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