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| 217 | this->updateFPSLimiter(); |
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[3370] | 218 | } |
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| 219 | |
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| 220 | // UNLOAD all remaining states |
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| 221 | while (this->loadedStates_.size() > 1) |
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| 222 | this->unloadState(this->loadedStates_.back()->getName()); |
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| 223 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 224 | this->requestedStateNodes_.clear(); |
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| 225 | } |
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| 226 | |
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| 227 | void Game::updateGameStateStack() |
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| 228 | { |
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| 229 | while (this->requestedStateNodes_.size() > 0) |
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| 230 | { |
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| 231 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 232 | assert(this->loadedTopStateNode_); |
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| 233 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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| 234 | this->unloadState(loadedTopStateNode_->name_); |
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| 235 | else // has to be child |
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[3084] | 236 | { |
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[3280] | 237 | try |
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| 238 | { |
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[3370] | 239 | this->loadState(requestedStateNode->name_); |
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[3280] | 240 | } |
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[5695] | 241 | catch (...) |
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[3280] | 242 | { |
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[5747] | 243 | COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl; |
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[3370] | 244 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 245 | if (this->requestedStateNodes_.size() > 1) |
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[5695] | 246 | COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; |
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[3370] | 247 | this->requestedStateNodes_.clear(); |
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[3280] | 248 | break; |
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| 249 | } |
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[3370] | 250 | } |
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| 251 | this->loadedTopStateNode_ = requestedStateNode; |
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| 252 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 253 | } |
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| 254 | } |
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[2844] | 255 | |
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[3370] | 256 | void Game::updateGameStates() |
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| 257 | { |
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| 258 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 259 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; |
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| 260 | it != this->loadedStates_.end(); ++it) |
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| 261 | { |
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| 262 | try |
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| 263 | { |
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| 264 | // Add tick time for most of the states |
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[5695] | 265 | uint64_t timeBeforeTick = 0; |
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[3370] | 266 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 267 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 268 | (*it)->update(*this->gameClock_); |
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| 269 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 270 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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[3084] | 271 | } |
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[3370] | 272 | catch (...) |
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| 273 | { |
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[5747] | 274 | COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl; |
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[3370] | 275 | COUT(1) << "This should really never happen!" << std::endl; |
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| 276 | COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; |
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| 277 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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| 278 | while (current->name_ != (*it)->getName() && current) |
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| 279 | current = current->parent_.lock(); |
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| 280 | if (current && current->parent_.lock()) |
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| 281 | this->requestState(current->parent_.lock()->name_); |
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| 282 | else |
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| 283 | this->stop(); |
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| 284 | break; |
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| 285 | } |
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| 286 | } |
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| 287 | } |
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[3084] | 288 | |
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[3370] | 289 | void Game::updateStatistics() |
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| 290 | { |
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| 291 | // Add the tick time of this frame (rendering time has already been subtracted) |
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| 292 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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| 293 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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[6502] | 294 | this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime); |
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| 295 | this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime); |
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[6417] | 296 | if (this->periodTime_ > this->statisticsRefreshCycle_) |
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[3370] | 297 | { |
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| 298 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 299 | assert(it != this->statisticsTickTimes_.end()); |
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[6417] | 300 | int64_t lastTime = currentTime - this->statisticsAvgLength_; |
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[3370] | 301 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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[2817] | 302 | { |
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[3370] | 303 | do |
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[2817] | 304 | { |
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[3370] | 305 | assert(this->periodTickTime_ >= it->tickLength); |
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| 306 | this->periodTickTime_ -= it->tickLength; |
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| 307 | ++it; |
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| 308 | assert(it != this->statisticsTickTimes_.end()); |
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| 309 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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| 310 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 311 | } |
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[2817] | 312 | |
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[3370] | 313 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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[6417] | 314 | // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low |
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| 315 | this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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[3370] | 316 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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[2817] | 317 | |
