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source: code/branches/presentation2/src/libraries/core/Game.cc @ 6139

Last change on this file since 6139 was 6121, checked in by rgrieder, 15 years ago

Removed CoreConfiguration and GameConfiguration workaround. I have found an easy solution that doesn't need this.
Config values for these classes can again be found under "Game" and "Core".

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File size: 23.0 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
38#include <boost/weak_ptr.hpp>
39
40#include "util/Clock.h"
41#include "util/Debug.h"
42#include "util/Exception.h"
43#include "util/ScopeGuard.h"
44#include "util/Sleep.h"
45#include "util/SubString.h"
46#include "CommandLineParser.h"
47#include "ConsoleCommand.h"
48#include "Core.h"
49#include "CoreIncludes.h"
50#include "ConfigValueIncludes.h"
51#include "GameMode.h"
52#include "GameState.h"
53
54namespace orxonox
55{
56    static void stop_game()
57        { Game::getInstance().stop(); }
58    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
59    static void printFPS()
60        { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; }
61    SetConsoleCommandShortcutExternAlias(printFPS, "printFPS");
62    static void printTickTime()
63        { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; }
64    SetConsoleCommandShortcutExternAlias(printTickTime, "printTickTime");
65
66    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
67    Game* Game::singletonPtr_s = 0;
68
69    //! Represents one node of the game state tree.
70    struct GameStateTreeNode
71    {
72        std::string name_;
73        weak_ptr<GameStateTreeNode> parent_;
74        std::vector<shared_ptr<GameStateTreeNode> > children_;
75    };
76
77    Game::Game(const std::string& cmdLine)
78        // Destroy factories before the Core!
79        : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear)
80    {
81        this->bAbort_ = false;
82        bChangingState_ = false;
83
84#ifdef ORXONOX_PLATFORM_WINDOWS
85        minimumSleepTime_ = 1000/*us*/;
86#else
87        minimumSleepTime_ = 0/*us*/;
88#endif
89
90        // Create an empty root state
91        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
92
93        // Set up a basic clock to keep time
94        this->gameClock_.reset(new Clock());
95
96        // Create the Core
97        this->core_.reset(new Core(cmdLine));
98
99        // Do this after the Core creation!
100        ClassIdentifier<Game>::getIdentifier("Game")->initialiseObject(this, "Game", true);
101        // Remove us from the object lists again to avoid problems when destroying the Game
102        this->unregisterObject();
103        this->setConfigValues();
104
105        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
106        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
107            it != gameStateDeclarations_s.end(); ++it)
108        {
109            if (!it->second.bGraphicsMode)
110                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
111        }
112
113        // The empty root state is ALWAYS loaded!
114        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
115        this->rootStateNode_->name_ = "emptyRootGameState";
116        this->loadedTopStateNode_ = this->rootStateNode_;
117        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
118    }
119
120    /**
121    @brief
122        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
123    */
124    Game::~Game()
125    {
126    }
127
128    void Game::setConfigValues()
129    {
130        SetConfigValue(statisticsRefreshCycle_, 250000)
131            .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
132        SetConfigValue(statisticsAvgLength_, 1000000)
133            .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
134        SetConfigValue(fpsLimit_, 50)
135            .description("Sets the desired framerate (0 for no limit).");
136    }
137
138    /**
139    @brief
140        Main loop of the orxonox game.
141    @note
142        We use the Ogre::Timer to measure time since it uses the most precise
143        method an any platform (however the windows timer lacks time when under
144        heavy kernel load!).
