| 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 <boost/weak_ptr.hpp> | 
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| 39 |  | 
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| 40 | #include "util/Clock.h" | 
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| 41 | #include "util/Debug.h" | 
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| 42 | #include "util/Exception.h" | 
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| 43 | #include "util/ScopeGuard.h" | 
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| 44 | #include "util/Sleep.h" | 
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| 45 | #include "util/SubString.h" | 
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| 46 | #include "CommandLineParser.h" | 
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| 47 | #include "ConsoleCommand.h" | 
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| 48 | #include "Core.h" | 
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| 49 | #include "CoreIncludes.h" | 
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| 50 | #include "ConfigValueIncludes.h" | 
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| 51 | #include "GameMode.h" | 
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| 52 | #include "GameState.h" | 
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| 53 | #include "GUIManager.h" | 
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| 54 |  | 
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| 55 | namespace orxonox | 
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| 56 | { | 
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| 57 |     static void stop_game() | 
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| 58 |         { Game::getInstance().stop(); } | 
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| 59 |     SetConsoleCommandShortcutExternAlias(stop_game, "exit"); | 
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| 60 |     static void printFPS() | 
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| 61 |         { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; } | 
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| 62 |     SetConsoleCommandShortcutExternAlias(printFPS, "printFPS"); | 
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| 63 |     static void printTickTime() | 
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| 64 |         { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; } | 
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| 65 |     SetConsoleCommandShortcutExternAlias(printTickTime, "printTickTime"); | 
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| 66 |  | 
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| 67 |     std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; | 
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| 68 |     Game* Game::singletonPtr_s = 0; | 
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| 69 |  | 
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| 70 |     //! Represents one node of the game state tree. | 
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| 71 |     struct GameStateTreeNode | 
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| 72 |     { | 
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| 73 |         std::string name_; | 
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| 74 |         weak_ptr<GameStateTreeNode> parent_; | 
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| 75 |         std::vector<shared_ptr<GameStateTreeNode> > children_; | 
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| 76 |     }; | 
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| 77 |  | 
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| 78 |     Game::Game(const std::string& cmdLine) | 
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| 79 |         // Destroy factories before the Core! | 
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| 80 |         : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear) | 
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| 81 |     { | 
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| 82 |         this->bAbort_ = false; | 
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| 83 |         bChangingState_ = false; | 
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| 84 |  | 
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| 85 | #ifdef ORXONOX_PLATFORM_WINDOWS | 
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| 86 |         minimumSleepTime_ = 1000/*us*/; | 
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| 87 | #else | 
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| 88 |         minimumSleepTime_ = 0/*us*/; | 
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| 89 | #endif | 
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| 90 |  | 
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| 91 |         // reset statistics | 
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| 92 |         this->statisticsStartTime_ = 0; | 
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| 93 |         this->statisticsTickTimes_.clear(); | 
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| 94 |         this->periodTickTime_ = 0; | 
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| 95 |         this->periodTime_ = 0; | 
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| 96 |         this->avgFPS_ = 0.0f; | 
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| 97 |         this->avgTickTime_ = 0.0f; | 
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| 98 |         this->excessSleepTime_ = 0; | 
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| 99 |  | 
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| 100 |         // Create an empty root state | 
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| 101 |         this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); | 
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| 102 |  | 
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| 103 |         // Set up a basic clock to keep time | 
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| 104 |         this->gameClock_.reset(new Clock()); | 
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| 105 |  | 
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| 106 |         // Create the Core | 