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[6417] | 318 | this->periodTime_ -= this->statisticsRefreshCycle_; |
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[2805] | 319 | } |
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[3370] | 320 | } |
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[2805] | 321 | |
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[3370] | 322 | void Game::updateFPSLimiter() |
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| 323 | { |
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[6417] | 324 | uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_); |
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[3370] | 325 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 326 | while (currentRealTime < nextTime - minimumSleepTime_) |
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| 327 | { |
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[6502] | 328 | usleep((unsigned long)(nextTime - currentRealTime)); |
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[3370] | 329 | currentRealTime = gameClock_->getRealMicroseconds(); |
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| 330 | } |
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| 331 | // Integrate excess to avoid steady state error |
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[6502] | 332 | excessSleepTime_ = (int)(currentRealTime - nextTime); |
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[3370] | 333 | // Anti windup |
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| 334 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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| 335 | excessSleepTime_ = 50000; |
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[2805] | 336 | } |
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| 337 | |
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| 338 | void Game::stop() |
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| 339 | { |
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[3280] | 340 | this->bAbort_ = true; |
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[2805] | 341 | } |
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[2817] | 342 | |
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[3370] | 343 | void Game::subtractTickTime(int32_t length) |
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[2817] | 344 | { |
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| 345 | assert(!this->statisticsTickTimes_.empty()); |
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[3370] | 346 | this->statisticsTickTimes_.back().tickLength -= length; |
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| 347 | this->periodTickTime_ -= length; |
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[2817] | 348 | } |
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[2844] | 349 | |
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| 350 | |
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| 351 | /***** GameState related *****/ |
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| 352 | |
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| 353 | void Game::requestState(const std::string& name) |
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| 354 | { |
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[3370] | 355 | if (!this->checkState(name)) |
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| 356 | { |
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| 357 | COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl; |
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[2844] | 358 | return; |
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[3370] | 359 | } |
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[2844] | 360 | |
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[3370] | 361 | if (this->bChangingState_) |
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| 362 | { |
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| 363 | COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; |
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| 364 | return; |
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| 365 | } |
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[2844] | 366 | |
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[3280] | 367 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 368 | if (this->requestedStateNodes_.empty()) |
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[3370] | 369 | lastRequestedNode = this->loadedTopStateNode_; |
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[3280] | 370 | else |
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| 371 | lastRequestedNode = this->requestedStateNodes_.back(); |
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[3370] | 372 | if (name == lastRequestedNode->name_) |
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[2844] | 373 | { |
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| 374 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; |
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| 375 | return; |
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| 376 | } |
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| 377 | |
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| 378 | // Check children first |
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[3280] | 379 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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[2844] | 380 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 381 | { |
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[3370] | 382 | if (lastRequestedNode->children_[i]->name_ == name) |
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[2844] | 383 | { |
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[3280] | 384 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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[2844] | 385 | break; |
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| 386 | } |
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| 387 | } |
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| 388 | |
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[3280] | 389 | if (requestedNodes.empty()) |
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[2844] | 390 | { |
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[3280] | 391 | // Check parent and all its grand parents |
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| 392 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 393 | while (currentNode != NULL) |
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| 394 | { |
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[3370] | 395 | if (currentNode->name_ == name) |
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[3280] | 396 | break; |
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| 397 | currentNode = currentNode->parent_.lock(); |
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| 398 | requestedNodes.push_back(currentNode); |
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| 399 | } |
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[5929] | 400 | if (currentNode == NULL) |
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| 401 | requestedNodes.clear(); |
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[2844] | 402 | } |
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| 403 | |
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[3280] | 404 | if (requestedNodes.empty()) |
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[2844] | 405 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; |
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| 406 | else |
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[3280] | 407 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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[2844] | 408 | } |
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| 409 | |
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[2850] | 410 | void Game::requestStates(const std::string& names) |
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| 411 | { |
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| 412 | SubString tokens(names, ",;", " "); |
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| 413 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 414 | this->requestState(tokens[i]); |
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| 415 | } |
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| 416 | |
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[2844] | 417 | void Game::popState() |
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| 418 | { |
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[3280] | 419 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 420 | if (this->requestedStateNodes_.empty()) |