145    */
146    void Game::run()
147    {
148        if (this->requestedStateNodes_.empty())
149            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
150
151        // reset statistics
152        this->statisticsStartTime_ = 0;
153        this->statisticsTickTimes_.clear();
154        this->periodTickTime_ = 0;
155        this->periodTime_ = 0;
156        this->avgFPS_ = 0.0f;
157        this->avgTickTime_ = 0.0f;
158        this->excessSleepTime_ = 0;
159
160        // START GAME
161        // first delta time should be about 0 seconds
162        this->gameClock_->capture();
163        // A first item is required for the fps limiter
164        StatisticsTickInfo tickInfo = {0, 0};
165        statisticsTickTimes_.push_back(tickInfo);
166        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
167        {
168            // Generate the dt
169            this->gameClock_->capture();
170
171            // Statistics init
172            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
173            statisticsTickTimes_.push_back(tickInfo);
174            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
175
176            // Update the GameState stack if required
177            this->updateGameStateStack();
178
179            // Core preUpdate (doesn't throw)
180            try
181                { this->core_->preUpdate(*this->gameClock_); }
182            catch (...)
183            {
184                COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl;
185                COUT(0) << "This should really never happen! Closing the program." << std::endl;
186                this->stop();
187                break;
188            }
189
190            // Update the GameStates bottom up in the stack
191            this->updateGameStates();
192
193            // Core postUpdate (doesn't throw)
194            try
195                { this->core_->postUpdate(*this->gameClock_); }
196            catch (...)
197            {
198                COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl;
199                COUT(0) << "This should really never happen! Closing the program." << std::endl;
200                this->stop();
201                break;
202            }
203
204            // Evaluate statistics
205            this->updateStatistics();
206
207            // Limit framerate
208            this->updateFPSLimiter();
209        }
210
211        // UNLOAD all remaining states
212        while (this->loadedStates_.size() > 1)
213            this->unloadState(this->loadedStates_.back()->getName());
214        this->loadedTopStateNode_ = this->rootStateNode_;
215        this->requestedStateNodes_.clear();
216    }
217
218    void Game::updateGameStateStack()
219    {
220        while (this->requestedStateNodes_.size() > 0)
221        {
222            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
223            assert(this->loadedTopStateNode_);
224            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
225                this->unloadState(loadedTopStateNode_->name_);
226            else // has to be child
227            {
228                try
229                {
230                    this->loadState(requestedStateNode->name_);
231                }
232                catch (...)
233                {
234                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl;
235                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
236                    if (this->requestedStateNodes_.size() > 1)
237                        COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
238                    this->requestedStateNodes_.clear();
239                    break;
240                }
241            }
242            this->loadedTopStateNode_ = requestedStateNode;
243            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
244        }
245    }
246
247    void Game::updateGameStates()
248    {
249        // Note: The first element is the empty root state, which doesn't need ticking
250        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
251            it != this->loadedStates_.end(); ++it)
252        {
253            try
254            {
255                // Add tick time for most of the states
256                uint64_t timeBeforeTick = 0;
257                if ((*it)->getInfo().bIgnoreTickTime)
258                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
259                (*it)->update(*this->gameClock_);
260                if ((*it)->getInfo().bIgnoreTickTime)
261                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
262            }
263            catch (...)
