[12177] | 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 <loki/ScopeGuard.h> |
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| 39 | |
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| 40 | #include "util/Clock.h" |
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| 41 | #include "util/Output.h" |
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| 42 | #include "util/Exception.h" |
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| 43 | #include "util/Sleep.h" |
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| 44 | #include "util/SubString.h" |
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| 45 | #include "Core.h" |
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| 46 | #include "commandline/CommandLineParser.h" |
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| 47 | #include "GameConfig.h" |
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| 48 | #include "GameMode.h" |
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| 49 | #include "GameState.h" |
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| 50 | #include "GraphicsManager.h" |
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| 51 | #include "GUIManager.h" |
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| 52 | #include "command/ConsoleCommandIncludes.h" |
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| 53 | |
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| 54 | namespace orxonox |
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| 55 | { |
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| 56 | static void stop_game() |
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| 57 | { Game::getInstance().stop(); } |
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| 58 | SetConsoleCommand("exit", &stop_game); |
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| 59 | static void printFPS() |
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| 60 | { orxout(message) << Game::getInstance().getAvgFPS() << endl; } |
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| 61 | SetConsoleCommand("Stats", "printFPS", &printFPS); |
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| 62 | static void printTickTime() |
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| 63 | { orxout(message) << Game::getInstance().getAvgTickTime() << endl; } |
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| 64 | SetConsoleCommand("Stats", "printTickTime", &printTickTime); |
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| 65 | |
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| 66 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; |
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| 67 | Game* Game::singletonPtr_s = nullptr; |
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| 68 | |
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| 69 | //! Represents one node of the game state tree. |
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| 70 | struct GameStateTreeNode |
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| 71 | { |
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| 72 | std::string name_; |
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| 73 | std::weak_ptr<GameStateTreeNode> parent_; |
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| 74 | std::vector<std::shared_ptr<GameStateTreeNode>> children_; |
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| 75 | }; |
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| 76 | |
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| 77 | Game::Game(const std::string& cmdLine) |
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| 78 | : gameClock_(nullptr) |
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| 79 | , core_(nullptr) |
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| 80 | , bChangingState_(false) |
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| 81 | , bAbort_(false) |
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| 82 | , config_(nullptr) |
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| 83 | , destructionHelper_(this) |
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| 84 | { |
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| 85 | orxout(internal_status) << "initializing Game object..." << endl; |
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| 86 | |
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| 87 | #ifdef ORXONOX_PLATFORM_WINDOWS |
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| 88 | minimumSleepTime_ = 1000/*us*/; |
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| 89 | #else |
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| 90 | minimumSleepTime_ = 0/*us*/; |
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| 91 | #endif |
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| 92 | |
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| 93 | // reset statistics |
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| 94 | this->statisticsStartTime_ = 0; |
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| 95 | this->statisticsTickTimes_.clear(); |
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| 96 | this->periodTickTime_ = 0; |
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| 97 | this->periodTime_ = 0; |
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| 98 | this->avgFPS_ = 0.0f; |
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| 99 | this->avgTickTime_ = 0.0f; |
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| 100 | this->excessSleepTime_ = 0; |
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| 101 | |
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| 102 | // Create an empty root state |
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| 103 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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| 104 | |
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| 105 | // Set up a basic clock to keep time |
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| 106 | this->gameClock_ = new Clock(); |
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| 107 | |
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| 108 | // Create the Core |
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| 109 | orxout(internal_info) << "creating Core object:" << endl; |
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| 110 | this->core_ = new Core(cmdLine); |
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| 111 | this->core_->loadModules(); |
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| 112 | |
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| 113 | // Do this after the Core creation! |
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| 114 | this->config_ = new GameConfig(); |
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| 115 | |
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| 116 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics |
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| 117 | for (const auto& mapEntry : gameStateDeclarations_s) |
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| 118 | { |
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| 119 | if (!mapEntry.second.bGraphicsMode) |
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| 120 | constructedStates_[mapEntry.second.stateName] = GameStateFactory::fabricate(mapEntry.second); |
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| 121 | } |
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| 122 | |
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| 123 | // The empty root state is ALWAYS loaded! |
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| 124 | this->rootStateNode_ = std::shared_ptr<GameStateTreeNode>(std::make_shared<GameStateTreeNode>()); |
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| 125 | this->rootStateNode_->name_ = "emptyRootGameState"; |
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| 126 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 127 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); |
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| 128 | |
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| 129 | orxout(internal_status) << "finished initializing Game object" << endl; |
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| 130 | } |
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| 131 | |
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| 132 | void Game::destroy() |
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| 133 | { |
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| 134 | orxout(internal_status) << "destroying Game object..." << endl; |
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| 135 | |
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| 136 | assert(loadedStates_.size() <= 1); // Just empty root GameState |
