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

Last change on this file was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
38#include <loki/ScopeGuard.h>
39
40#include "util/Clock.h"
41#include "util/Output.h"
42#include "util/Exception.h"
43#include "util/Sleep.h"
44#include "util/SubString.h"
45#include "Core.h"
46#include "commandline/CommandLineParser.h"
47#include "GameConfig.h"
48#include "GameMode.h"
49#include "GameState.h"
50#include "GraphicsManager.h"
51#include "GUIManager.h"
52#include "command/ConsoleCommandIncludes.h"
53
54namespace orxonox
55{
56    static void stop_game()
57        { Game::getInstance().stop(); }
58    SetConsoleCommand("exit", &stop_game);
59    static void printFPS()
60        { orxout(message) << Game::getInstance().getAvgFPS() << endl; }
61    SetConsoleCommand("Stats", "printFPS", &printFPS);
62    static void printTickTime()
63        { orxout(message) << Game::getInstance().getAvgTickTime() << endl; }
64    SetConsoleCommand("Stats", "printTickTime", &printTickTime);
65
66    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
67    Game* Game::singletonPtr_s = nullptr;
68
69    //! Represents one node of the game state tree.
70    struct GameStateTreeNode
71    {
72        std::string name_;
73        std::weak_ptr<GameStateTreeNode> parent_;
74        std::vector<std::shared_ptr<GameStateTreeNode>> children_;
75    };
76
77    Game::Game(const std::string& cmdLine)
78        : gameClock_(nullptr)
79        , core_(nullptr)
80        , bChangingState_(false)
81        , bAbort_(false)
82        , config_(nullptr)
83        , destructionHelper_(this)
84    {
85        orxout(internal_status) << "initializing Game object..." << endl;
86
87#ifdef ORXONOX_PLATFORM_WINDOWS
88        minimumSleepTime_ = 1000/*us*/;
89#else
90        minimumSleepTime_ = 0/*us*/;
91#endif
92
93        // reset statistics
94        this->statisticsStartTime_ = 0;
95        this->statisticsTickTimes_.clear();
96        this->periodTickTime_ = 0;
97        this->periodTime_ = 0;
98        this->avgFPS_ = 0.0f;
99        this->avgTickTime_ = 0.0f;
100        this->excessSleepTime_ = 0;
101
102        // Create an empty root state
103        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
104
105        // Set up a basic clock to keep time
106        this->gameClock_ = new Clock();
107
108        // Create the Core
109        orxout(internal_info) << "creating Core object:" << endl;
110        this->core_ = new Core(cmdLine);
111        this->core_->loadModules();
112
113        // Do this after the Core creation!
114        this->config_ = new GameConfig();
115
116        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
117        for (const auto& mapEntry : gameStateDeclarations_s)
118        {
119            if (!mapEntry.second.bGraphicsMode)
120                constructedStates_[mapEntry.second.stateName] = GameStateFactory::fabricate(mapEntry.second);
121        }
122
123        // The empty root state is ALWAYS loaded!
124        this->rootStateNode_ = std::shared_ptr<GameStateTreeNode>(std::make_shared<GameStateTreeNode>());
125        this->rootStateNode_->name_ = "emptyRootGameState";
126        this->loadedTopStateNode_ = this->rootStateNode_;
127        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
128
129        orxout(internal_status) << "finished initializing Game object" << endl;
130    }
131
132    void Game::destroy()
133    {
134        orxout(internal_status) << "destroying Game object..." << endl;
135
136        assert(loadedStates_.size() <= 1); // Just empty root GameState
137        // Destroy all GameStates (std::shared_ptrs take care of actual destruction)
138        constructedStates_.clear();
139
140        GameStateFactory::getFactories().clear();
141        safeObjectDelete(&config_);
142        if (this->core_)
143            this->core_->unloadModules();
144        safeObjectDelete(&core_);
145        safeObjectDelete(&gameClock_);
146
147        orxout(internal_status) << "finished destroying Game object..." << endl;
148    }
149
150    /**
151    @brief
152        Main loop of the orxonox game.
153    @note
154        We use the Ogre::Timer to measure time since it uses the most precise
155        method an any platform (however the windows timer lacks time when under
156        heavy kernel load!).