264            {
265                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl;
266                COUT(1) << "This should really never happen!" << std::endl;
267                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
268                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
269                while (current->name_ != (*it)->getName() && current)
270                    current = current->parent_.lock();
271                if (current && current->parent_.lock())
272                    this->requestState(current->parent_.lock()->name_);
273                else
274                    this->stop();
275                break;
276            }
277        }
278    }
279
280    void Game::updateStatistics()
281    {
282        // Add the tick time of this frame (rendering time has already been subtracted)
283        uint64_t currentTime = gameClock_->getMicroseconds();
284        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
285        this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime;
286        this->periodTickTime_ += currentRealTime - currentTime;
287        if (this->periodTime_ > this->statisticsRefreshCycle_)
288        {
289            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
290            assert(it != this->statisticsTickTimes_.end());
291            int64_t lastTime = currentTime - this->statisticsAvgLength_;
292            if (static_cast<int64_t>(it->tickTime) < lastTime)
293            {
294                do
295                {
296                    assert(this->periodTickTime_ >= it->tickLength);
297                    this->periodTickTime_ -= it->tickLength;
298                    ++it;
299                    assert(it != this->statisticsTickTimes_.end());
300                } while (static_cast<int64_t>(it->tickTime) < lastTime);
301                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
302            }
303
304            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
305            this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
306            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
307
308            this->periodTime_ -= this->statisticsRefreshCycle_;
309        }
310    }
311
312    void Game::updateFPSLimiter()
313    {
314        // Why fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high
315        uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (fpsLimit_ - 1));
316        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
317        while (currentRealTime < nextTime - minimumSleepTime_)
318        {
319            usleep(nextTime - currentRealTime);
320            currentRealTime = gameClock_->getRealMicroseconds();
321        }
322        // Integrate excess to avoid steady state error
323        excessSleepTime_ = currentRealTime - nextTime;
324        // Anti windup
325        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
326            excessSleepTime_ = 50000;
327    }
328
329    void Game::stop()
330    {
331        this->bAbort_ = true;
332    }
333
334    void Game::subtractTickTime(int32_t length)
335    {
336        assert(!this->statisticsTickTimes_.empty());
337        this->statisticsTickTimes_.back().tickLength -= length;
338        this->periodTickTime_ -= length;
339    }
340
341
342    /***** GameState related *****/
343
344    void Game::requestState(const std::string& name)
345    {
346        if (!this->checkState(name))
347        {
348            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
349            return;
350        }
351
352        if (this->bChangingState_)
353        {
354            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
355            return;
356        }
357
358        shared_ptr<GameStateTreeNode> lastRequestedNode;
359        if (this->requestedStateNodes_.empty())
360            lastRequestedNode = this->loadedTopStateNode_;
361        else
362            lastRequestedNode = this->requestedStateNodes_.back();
363        if (name == lastRequestedNode->name_)
364        {
365            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
366            return;
367        }
368
369        // Check children first
370        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
371        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
372        {
373            if (lastRequestedNode->children_[i]->name_ == name)
374            {
375                requestedNodes.push_back(lastRequestedNode->children_[i]);
376                break;
377            }
378        }
379
380        if (requestedNodes.empty())
381        {
382            // Check parent and all its grand parents
383            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
384            while (currentNode != NULL)
385            {
386                if (currentNode->name_ == name)
387                    break;
388                currentNode = currentNode->parent_.lock();
389                requestedNodes.push_back(currentNode);
390            }
391            if (currentNode == NULL)
392                requestedNodes.clear();
393        }
394
395        if (requestedNodes.empty())
396            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
397        else
398            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
399    }
400
401    void Game::requestStates(const std::string& names)
402    {
403        SubString tokens(names, ",;", " ");
404        for (unsigned int i = 0; i < tokens.size(); ++i)
405            this->requestState(tokens[i]);
406    }
407
408    void Game::popState()
409    {
410        shared_ptr<GameStateTreeNode> lastRequestedNode;
411        if (this->requestedStateNodes_.empty())
412            lastRequestedNode = this->loadedTopStateNode_;
413        else
414            lastRequestedNode = this->requestedStateNodes_.back();
415        if (lastRequestedNode != this->rootStateNode_)
416            this->requestState(lastRequestedNode->parent_.lock()->name_);
417        else
418            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
419    }
420
421    shared_ptr<GameState> Game::getState(const std::string& name)
422    {
423        GameStateMap::const_iterator it = constructedStates_.find(name);
424        if (it != constructedStates_.end())
425            return it->second;
426        else
427        {
428            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
429            if (it != gameStateDeclarations_s.end())
430                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
431            else
