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source: code/trunk/src/libraries/core/Game.cc @ 6364

Last change on this file since 6364 was 6021, checked in by rgrieder, 15 years ago

Renamed CommandLine to CommandLineParse to avoid confusions with the class name.

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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 <boost/weak_ptr.hpp>
39
40#include "util/Clock.h"
41#include "util/Debug.h"
42#include "util/Exception.h"
43#include "util/ScopeGuard.h"
44#include "util/Sleep.h"
45#include "util/SubString.h"
46#include "CommandLineParser.h"
47#include "ConsoleCommand.h"
48#include "Core.h"
49#include "CoreIncludes.h"
50#include "ConfigValueIncludes.h"
51#include "GameMode.h"
52#include "GameState.h"
53
54namespace orxonox
55{
56    static void stop_game()
57        { Game::getInstance().stop(); }
58    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
59    static void printFPS()
60        { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; }
61    SetConsoleCommandShortcutExternAlias(printFPS, "printFPS");
62    static void printTickTime()
63        { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; }
64    SetConsoleCommandShortcutExternAlias(printTickTime, "printTickTime");
65
66    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
67    Game* Game::singletonPtr_s = 0;
68
69
70    /**
71    @brief
72        Represents one node of the game state tree.
73    */
74    struct GameStateTreeNode
75    {
76        std::string name_;
77        weak_ptr<GameStateTreeNode> parent_;
78        std::vector<shared_ptr<GameStateTreeNode> > children_;
79    };
80
81
82    /**
83    @brief
84        Another helper class for the Game singleton: we cannot derive
85        Game from OrxonoxClass because we need to handle the Identifier
86        destruction in the Core destructor.
87    */
88    class GameConfiguration : public OrxonoxClass
89    {
90    public:
91        GameConfiguration()
92        {
93            RegisterRootObject(GameConfiguration);
94            this->setConfigValues();
95        }
96
97        void setConfigValues()
98        {
99            SetConfigValue(statisticsRefreshCycle_, 250000)
100                .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
101            SetConfigValue(statisticsAvgLength_, 1000000)
102                .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
103            SetConfigValue(fpsLimit_, 50)
104                .description("Sets the desired framerate (0 for no limit).");
105        }
106
107        unsigned int statisticsRefreshCycle_;
108        unsigned int statisticsAvgLength_;
109        unsigned int fpsLimit_;
110    };
111
112
113    /**
114    @brief
115        Non-initialising constructor.
116    */
117    Game::Game(const std::string& cmdLine)
118        // Destroy factories before the Core!
119        : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear)
120    {
121        this->bAbort_ = false;
122        bChangingState_ = false;
123
124#ifdef ORXONOX_PLATFORM_WINDOWS
125        minimumSleepTime_ = 1000/*us*/;
126#else
127        minimumSleepTime_ = 0/*us*/;
128#endif
129
130        // Create an empty root state
131        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
132
133        // Set up a basic clock to keep time
134        this->gameClock_.reset(new Clock());
135
136        // Create the Core
137        this->core_.reset(new Core(cmdLine));
138
139        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
140        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
141            it != gameStateDeclarations_s.end(); ++it)
142        {
143            if (!it->second.bGraphicsMode)
144                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
145        }
146
147        // The empty root state is ALWAYS loaded!
148        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
149        this->rootStateNode_->name_ = "emptyRootGameState";
150        this->loadedTopStateNode_ = this->rootStateNode_;
151        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
152
153        // Do this after the Core creation!
154        this->configuration_.reset(new GameConfiguration());
155    }
156
157    /**
158    @brief
159        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
160    */
161    Game::~Game()
162    {
163    }
164
165    /**
166    @brief
167        Main loop of the orxonox game.
168    @note
169        We use the Ogre::Timer to measure time since it uses the most precise
170        method an any platform (however the windows timer lacks time when under
171        heavy kernel load!).
