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source: code/branches/ScriptableController_FS18/src/orxonox/Level.cc @ 11974

Last change on this file since 11974 was 11974, checked in by adamc, 6 years ago

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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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Level.h"
30
31#include "util/Math.h"
32#include "util/SubString.h"
33#include "core/CoreIncludes.h"
34#include "core/Loader.h"
35#include "core/Template.h"
36#include "core/XMLFile.h"
37#include "core/XMLPort.h"
38#include "core/module/PluginReference.h"
39
40#include "infos/PlayerInfo.h"
41#include "gametypes/Gametype.h"
42#include "overlays/OverlayGroup.h"
43#include "LevelManager.h"
44#include "scriptablecontroller/scriptable_controller.h"
45
46namespace orxonox
47{
48    RegisterClass(Level);
49
50    Level::Level(Context* context) : BaseObject(context), Synchronisable(context), Context(context)
51    {
52        RegisterObject(Level);
53
54        this->setLevel(WeakPtr<Level>(this)); // store a weak-pointer to itself (a strong-pointer would create a recursive dependency)
55
56        this->registerVariables();
57        this->xmlfilename_ = this->getFilename();
58        this->xmlfile_ = nullptr;
59        this->controller_.reset(new ScriptableController());
60        this->controller_->level_ = this;
61    }
62
63    Level::~Level()
64    {
65        if (this->isInitialized())
66        {
67            if (LevelManager::exists())
68                LevelManager::getInstance().releaseActivity(this);
69
70            if (this->xmlfile_)
71                Loader::getInstance().unload(this->xmlfile_);
72
73            this->unloadPlugins();
74        }
75    }
76
77    void Level::XMLPort(Element& xmlelement, XMLPort::Mode mode)
78    {
79        SUPER(Level, XMLPort, xmlelement, mode);
80
81        XMLPortParam(Level, "plugins",  setPluginsString,  getPluginsString,  xmlelement, mode);
82        XMLPortParam(Level, "gametype", setGametypeString, getGametypeString, xmlelement, mode).defaultValues("Gametype");
83
84        XMLPortParamLoadOnly(Level, "script", setScript, xmlelement, mode).defaultValues("scripts/empty.lua");
85
86        XMLPortObject(Level, MeshLodInformation, "lodinformation", addLodInfo, getLodInfo, xmlelement, mode);
87        XMLPortObjectExtended(Level, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
88    }
89
90    void Level::registerVariables()
91    {
92        registerVariable(this->xmlfilename_,            VariableDirection::ToClient, new NetworkCallback<Level>(this, &Level::networkcallback_applyXMLFile));
93        registerVariable(this->name_,                   VariableDirection::ToClient, new NetworkCallback<Level>(this, &Level::changedName));
94        registerVariable(this->networkTemplateNames_,   VariableDirection::ToClient, new NetworkCallback<Level>(this, &Level::networkCallbackTemplatesChanged));
95    }
96
97    void Level::networkcallback_applyXMLFile()
98    {
99        orxout(user_status) << "Loading level \"" << this->xmlfilename_ << "\"..." << endl;
100
101        ClassTreeMask mask;
102        mask.exclude(Class(BaseObject));
103        mask.include(Class(Template));
104        mask.include(Class(OverlayGroup)); // HACK to include the ChatOverlay
105
106        this->xmlfile_ = new XMLFile(mask, this->xmlfilename_);
107
108        Loader::getInstance().load(this->xmlfile_);
109    }
110
111    void Level::networkCallbackTemplatesChanged()
112    {
113        for(const std::string& name : this->networkTemplateNames_)
114        {
115            assert(Template::getTemplate(name));
116            Template::getTemplate(name)->applyOn(this);
117        }
118    }
119
120    void Level::setPluginsString(const std::string& pluginsString)
121    {
122        // unload old plugins
123        this->unloadPlugins();
124
125        // load new plugins
126        this->pluginsString_ = pluginsString;
127        SubString tokens(pluginsString, ",");
128        for (size_t i = 0; i < tokens.size(); ++i)
129            this->plugins_.push_back(new PluginReference(tokens[i]));
130    }
131
132    void Level::unloadPlugins()
133    {
134        // use destroyLater() - this ensures that plugins are not unloaded too early.
135        // Note: When a level gets unloaded, the Level object is usually the last object that gets destroyed. This is because all other
136        //       objects inside a level have a StrongPtr (in BaseObject) that references the Level object. This means that the Level
137        //       object is only destroyed, when all StrongPtrs that pointed to it were destroyed. But at the time when the last StrongPtr
138        //       is destroyed, the other object is not yet fully destroyed because the StrongPtr is destroyed in ~BaseObject (and this
139        //       means that e.g. ~Identifiable was not yet called for this object). This means that technically there are still other
140        //       objects alive when ~Level is called. This is the reason why we cannot directly destroy() the Plugins - instead we need
141        //       to call destroyLater() to ensure that no instances from this plugin exist anymore.
142        for (PluginReference* plugin : this->plugins_)
143            plugin->destroyLater();
144        this->plugins_.clear();
145    }
146
147    void Level::setGametypeString(const std::string& gametype)
148    {
149        Identifier* identifier = ClassByString(gametype);
150
151        if (!identifier || !identifier->isA(Class(Gametype)))
152        {
153            orxout(internal_error) << "\"" << gametype << "\" is not a valid gametype." << endl;
154            identifier = Class(Gametype);
155            this->gametype_ = "Gametype";
156        }
157        else
158            this->gametype_ = gametype;
159
160        Gametype* rootgametype = orxonox_cast<Gametype*>(identifier->fabricate(this));
161
162        // store a weak-pointer to the gametype to avoid a circular dependency between this level and the gametype (which has a strong-reference on this level)
163        this->setGametype(WeakPtr<Gametype>(rootgametype));
164
165        rootgametype->init(); // call init() AFTER the gametype was set
166
167        if (LevelManager::exists())
168            LevelManager::getInstance().requestActivity(this);
169    }
170
171
172    void Level::addObject(BaseObject* object)
173    {
174        this->objects_.push_back(object);
175    }
176
177    BaseObject* Level::getObject(unsigned int index) const
178    {
179        unsigned int i = 0;
180        for (BaseObject* object : this->objects_)
181        {
182            if (i == index)
183                return object;
184            ++i;
185        }
186        return nullptr;
187    }
188
189    void Level::addLodInfo(MeshLodInformation* lodInformation)
190    {
191        std::string meshName = lodInformation->getMeshName();
192//         this->lodInformation_.insert(std::make_pair(meshName,lodInformation));
193        if( this->lodInformation_.find(meshName) != this->lodInformation_.end())
194            orxout(verbose, context::lod) << "replacing lod information for " << meshName << endl;
195        this->lodInformation_[meshName] = lodInformation;
196    }
197
198    MeshLodInformation* Level::getLodInfo(std::string meshName) const
199    {
200        if(this->lodInformation_.find(meshName)!=this->lodInformation_.end())
201            return this->lodInformation_.find(meshName)->second;
202
203        return nullptr;
204    }
205
206    void Level::playerEntered(PlayerInfo* player)
207    {
208        orxout(internal_info) << "player entered level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << endl;
209        player->switchGametype(this->getGametype());
210    }
211
212    void Level::playerLeft(PlayerInfo* player)
213    {
214        orxout(internal_info) << "player left level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << endl;
215        player->switchGametype(nullptr);
216    }
217}
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