| 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 <cassert> | 
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| 39 |  | 
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| 40 | #include "util/Debug.h" | 
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| 41 | #include "util/Exception.h" | 
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| 42 | #include "util/SubString.h" | 
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| 43 | #include "Clock.h" | 
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| 44 | #include "CommandLine.h" | 
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| 45 | #include "ConsoleCommand.h" | 
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| 46 | #include "Core.h" | 
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| 47 | #include "CoreIncludes.h" | 
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| 48 | #include "ConfigValueIncludes.h" | 
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| 49 | #include "GameState.h" | 
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| 50 |  | 
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| 51 | namespace orxonox | 
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| 52 | { | 
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| 53 | static void stop_game() | 
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| 54 | { Game::getInstance().stop(); } | 
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| 55 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); | 
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| 56 |  | 
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| 57 | struct _CoreExport GameStateTreeNode | 
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| 58 | { | 
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| 59 | GameState*                      state_; | 
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| 60 | GameStateTreeNode*              parent_; | 
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| 61 | std::vector<GameStateTreeNode*> children_; | 
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| 62 | }; | 
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| 63 |  | 
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| 64 | std::map<std::string, GameState*> Game::allStates_s; | 
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| 65 | Game* Game::singletonRef_s = 0; | 
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| 66 |  | 
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| 67 | /** | 
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| 68 | @brief | 
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| 69 | Non-initialising constructor. | 
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| 70 | */ | 
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| 71 | Game::Game(int argc, char** argv) | 
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| 72 | { | 
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| 73 | assert(singletonRef_s == 0); | 
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| 74 | singletonRef_s = this; | 
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| 75 |  | 
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| 76 | this->rootStateNode_ = 0; | 
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| 77 | this->activeStateNode_ = 0; | 
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| 78 |  | 
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| 79 | this->abort_ = false; | 
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| 80 |  | 
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| 81 | // reset statistics | 
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| 82 | this->statisticsStartTime_ = 0; | 
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| 83 | this->statisticsTickTimes_.clear(); | 
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| 84 | this->periodTickTime_ = 0; | 
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| 85 | this->periodTime_ = 0; | 
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| 86 | this->avgFPS_ = 0.0f; | 
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| 87 | this->avgTickTime_ = 0.0f; | 
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| 88 |  | 
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| 89 |  | 
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| 90 | // Set up a basic clock to keep time | 
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| 91 | this->gameClock_ = new Clock(); | 
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| 92 |  | 
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| 93 | this->core_ = new orxonox::Core(); | 
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| 94 | this->core_->initialise(argc, argv); | 
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| 95 |  | 
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| 96 | RegisterRootObject(Game); | 
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| 97 | this->setConfigValues(); | 
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| 98 | } | 
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| 99 |  | 
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| 100 | /** | 
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| 101 | @brief | 
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| 102 | */ | 
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| 103 | Game::~Game() | 
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| 104 | { | 
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| 105 | // Destroy pretty much everyhting left | 
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| 106 | delete this->core_; | 
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| 107 |  | 
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| 108 | // Delete all GameStates created by the macros | 
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| 109 | for (std::map<std::string, GameState*>::const_iterator it = allStates_s.begin(); it != allStates_s.end(); ++it) | 
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| 110 | delete it->second; | 
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| 111 |  | 
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| 112 | delete this->gameClock_; | 
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| 113 |  | 
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| 114 | assert(singletonRef_s); | 
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| 115 | singletonRef_s = 0; | 
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| 116 | } | 
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| 117 |  | 
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| 118 | void Game::setConfigValues() | 
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| 119 | { | 
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| 120 | SetConfigValue(statisticsRefreshCycle_, 250000) | 
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| 121 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); | 
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| 122 | SetConfigValue(statisticsAvgLength_, 1000000) | 
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| 123 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); | 
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| 124 | } | 
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| 125 |  | 
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| 126 | /** | 
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| 127 | @brief | 
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| 128 | Main loop of the orxonox game. | 
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| 129 | @note | 
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| 130 | We use the Ogre::Timer to measure time since it uses the most precise | 
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| 131 | method an any platform (however the windows timer lacks time when under | 