157    */
158    void Game::run()
159    {
160        if (this->requestedStateNodes_.empty())
161            orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl;
162
163        // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop
164        this->updateGameStateStack();
165
166        orxout(user_status) << "Game loaded" << endl;
167        orxout(internal_status) << "-------------------- starting main loop --------------------" << endl;
168
169        // START GAME
170        // first delta time should be about 0 seconds
171        this->gameClock_->capture();
172        // A first item is required for the fps limiter
173        StatisticsTickInfo tickInfo = {0, 0};
174        statisticsTickTimes_.push_back(tickInfo);
175        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
176        {
177            // Generate the dt
178            this->gameClock_->capture();
179
180            // Statistics init
181            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
182            statisticsTickTimes_.push_back(tickInfo);
183            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
184
185            // Update the GameState stack if required
186            this->updateGameStateStack();
187
188            // Core preUpdate
189            try
190                { this->core_->preUpdate(*this->gameClock_); }
191            catch (...)
192            {
193                orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl;
194                orxout(user_error) << "This should really never happen! Closing the program." << endl;
195                this->stop();
196                break;
197            }
198
199            // Update the GameStates bottom up in the stack
200            this->updateGameStates();
201
202            // Core postUpdate
203            try
204                { this->core_->postUpdate(*this->gameClock_); }
205            catch (...)
206            {
207                orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl;
208                orxout(user_error) << "This should really never happen! Closing the program." << endl;
209                this->stop();
210                break;
211            }
212
213            // Evaluate statistics
214            this->updateStatistics();
215
216            // Limit frame rate
217            static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart
218            if (this->config_->getFpsLimit() > 0 && !hasVSync)
219                this->updateFPSLimiter();
220        }
221
222        orxout(internal_status) << "-------------------- finished main loop --------------------" << endl;
223
224        // UNLOAD all remaining states
225        while (this->loadedStates_.size() > 1)
226            this->unloadState(this->loadedStates_.back()->getName());
227        this->loadedTopStateNode_ = this->rootStateNode_;
228        this->requestedStateNodes_.clear();
229    }
230
231    void Game::updateGameStateStack()
232    {
233        while (this->requestedStateNodes_.size() > 0)
234        {
235            std::shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
236            assert(this->loadedTopStateNode_);
237            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
238                this->unloadState(loadedTopStateNode_->name_);
239            else // has to be child
240            {
241                try
242                {
243                    this->loadState(requestedStateNode->name_);
244                }
245                catch (...)
246                {
247                    orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl;
248                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
249                    if (this->requestedStateNodes_.size() > 1)
250                        orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl;
251                    this->requestedStateNodes_.clear();
252                    break;
253                }
254            }
255            this->loadedTopStateNode_ = requestedStateNode;
256            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
257        }
258    }
259
260    void Game::updateGameStates()
261    {
262        // Note: The first element is the empty root state, which doesn't need ticking
263        for (const std::shared_ptr<GameState>& state : this->loadedStates_)
264        {
265            try
266            {
267                // Add tick time for most of the states
268                uint64_t timeBeforeTick = 0;
269                if (state->getInfo().bIgnoreTickTime)
270                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
271                state->update(*this->gameClock_);
272                if (state->getInfo().bIgnoreTickTime)
273                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
274            }
275            catch (...)
276            {
277                orxout(user_error) << "An exception occurred while updating '" << state->getName() << "': " << Exception::handleMessage() << endl;
278                orxout(user_error) << "This should really never happen!" << endl;
279                orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl;
280                std::shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
281                while (current->name_ != state->getName() && current)
282                    current = current->parent_.lock();
283                if (current && current->parent_.lock())
284                    this->requestState(current->parent_.lock()->name_);
285                else
286                    this->stop();
287                break;
288            }
289        }
290    }
291
292    void Game::updateStatistics()
293    {
294        // Add the tick time of this frame (rendering time has already been subtracted)
295        uint64_t currentTime = gameClock_->getMicroseconds();
296        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
297        this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime);
298        this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime);
299        if (this->periodTime_ > this->config_->getStatisticsRefreshCycle())
300        {
301            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
302            assert(it != this->statisticsTickTimes_.end());
303            int64_t lastTime = currentTime - this->config_->getStatisticsAvgLength();
304            if (static_cast<int64_t>(it->tickTime) < lastTime)
305            {
306                do
