| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Reto Grieder | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 | @file | 
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| 31 | @brief | 
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| 32 |     Implementation of the Game class. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #include "Game.h" | 
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| 36 |  | 
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| 37 | #include <exception> | 
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| 38 | #include <cassert> | 
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| 39 |  | 
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| 40 | #include "util/Debug.h" | 
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| 41 | #include "util/Exception.h" | 
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| 42 | #include "util/SubString.h" | 
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| 43 | #include "Clock.h" | 
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| 44 | #include "CommandLine.h" | 
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| 45 | #include "ConsoleCommand.h" | 
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| 46 | #include "Core.h" | 
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| 47 | #include "CoreIncludes.h" | 
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| 48 | #include "ConfigValueIncludes.h" | 
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| 49 | #include "GameState.h" | 
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| 50 |  | 
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| 51 | namespace orxonox | 
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| 52 | { | 
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| 53 |     static void stop_game() | 
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| 54 |         { Game::getInstance().stop(); } | 
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| 55 |     SetConsoleCommandShortcutExternAlias(stop_game, "exit"); | 
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| 56 |  | 
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| 57 |     struct _CoreExport GameStateTreeNode | 
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| 58 |     { | 
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| 59 |         GameState*                      state_; | 
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| 60 |         GameStateTreeNode*              parent_; | 
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| 61 |         std::vector<GameStateTreeNode*> children_; | 
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| 62 |     }; | 
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| 63 |  | 
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| 64 |     std::map<std::string, GameState*> Game::allStates_s; | 
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| 65 |     Game* Game::singletonRef_s = 0; | 
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| 66 |  | 
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| 67 |     /** | 
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| 68 |     @brief | 
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| 69 |         Non-initialising constructor. | 
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| 70 |     */ | 
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| 71 |     Game::Game(int argc, char** argv) | 
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| 72 |     { | 
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| 73 |         assert(singletonRef_s == 0); | 
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| 74 |         singletonRef_s = this; | 
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| 75 |  | 
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| 76 |         this->rootStateNode_ = 0; | 
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| 77 |         this->activeStateNode_ = 0; | 
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| 78 |  | 
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| 79 |         this->abort_ = false; | 
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| 80 |  | 
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| 81 |         // reset statistics | 
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| 82 |         this->statisticsStartTime_ = 0; | 
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| 83 |         this->statisticsTickTimes_.clear(); | 
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| 84 |         this->periodTickTime_ = 0; | 
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| 85 |         this->periodTime_ = 0; | 
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| 86 |         this->avgFPS_ = 0.0f; | 
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| 87 |         this->avgTickTime_ = 0.0f; | 
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| 88 |  | 
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| 89 |  | 
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| 90 |         // Set up a basic clock to keep time | 
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| 91 |         this->gameClock_ = new Clock(); | 
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| 92 |  | 
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| 93 |         this->core_ = new orxonox::Core(); | 
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| 94 |         this->core_->initialise(argc, argv); | 
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| 95 |  | 
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| 96 |         RegisterRootObject(Game); | 
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| 97 |         this->setConfigValues(); | 
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| 98 |     } | 
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| 99 |  | 
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| 100 |     /** | 
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| 101 |     @brief | 
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| 102 |     */ | 
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| 103 |     Game::~Game() | 
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| 104 |     { | 
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| 105 |         // Destroy pretty much everyhting left | 
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| 106 |         delete this->core_; | 
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| 107 |  | 
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| 108 |         // Delete all GameStates created by the macros | 
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| 109 |         for (std::map<std::string, GameState*>::const_iterator it = allStates_s.begin(); it != allStates_s.end(); ++it) | 
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| 110 |             delete it->second; | 
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| 111 |  | 
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| 112 |         delete this->gameClock_; | 
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| 113 |  | 
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| 114 |         assert(singletonRef_s); | 
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| 115 |         singletonRef_s = 0; | 
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| 116 |     } | 
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| 117 |  | 
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| 118 |     void Game::setConfigValues() | 
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| 119 |     { | 
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| 120 |         SetConfigValue(statisticsRefreshCycle_, 250000) | 
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| 121 |             .description("Sets the time in microseconds interval at which average fps, etc. get updated."); | 
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| 122 |         SetConfigValue(statisticsAvgLength_, 1000000) | 
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| 123 |             .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); | 
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| 124 |     } | 
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| 125 |  | 
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| 126 |     /** | 
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| 127 |     @brief | 
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| 128 |         Main loop of the orxonox game. | 
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| 129 |     @note | 
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| 130 |         We use the Ogre::Timer to measure time since it uses the most precise | 
