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source: code/branches/resource/src/core/Game.cc @ 3363

Last change on this file since 3363 was 3363, checked in by rgrieder, 15 years ago

Exception-safety for the Game and Core c'tors as well as load/unload-Graphics.

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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/Debug.h"
41#include "util/Exception.h"
42#include "util/ScopeGuard.h"
43#include "util/Sleep.h"
44#include "util/SubString.h"
45#include "Clock.h"
46#include "CommandLine.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    using boost::shared_ptr;
57    using boost::weak_ptr;
58
59    static void stop_game()
60        { Game::getInstance().stop(); }
61    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
62
63    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
64    Game* Game::singletonRef_s = 0;
65
66
67    /**
68    @brief
69        Represents one node of the game state tree.
70    */
71    struct GameStateTreeNode
72    {
73        std::string name_;
74        weak_ptr<GameStateTreeNode> parent_;
75        std::vector<shared_ptr<GameStateTreeNode> > children_;
76    };
77
78
79    /**
80    @brief
81        Another helper class for the Game singleton: we cannot derive
82        Game from OrxonoxClass because we need to handle the Identifier
83        destruction in the Core destructor.
84    */
85    class GameConfiguration : public OrxonoxClass
86    {
87    public:
88        GameConfiguration()
89        {
90            RegisterRootObject(GameConfiguration);
91            this->setConfigValues();
92        }
93
94        void setConfigValues()
95        {
96            SetConfigValue(statisticsRefreshCycle_, 250000)
97                .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
98            SetConfigValue(statisticsAvgLength_, 1000000)
99                .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
100            SetConfigValue(fpsLimit_, 50)
101                .description("Sets the desired framerate (0 for no limit).");
102        }
103
104        unsigned int statisticsRefreshCycle_;
105        unsigned int statisticsAvgLength_;
106        unsigned int fpsLimit_;
107    };
108
109
110    /**
111    @brief
112        Non-initialising constructor.
113    */
114    Game::Game(const std::string& cmdLine)
115    {
116        if (singletonRef_s != 0)
117        {
118            COUT(0) << "Error: The Game singleton cannot be recreated! Shutting down." << std::endl;
119            abort();
120        }
121        singletonRef_s = this;
122
123        this->bAbort_ = false;
124        bChangingState_ = false;
125
126#ifdef ORXONOX_PLATFORM_WINDOWS
127        minimumSleepTime_ = 1000/*us*/;
128#else
129        minimumSleepTime_ = 0/*us*/;
130#endif
131
132        // Create an empty root state
133        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
134
135        // Set up a basic clock to keep time
136        this->gameClock_.reset(new Clock());
137
138        // Create the Core
139        this->core_.reset(new Core(cmdLine));
140
141        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
142        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
143            it != gameStateDeclarations_s.end(); ++it)
144        {
145            if (!it->second.bGraphicsMode)
146                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
147        }
148
149        // The empty root state is ALWAYS loaded!
150        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
151        this->rootStateNode_->name_ = "emptyRootGameState";
152        this->loadedTopStateNode_ = this->rootStateNode_;
153        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
154
155        // Do this after the Core creation!
156        this->configuration_.reset(new GameConfiguration());
157    }
158
159    /**
160    @brief
161        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
162    */
163    Game::~Game()
164    {
165        // Don't assign singletonRef_s with NULL! Recreation is not supported
166    }
167
168    /**
169    @brief
170        Main loop of the orxonox game.
171    @note
172        We use the Ogre::Timer to measure time since it uses the most precise
173        method an any platform (however the windows timer lacks time when under
174        heavy kernel load!).