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| 107 |         this->core_.reset(new Core(cmdLine)); | 
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| 108 |  | 
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| 109 |         // Do this after the Core creation! | 
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| 110 |         ClassIdentifier<Game>::getIdentifier("Game")->initialiseObject(this, "Game", true); | 
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| 111 |         this->setConfigValues(); | 
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| 112 |  | 
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| 113 |         // After the core has been created, we can safely instantiate the GameStates that don't require graphics | 
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| 114 |         for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); | 
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| 115 |             it != gameStateDeclarations_s.end(); ++it) | 
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| 116 |         { | 
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| 117 |             if (!it->second.bGraphicsMode) | 
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| 118 |                 constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); | 
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| 119 |         } | 
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| 120 |  | 
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| 121 |         // The empty root state is ALWAYS loaded! | 
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| 122 |         this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); | 
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| 123 |         this->rootStateNode_->name_ = "emptyRootGameState"; | 
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| 124 |         this->loadedTopStateNode_ = this->rootStateNode_; | 
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| 125 |         this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); | 
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| 126 |     } | 
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| 127 |  | 
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| 128 |     /** | 
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| 129 |     @brief | 
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| 130 |         All destruction code is handled by scoped_ptrs and SimpleScopeGuards. | 
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| 131 |     */ | 
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| 132 |     Game::~Game() | 
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| 133 |     { | 
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| 134 |         // Remove us from the object lists again to avoid problems when destroying them | 
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| 135 |         this->unregisterObject(); | 
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| 136 |     } | 
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| 137 |  | 
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| 138 |     void Game::setConfigValues() | 
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| 139 |     { | 
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| 140 |         SetConfigValue(statisticsRefreshCycle_, 250000) | 
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| 141 |             .description("Sets the time in microseconds interval at which average fps, etc. get updated."); | 
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| 142 |         SetConfigValue(statisticsAvgLength_, 1000000) | 
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| 143 |             .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); | 
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| 144 |         SetConfigValue(fpsLimit_, 50) | 
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| 145 |             .description("Sets the desired frame rate (0 for no limit)."); | 
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| 146 |     } | 
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| 147 |  | 
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| 148 |     /** | 
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| 149 |     @brief | 
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| 150 |         Main loop of the orxonox game. | 
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| 151 |     @note | 
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| 152 |         We use the Ogre::Timer to measure time since it uses the most precise | 
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| 153 |         method an any platform (however the windows timer lacks time when under | 
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| 154 |         heavy kernel load!). | 
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| 155 |     */ | 
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| 156 |     void Game::run() | 
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| 157 |     { | 
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| 158 |         if (this->requestedStateNodes_.empty()) | 
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| 159 |             COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; | 
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| 160 |  | 
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| 161 |         // START GAME | 
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| 162 |         // first delta time should be about 0 seconds | 
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| 163 |         this->gameClock_->capture(); | 
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| 164 |         // A first item is required for the fps limiter | 
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| 165 |         StatisticsTickInfo tickInfo = {0, 0}; | 
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| 166 |         statisticsTickTimes_.push_back(tickInfo); | 
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| 167 |         while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) | 
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| 168 |         { | 
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| 169 |             // Generate the dt | 
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| 170 |             this->gameClock_->capture(); | 