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[3370] | 421 | lastRequestedNode = this->loadedTopStateNode_; |
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[2844] | 422 | else |
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[3280] | 423 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 424 | if (lastRequestedNode != this->rootStateNode_) |
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[3370] | 425 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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[3280] | 426 | else |
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| 427 | COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; |
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[2844] | 428 | } |
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| 429 | |
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[3370] | 430 | shared_ptr<GameState> Game::getState(const std::string& name) |
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[2844] | 431 | { |
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[3370] | 432 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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| 433 | if (it != constructedStates_.end()) |
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[2844] | 434 | return it->second; |
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| 435 | else |
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| 436 | { |
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[3370] | 437 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 438 | if (it != gameStateDeclarations_s.end()) |
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| 439 | COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl; |
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| 440 | else |
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| 441 | COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl; |
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| 442 | return shared_ptr<GameState>(); |
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[2844] | 443 | } |
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| 444 | } |
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| 445 | |
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| 446 | void Game::setStateHierarchy(const std::string& str) |
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| 447 | { |
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| 448 | // Split string into pieces of the form whitespacesText |
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[5929] | 449 | std::vector<std::pair<std::string, int> > stateStrings; |
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[2844] | 450 | size_t pos = 0; |
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| 451 | size_t startPos = 0; |
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| 452 | while (pos < str.size()) |
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| 453 | { |
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[5929] | 454 | int indentation = 0; |
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[6422] | 455 | while (pos < str.size() && str[pos] == ' ') |
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[2844] | 456 | ++indentation, ++pos; |
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| 457 | startPos = pos; |
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[6422] | 458 | while (pos < str.size() && str[pos] != ' ') |
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[2844] | 459 | ++pos; |
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[3280] | 460 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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[2844] | 461 | } |
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[5929] | 462 | if (stateStrings.empty()) |
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| 463 | ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating."); |
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| 464 | // Add element with large identation to detect the last with just an iterator |
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[8351] | 465 | stateStrings.push_back(std::make_pair(std::string(), -1)); |
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[5929] | 466 | |
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| 467 | // Parse elements recursively |
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| 468 | std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin(); |
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| 469 | parseStates(begin, this->rootStateNode_); |
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| 470 | } |
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| 471 | |
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| 472 | /*** Internal ***/ |
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| 473 | |
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| 474 | void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode) |
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| 475 | { |
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| 476 | SubString tokens(it->first, ","); |
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| 477 | std::vector<std::pair<std::string, int> >::const_iterator startIt = it; |
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| 478 | |
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| 479 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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[2844] | 480 | { |
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[5929] | 481 | it = startIt; // Reset iterator to the beginning of the sub tree |
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| 482 | if (!this->checkState(tokens[i])) |
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| 483 | ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!"); |
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| 484 | if (tokens[i] == this->rootStateNode_->name_) |
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[3280] | 485 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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[5929] | 486 | shared_ptr<GameStateTreeNode> node(new GameStateTreeNode()); |
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| 487 | node->name_ = tokens[i]; |
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| 488 | node->parent_ = currentNode; |
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| 489 | currentNode->children_.push_back(node); |
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[3280] | 490 | |
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[5929] | 491 | int currentLevel = it->second; |
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| 492 | ++it; |
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| 493 | while (it->second != -1) |
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[2844] | 494 | { |
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[5929] | 495 | if (it->second <= currentLevel) |
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| 496 | break; |
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| 497 | else if (it->second == currentLevel + 1) |
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| 498 | parseStates(it, node); |
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| 499 | else |
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| 500 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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[2844] | 501 | } |
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| 502 | } |
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| 503 | } |
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| 504 | |
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[3370] | 505 | void Game::loadGraphics() |
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[2844] | 506 | { |
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[5929] | 507 | if (!GameMode::showsGraphics()) |
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[5781] | 508 | { |
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| 509 | core_->loadGraphics(); |
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| 510 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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| 511 | |
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| 512 | // Construct all the GameStates that require graphics |
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| 513 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 514 | it != gameStateDeclarations_s.end(); ++it) |
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| 515 | { |
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| 516 | if (it->second.bGraphicsMode) |
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| 517 | { |
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| 518 | // Game state loading failure is serious --> don't catch |