175    */
176    void Game::run()
177    {
178        if (this->requestedStateNodes_.empty())
179            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
180
181        // reset statistics
182        this->statisticsStartTime_ = 0;
183        this->statisticsTickTimes_.clear();
184        this->periodTickTime_ = 0;
185        this->periodTime_ = 0;
186        this->avgFPS_ = 0.0f;
187        this->avgTickTime_ = 0.0f;
188        this->excessSleepTime_ = 0;
189
190        // START GAME
191        // first delta time should be about 0 seconds
192        this->gameClock_->capture();
193        // A first item is required for the fps limiter
194        StatisticsTickInfo tickInfo = {0, 0};
195        statisticsTickTimes_.push_back(tickInfo);
196        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
197        {
198            // Generate the dt
199            this->gameClock_->capture();
200
201            // Statistics init
202            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
203            statisticsTickTimes_.push_back(tickInfo);
204            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
205
206            // Update the GameState stack if required
207            this->updateGameStateStack();
208
209            // Core preUpdate (doesn't throw)
210            if (!this->core_->preUpdate(*this->gameClock_))
211            {
212                this->stop();
213                break;
214            }
215
216            // Update the GameStates bottom up in the stack
217            this->updateGameStates();
218
219            // Core postUpdate (doesn't throw)
220            if (!this->core_->postUpdate(*this->gameClock_))
221            {
222                this->stop();
223                break;
224            }
225
226            // Evaluate statistics
227            this->updateStatistics();
228
229            // Limit framerate
230            this->updateFPSLimiter();
231        }
232
233        // UNLOAD all remaining states
234        while (this->loadedStates_.size() > 1)
235            this->unloadState(this->loadedStates_.back()->getName());
236        this->loadedTopStateNode_ = this->rootStateNode_;
237        this->requestedStateNodes_.clear();
238    }
239
240    void Game::updateGameStateStack()
241    {
242        while (this->requestedStateNodes_.size() > 0)
243        {
244            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
245            assert(this->loadedTopStateNode_);
246            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
247                this->unloadState(loadedTopStateNode_->name_);
248            else // has to be child
249            {
250                try
251                {
252                    this->loadState(requestedStateNode->name_);
253                }
254                catch (const std::exception& ex)
255                {
256                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << ex.what() << std::endl;
257                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
258                    if (this->requestedStateNodes_.size() > 1)
259                        COUT(1) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
260                    this->requestedStateNodes_.clear();
261                    break;
262                }
263            }
264            this->loadedTopStateNode_ = requestedStateNode;
265            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
266        }
267    }
268
269    void Game::updateGameStates()
270    {
271        // Note: The first element is the empty root state, which doesn't need ticking
272        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
273            it != this->loadedStates_.end(); ++it)
274        {
275            std::string exceptionMessage;
276            try
277            {
278                // Add tick time for most of the states
279                uint64_t timeBeforeTick;
280                if ((*it)->getInfo().bIgnoreTickTime)
281                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
282                (*it)->update(*this->gameClock_);
283                if ((*it)->getInfo().bIgnoreTickTime)
284                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
285            }
286            catch (const std::exception& ex)
287            { exceptionMessage = ex.what(); }
288            catch (...)
289            { exceptionMessage = "Unknown exception"; }
290            if (!exceptionMessage.empty())
291            {
292                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << exceptionMessage << std::endl;
293                COUT(1) << "This should really never happen!" << std::endl;
294                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
295                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
296                while (current->name_ != (*it)->getName() && current)
297                    current = current->parent_.lock();
298                if (current && current->parent_.lock())
299                    this->requestState(current->parent_.lock()->name_);
300                else
301                    this->stop();
302                break;
303            }
304        }
305    }
306
307    void Game::updateStatistics()
308    {
309        // Add the tick time of this frame (rendering time has already been subtracted)
310        uint64_t currentTime = gameClock_->getMicroseconds();
311        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
312        this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime;
313        this->periodTickTime_ += currentRealTime - currentTime;
314        if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_)
315        {
316            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