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| 171 |  | 
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| 172 |             // Statistics init | 
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| 173 |             StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; | 
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| 174 |             statisticsTickTimes_.push_back(tickInfo); | 
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| 175 |             this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); | 
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| 176 |  | 
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| 177 |             // Update the GameState stack if required | 
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| 178 |             this->updateGameStateStack(); | 
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| 179 |  | 
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| 180 |             // Core preUpdate | 
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| 181 |             try | 
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| 182 |                 { this->core_->preUpdate(*this->gameClock_); } | 
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| 183 |             catch (...) | 
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| 184 |             { | 
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| 185 |                 COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl; | 
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| 186 |                 COUT(0) << "This should really never happen! Closing the program." << std::endl; | 
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| 187 |                 this->stop(); | 
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| 188 |                 break; | 
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| 189 |             } | 
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| 190 |  | 
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| 191 |             // Update the GameStates bottom up in the stack | 
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| 192 |             this->updateGameStates(); | 
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| 193 |  | 
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| 194 |             // Core postUpdate | 
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| 195 |             try | 
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| 196 |                 { this->core_->postUpdate(*this->gameClock_); } | 
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| 197 |             catch (...) | 
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| 198 |             { | 
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| 199 |                 COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl; | 
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| 200 |                 COUT(0) << "This should really never happen! Closing the program." << std::endl; | 
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| 201 |                 this->stop(); | 
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| 202 |                 break; | 
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| 203 |             } | 
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| 204 |  | 
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| 205 |             // Evaluate statistics | 
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| 206 |             this->updateStatistics(); | 
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| 207 |  | 
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| 208 |             // Limit frame rate | 
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| 209 |             this->updateFPSLimiter(); | 
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| 210 |         } | 
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| 211 |  | 
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| 212 |         // UNLOAD all remaining states | 
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| 213 |         while (this->loadedStates_.size() > 1) | 
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| 214 |             this->unloadState(this->loadedStates_.back()->getName()); | 
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| 215 |         this->loadedTopStateNode_ = this->rootStateNode_; | 
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| 216 |         this->requestedStateNodes_.clear(); | 
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| 217 |     } | 
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| 218 |  | 
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| 219 |     void Game::updateGameStateStack() | 
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| 220 |     { | 
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| 221 |         while (this->requestedStateNodes_.size() > 0) | 
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| 222 |         { | 
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| 223 |             shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); | 
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| 224 |             assert(this->loadedTopStateNode_); | 
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| 225 |             if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) | 
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| 226 |                 this->unloadState(loadedTopStateNode_->name_); | 
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| 227 |             else // has to be child | 
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| 228 |             { | 
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| 229 |                 try | 
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| 230 |                 { | 
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| 231 |                     this->loadState(requestedStateNode->name_); | 
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| 232 |                 } | 
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| 233 |                 catch (...) | 
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| 234 |                 { | 
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| 235 |                     COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl; | 
