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source: code/trunk/src/orxonox/gamestates/GSRoot.cc @ 2508

Last change on this file since 2508 was 2171, checked in by landauf, 16 years ago

merged revisions 2111-2170 from objecthierarchy branch back to trunk.

  • Property svn:eol-style set to native
File size: 5.8 KB
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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#include "OrxonoxStableHeaders.h"
30#include "GSRoot.h"
31
32#include "util/Exception.h"
33#include "util/Debug.h"
34#include "core/Factory.h"
35#include "core/ConfigValueIncludes.h"
36#include "core/CoreIncludes.h"
37#include "core/ConsoleCommand.h"
38#include "core/CommandLine.h"
39#include "core/Shell.h"
40#include "core/TclBind.h"
41#include "core/TclThreadManager.h"
42#include "tools/Timer.h"
43#include "objects/Tickable.h"
44#include "Settings.h"
45
46#if ORXONOX_PLATFORM == ORXONOX_PLATFORM_WIN32
47#  ifndef WIN32_LEAN_AND_MEAN
48#    define WIN32_LEAN_AND_MEAN
49#  endif
50#  include "windows.h"
51
52   //Get around Windows hackery
53#  ifdef max
54#    undef max
55#  endif
56#  ifdef min
57#    undef min
58#  endif
59#endif
60
61namespace orxonox
62{
63    SetCommandLineArgument(dataPath, "").information("PATH");
64    SetCommandLineArgument(limitToCPU, 1).information("0: off | #cpu");
65
66    GSRoot::GSRoot()
67        : RootGameState("root")
68        , settings_(0)
69        , tclBind_(0)
70        , tclThreadManager_(0)
71        , shell_(0)
72    {
73        RegisterRootObject(GSRoot);
74        setConfigValues();
75    }
76
77    GSRoot::~GSRoot()
78    {
79    }
80
81    void GSRoot::setConfigValues()
82    {
83    }
84
85    void GSRoot::enter()
86    {
87        // creates the class hierarchy for all classes with factories
88        Factory::createClassHierarchy();
89
90        // instantiate Settings class
91        this->settings_ = new Settings();
92
93        std::string dataPath = CommandLine::getValue("dataPath");
94        if (dataPath != "")
95        {
96            if (*dataPath.end() != '/' && *dataPath.end() != '\\')
97                Settings::tsetDataPath(dataPath + "/");
98            else
99                Settings::tsetDataPath(dataPath);
100        }
101
102        // initialise TCL
103        this->tclBind_ = new TclBind(Settings::getDataPath());
104        this->tclThreadManager_ = new TclThreadManager(tclBind_->getTclInterpreter());
105
106        // create a shell
107        this->shell_ = new Shell();
108
109        // limit the main thread to the first core so that QueryPerformanceCounter doesn't jump
110        // do this after ogre has initialised. Somehow Ogre changes the settings again (not through
111        // the timer though).
112        int limitToCPU = CommandLine::getValue("limitToCPU");
113        if (limitToCPU > 0)
114            setThreadAffinity((unsigned int)(limitToCPU - 1));
115
116        // add console commands
117        FunctorMember<GSRoot>* functor1 = createFunctor(&GSRoot::exitGame);
118        functor1->setObject(this);
119        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor1, "exit"));
120
121        // add console commands
122        FunctorMember01<GameStateBase, const std::string&>* functor2 = createFunctor(&GameStateBase::requestState);
123        functor2->setObject(this);
124        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor2, "selectGameState"));
125    }
126
127    void GSRoot::leave()
128    {
129        // TODO: remove and destroy console commands
130
131        delete this->shell_;
132        delete this->tclThreadManager_;
133        delete this->tclBind_;
134
135        delete settings_;
136
137    }
138
139    void GSRoot::ticked(const Clock& time)
140    {
141        TclThreadManager::getInstance().tick(time.getDeltaTime());
142
143        for (ObjectList<TimerBase>::iterator it = ObjectList<TimerBase>::begin(); it; ++it)
144            it->tick(time);
145
146        /*** HACK *** HACK ***/
147        // Call the Tickable objects
148        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
149            it->tick(time.getDeltaTime());
150        /*** HACK *** HACK ***/
151
152        this->tickChild(time);
153    }
154
155    /**
156    @note
157        The code of this function has been copied and adjusted from OGRE, an open source graphics engine.
158            (Object-oriented Graphics Rendering Engine)
159        For the latest info, see http://www.ogre3d.org/
160
161        Copyright (c) 2000-2008 Torus Knot Software Ltd
162       
163        OGRE is licensed under the LGPL. For more info, see OGRE license.
164    */
165    void GSRoot::setThreadAffinity(unsigned int limitToCPU)
166    {
167#if ORXONOX_PLATFORM == ORXONOX_PLATFORM_WIN32
168        // Get the current process core mask
169            DWORD procMask;
170            DWORD sysMask;
171#  if _MSC_VER >= 1400 && defined (_M_X64)
172            GetProcessAffinityMask(GetCurrentProcess(), (PDWORD_PTR)&procMask, (PDWORD_PTR)&sysMask);
173#  else
174            GetProcessAffinityMask(GetCurrentProcess(), &procMask, &sysMask);
175#  endif
176
177            // If procMask is 0, consider there is only one core available
178            // (using 0 as procMask will cause an infinite loop below)
179            if (procMask == 0)
180                    procMask = 1;
181
182        // if the core specified with limitToCPU is not available, take the lowest one
183        if (!(procMask & (1 << limitToCPU)))
184            limitToCPU = 0;
185
186            // Find the lowest core that this process uses and limitToCPU suggests
187        DWORD threadMask = 1;
188            while ((threadMask & procMask) == 0 || (threadMask < (1u << limitToCPU)))
189                    threadMask <<= 1;
190
191            // Set affinity to the first core
192            SetThreadAffinityMask(GetCurrentThread(), threadMask);
193#endif
194    }
195}
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