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| 132 | heavy kernel load!). | 
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| 133 | */ | 
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| 134 | void Game::run() | 
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| 135 | { | 
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| 136 | // Always start with the ROOT state | 
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| 137 | this->requestedStateNodes_.push_back(this->rootStateNode_); | 
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| 138 | this->activeStateNode_ = this->rootStateNode_; | 
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| 139 | this->loadState(this->rootStateNode_->state_); | 
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| 140 |  | 
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| 141 | // START GAME | 
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| 142 | this->gameClock_->capture(); // first delta time should be about 0 seconds | 
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| 143 | while (!this->abort_ && !this->activeStates_.empty()) | 
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| 144 | { | 
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| 145 | this->gameClock_->capture(); | 
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| 146 | uint64_t currentTime = this->gameClock_->getMicroseconds(); | 
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| 147 |  | 
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| 148 | // STATISTICS | 
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| 149 | statisticsTickInfo tickInfo = {currentTime, 0}; | 
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| 150 | statisticsTickTimes_.push_back(tickInfo); | 
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| 151 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); | 
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| 152 |  | 
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| 153 | // UPDATE STATE STACK | 
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| 154 | while (this->requestedStateNodes_.size() > 1) | 
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| 155 | { | 
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| 156 | // Note: this->requestedStateNodes_.front() is the currently active state node | 
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| 157 | std::vector<GameStateTreeNode*>::iterator it = this->requestedStateNodes_.begin() + 1; | 
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| 158 | if (*it == this->activeStateNode_->parent_) | 
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| 159 | this->unloadState(this->activeStateNode_->state_); | 
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| 160 | else // has to be child | 
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| 161 | this->loadState((*it)->state_); | 
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| 162 | this->activeStateNode_ = *it; | 
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| 163 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); | 
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| 164 | } | 
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| 165 |  | 
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| 166 | // UPDATE, bottom to top in the stack | 
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| 167 | this->core_->update(*this->gameClock_); | 
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| 168 | for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin(); | 
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| 169 | it != this->activeStates_.end(); ++it) | 
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| 170 | (*it)->update(*this->gameClock_); | 
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| 171 |  | 
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| 172 | // STATISTICS | 
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| 173 | if (this->periodTime_ > statisticsRefreshCycle_) | 
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| 174 | { | 
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| 175 | std::list<statisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); | 
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| 176 | assert(it != this->statisticsTickTimes_.end()); | 
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| 177 | int64_t lastTime = currentTime - this->statisticsAvgLength_; | 
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| 178 | if ((int64_t)it->tickTime < lastTime) | 
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| 179 | { | 
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| 180 | do | 
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| 181 | { | 
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| 182 | assert(this->periodTickTime_ > it->tickLength); | 
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| 183 | this->periodTickTime_ -= it->tickLength; | 
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| 184 | ++it; | 
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| 185 | assert(it != this->statisticsTickTimes_.end()); | 
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| 186 | } while ((int64_t)it->tickTime < lastTime); | 
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| 187 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); | 
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| 188 | } | 
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| 189 |  | 
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| 190 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); | 
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| 191 | this->avgFPS_ = (float)framesPerPeriod / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0; | 
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| 192 | this->avgTickTime_ = (float)this->periodTickTime_ / framesPerPeriod / 1000.0; | 
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| 193 |  | 
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| 194 | this->periodTime_ -= this->statisticsRefreshCycle_; | 
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| 195 | } | 
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| 196 | } | 
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| 197 |  | 
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| 198 | // UNLOAD all remaining states | 
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| 199 | while (!this->activeStates_.empty()) | 
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| 200 | this->unloadState(this->activeStates_.back()); | 
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| 201 | this->activeStateNode_ = 0; | 
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| 202 | this->requestedStateNodes_.clear(); | 
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| 203 | } | 
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| 204 |  | 
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| 205 | void Game::stop() | 
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| 206 | { | 
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| 207 | this->abort_ = true; | 
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| 208 | } | 
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| 209 |  | 
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| 210 | void Game::addTickTime(uint32_t length) | 
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| 211 | { | 
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| 212 | assert(!this->statisticsTickTimes_.empty()); | 
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| 213 | this->statisticsTickTimes_.back().tickLength += length; | 
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| 214 | this->periodTickTime_+=length; | 
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| 215 | } | 