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| 236 |                     // All scheduled operations have now been rendered inert --> flush them and issue a warning | 
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| 237 |                     if (this->requestedStateNodes_.size() > 1) | 
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| 238 |                         COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; | 
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| 239 |                     this->requestedStateNodes_.clear(); | 
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| 240 |                     break; | 
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| 241 |                 } | 
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| 242 |             } | 
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| 243 |             this->loadedTopStateNode_ = requestedStateNode; | 
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| 244 |             this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); | 
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| 245 |         } | 
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| 246 |     } | 
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| 247 |  | 
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| 248 |     void Game::updateGameStates() | 
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| 249 |     { | 
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| 250 |         // Note: The first element is the empty root state, which doesn't need ticking | 
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| 251 |         for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; | 
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| 252 |             it != this->loadedStates_.end(); ++it) | 
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| 253 |         { | 
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| 254 |             try | 
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| 255 |             { | 
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| 256 |                 // Add tick time for most of the states | 
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| 257 |                 uint64_t timeBeforeTick = 0; | 
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| 258 |                 if ((*it)->getInfo().bIgnoreTickTime) | 
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| 259 |                     timeBeforeTick = this->gameClock_->getRealMicroseconds(); | 
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| 260 |                 (*it)->update(*this->gameClock_); | 
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| 261 |                 if ((*it)->getInfo().bIgnoreTickTime) | 
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| 262 |                     this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); | 
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| 263 |             } | 
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| 264 |             catch (...) | 
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| 265 |             { | 
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| 266 |                 COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl; | 
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| 267 |                 COUT(1) << "This should really never happen!" << std::endl; | 
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| 268 |                 COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; | 
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| 269 |                 shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; | 
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| 270 |                 while (current->name_ != (*it)->getName() && current) | 
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| 271 |                     current = current->parent_.lock(); | 
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| 272 |                 if (current && current->parent_.lock()) | 
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| 273 |                     this->requestState(current->parent_.lock()->name_); | 
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| 274 |                 else | 
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| 275 |                     this->stop(); | 
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| 276 |                 break; | 
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| 277 |             } | 
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| 278 |         } | 
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| 279 |     } | 
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| 280 |  | 
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| 281 |     void Game::updateStatistics() | 
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| 282 |     { | 
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| 283 |         // Add the tick time of this frame (rendering time has already been subtracted) | 
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| 284 |         uint64_t currentTime = gameClock_->getMicroseconds(); | 
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| 285 |         uint64_t currentRealTime = gameClock_->getRealMicroseconds(); | 
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| 286 |         this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime); | 
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| 287 |         this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime); | 
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| 288 |         if (this->periodTime_ > this->statisticsRefreshCycle_) | 
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| 289 |         { | 
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| 290 |             std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); | 
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| 291 |             assert(it != this->statisticsTickTimes_.end()); | 
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| 292 |             int64_t lastTime = currentTime - this->statisticsAvgLength_; | 
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| 293 |             if (static_cast<int64_t>(it->tickTime) < lastTime) | 
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| 294 |             { | 