172    */
173    void Game::run()
174    {
175        if (this->requestedStateNodes_.empty())
176            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
177
178        // reset statistics
179        this->statisticsStartTime_ = 0;
180        this->statisticsTickTimes_.clear();
181        this->periodTickTime_ = 0;
182        this->periodTime_ = 0;
183        this->avgFPS_ = 0.0f;
184        this->avgTickTime_ = 0.0f;
185        this->excessSleepTime_ = 0;
186
187        // START GAME
188        // first delta time should be about 0 seconds
189        this->gameClock_->capture();
190        // A first item is required for the fps limiter
191        StatisticsTickInfo tickInfo = {0, 0};
192        statisticsTickTimes_.push_back(tickInfo);
193        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
194        {
195            // Generate the dt
196            this->gameClock_->capture();
197
198            // Statistics init
199            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
200            statisticsTickTimes_.push_back(tickInfo);
201            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
202
203            // Update the GameState stack if required
204            this->updateGameStateStack();
205
206            // Core preUpdate (doesn't throw)
207            try
208                { this->core_->preUpdate(*this->gameClock_); }
209            catch (...)
210            {
211                COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl;
212                COUT(0) << "This should really never happen! Closing the program." << std::endl;
213                this->stop();
214                break;
215            }
216
217            // Update the GameStates bottom up in the stack
218            this->updateGameStates();
219
220            // Core postUpdate (doesn't throw)
221            try
222                { this->core_->postUpdate(*this->gameClock_); }
223            catch (...)
224            {
225                COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl;
226                COUT(0) << "This should really never happen! Closing the program." << std::endl;
227                this->stop();
228                break;
229            }
230
231            // Evaluate statistics
232            this->updateStatistics();
233
234            // Limit framerate
235            this->updateFPSLimiter();
236        }
237
238        // UNLOAD all remaining states
239        while (this->loadedStates_.size() > 1)
240            this->unloadState(this->loadedStates_.back()->getName());
241        this->loadedTopStateNode_ = this->rootStateNode_;
242        this->requestedStateNodes_.clear();
243    }
244
245    void Game::updateGameStateStack()
246    {
247        while (this->requestedStateNodes_.size() > 0)
248        {
249            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
250            assert(this->loadedTopStateNode_);
251            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
252                this->unloadState(loadedTopStateNode_->name_);
253            else // has to be child
254            {
255                try
256                {
257                    this->loadState(requestedStateNode->name_);
258                }
259                catch (...)
260                {
261                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl;
262                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
263                    if (this->requestedStateNodes_.size() > 1)
264                        COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
265                    this->requestedStateNodes_.clear();
266                    break;
267                }
268            }
269            this->loadedTopStateNode_ = requestedStateNode;
270            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
271        }
272    }
273
274    void Game::updateGameStates()
275    {
276        // Note: The first element is the empty root state, which doesn't need ticking
277        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
278            it != this->loadedStates_.end(); ++it)
279        {
280            try
281            {
282                // Add tick time for most of the states
283                uint64_t timeBeforeTick = 0;
284                if ((*it)->getInfo().bIgnoreTickTime)
285                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
286                (*it)->update(*this->gameClock_);
287                if ((*it)->getInfo().bIgnoreTickTime)
288                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
289            }
290            catch (...)