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| 137 | // Destroy all GameStates (std::shared_ptrs take care of actual destruction) |
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| 138 | constructedStates_.clear(); |
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| 139 | |
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| 140 | GameStateFactory::getFactories().clear(); |
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| 141 | safeObjectDelete(&config_); |
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| 142 | if (this->core_) |
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| 143 | this->core_->unloadModules(); |
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| 144 | safeObjectDelete(&core_); |
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| 145 | safeObjectDelete(&gameClock_); |
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| 146 | |
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| 147 | orxout(internal_status) << "finished destroying Game object..." << endl; |
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| 148 | } |
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| 149 | |
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| 150 | /** |
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| 151 | @brief |
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| 152 | Main loop of the orxonox game. |
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| 153 | @note |
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| 154 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 155 | method an any platform (however the windows timer lacks time when under |
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| 156 | heavy kernel load!). |
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| 157 | */ |
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| 158 | void Game::run() |
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| 159 | { |
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| 160 | if (this->requestedStateNodes_.empty()) |
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| 161 | orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl; |
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| 162 | |
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| 163 | // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop |
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| 164 | this->updateGameStateStack(); |
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| 165 | |
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| 166 | orxout(user_status) << "Game loaded" << endl; |
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| 167 | orxout(internal_status) << "-------------------- starting main loop --------------------" << endl; |
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| 168 | |
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| 169 | // START GAME |
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| 170 | // first delta time should be about 0 seconds |
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| 171 | this->gameClock_->capture(); |
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| 172 | // A first item is required for the fps limiter |
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| 173 | StatisticsTickInfo tickInfo = {0, 0}; |
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| 174 | statisticsTickTimes_.push_back(tickInfo); |
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| 175 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) |
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| 176 | { |
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| 177 | // Generate the dt |
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| 178 | this->gameClock_->capture(); |
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| 179 | |
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| 180 | // Statistics init |
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| 181 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; |
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| 182 | statisticsTickTimes_.push_back(tickInfo); |
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| 183 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); |
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| 184 | |
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| 185 | // Update the GameState stack if required |
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| 186 | this->updateGameStateStack(); |
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| 187 | |
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| 188 | // Core preUpdate |
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| 189 | try |
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| 190 | { this->core_->preUpdate(*this->gameClock_); } |
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| 191 | catch (...) |
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| 192 | { |
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| 193 | orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl; |
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| 194 | orxout(user_error) << "This should really never happen! Closing the program." << endl; |
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| 195 | this->stop(); |
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| 196 | break; |
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| 197 | } |
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| 198 | |
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| 199 | // Update the GameStates bottom up in the stack |
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| 200 | this->updateGameStates(); |
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| 201 | |
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| 202 | // Core postUpdate |
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| 203 | try |
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| 204 | { this->core_->postUpdate(*this->gameClock_); } |
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| 205 | catch (...) |
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| 206 | { |
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| 207 | orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl; |
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| 208 | orxout(user_error) << "This should really never happen! Closing the program." << endl; |
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| 209 | this->stop(); |
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| 210 | break; |
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| 211 | } |
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| 212 | |
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| 213 | // Evaluate statistics |
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| 214 | this->updateStatistics(); |
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| 215 | |
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| 216 | // Limit frame rate |
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| 217 | static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart |
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| 218 | if (this->config_->getFpsLimit() > 0 && !hasVSync) |
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| 219 | this->updateFPSLimiter(); |
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| 220 | } |
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| 221 | |
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| 222 | orxout(internal_status) << "-------------------- finished main loop --------------------" << endl; |
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| 223 | |
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| 224 | // UNLOAD all remaining states |
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| 225 | while (this->loadedStates_.size() > 1) |
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| 226 | this->unloadState(this->loadedStates_.back()->getName()); |
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| 227 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 228 | this->requestedStateNodes_.clear(); |
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| 229 | } |
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| 230 | |
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| 231 | void Game::updateGameStateStack() |
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| 232 | { |
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| 233 | while (this->requestedStateNodes_.size() > 0) |
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| 234 | { |