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| 216 |  | 
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| 217 |  | 
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| 218 | /***** GameState related *****/ | 
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| 219 |  | 
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| 220 | void Game::requestState(const std::string& name) | 
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| 221 | { | 
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| 222 | GameState* state = this->getState(name); | 
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| 223 | if (state == NULL || this->activeStateNode_ == NULL) | 
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| 224 | return; | 
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| 225 |  | 
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| 226 | GameStateTreeNode* requestedNode = 0; | 
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| 227 |  | 
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| 228 | // this->requestedStateNodes_.back() is the currently active state | 
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| 229 | GameStateTreeNode* lastRequestedNode = this->requestedStateNodes_.back(); | 
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| 230 |  | 
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| 231 | // Already the active node? | 
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| 232 | if (state == lastRequestedNode->state_) | 
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| 233 | { | 
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| 234 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; | 
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| 235 | return; | 
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| 236 | } | 
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| 237 |  | 
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| 238 | // Check children first | 
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| 239 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) | 
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| 240 | { | 
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| 241 | if (lastRequestedNode->children_[i]->state_ == state) | 
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| 242 | { | 
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| 243 | requestedNode = lastRequestedNode->children_[i]; | 
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| 244 | break; | 
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| 245 | } | 
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| 246 | } | 
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| 247 |  | 
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| 248 | // Check parent and all its grand parents | 
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| 249 | GameStateTreeNode* currentNode = lastRequestedNode; | 
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| 250 | while (requestedNode == NULL && currentNode != NULL) | 
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| 251 | { | 
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| 252 | if (currentNode->state_ == state) | 
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| 253 | requestedNode = currentNode; | 
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| 254 | currentNode = currentNode->parent_; | 
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| 255 | } | 
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| 256 |  | 
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| 257 | if (requestedNode == NULL) | 
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| 258 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; | 
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| 259 | else | 
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| 260 | this->requestedStateNodes_.push_back(requestedNode); | 
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| 261 | } | 
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| 262 |  | 
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| 263 | void Game::requestStates(const std::string& names) | 
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| 264 | { | 
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| 265 | SubString tokens(names, ",;", " "); | 
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| 266 | for (unsigned int i = 0; i < tokens.size(); ++i) | 
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| 267 | this->requestState(tokens[i]); | 
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| 268 | } | 
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| 269 |  | 
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| 270 | void Game::popState() | 
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| 271 | { | 
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| 272 | if (this->activeStateNode_ != NULL && this->requestedStateNodes_.back()->parent_) | 
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| 273 | this->requestState(this->requestedStateNodes_.back()->parent_->state_->getName()); | 
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| 274 | else | 
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| 275 | COUT(2) << "Warning: Could not pop GameState. Ignoring." << std::endl; | 
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| 276 | } | 
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| 277 |  | 
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| 278 | GameState* Game::getState(const std::string& name) | 
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| 279 | { | 
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| 280 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(name)); | 
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| 281 | if (it != allStates_s.end()) | 
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| 282 | return it->second; | 
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| 283 | else | 
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| 284 | { | 
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| 285 | COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl; | 
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| 286 | return 0; | 
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| 287 | } | 
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| 288 | } | 
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| 289 |  | 
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| 290 | void Game::setStateHierarchy(const std::string& str) | 
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| 291 | { | 
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| 292 | // Split string into pieces of the form whitespacesText | 
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| 293 | std::vector<std::pair<std::string, unsigned> > stateStrings; | 
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| 294 | size_t pos = 0; | 
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| 295 | size_t startPos = 0; | 
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| 296 | while (pos < str.size()) | 
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| 297 | { | 
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| 298 | unsigned indentation = 0; | 
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| 299 | while(pos < str.size() && str[pos] == ' ') | 
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| 300 | ++indentation, ++pos; | 
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| 301 | startPos = pos; | 
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| 302 | while(pos < str.size() && str[pos] != ' ') | 
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| 303 | ++pos; | 
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| 304 | stateStrings.push_back(std::pair<std::string, unsigned>( | 