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| 295 |                 do | 
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| 296 |                 { | 
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| 297 |                     assert(this->periodTickTime_ >= it->tickLength); | 
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| 298 |                     this->periodTickTime_ -= it->tickLength; | 
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| 299 |                     ++it; | 
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| 300 |                     assert(it != this->statisticsTickTimes_.end()); | 
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| 301 |                 } while (static_cast<int64_t>(it->tickTime) < lastTime); | 
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| 302 |                 this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); | 
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| 303 |             } | 
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| 304 |  | 
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| 305 |             uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); | 
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| 306 |             // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low | 
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| 307 |             this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; | 
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| 308 |             this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; | 
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| 309 |  | 
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| 310 |             this->periodTime_ -= this->statisticsRefreshCycle_; | 
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| 311 |         } | 
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| 312 |     } | 
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| 313 |  | 
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| 314 |     void Game::updateFPSLimiter() | 
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| 315 |     { | 
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| 316 |         uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_); | 
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| 317 |         uint64_t currentRealTime = gameClock_->getRealMicroseconds(); | 
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| 318 |         while (currentRealTime < nextTime - minimumSleepTime_) | 
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| 319 |         { | 
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| 320 |             usleep((unsigned long)(nextTime - currentRealTime)); | 
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| 321 |             currentRealTime = gameClock_->getRealMicroseconds(); | 
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| 322 |         } | 
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| 323 |         // Integrate excess to avoid steady state error | 
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| 324 |         excessSleepTime_ = (int)(currentRealTime - nextTime); | 
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| 325 |         // Anti windup | 
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| 326 |         if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long | 
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| 327 |             excessSleepTime_ = 50000; | 
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| 328 |     } | 
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| 329 |  | 
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| 330 |     void Game::stop() | 
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| 331 |     { | 
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| 332 |         this->bAbort_ = true; | 
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| 333 |     } | 
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| 334 |  | 
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| 335 |     void Game::subtractTickTime(int32_t length) | 
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| 336 |     { | 
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| 337 |         assert(!this->statisticsTickTimes_.empty()); | 
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| 338 |         this->statisticsTickTimes_.back().tickLength -= length; | 
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| 339 |         this->periodTickTime_ -= length; | 
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| 340 |     } | 
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| 341 |  | 
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| 342 |  | 
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| 343 |     /***** GameState related *****/ | 
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| 344 |  | 
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| 345 |     void Game::requestState(const std::string& name) | 
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| 346 |     { | 
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| 347 |         if (!this->checkState(name)) | 
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| 348 |         { | 
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| 349 |             COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl; | 
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| 350 |             return; | 
|---|
| 351 |         } | 
|---|
| 352 |  | 
|---|
| 353 |         if (this->bChangingState_) | 
|---|
| 354 |         { | 
|---|
| 355 |             COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; | 
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| 356 |             return; | 
|---|
| 357 |         } | 
|---|
| 358 |  | 
|---|
| 359 |         shared_ptr<GameStateTreeNode> lastRequestedNode; | 
|---|
| 360 |         if (this->requestedStateNodes_.empty()) | 
|---|
| 361 |             lastRequestedNode = this->loadedTopStateNode_; | 
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| 362 |         else | 
|---|
| 363 |             lastRequestedNode = this->requestedStateNodes_.back(); | 
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| 364 |         if (name == lastRequestedNode->name_) | 
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| 365 |         { | 