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| 235 | std::shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 236 | assert(this->loadedTopStateNode_); |
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| 237 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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| 238 | this->unloadState(loadedTopStateNode_->name_); |
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| 239 | else // has to be child |
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| 240 | { |
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| 241 | try |
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| 242 | { |
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| 243 | this->loadState(requestedStateNode->name_); |
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| 244 | } |
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| 245 | catch (...) |
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| 246 | { |
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| 247 | orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl; |
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| 248 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 249 | if (this->requestedStateNodes_.size() > 1) |
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| 250 | orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl; |
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| 251 | this->requestedStateNodes_.clear(); |
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| 252 | break; |
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| 253 | } |
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| 254 | } |
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| 255 | this->loadedTopStateNode_ = requestedStateNode; |
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| 256 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 257 | } |
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| 258 | } |
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| 259 | |
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| 260 | void Game::updateGameStates() |
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| 261 | { |
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| 262 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 263 | for (const std::shared_ptr<GameState>& state : this->loadedStates_) |
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| 264 | { |
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| 265 | try |
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| 266 | { |
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| 267 | // Add tick time for most of the states |
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| 268 | uint64_t timeBeforeTick = 0; |
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| 269 | if (state->getInfo().bIgnoreTickTime) |
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| 270 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 271 | state->update(*this->gameClock_); |
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| 272 | if (state->getInfo().bIgnoreTickTime) |
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| 273 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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| 274 | } |
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| 275 | catch (...) |
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| 276 | { |
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| 277 | orxout(user_error) << "An exception occurred while updating '" << state->getName() << "': " << Exception::handleMessage() << endl; |
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| 278 | orxout(user_error) << "This should really never happen!" << endl; |
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| 279 | orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl; |
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| 280 | std::shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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| 281 | while (current->name_ != state->getName() && current) |
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| 282 | current = current->parent_.lock(); |
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| 283 | if (current && current->parent_.lock()) |
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| 284 | this->requestState(current->parent_.lock()->name_); |
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| 285 | else |
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| 286 | this->stop(); |
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| 287 | break; |
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| 288 | } |
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| 289 | } |
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| 290 | } |
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| 291 | |
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| 292 | void Game::updateStatistics() |
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| 293 | { |
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| 294 | // Add the tick time of this frame (rendering time has already been subtracted) |
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| 295 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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| 296 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 297 | this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime); |
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| 298 | this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime); |
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| 299 | if (this->periodTime_ > this->config_->getStatisticsRefreshCycle()) |
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| 300 | { |
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| 301 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 302 | assert(it != this->statisticsTickTimes_.end()); |
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| 303 | int64_t lastTime = currentTime - this->config_->getStatisticsAvgLength(); |
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| 304 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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| 305 | { |
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| 306 | do |
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| 307 | { |
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| 308 | assert(this->periodTickTime_ >= it->tickLength); |
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| 309 | this->periodTickTime_ -= it->tickLength; |
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| 310 | ++it; |
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| 311 | assert(it != this->statisticsTickTimes_.end()); |
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| 312 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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| 313 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 314 | } |
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| 315 | |
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| 316 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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| 317 | // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low |
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| 318 | this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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| 319 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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| 320 | |
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| 321 | this->periodTime_ -= this->config_->getStatisticsRefreshCycle(); |
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| 322 | } |
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| 323 | } |
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| 324 | |
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| 325 | void Game::updateFPSLimiter() |
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| 326 | { |
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| 327 | uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / this->config_->getFpsLimit()); |
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| 328 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 329 | while (currentRealTime < nextTime - minimumSleepTime_) |
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| 330 | { |
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| 331 | usleep((unsigned long)(nextTime - currentRealTime)); |
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| 332 | currentRealTime = gameClock_->getRealMicroseconds(); |
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| 333 | } |