307                {
308                    assert(this->periodTickTime_ >= it->tickLength);
309                    this->periodTickTime_ -= it->tickLength;
310                    ++it;
311                    assert(it != this->statisticsTickTimes_.end());
312                } while (static_cast<int64_t>(it->tickTime) < lastTime);
313                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
314            }
315
316            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
317            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
318            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
319            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
320
321            this->periodTime_ -= this->config_->getStatisticsRefreshCycle();
322        }
323    }
324
325    void Game::updateFPSLimiter()
326    {
327        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / this->config_->getFpsLimit());
328        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
329        while (currentRealTime < nextTime - minimumSleepTime_)
330        {
331            usleep((unsigned long)(nextTime - currentRealTime));
332            currentRealTime = gameClock_->getRealMicroseconds();
333        }
334        // Integrate excess to avoid steady state error
335        excessSleepTime_ = (int)(currentRealTime - nextTime);
336        // Anti windup
337        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
338            excessSleepTime_ = 50000;
339    }
340
341    void Game::stop()
342    {
343        orxout(user_status) << "Exit" << endl;
344        this->bAbort_ = true;
345    }
346
347    void Game::subtractTickTime(int32_t length)
348    {
349        assert(!this->statisticsTickTimes_.empty());
350        this->statisticsTickTimes_.back().tickLength -= length;
351        this->periodTickTime_ -= length;
352    }
353
354
355    /***** GameState related *****/
356
357    void Game::requestState(const std::string& name)
358    {
359        if (!this->checkState(name))
360        {
361            orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl;
362            return;
363        }
364
365        if (this->bChangingState_)
366        {
367            orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl;
368            return;
369        }
370
371        std::shared_ptr<GameStateTreeNode> lastRequestedNode;
372        if (this->requestedStateNodes_.empty())
373            lastRequestedNode = this->loadedTopStateNode_;
374        else
375            lastRequestedNode = this->requestedStateNodes_.back();
376        if (name == lastRequestedNode->name_)
377        {
378            orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl;
379            return;
380        }
381
382        // Check children first
383        std::vector<std::shared_ptr<GameStateTreeNode>> requestedNodes;
384        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
385        {
386            if (lastRequestedNode->children_[i]->name_ == name)
387            {
388                requestedNodes.push_back(lastRequestedNode->children_[i]);
389                break;
390            }
391        }
392
393        if (requestedNodes.empty())
394        {
395            // Check parent and all its grand parents
396            std::shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
397            while (currentNode != nullptr)
398            {
399                if (currentNode->name_ == name)
400                    break;
401                currentNode = currentNode->parent_.lock();
402                requestedNodes.push_back(currentNode);
403            }
404            if (currentNode == nullptr)
405                requestedNodes.clear();
406        }
407
408        if (requestedNodes.empty())
409            orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl;
410        else
411            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
412    }
413
414    void Game::requestStates(const std::string& names)
415    {
416        SubString tokens(names, ",;", " ");
417        for (unsigned int i = 0; i < tokens.size(); ++i)
418            this->requestState(tokens[i]);
419    }
420
421    void Game::popState()
422    {
423        std::shared_ptr<GameStateTreeNode> lastRequestedNode;
424        if (this->requestedStateNodes_.empty())
425            lastRequestedNode = this->loadedTopStateNode_;
426        else
427            lastRequestedNode = this->requestedStateNodes_.back();
428        if (lastRequestedNode != this->rootStateNode_)
429            this->requestState(lastRequestedNode->parent_.lock()->name_);
430        else
431            orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl;
432    }
433
434    std::shared_ptr<GameState> Game::getState(const std::string& name)
435    {
436        GameStateMap::const_iterator it = constructedStates_.find(name);
437        if (it != constructedStates_.end())
438            return it->second;
439        else
440        {
441            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
442            if (it != gameStateDeclarations_s.end())
443                orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl;
444            else
445                orxout(internal_error) << "Could not find GameState '" << name << "'." << endl;
446            return std::shared_ptr<GameState>();
447        }
448    }
449
450    void Game::setStateHierarchy(const std::string& str)
451    {
452        // Split string into pieces of the form whitespacesText
453        std::vector<std::pair<std::string, int>> stateStrings;
454        size_t pos = 0;
455        size_t startPos = 0;
456        while (pos < str.size())
457        {
458            int indentation = 0;
459            while (pos < str.size() && str[pos] == ' ')
460                ++indentation, ++pos;
461            startPos = pos;
462            while (pos < str.size() && str[pos] != ' ')
463                ++pos;
464            stateStrings.emplace_back(str.substr(startPos, pos - startPos), indentation);
465        }
466        if (stateStrings.empty())
467            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
468        // Add element with large identation to detect the last with just an iterator
469        stateStrings.emplace_back(std::string(), -1);
470
471        // Parse elements recursively
472        std::vector<std::pair<std::string, int>>::const_iterator begin = stateStrings.begin();
473        parseStates(begin, this->rootStateNode_);