|---|
| 366 |             COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; | 
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| 367 |             return; | 
|---|
| 368 |         } | 
|---|
| 369 |  | 
|---|
| 370 |         // Check children first | 
|---|
| 371 |         std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; | 
|---|
| 372 |         for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) | 
|---|
| 373 |         { | 
|---|
| 374 |             if (lastRequestedNode->children_[i]->name_ == name) | 
|---|
| 375 |             { | 
|---|
| 376 |                 requestedNodes.push_back(lastRequestedNode->children_[i]); | 
|---|
| 377 |                 break; | 
|---|
| 378 |             } | 
|---|
| 379 |         } | 
|---|
| 380 |  | 
|---|
| 381 |         if (requestedNodes.empty()) | 
|---|
| 382 |         { | 
|---|
| 383 |             // Check parent and all its grand parents | 
|---|
| 384 |             shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; | 
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| 385 |             while (currentNode != NULL) | 
|---|
| 386 |             { | 
|---|
| 387 |                 if (currentNode->name_ == name) | 
|---|
| 388 |                     break; | 
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| 389 |                 currentNode = currentNode->parent_.lock(); | 
|---|
| 390 |                 requestedNodes.push_back(currentNode); | 
|---|
| 391 |             } | 
|---|
| 392 |             if (currentNode == NULL) | 
|---|
| 393 |                 requestedNodes.clear(); | 
|---|
| 394 |         } | 
|---|
| 395 |  | 
|---|
| 396 |         if (requestedNodes.empty()) | 
|---|
| 397 |             COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; | 
|---|
| 398 |         else | 
|---|
| 399 |             this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); | 
|---|
| 400 |     } | 
|---|
| 401 |  | 
|---|
| 402 |     void Game::requestStates(const std::string& names) | 
|---|
| 403 |     { | 
|---|
| 404 |         SubString tokens(names, ",;", " "); | 
|---|
| 405 |         for (unsigned int i = 0; i < tokens.size(); ++i) | 
|---|
| 406 |             this->requestState(tokens[i]); | 
|---|
| 407 |     } | 
|---|
| 408 |  | 
|---|
| 409 |     void Game::popState() | 
|---|
| 410 |     { | 
|---|
| 411 |         shared_ptr<GameStateTreeNode> lastRequestedNode; | 
|---|
| 412 |         if (this->requestedStateNodes_.empty()) | 
|---|
| 413 |             lastRequestedNode = this->loadedTopStateNode_; | 
|---|
| 414 |         else | 
|---|
| 415 |             lastRequestedNode = this->requestedStateNodes_.back(); | 
|---|
| 416 |         if (lastRequestedNode != this->rootStateNode_) | 
|---|
| 417 |             this->requestState(lastRequestedNode->parent_.lock()->name_); | 
|---|
| 418 |         else | 
|---|
| 419 |             COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; | 
|---|
| 420 |     } | 
|---|
| 421 |  | 
|---|
| 422 |     shared_ptr<GameState> Game::getState(const std::string& name) | 
|---|
| 423 |     { | 
|---|
| 424 |         GameStateMap::const_iterator it = constructedStates_.find(name); | 
|---|
| 425 |         if (it != constructedStates_.end()) | 
|---|
| 426 |             return it->second; | 
|---|
| 427 |         else | 
|---|
| 428 |         { | 
|---|
| 429 |             std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); | 
|---|
| 430 |             if (it != gameStateDeclarations_s.end()) | 
|---|
| 431 |                 COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl; | 
|---|
| 432 |             else | 
|---|
| 433 |                 COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl; | 
|---|
| 434 |             return shared_ptr<GameState>(); | 
|---|
| 435 |         } | 
|---|
| 436 |     } | 
|---|
| 437 |  | 
|---|
| 438 |     void Game::setStateHierarchy(const std::string& str) | 
|---|
| 439 |     { | 
|---|
| 440 |         // Split string into pieces of the form whitespacesText | 
|---|
| 441 |         std::vector<std::pair<std::string, int> > stateStrings; | 
|---|
| 442 |         size_t pos = 0; | 
|---|
| 443 |         size_t startPos = 0; | 
|---|
| 444 |         while (pos < str.size()) | 
|---|
| 445 |         { | 
|---|
| 446 |             int indentation = 0; | 
|---|
| 447 |             while (pos < str.size() && str[pos] == ' ') | 
|---|
| 448 |                 ++indentation, ++pos; | 
|---|
| 449 |             startPos = pos; | 
|---|
| 450 |             while (pos < str.size() && str[pos] != ' ') | 
|---|
| 451 |                 ++pos; | 
|---|
| 452 |             stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); | 
|---|
| 453 |         } | 
|---|
| 454 |         if (stateStrings.empty()) | 
|---|
| 455 |             ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating."); | 
|---|
| 456 |         // Add element with large identation to detect the last with just an iterator | 
|---|
| 457 |         stateStrings.push_back(std::make_pair("", -1)); | 
|---|
| 458 |  | 
|---|
| 459 |         // Parse elements recursively | 
|---|
| 460 |         std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin(); | 
|---|
| 461 |         parseStates(begin, this->rootStateNode_); | 
|---|
| 462 |     } | 
|---|
| 463 |  | 
|---|
| 464 |     /*** Internal ***/ | 
|---|
| 465 |  | 
|---|
| 466 |     void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode) | 
|---|
| 467 |     { | 
|---|
| 468 |         SubString tokens(it->first, ","); | 
|---|
| 469 |         std::vector<std::pair<std::string, int> >::const_iterator startIt = it; | 
|---|
| 470 |  | 
|---|
| 471 |         for (unsigned int i = 0; i < tokens.size(); ++i) | 
|---|
| 472 |         { | 
|---|
| 473 |             it = startIt; // Reset iterator to the beginning of the sub tree | 
|---|
| 474 |             if (!this->checkState(tokens[i])) | 
|---|
| 475 |                 ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!"); | 
|---|
| 476 |             if (tokens[i] == this->rootStateNode_->name_) | 
|---|
| 477 |                 ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); | 
|---|
| 478 |             shared_ptr<GameStateTreeNode> node(new GameStateTreeNode()); | 
|---|
| 479 |             node->name_ = tokens[i]; | 
|---|
| 480 |             node->parent_ = currentNode; | 
|---|
| 481 |             currentNode->children_.push_back(node); | 
|---|
| 482 |  | 