317            assert(it != this->statisticsTickTimes_.end());
318            int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_;
319            if (static_cast<int64_t>(it->tickTime) < lastTime)
320            {
321                do
322                {
323                    assert(this->periodTickTime_ >= it->tickLength);
324                    this->periodTickTime_ -= it->tickLength;
325                    ++it;
326                    assert(it != this->statisticsTickTimes_.end());
327                } while (static_cast<int64_t>(it->tickTime) < lastTime);
328                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
329            }
330
331            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
332            this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
333            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
334
335            this->periodTime_ -= this->configuration_->statisticsRefreshCycle_;
336        }
337    }
338
339    void Game::updateFPSLimiter()
340    {
341        // Why configuration_->fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high
342        uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1));
343        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
344        while (currentRealTime < nextTime - minimumSleepTime_)
345        {
346            usleep(nextTime - currentRealTime);
347            currentRealTime = gameClock_->getRealMicroseconds();
348        }
349        // Integrate excess to avoid steady state error
350        excessSleepTime_ = currentRealTime - nextTime;
351        // Anti windup
352        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
353            excessSleepTime_ = 50000;
354    }
355
356    void Game::stop()
357    {
358        this->bAbort_ = true;
359    }
360
361    void Game::subtractTickTime(int32_t length)
362    {
363        assert(!this->statisticsTickTimes_.empty());
364        this->statisticsTickTimes_.back().tickLength -= length;
365        this->periodTickTime_ -= length;
366    }
367
368
369    /***** GameState related *****/
370
371    void Game::requestState(const std::string& name)
372    {
373        if (!this->checkState(name))
374        {
375            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
376            return;
377        }
378
379        if (this->bChangingState_)
380        {
381            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
382            return;
383        }
384
385        shared_ptr<GameStateTreeNode> lastRequestedNode;
386        if (this->requestedStateNodes_.empty())
387            lastRequestedNode = this->loadedTopStateNode_;
388        else
389            lastRequestedNode = this->requestedStateNodes_.back();
390        if (name == lastRequestedNode->name_)
391        {
392            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
393            return;
394        }
395
396        // Check children first
397        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
398        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
399        {
400            if (lastRequestedNode->children_[i]->name_ == name)
401            {
402                requestedNodes.push_back(lastRequestedNode->children_[i]);
403                break;
404            }
405        }
406
407        if (requestedNodes.empty())
408        {
409            // Check parent and all its grand parents
410            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
411            while (currentNode != NULL)
412            {
413                if (currentNode->name_ == name)
414                    break;
415                currentNode = currentNode->parent_.lock();
416                requestedNodes.push_back(currentNode);
417            }
418        }
419
420        if (requestedNodes.empty())
421            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
422        else
423            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
424    }
425
426    void Game::requestStates(const std::string& names)
427    {
428        SubString tokens(names, ",;", " ");
429        for (unsigned int i = 0; i < tokens.size(); ++i)
430            this->requestState(tokens[i]);
431    }
432
433    void Game::popState()
434    {
435        shared_ptr<GameStateTreeNode> lastRequestedNode;
436        if (this->requestedStateNodes_.empty())
437            lastRequestedNode = this->loadedTopStateNode_;
438        else
439            lastRequestedNode = this->requestedStateNodes_.back();
440        if (lastRequestedNode != this->rootStateNode_)
441            this->requestState(lastRequestedNode->parent_.lock()->name_);
442        else
443            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
444    }
445
446    shared_ptr<GameState> Game::getState(const std::string& name)
447    {
448        GameStateMap::const_iterator it = constructedStates_.find(name);
449        if (it != constructedStates_.end())
450            return it->second;
451        else
452        {
453            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
454            if (it != gameStateDeclarations_s.end())
455                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
456            else
457                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
458            return shared_ptr<GameState>();
459        }
460    }
461
462    void Game::setStateHierarchy(const std::string& str)
463    {
464        // Split string into pieces of the form whitespacesText
465        std::vector<std::pair<std::string, unsigned> > stateStrings;
466        size_t pos = 0;
467        size_t startPos = 0;
468        while (pos < str.size())
469        {
470            unsigned indentation = 0;
471            while(pos < str.size() && str[pos] == ' ')
472                ++indentation, ++pos;
