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