474    }
475
476    /*** Internal ***/
477
478    void Game::parseStates(std::vector<std::pair<std::string, int>>::const_iterator& it, std::shared_ptr<GameStateTreeNode> currentNode)
479    {
480        SubString tokens(it->first, ",");
481        std::vector<std::pair<std::string, int>>::const_iterator startIt = it;
482
483        for (unsigned int i = 0; i < tokens.size(); ++i)
484        {
485            it = startIt; // Reset iterator to the beginning of the sub tree
486            if (!this->checkState(tokens[i]))
487                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
488            if (tokens[i] == this->rootStateNode_->name_)
489                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
490            std::shared_ptr<GameStateTreeNode> node(std::make_shared<GameStateTreeNode>());
491            node->name_ = tokens[i];
492            node->parent_ = currentNode;
493            currentNode->children_.push_back(node);
494
495            int currentLevel = it->second;
496            ++it;
497            while (it->second != -1)
498            {
499                if (it->second <= currentLevel)
500                    break;
501                else if (it->second == currentLevel + 1)
502                    parseStates(it, node);
503                else
504                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
505            }
506        }
507    }
508
509    void Game::loadGraphics()
510    {
511        if (!GameMode::showsGraphics())
512        {
513            orxout(user_status) << "Loading graphics" << endl;
514            orxout(internal_info) << "loading graphics in Game" << endl;
515
516            core_->loadGraphics();
517            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true);
518
519            // Construct all the GameStates that require graphics
520            for (const auto& mapEntry : gameStateDeclarations_s)
521            {
522                if (mapEntry.second.bGraphicsMode)
523                {
524                    // Game state loading failure is serious --> don't catch
525                    std::shared_ptr<GameState> gameState = GameStateFactory::fabricate(mapEntry.second);
526                    if (!constructedStates_.insert(std::make_pair(
527                        mapEntry.second.stateName, gameState)).second)
528                        assert(false); // GameState was already created!
529                }
530            }
531            graphicsUnloader.Dismiss();
532
533            orxout(internal_info) << "finished loading graphics in Game" << endl;
534        }
535    }
536
537    void Game::unloadGraphics(bool loadGraphicsManagerWithoutRenderer)
538    {
539        if (GameMode::showsGraphics())
540        {
541            orxout(user_status) << "Unloading graphics" << endl;
542            orxout(internal_info) << "unloading graphics in Game" << endl;
543
544            // Destroy all the GameStates that require graphics
545            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
546            {
547                if (it->second->getInfo().bGraphicsMode)
548                    constructedStates_.erase(it++);
549                else
550                    ++it;
551            }
552
553            core_->unloadGraphics(loadGraphicsManagerWithoutRenderer);
554        }
555    }
556
557    bool Game::checkState(const std::string& name) const
558    {
559        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
560        if (it == gameStateDeclarations_s.end())
561            return false;
562        else
563            return true;
564    }
565
566    void Game::loadState(const std::string& name)
567    {
568        orxout(internal_status) << "loading state '" << name << "'" << endl;
569
570        this->bChangingState_ = true;
571        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard);
572
573        // If state requires graphics, load it
574        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true);
575        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
576            this->loadGraphics();
577        else
578            graphicsUnloader.Dismiss();
579
580        std::shared_ptr<GameState> state = this->getState(name);
581        state->activateInternal();
582        if (!this->loadedStates_.empty())
583            this->loadedStates_.back()->activity_.topState = false;
584        this->loadedStates_.push_back(state);
585        state->activity_.topState = true;
586
587        graphicsUnloader.Dismiss();
588    }
589
590    void Game::unloadState(const std::string& name)
591    {
592        orxout(internal_status) << "unloading state '" << name << "'" << endl;
593
594        this->bChangingState_ = true;
595        try
596        {
597            std::shared_ptr<GameState> state = this->getState(name);
598            state->activity_.topState = false;
599            this->loadedStates_.pop_back();
600            if (!this->loadedStates_.empty())
601                this->loadedStates_.back()->activity_.topState = true;
602            state->deactivateInternal();
603        }
604        catch (...)
605        {
606            orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl;
607            orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl;
608        }
609        // Check if graphics is still required
610        bool graphicsRequired = false;
611        for (const std::shared_ptr<GameState>& state : loadedStates_)
612            graphicsRequired |= state->getInfo().bGraphicsMode;
613        if (!graphicsRequired)
614            this->unloadGraphics(!this->bAbort_); // if abort is false, that means the game is still running while unloading graphics. in this case we load a graphics manager without renderer (to keep all necessary ogre instances alive)
615        this->bChangingState_ = false;
616    }
617
618    /*static*/ std::map<std::string, std::shared_ptr<Game::GameStateFactory>>& Game::GameStateFactory::getFactories()
619    {
620        static std::map<std::string, std::shared_ptr<GameStateFactory>> factories;
621        return factories;
622    }
623
624    /*static*/ std::shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
625    {
626        std::map<std::string, std::shared_ptr<Game::GameStateFactory>>::const_iterator it = getFactories().find(info.className);
627        assert(it != getFactories().end());
628        return it->second->fabricateInternal(info);
629    }
630}
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