473            startPos = pos;
474            while(pos < str.size() && str[pos] != ' ')
475                ++pos;
476            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
477        }
478        unsigned int currentLevel = 0;
479        shared_ptr<GameStateTreeNode> currentNode = this->rootStateNode_;
480        for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it)
481        {
482            std::string newStateName = it->first;
483            unsigned newLevel = it->second + 1; // empty root is 0
484            if (!this->checkState(newStateName))
485                ThrowException(GameState, "GameState with name '" << newStateName << "' not found!");
486            if (newStateName == this->rootStateNode_->name_)
487                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
488            shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode);
489            newNode->name_ = newStateName;
490
491            if (newLevel <= currentLevel)
492            {
493                do
494                    currentNode = currentNode->parent_.lock();
495                while (newLevel <= --currentLevel);
496            }
497            if (newLevel == currentLevel + 1)
498            {
499                // Add the child
500                newNode->parent_ = currentNode;
501                currentNode->children_.push_back(newNode);
502            }
503            else
504                ThrowException(GameState, "Indentation error while parsing the hierarchy.");
505            currentNode = newNode;
506            currentLevel = newLevel;
507        }
508    }
509
510    /*** Internal ***/
511
512    void Game::loadGraphics()
513    {
514        if (!GameMode::bShowsGraphics_s)
515        {
516            core_->loadGraphics();
517            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
518            GameMode::bShowsGraphics_s = true;
519
520            // Construct all the GameStates that require graphics
521            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
522                it != gameStateDeclarations_s.end(); ++it)
523            {
524                if (it->second.bGraphicsMode)
525                {
526                    // Game state loading failure is serious --> don't catch
527                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
528                    if (!constructedStates_.insert(std::make_pair(
529                        it->second.stateName, gameState)).second)
530                        assert(false); // GameState was already created!
531                }
532            }
533            graphicsUnloader.Dismiss();
534        }
535    }
536
537    void Game::unloadGraphics()
538    {
539        if (GameMode::bShowsGraphics_s)
540        {
541            // Destroy all the GameStates that require graphics
542            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
543            {
544                if (it->second->getInfo().bGraphicsMode)
545                    constructedStates_.erase(it++);
546                else
547                    ++it;
548            }
549
550            core_->unloadGraphics();
551            GameMode::bShowsGraphics_s = false;
552        }
553    }
554
555    bool Game::checkState(const std::string& name) const
556    {
557        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
558        if (it == gameStateDeclarations_s.end())
559            return false;
560        else
561            return true;
562    }
563
564    void Game::loadState(const std::string& name)
565    {
566        this->bChangingState_ = true;
567        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
568
569        // If state requires graphics, load it
570        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
571        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
572            this->loadGraphics();
573        else
574            graphicsUnloader.Dismiss();
575
576        shared_ptr<GameState> state = this->getState(name);
577        state->activate();
578        if (!this->loadedStates_.empty())
579            this->loadedStates_.back()->activity_.topState = false;
580        this->loadedStates_.push_back(state);
581        state->activity_.topState = true;
582
583        graphicsUnloader.Dismiss();
584    }
585
586    void Game::unloadState(const std::string& name)
587    {
588        this->bChangingState_ = true;
589        try
590        {
591            shared_ptr<GameState> state = this->getState(name);
592            state->activity_.topState = false;
593            this->loadedStates_.pop_back();
594            if (!this->loadedStates_.empty())
595                this->loadedStates_.back()->activity_.topState = true;
596            state->deactivate();
597        }
598        catch (const std::exception& ex)
599        {
600            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << ex.what() << std::endl;
601            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
602        }
603        // Check if graphics is still required
604        bool graphicsRequired = false;
605        for (unsigned i = 0; i < loadedStates_.size(); ++i)
606            graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
607        if (!graphicsRequired)
608            this->unloadGraphics();
609        this->bChangingState_ = false;
610    }
611
612    std::map<std::string, shared_ptr<Game::GameStateFactory> > Game::GameStateFactory::factories_s;
613
614    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
615    {
616        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = factories_s.find(info.className);
617        assert(it != factories_s.end());
618        return it->second->fabricateInternal(info);
619    }
620}
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