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| 334 | // Integrate excess to avoid steady state error |
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| 335 | excessSleepTime_ = (int)(currentRealTime - nextTime); |
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| 336 | // Anti windup |
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| 337 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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| 338 | excessSleepTime_ = 50000; |
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| 339 | } |
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| 340 | |
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| 341 | void Game::stop() |
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| 342 | { |
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| 343 | orxout(user_status) << "Exit" << endl; |
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| 344 | this->bAbort_ = true; |
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| 345 | } |
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| 346 | |
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| 347 | void Game::subtractTickTime(int32_t length) |
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| 348 | { |
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| 349 | assert(!this->statisticsTickTimes_.empty()); |
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| 350 | this->statisticsTickTimes_.back().tickLength -= length; |
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| 351 | this->periodTickTime_ -= length; |
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| 352 | } |
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| 353 | |
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| 354 | |
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| 355 | /***** GameState related *****/ |
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| 356 | |
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| 357 | void Game::requestState(const std::string& name) |
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| 358 | { |
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| 359 | if (!this->checkState(name)) |
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| 360 | { |
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| 361 | orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl; |
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| 362 | return; |
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| 363 | } |
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| 364 | |
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| 365 | if (this->bChangingState_) |
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| 366 | { |
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| 367 | orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl; |
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| 368 | return; |
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| 369 | } |
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| 370 | |
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| 371 | std::shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 372 | if (this->requestedStateNodes_.empty()) |
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| 373 | lastRequestedNode = this->loadedTopStateNode_; |
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| 374 | else |
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| 375 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 376 | if (name == lastRequestedNode->name_) |
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| 377 | { |
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| 378 | orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl; |
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| 379 | return; |
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| 380 | } |
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| 381 | |
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| 382 | // Check children first |
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| 383 | std::vector<std::shared_ptr<GameStateTreeNode>> requestedNodes; |
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| 384 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 385 | { |
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| 386 | if (lastRequestedNode->children_[i]->name_ == name) |
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| 387 | { |
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| 388 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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| 389 | break; |
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| 390 | } |
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| 391 | } |
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| 392 | |
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| 393 | if (requestedNodes.empty()) |
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| 394 | { |
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| 395 | // Check parent and all its grand parents |
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| 396 | std::shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 397 | while (currentNode != nullptr) |
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| 398 | { |
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| 399 | if (currentNode->name_ == name) |
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| 400 | break; |
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| 401 | currentNode = currentNode->parent_.lock(); |
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| 402 | requestedNodes.push_back(currentNode); |
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| 403 | } |
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| 404 | if (currentNode == nullptr) |
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| 405 | requestedNodes.clear(); |
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| 406 | } |
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| 407 | |
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| 408 | if (requestedNodes.empty()) |
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| 409 | orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl; |
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| 410 | else |
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| 411 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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| 412 | } |
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| 413 | |
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| 414 | void Game::requestStates(const std::string& names) |
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| 415 | { |
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| 416 | SubString tokens(names, ",;", " "); |
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| 417 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 418 | this->requestState(tokens[i]); |
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| 419 | } |
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| 420 | |
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| 421 | void Game::popState() |
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| 422 | { |
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| 423 | std::shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 424 | if (this->requestedStateNodes_.empty()) |
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| 425 | lastRequestedNode = this->loadedTopStateNode_; |
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| 426 | else |
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| 427 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 428 | if (lastRequestedNode != this->rootStateNode_) |
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| 429 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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| 430 | else |
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| 431 | orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl; |
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| 432 | } |
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| 433 | |
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| 434 | std::shared_ptr<GameState> Game::getState(const std::string& name) |
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| 435 | { |
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| 436 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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| 437 | if (it != constructedStates_.end()) |
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| 438 | return it->second; |
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| 439 | else |