291            {
292                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl;
293                COUT(1) << "This should really never happen!" << std::endl;
294                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
295                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
296                while (current->name_ != (*it)->getName() && current)
297                    current = current->parent_.lock();
298                if (current && current->parent_.lock())
299                    this->requestState(current->parent_.lock()->name_);
300                else
301                    this->stop();
302                break;
303            }
304        }
305    }
306
307    void Game::updateStatistics()
308    {
309        // Add the tick time of this frame (rendering time has already been subtracted)
310        uint64_t currentTime = gameClock_->getMicroseconds();
311        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
312        this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime;
313        this->periodTickTime_ += currentRealTime - currentTime;
314        if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_)
315        {
316            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
317            assert(it != this->statisticsTickTimes_.end());
318            int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_;
319            if (static_cast<int64_t>(it->tickTime) < lastTime)
320            {
321                do
322                {
323                    assert(this->periodTickTime_ >= it->tickLength);
324                    this->periodTickTime_ -= it->tickLength;
325                    ++it;
326                    assert(it != this->statisticsTickTimes_.end());
327                } while (static_cast<int64_t>(it->tickTime) < lastTime);
328                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
329            }
330
331            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
332            this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
333            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
334
335            this->periodTime_ -= this->configuration_->statisticsRefreshCycle_;
336        }
337    }
338
339    void Game::updateFPSLimiter()
340    {
341        // Why configuration_->fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high
342        uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1));
343        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
344        while (currentRealTime < nextTime - minimumSleepTime_)
345        {
346            usleep(nextTime - currentRealTime);
347            currentRealTime = gameClock_->getRealMicroseconds();
348        }
349        // Integrate excess to avoid steady state error
350        excessSleepTime_ = currentRealTime - nextTime;
351        // Anti windup
352        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
353            excessSleepTime_ = 50000;
354    }
355
356    void Game::stop()
357    {
358        this->bAbort_ = true;
359    }
360
361    void Game::subtractTickTime(int32_t length)
362    {
363        assert(!this->statisticsTickTimes_.empty());
364        this->statisticsTickTimes_.back().tickLength -= length;
365        this->periodTickTime_ -= length;
366    }
367
368
369    /***** GameState related *****/
370
371    void Game::requestState(const std::string& name)
372    {
373        if (!this->checkState(name))
374        {
375            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
376            return;
377        }
378
379        if (this->bChangingState_)
380        {
381            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
382            return;
383        }
384
385        shared_ptr<GameStateTreeNode> lastRequestedNode;
386        if (this->requestedStateNodes_.empty())
387            lastRequestedNode = this->loadedTopStateNode_;
388        else
389            lastRequestedNode = this->requestedStateNodes_.back();
390        if (name == lastRequestedNode->name_)
391        {
392            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
393            return;
394        }
395
396        // Check children first
397        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
398        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
399        {
400            if (lastRequestedNode->children_[i]->name_ == name)
401            {
402                requestedNodes.push_back(lastRequestedNode->children_[i]);
403                break;
404            }
405        }
406
407        if (requestedNodes.empty())
408        {
409            // Check parent and all its grand parents
410            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
411            while (currentNode != NULL)
412            {
413                if (currentNode->name_ == name)
414                    break;
415                currentNode = currentNode->parent_.lock();
416                requestedNodes.push_back(currentNode);
417            }
418            if (currentNode == NULL)
419                requestedNodes.clear();
420        }
421
422        if (requestedNodes.empty())
423            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
424        else
425            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
426    }
427
428    void Game::requestStates(const std::string& names)
429    {
430        SubString tokens(names, ",;", " ");
431        for (unsigned int i = 0; i < tokens.size(); ++i)
432            this->requestState(tokens[i]);
433    }
434
435    void Game::popState()
436    {
437        shared_ptr<GameStateTreeNode> lastRequestedNode;
438        if (this->requestedStateNodes_.empty())
439            lastRequestedNode = this->loadedTopStateNode_;
440        else
441            lastRequestedNode = this->requestedStateNodes_.back();
442        if (lastRequestedNode != this->rootStateNode_)
443            this->requestState(lastRequestedNode->parent_.lock()->name_);
444        else
445            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
446    }
447
448    shared_ptr<GameState> Game::getState(const std::string& name)
449    {
450        GameStateMap::const_iterator it = constructedStates_.find(name);
451        if (it != constructedStates_.end())
452            return it->second;
453        else
454        {
455            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
456            if (it != gameStateDeclarations_s.end())
457                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
458            else
