/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "GSRoot.h" #include "util/Exception.h" #include "util/Debug.h" #include "core/Core.h" #include "core/Factory.h" #include "core/ConfigValueIncludes.h" #include "core/CoreIncludes.h" #include "core/ConsoleCommand.h" #include "core/CommandLine.h" #include "core/Shell.h" #include "core/TclBind.h" #include "core/TclThreadManager.h" #include "core/LuaBind.h" #include "tools/Timer.h" #include "objects/Tickable.h" #include "objects/worldentities/Backlight.h" #include "tools/ParticleInterface.h" #include "Settings.h" #if ORXONOX_PLATFORM == ORXONOX_PLATFORM_WIN32 # ifndef WIN32_LEAN_AND_MEAN # define WIN32_LEAN_AND_MEAN # endif # include "windows.h" //Get around Windows hackery # ifdef max # undef max # endif # ifdef min # undef min # endif #endif namespace orxonox { SetCommandLineArgument(dataPath, "").information("PATH"); SetCommandLineArgument(limitToCPU, 1).information("0: off | #cpu"); GSRoot::GSRoot() : RootGameState("root") , timeFactor_(1.0f) , settings_(0) , tclBind_(0) , tclThreadManager_(0) , shell_(0) { RegisterRootObject(GSRoot); setConfigValues(); this->ccSetTimeFactor_ = 0; } GSRoot::~GSRoot() { } void GSRoot::setConfigValues() { } void GSRoot::enter() { // creates the class hierarchy for all classes with factories Factory::createClassHierarchy(); // reset game speed to normal timeFactor_ = 1.0f; // Create the lua interface this->luaBind_ = new LuaBind(); // instantiate Settings class this->settings_ = new Settings(); std::string dataPath = CommandLine::getValue("dataPath"); if (dataPath != "") { if (*dataPath.end() != '/' && *dataPath.end() != '\\') Settings::tsetDataPath(dataPath + "/"); else Settings::tsetDataPath(dataPath); } // initialise TCL this->tclBind_ = new TclBind(Settings::getDataPath()); this->tclThreadManager_ = new TclThreadManager(tclBind_->getTclInterpreter()); // create a shell this->shell_ = new Shell(); // limit the main thread to the first core so that QueryPerformanceCounter doesn't jump // do this after ogre has initialised. Somehow Ogre changes the settings again (not through // the timer though). int limitToCPU = CommandLine::getValue("limitToCPU"); if (limitToCPU > 0) setThreadAffinity((unsigned int)(limitToCPU - 1)); // add console commands FunctorMember* functor1 = createFunctor(&GSRoot::exitGame); functor1->setObject(this); ccExit_ = createConsoleCommand(functor1, "exit"); CommandExecutor::addConsoleCommandShortcut(ccExit_); // add console commands FunctorMember01* functor2 = createFunctor(&GameStateBase::requestState); functor2->setObject(this); ccSelectGameState_ = createConsoleCommand(functor2, "selectGameState"); CommandExecutor::addConsoleCommandShortcut(ccSelectGameState_); // time factor console command FunctorMember* functor = createFunctor(&GSRoot::setTimeFactor); functor->setObject(this); ccSetTimeFactor_ = createConsoleCommand(functor, "setTimeFactor"); CommandExecutor::addConsoleCommandShortcut(ccSetTimeFactor_).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);; } void GSRoot::leave() { // destroy console commands delete this->ccExit_; delete this->ccSelectGameState_; delete this->shell_; delete this->tclThreadManager_; delete this->tclBind_; delete this->settings_; delete this->luaBind_; if (this->ccSetTimeFactor_) { delete this->ccSetTimeFactor_; this->ccSetTimeFactor_ = 0; } } void GSRoot::ticked(const Clock& time) { TclThreadManager::getInstance().tick(time.getDeltaTime()); for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->tick(time); /*** HACK *** HACK ***/ // Call the Tickable objects for (ObjectList::iterator it = ObjectList::begin(); it; ++it) it->tick(time.getDeltaTime() * this->timeFactor_); /*** HACK *** HACK ***/ this->tickChild(time); } /** @note The code of this function has been copied and adjusted from OGRE, an open source graphics engine. (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2008 Torus Knot Software Ltd OGRE is licensed under the LGPL. For more info, see OGRE license. */ void GSRoot::setThreadAffinity(unsigned int limitToCPU) { #if ORXONOX_PLATFORM == ORXONOX_PLATFORM_WIN32 // Get the current process core mask DWORD procMask; DWORD sysMask; # if _MSC_VER >= 1400 && defined (_M_X64) GetProcessAffinityMask(GetCurrentProcess(), (PDWORD_PTR)&procMask, (PDWORD_PTR)&sysMask); # else GetProcessAffinityMask(GetCurrentProcess(), &procMask, &sysMask); # endif // If procMask is 0, consider there is only one core available // (using 0 as procMask will cause an infinite loop below) if (procMask == 0) procMask = 1; // if the core specified with limitToCPU is not available, take the lowest one if (!(procMask & (1 << limitToCPU))) limitToCPU = 0; // Find the lowest core that this process uses and limitToCPU suggests DWORD threadMask = 1; while ((threadMask & procMask) == 0 || (threadMask < (1u << limitToCPU))) threadMask <<= 1; // Set affinity to the first core SetThreadAffinityMask(GetCurrentThread(), threadMask); #endif } /** @brief Changes the speed of Orxonox */ void GSRoot::setTimeFactor(float factor) { if (Core::isMaster()) { float change = factor / this->timeFactor_; this->timeFactor_ = factor; /* for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->setSpeedFactor(it->getSpeedFactor() * change); for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->setTimeFactor(timeFactor_); */ } } }