|---|
| 483 |             int currentLevel = it->second; | 
|---|
| 484 |             ++it; | 
|---|
| 485 |             while (it->second != -1) | 
|---|
| 486 |             { | 
|---|
| 487 |                 if (it->second <= currentLevel) | 
|---|
| 488 |                     break; | 
|---|
| 489 |                 else if (it->second == currentLevel + 1) | 
|---|
| 490 |                     parseStates(it, node); | 
|---|
| 491 |                 else | 
|---|
| 492 |                     ThrowException(GameState, "Indentation error while parsing the hierarchy."); | 
|---|
| 493 |             } | 
|---|
| 494 |         } | 
|---|
| 495 |     } | 
|---|
| 496 |  | 
|---|
| 497 |     void Game::loadGraphics() | 
|---|
| 498 |     { | 
|---|
| 499 |         if (!GameMode::showsGraphics()) | 
|---|
| 500 |         { | 
|---|
| 501 |             core_->loadGraphics(); | 
|---|
| 502 |             Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); | 
|---|
| 503 |  | 
|---|
| 504 |             // Construct all the GameStates that require graphics | 
|---|
| 505 |             for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); | 
|---|
| 506 |                 it != gameStateDeclarations_s.end(); ++it) | 
|---|
| 507 |             { | 
|---|
| 508 |                 if (it->second.bGraphicsMode) | 
|---|
| 509 |                 { | 
|---|
| 510 |                     // Game state loading failure is serious --> don't catch | 
|---|
| 511 |                     shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); | 
|---|
| 512 |                     if (!constructedStates_.insert(std::make_pair( | 
|---|
| 513 |                         it->second.stateName, gameState)).second) | 
|---|
| 514 |                         assert(false); // GameState was already created! | 
|---|
| 515 |                 } | 
|---|
| 516 |             } | 
|---|
| 517 |             graphicsUnloader.Dismiss(); | 
|---|
| 518 |         } | 
|---|
| 519 |     } | 
|---|
| 520 |  | 
|---|
| 521 |     void Game::unloadGraphics() | 
|---|
| 522 |     { | 
|---|
| 523 |         if (GameMode::showsGraphics()) | 
|---|
| 524 |         { | 
|---|
| 525 |             // Destroy all the GameStates that require graphics | 
|---|
| 526 |             for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) | 
|---|
| 527 |             { | 
|---|
| 528 |                 if (it->second->getInfo().bGraphicsMode) | 
|---|
| 529 |                     constructedStates_.erase(it++); | 
|---|
| 530 |                 else | 
|---|
| 531 |                     ++it; | 
|---|
| 532 |             } | 
|---|
| 533 |  | 
|---|
| 534 |             core_->unloadGraphics(); | 
|---|
| 535 |         } | 
|---|
| 536 |     } | 
|---|
| 537 |  | 
|---|
| 538 |     bool Game::checkState(const std::string& name) const | 
|---|
| 539 |     { | 
|---|
| 540 |         std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); | 
|---|
| 541 |         if (it == gameStateDeclarations_s.end()) | 
|---|
| 542 |             return false; | 
|---|
| 543 |         else | 
|---|
| 544 |             return true; | 
|---|
| 545 |     } | 
|---|
| 546 |  | 
|---|
| 547 |     void Game::loadState(const std::string& name) | 
|---|
| 548 |     { | 
|---|
| 549 |         this->bChangingState_ = true; | 
|---|
| 550 |         LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); | 
|---|
| 551 |  | 
|---|
| 552 |         // If state requires graphics, load it | 
|---|
| 553 |         Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); | 
|---|
| 554 |         if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) | 
|---|
| 555 |             this->loadGraphics(); | 
|---|
| 556 |         else | 
|---|
| 557 |             graphicsUnloader.Dismiss(); | 
|---|
| 558 |  | 
|---|
| 559 |         shared_ptr<GameState> state = this->getState(name); | 
|---|
| 560 |         state->activateInternal(); | 
|---|
| 561 |         if (!this->loadedStates_.empty()) | 
|---|
| 562 |             this->loadedStates_.back()->activity_.topState = false; | 
|---|
| 563 |         this->loadedStates_.push_back(state); | 
|---|
| 564 |         state->activity_.topState = true; | 
|---|
| 565 |  | 
|---|
| 566 |         graphicsUnloader.Dismiss(); | 
|---|
| 567 |     } | 
|---|
| 568 |  | 
|---|
| 569 |     void Game::unloadState(const std::string& name) | 
|---|
| 570 |     { | 
|---|
| 571 |         this->bChangingState_ = true; | 
|---|
| 572 |         try | 
|---|
| 573 |         { | 
|---|
| 574 |             shared_ptr<GameState> state = this->getState(name); | 
|---|
| 575 |             state->activity_.topState = false; | 
|---|
| 576 |             this->loadedStates_.pop_back(); | 
|---|
| 577 |             if (!this->loadedStates_.empty()) | 
|---|
| 578 |                 this->loadedStates_.back()->activity_.topState = true; | 
|---|
| 579 |             state->deactivateInternal(); | 
|---|
| 580 |         } | 
|---|
| 581 |         catch (...) | 
|---|
| 582 |         { | 
|---|
| 583 |             COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl; | 
|---|
| 584 |             COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; | 
|---|
| 585 |         } | 
|---|
| 586 |         // Check if graphics is still required | 
|---|
| 587 |         if (!bAbort_) | 
|---|
| 588 |         { | 
|---|
| 589 |             bool graphicsRequired = false; | 
|---|
| 590 |             for (unsigned i = 0; i < loadedStates_.size(); ++i) | 
|---|
| 591 |                 graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; | 
|---|
| 592 |             if (!graphicsRequired) | 
|---|
| 593 |                 this->unloadGraphics(); | 
|---|
| 594 |         } | 
|---|
| 595 |         this->bChangingState_ = false; | 
|---|
| 596 |     } | 
|---|
| 597 |  | 
|---|
| 598 |     /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories() | 
|---|
| 599 |     { | 
|---|
| 600 |         static std::map<std::string, shared_ptr<GameStateFactory> > factories; | 
|---|
| 601 |         return factories; | 
|---|
| 602 |     } | 
|---|
| 603 |  | 
|---|
| 604 |     /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) | 
|---|
| 605 |     { | 
|---|
| 606 |         std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className); | 
|---|
| 607 |         assert(it != getFactories().end()); | 
|---|
| 608 |         return it->second->fabricateInternal(info); | 
|---|
| 609 |     } | 
|---|
| 610 | } | 
|---|