459                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
460            return shared_ptr<GameState>();
461        }
462    }
463
464    void Game::setStateHierarchy(const std::string& str)
465    {
466        // Split string into pieces of the form whitespacesText
467        std::vector<std::pair<std::string, int> > stateStrings;
468        size_t pos = 0;
469        size_t startPos = 0;
470        while (pos < str.size())
471        {
472            int indentation = 0;
473            while(pos < str.size() && str[pos] == ' ')
474                ++indentation, ++pos;
475            startPos = pos;
476            while(pos < str.size() && str[pos] != ' ')
477                ++pos;
478            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
479        }
480        if (stateStrings.empty())
481            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
482        // Add element with large identation to detect the last with just an iterator
483        stateStrings.push_back(std::make_pair("", -1));
484
485        // Parse elements recursively
486        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
487        parseStates(begin, this->rootStateNode_);
488    }
489
490    /*** Internal ***/
491
492    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
493    {
494        SubString tokens(it->first, ",");
495        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
496
497        for (unsigned int i = 0; i < tokens.size(); ++i)
498        {
499            it = startIt; // Reset iterator to the beginning of the sub tree
500            if (!this->checkState(tokens[i]))
501                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
502            if (tokens[i] == this->rootStateNode_->name_)
503                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
504            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
505            node->name_ = tokens[i];
506            node->parent_ = currentNode;
507            currentNode->children_.push_back(node);
508
509            int currentLevel = it->second;
510            ++it;
511            while (it->second != -1)
512            {
513                if (it->second <= currentLevel)
514                    break;
515                else if (it->second == currentLevel + 1)
516                    parseStates(it, node);
517                else
518                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
519            }
520        }
521    }
522
523    void Game::loadGraphics()
524    {
525        if (!GameMode::showsGraphics())
526        {
527            core_->loadGraphics();
528            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
529
530            // Construct all the GameStates that require graphics
531            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
532                it != gameStateDeclarations_s.end(); ++it)
533            {
534                if (it->second.bGraphicsMode)
535                {
536                    // Game state loading failure is serious --> don't catch
537                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
538                    if (!constructedStates_.insert(std::make_pair(
539                        it->second.stateName, gameState)).second)
540                        assert(false); // GameState was already created!
541                }
542            }
543            graphicsUnloader.Dismiss();
544        }
545    }
546
547    void Game::unloadGraphics()
548    {
549        if (GameMode::showsGraphics())
550        {
551            // Destroy all the GameStates that require graphics
552            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
553            {
554                if (it->second->getInfo().bGraphicsMode)
555                    constructedStates_.erase(it++);
556                else
557                    ++it;
558            }
559
560            core_->unloadGraphics();
561        }
562    }
563
564    bool Game::checkState(const std::string& name) const
565    {
566        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
567        if (it == gameStateDeclarations_s.end())
568            return false;
569        else
570            return true;
571    }
572
573    void Game::loadState(const std::string& name)
574    {
575        this->bChangingState_ = true;
576        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
577
578        // If state requires graphics, load it
579        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
580        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
581            this->loadGraphics();
582        else
583            graphicsUnloader.Dismiss();
584
585        shared_ptr<GameState> state = this->getState(name);
586        state->activate();
587        if (!this->loadedStates_.empty())
588            this->loadedStates_.back()->activity_.topState = false;
589        this->loadedStates_.push_back(state);
590        state->activity_.topState = true;
591
592        graphicsUnloader.Dismiss();
593    }
594
595    void Game::unloadState(const std::string& name)
596    {
597        this->bChangingState_ = true;
598        try
599        {
600            shared_ptr<GameState> state = this->getState(name);
601            state->activity_.topState = false;
602            this->loadedStates_.pop_back();
603            if (!this->loadedStates_.empty())
604                this->loadedStates_.back()->activity_.topState = true;
605            state->deactivate();
606        }
607        catch (...)
608        {
609            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl;
610            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
611        }
612        // Check if graphics is still required
613        if (!bAbort_)
614        {
615            bool graphicsRequired = false;
616            for (unsigned i = 0; i < loadedStates_.size(); ++i)
617                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
618            if (!graphicsRequired)
619                this->unloadGraphics();
620        }
621        this->bChangingState_ = false;
622    }
623
624    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
625    {
626        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
627        return factories;
628    }
629
630    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
631    {
632        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
633        assert(it != getFactories().end());
634        return it->second->fabricateInternal(info);
635    }
636}
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