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| 519 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); |
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| 520 | if (!constructedStates_.insert(std::make_pair( |
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| 521 | it->second.stateName, gameState)).second) |
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| 522 | assert(false); // GameState was already created! |
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| 523 | } |
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| 524 | } |
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| 525 | graphicsUnloader.Dismiss(); |
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| 526 | } |
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[3370] | 527 | } |
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| 528 | |
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| 529 | void Game::unloadGraphics() |
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| 530 | { |
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[5929] | 531 | if (GameMode::showsGraphics()) |
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[5781] | 532 | { |
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| 533 | // Destroy all the GameStates that require graphics |
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| 534 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
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| 535 | { |
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| 536 | if (it->second->getInfo().bGraphicsMode) |
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| 537 | constructedStates_.erase(it++); |
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| 538 | else |
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| 539 | ++it; |
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| 540 | } |
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| 541 | |
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| 542 | core_->unloadGraphics(); |
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| 543 | } |
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[3370] | 544 | } |
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| 545 | |
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| 546 | bool Game::checkState(const std::string& name) const |
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| 547 | { |
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| 548 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 549 | if (it == gameStateDeclarations_s.end()) |
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| 550 | return false; |
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| 551 | else |
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| 552 | return true; |
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| 553 | } |
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| 554 | |
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| 555 | void Game::loadState(const std::string& name) |
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| 556 | { |
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[3280] | 557 | this->bChangingState_ = true; |
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[3370] | 558 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); |
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| 559 | |
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| 560 | // If state requires graphics, load it |
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| 561 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
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[5781] | 562 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
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[3370] | 563 | this->loadGraphics(); |
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| 564 | else |
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| 565 | graphicsUnloader.Dismiss(); |
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| 566 | |
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| 567 | shared_ptr<GameState> state = this->getState(name); |
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[6417] | 568 | state->activateInternal(); |
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[3370] | 569 | if (!this->loadedStates_.empty()) |
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| 570 | this->loadedStates_.back()->activity_.topState = false; |
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| 571 | this->loadedStates_.push_back(state); |
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[2850] | 572 | state->activity_.topState = true; |
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[3370] | 573 | |
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| 574 | graphicsUnloader.Dismiss(); |
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[2844] | 575 | } |
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| 576 | |
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[3370] | 577 | void Game::unloadState(const std::string& name) |
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[2844] | 578 | { |
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[3280] | 579 | this->bChangingState_ = true; |
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| 580 | try |
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| 581 | { |
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[3370] | 582 | shared_ptr<GameState> state = this->getState(name); |
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| 583 | state->activity_.topState = false; |
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| 584 | this->loadedStates_.pop_back(); |
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| 585 | if (!this->loadedStates_.empty()) |
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| 586 | this->loadedStates_.back()->activity_.topState = true; |
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[6417] | 587 | state->deactivateInternal(); |
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[3280] | 588 | } |
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[5695] | 589 | catch (...) |
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[3280] | 590 | { |
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[5747] | 591 | COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl; |
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[3280] | 592 | COUT(2) << " There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; |
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| 593 | } |
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[3370] | 594 | // Check if graphics is still required |
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[5695] | 595 | if (!bAbort_) |
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| 596 | { |
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| 597 | bool graphicsRequired = false; |
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| 598 | for (unsigned i = 0; i < loadedStates_.size(); ++i) |
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| 599 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; |
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| 600 | if (!graphicsRequired) |
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| 601 | this->unloadGraphics(); |
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| 602 | } |
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[3280] | 603 | this->bChangingState_ = false; |
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[2844] | 604 | } |
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| 605 | |
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[5929] | 606 | /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories() |
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| 607 | { |
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| 608 | static std::map<std::string, shared_ptr<GameStateFactory> > factories; |
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| 609 | return factories; |
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| 610 | } |
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[3280] | 611 | |
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[3370] | 612 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
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[2844] | 613 | { |
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[5929] | 614 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className); |
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| 615 | assert(it != getFactories().end()); |
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[3370] | 616 | return it->second->fabricateInternal(info); |
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[2844] | 617 | } |
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[2805] | 618 | } |
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