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| 440 | { |
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| 441 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 442 | if (it != gameStateDeclarations_s.end()) |
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| 443 | orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl; |
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| 444 | else |
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| 445 | orxout(internal_error) << "Could not find GameState '" << name << "'." << endl; |
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| 446 | return std::shared_ptr<GameState>(); |
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| 447 | } |
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| 448 | } |
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| 449 | |
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| 450 | void Game::setStateHierarchy(const std::string& str) |
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| 451 | { |
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| 452 | // Split string into pieces of the form whitespacesText |
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| 453 | std::vector<std::pair<std::string, int>> stateStrings; |
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| 454 | size_t pos = 0; |
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| 455 | size_t startPos = 0; |
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| 456 | while (pos < str.size()) |
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| 457 | { |
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| 458 | int indentation = 0; |
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| 459 | while (pos < str.size() && str[pos] == ' ') |
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| 460 | ++indentation, ++pos; |
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| 461 | startPos = pos; |
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| 462 | while (pos < str.size() && str[pos] != ' ') |
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| 463 | ++pos; |
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| 464 | stateStrings.emplace_back(str.substr(startPos, pos - startPos), indentation); |
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| 465 | } |
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| 466 | if (stateStrings.empty()) |
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| 467 | ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating."); |
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| 468 | // Add element with large identation to detect the last with just an iterator |
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| 469 | stateStrings.emplace_back(std::string(), -1); |
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| 470 | |
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| 471 | // Parse elements recursively |
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| 472 | std::vector<std::pair<std::string, int>>::const_iterator begin = stateStrings.begin(); |
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| 473 | parseStates(begin, this->rootStateNode_); |
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| 474 | } |
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| 475 | |
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| 476 | /*** Internal ***/ |
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| 477 | |
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| 478 | void Game::parseStates(std::vector<std::pair<std::string, int>>::const_iterator& it, std::shared_ptr<GameStateTreeNode> currentNode) |
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| 479 | { |
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| 480 | SubString tokens(it->first, ","); |
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| 481 | std::vector<std::pair<std::string, int>>::const_iterator startIt = it; |
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| 482 | |
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| 483 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 484 | { |
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| 485 | it = startIt; // Reset iterator to the beginning of the sub tree |
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| 486 | if (!this->checkState(tokens[i])) |
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| 487 | ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!"); |
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| 488 | if (tokens[i] == this->rootStateNode_->name_) |
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| 489 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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| 490 | std::shared_ptr<GameStateTreeNode> node(std::make_shared<GameStateTreeNode>()); |
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| 491 | node->name_ = tokens[i]; |
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| 492 | node->parent_ = currentNode; |
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| 493 | currentNode->children_.push_back(node); |
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| 494 | |
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| 495 | int currentLevel = it->second; |
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| 496 | ++it; |
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| 497 | while (it->second != -1) |
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| 498 | { |
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| 499 | if (it->second <= currentLevel) |
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| 500 | break; |
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| 501 | else if (it->second == currentLevel + 1) |
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| 502 | parseStates(it, node); |
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| 503 | else |
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| 504 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
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| 505 | } |
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| 506 | } |
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| 507 | } |
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| 508 | |
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| 509 | void Game::loadGraphics() |
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| 510 | { |
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| 511 | if (!GameMode::showsGraphics()) |
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| 512 | { |
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| 513 | orxout(user_status) << "Loading graphics" << endl; |
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| 514 | orxout(internal_info) << "loading graphics in Game" << endl; |
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| 515 | |
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| 516 | core_->loadGraphics(); |
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| 517 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true); |
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| 518 | |
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| 519 | // Construct all the GameStates that require graphics |
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| 520 | for (const auto& mapEntry : gameStateDeclarations_s) |
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| 521 | { |
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| 522 | if (mapEntry.second.bGraphicsMode) |
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| 523 | { |
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| 524 | // Game state loading failure is serious --> don't catch |
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| 525 | std::shared_ptr<GameState> gameState = GameStateFactory::fabricate(mapEntry.second); |
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| 526 | if (!constructedStates_.insert(std::make_pair( |
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| 527 | mapEntry.second.stateName, gameState)).second) |
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| 528 | assert(false); // GameState was already created! |
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| 529 | } |
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| 530 | } |
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| 531 | graphicsUnloader.Dismiss(); |
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| 532 | |
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| 533 | orxout(internal_info) << "finished loading graphics in Game" << endl; |
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| 534 | } |
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| 535 | } |