432                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
433            return shared_ptr<GameState>();
434        }
435    }
436
437    void Game::setStateHierarchy(const std::string& str)
438    {
439        // Split string into pieces of the form whitespacesText
440        std::vector<std::pair<std::string, int> > stateStrings;
441        size_t pos = 0;
442        size_t startPos = 0;
443        while (pos < str.size())
444        {
445            int indentation = 0;
446            while(pos < str.size() && str[pos] == ' ')
447                ++indentation, ++pos;
448            startPos = pos;
449            while(pos < str.size() && str[pos] != ' ')
450                ++pos;
451            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
452        }
453        if (stateStrings.empty())
454            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
455        // Add element with large identation to detect the last with just an iterator
456        stateStrings.push_back(std::make_pair("", -1));
457
458        // Parse elements recursively
459        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
460        parseStates(begin, this->rootStateNode_);
461    }
462
463    /*** Internal ***/
464
465    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
466    {
467        SubString tokens(it->first, ",");
468        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
469
470        for (unsigned int i = 0; i < tokens.size(); ++i)
471        {
472            it = startIt; // Reset iterator to the beginning of the sub tree
473            if (!this->checkState(tokens[i]))
474                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
475            if (tokens[i] == this->rootStateNode_->name_)
476                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
477            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
478            node->name_ = tokens[i];
479            node->parent_ = currentNode;
480            currentNode->children_.push_back(node);
481
482            int currentLevel = it->second;
483            ++it;
484            while (it->second != -1)
485            {
486                if (it->second <= currentLevel)
487                    break;
488                else if (it->second == currentLevel + 1)
489                    parseStates(it, node);
490                else
491                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
492            }
493        }
494    }
495
496    void Game::loadGraphics()
497    {
498        if (!GameMode::showsGraphics())
499        {
500            core_->loadGraphics();
501            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
502
503            // Construct all the GameStates that require graphics
504            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
505                it != gameStateDeclarations_s.end(); ++it)
506            {
507                if (it->second.bGraphicsMode)
508                {
509                    // Game state loading failure is serious --> don't catch
510                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
511                    if (!constructedStates_.insert(std::make_pair(
512                        it->second.stateName, gameState)).second)
513                        assert(false); // GameState was already created!
514                }
515            }
516            graphicsUnloader.Dismiss();
517        }
518    }
519
520    void Game::unloadGraphics()
521    {
522        if (GameMode::showsGraphics())
523        {
524            // Destroy all the GameStates that require graphics
525            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
526            {
527                if (it->second->getInfo().bGraphicsMode)
528                    constructedStates_.erase(it++);
529                else
530                    ++it;
531            }
532
533            core_->unloadGraphics();
534        }
535    }
536
537    bool Game::checkState(const std::string& name) const
538    {
539        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
540        if (it == gameStateDeclarations_s.end())
541            return false;
542        else
543            return true;
544    }
545
546    void Game::loadState(const std::string& name)
547    {
548        this->bChangingState_ = true;
549        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
550
551        // If state requires graphics, load it
552        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
553        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
554            this->loadGraphics();
555        else
556            graphicsUnloader.Dismiss();
557
558        shared_ptr<GameState> state = this->getState(name);
559        state->activate();
560        if (!this->loadedStates_.empty())
561            this->loadedStates_.back()->activity_.topState = false;
562        this->loadedStates_.push_back(state);
563        state->activity_.topState = true;
564
565        graphicsUnloader.Dismiss();
566    }
567
568    void Game::unloadState(const std::string& name)
569    {
570        this->bChangingState_ = true;
571        try
572        {
573            shared_ptr<GameState> state = this->getState(name);
574            state->activity_.topState = false;
575            this->loadedStates_.pop_back();
576            if (!this->loadedStates_.empty())
577                this->loadedStates_.back()->activity_.topState = true;
578            state->deactivate();
579        }
580        catch (...)
581        {
582            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl;
583            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
584        }
585        // Check if graphics is still required
586        if (!bAbort_)
587        {
588            bool graphicsRequired = false;
589            for (unsigned i = 0; i < loadedStates_.size(); ++i)
590                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
591            if (!graphicsRequired)
592                this->unloadGraphics();
593        }
594        this->bChangingState_ = false;
595    }
596
597    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
598    {
599        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
600        return factories;
601    }
602
603    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
604    {
605        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
606        assert(it != getFactories().end());
607        return it->second->fabricateInternal(info);
608    }
609}
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