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| 305 | str.substr(startPos, pos - startPos), indentation)); | 
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| 306 | } | 
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| 307 | unsigned int currentLevel = 0; | 
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| 308 | GameStateTreeNode* currentNode = 0; | 
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| 309 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) | 
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| 310 | { | 
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| 311 | std::string newStateName = it->first; | 
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| 312 | unsigned newLevel = it->second; | 
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| 313 | GameState* newState = this->getState(newStateName); | 
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| 314 | if (!newState) | 
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| 315 | ThrowException(GameState, std::string("GameState with name '") + newStateName + "' not found!"); | 
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| 316 | if (newLevel == 0) | 
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| 317 | { | 
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| 318 | // root | 
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| 319 | if (this->rootStateNode_ != NULL) | 
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| 320 | ThrowException(GameState, "No two root GameStates are allowed!"); | 
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| 321 | GameStateTreeNode* newNode = new GameStateTreeNode; | 
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| 322 | newNode->state_ = newState; | 
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| 323 | newNode->parent_ = 0; | 
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| 324 | this->rootStateNode_ = newNode; | 
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| 325 | currentNode = this->rootStateNode_; | 
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| 326 | } | 
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| 327 | else if (currentNode) | 
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| 328 | { | 
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| 329 | GameStateTreeNode* newNode = new GameStateTreeNode; | 
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| 330 | newNode->state_ = newState; | 
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| 331 | if (newLevel < currentLevel) | 
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| 332 | { | 
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| 333 | // Get down the hierarchy | 
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| 334 | do | 
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| 335 | currentNode = currentNode->parent_; | 
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| 336 | while (newLevel < --currentLevel); | 
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| 337 | } | 
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| 338 | if (newLevel == currentLevel) | 
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| 339 | { | 
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| 340 | // same level | 
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| 341 | newNode->parent_ = currentNode->parent_; | 
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| 342 | newNode->parent_->children_.push_back(newNode); | 
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| 343 | } | 
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| 344 | else if (newLevel == currentLevel + 1) | 
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| 345 | { | 
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| 346 | // child | 
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| 347 | newNode->parent_ = currentNode; | 
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| 348 | currentNode->children_.push_back(newNode); | 
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| 349 | } | 
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| 350 | else | 
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| 351 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); | 
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| 352 | currentNode = newNode; | 
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| 353 | currentLevel = newLevel; | 
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| 354 | } | 
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| 355 | else | 
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| 356 | { | 
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| 357 | ThrowException(GameState, "No root GameState specified!"); | 
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| 358 | } | 
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| 359 | } | 
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| 360 | } | 
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| 361 |  | 
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| 362 | /*** Internal ***/ | 
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| 363 |  | 
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| 364 | void Game::loadState(GameState* state) | 
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| 365 | { | 
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| 366 | if (!this->activeStates_.empty()) | 
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| 367 | this->activeStates_.back()->activity_.topState = false; | 
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| 368 | state->activate(); | 
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| 369 | state->activity_.topState = true; | 
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| 370 | this->activeStates_.push_back(state); | 
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| 371 | } | 
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| 372 |  | 
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| 373 | void Game::unloadState(orxonox::GameState* state) | 
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| 374 | { | 
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| 375 | state->activity_.topState = false; | 
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| 376 | state->deactivate(); | 
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| 377 | this->activeStates_.pop_back(); | 
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| 378 | if (!this->activeStates_.empty()) | 
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| 379 | this->activeStates_.back()->activity_.topState = true; | 
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| 380 | } | 
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| 381 |  | 
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| 382 | /*static*/ bool Game::addGameState(GameState* state) | 
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| 383 | { | 
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| 384 | std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(state->getName())); | 
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| 385 | if (it == allStates_s.end()) | 
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| 386 | allStates_s[getLowercase(state->getName())] = state; | 
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| 387 | else | 
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| 388 | ThrowException(GameState, "Cannot add two GameStates with the same name to 'Game'."); | 
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| 389 |  | 
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| 390 | // just a required dummy return value | 
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| 391 | return true; | 
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| 392 | } | 
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| 393 | } | 
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