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| 536 | |
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| 537 | void Game::unloadGraphics(bool loadGraphicsManagerWithoutRenderer) |
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| 538 | { |
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| 539 | if (GameMode::showsGraphics()) |
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| 540 | { |
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| 541 | orxout(user_status) << "Unloading graphics" << endl; |
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| 542 | orxout(internal_info) << "unloading graphics in Game" << endl; |
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| 543 | |
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| 544 | // Destroy all the GameStates that require graphics |
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| 545 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
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| 546 | { |
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| 547 | if (it->second->getInfo().bGraphicsMode) |
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| 548 | constructedStates_.erase(it++); |
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| 549 | else |
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| 550 | ++it; |
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| 551 | } |
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| 552 | |
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| 553 | core_->unloadGraphics(loadGraphicsManagerWithoutRenderer); |
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| 554 | } |
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| 555 | } |
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| 556 | |
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| 557 | bool Game::checkState(const std::string& name) const |
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| 558 | { |
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| 559 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 560 | if (it == gameStateDeclarations_s.end()) |
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| 561 | return false; |
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| 562 | else |
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| 563 | return true; |
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| 564 | } |
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| 565 | |
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| 566 | void Game::loadState(const std::string& name) |
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| 567 | { |
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| 568 | orxout(internal_status) << "loading state '" << name << "'" << endl; |
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| 569 | |
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| 570 | this->bChangingState_ = true; |
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| 571 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard); |
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| 572 | |
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| 573 | // If state requires graphics, load it |
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| 574 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true); |
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| 575 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
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| 576 | this->loadGraphics(); |
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| 577 | else |
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| 578 | graphicsUnloader.Dismiss(); |
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| 579 | |
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| 580 | std::shared_ptr<GameState> state = this->getState(name); |
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| 581 | state->activateInternal(); |
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| 582 | if (!this->loadedStates_.empty()) |
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| 583 | this->loadedStates_.back()->activity_.topState = false; |
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| 584 | this->loadedStates_.push_back(state); |
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| 585 | state->activity_.topState = true; |
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| 586 | |
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| 587 | graphicsUnloader.Dismiss(); |
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| 588 | } |
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| 589 | |
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| 590 | void Game::unloadState(const std::string& name) |
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| 591 | { |
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| 592 | orxout(internal_status) << "unloading state '" << name << "'" << endl; |
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| 593 | |
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| 594 | this->bChangingState_ = true; |
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| 595 | try |
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| 596 | { |
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| 597 | std::shared_ptr<GameState> state = this->getState(name); |
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| 598 | state->activity_.topState = false; |
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| 599 | this->loadedStates_.pop_back(); |
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| 600 | if (!this->loadedStates_.empty()) |
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| 601 | this->loadedStates_.back()->activity_.topState = true; |
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| 602 | state->deactivateInternal(); |
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| 603 | } |
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| 604 | catch (...) |
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| 605 | { |
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| 606 | orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl; |
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| 607 | orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl; |
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| 608 | } |
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| 609 | // Check if graphics is still required |
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| 610 | bool graphicsRequired = false; |
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| 611 | for (const std::shared_ptr<GameState>& state : loadedStates_) |
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| 612 | graphicsRequired |= state->getInfo().bGraphicsMode; |
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| 613 | if (!graphicsRequired) |
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| 614 | this->unloadGraphics(!this->bAbort_); // if abort is false, that means the game is still running while unloading graphics. in this case we load a graphics manager without renderer (to keep all necessary ogre instances alive) |
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| 615 | this->bChangingState_ = false; |
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| 616 | } |
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| 617 | |
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| 618 | /*static*/ std::map<std::string, std::shared_ptr<Game::GameStateFactory>>& Game::GameStateFactory::getFactories() |
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| 619 | { |
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| 620 | static std::map<std::string, std::shared_ptr<GameStateFactory>> factories; |
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| 621 | return factories; |
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| 622 | } |
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| 623 | |
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| 624 | /*static*/ std::shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
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| 625 | { |
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| 626 | std::map<std::string, std::shared_ptr<Game::GameStateFactory>>::const_iterator it = getFactories().find(info.className); |
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| 627 | assert(it != getFactories().end()); |
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| 628 | return it->second->fabricateInternal(info); |
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| 629 | } |
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| 630 | } |
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