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| 131 |         method an any platform (however the windows timer lacks time when under | 
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| 132 |         heavy kernel load!). | 
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| 133 |     */ | 
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| 134 |     void Game::run() | 
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| 135 |     { | 
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| 136 |         // Always start with the ROOT state | 
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| 137 |         this->requestedStateNodes_.push_back(this->rootStateNode_); | 
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| 138 |         this->activeStateNode_ = this->rootStateNode_; | 
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| 139 |         this->loadState(this->rootStateNode_->state_); | 
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| 140 |  | 
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| 141 |         // START GAME | 
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| 142 |         this->gameClock_->capture(); // first delta time should be about 0 seconds | 
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| 143 |         while (!this->abort_ && !this->activeStates_.empty()) | 
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| 144 |         { | 
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| 145 |             this->gameClock_->capture(); | 
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| 146 |             uint64_t currentTime = this->gameClock_->getMicroseconds(); | 
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| 147 |  | 
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| 148 |             // STATISTICS | 
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| 149 |             statisticsTickInfo tickInfo = {currentTime, 0}; | 
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| 150 |             statisticsTickTimes_.push_back(tickInfo); | 
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| 151 |             this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); | 
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| 152 |  | 
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| 153 |             // UPDATE STATE STACK | 
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| 154 |             while (this->requestedStateNodes_.size() > 1) | 
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| 155 |             { | 
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| 156 |                 // Note: this->requestedStateNodes_.front() is the currently active state node | 
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| 157 |                 std::vector<GameStateTreeNode*>::iterator it = this->requestedStateNodes_.begin() + 1; | 
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| 158 |                 if (*it == this->activeStateNode_->parent_) | 
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| 159 |                     this->unloadState(this->activeStateNode_->state_); | 
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| 160 |                 else // has to be child | 
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| 161 |                     this->loadState((*it)->state_); | 
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| 162 |                 this->activeStateNode_ = *it; | 
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| 163 |                 this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); | 
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| 164 |             } | 
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| 165 |  | 
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| 166 |             // UPDATE, bottom to top in the stack | 
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| 167 |             this->core_->update(*this->gameClock_); | 
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| 168 |             for (std::vector<GameState*>::const_iterator it = this->activeStates_.begin(); | 
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| 169 |                 it != this->activeStates_.end(); ++it) | 
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| 170 |                 (*it)->update(*this->gameClock_); | 
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| 171 |  | 
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| 172 |             // STATISTICS | 
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| 173 |             if (this->periodTime_ > statisticsRefreshCycle_) | 
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| 174 |             { | 
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| 175 |                 std::list<statisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); | 
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| 176 |                 assert(it != this->statisticsTickTimes_.end()); | 
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| 177 |                 int64_t lastTime = currentTime - this->statisticsAvgLength_; | 
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| 178 |                 if ((int64_t)it->tickTime < lastTime) | 
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| 179 |                 { | 
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| 180 |                     do | 
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| 181 |                     { | 
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| 182 |                         assert(this->periodTickTime_ > it->tickLength); | 
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| 183 |                         this->periodTickTime_ -= it->tickLength; | 
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| 184 |                         ++it; | 
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| 185 |                         assert(it != this->statisticsTickTimes_.end()); | 
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| 186 |                     } while ((int64_t)it->tickTime < lastTime); | 
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| 187 |                     this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); | 
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| 188 |                 } | 
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| 189 |  | 
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| 190 |                 uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); | 
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| 191 |                 this->avgFPS_ = (float)framesPerPeriod / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0; | 
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| 192 |                 this->avgTickTime_ = (float)this->periodTickTime_ / framesPerPeriod / 1000.0; | 
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| 193 |  | 
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| 194 |                 this->periodTime_ -= this->statisticsRefreshCycle_; | 
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| 195 |             } | 
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| 196 |         } | 
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| 197 |  | 
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| 198 |         // UNLOAD all remaining states | 
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| 199 |         while (!this->activeStates_.empty()) | 
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| 200 |             this->unloadState(this->activeStates_.back()); | 
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| 201 |         this->activeStateNode_ = 0; | 
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| 202 |         this->requestedStateNodes_.clear(); | 
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| 203 |     } | 
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| 204 |  | 
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| 205 |     void Game::stop() | 
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| 206 |     { | 
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| 207 |         this->abort_ = true; | 
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| 208 |     } | 
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| 209 |  | 
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| 210 |     void Game::addTickTime(uint32_t length) | 
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| 211 |     { | 
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| 212 |         assert(!this->statisticsTickTimes_.empty()); | 
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| 213 |         this->statisticsTickTimes_.back().tickLength += length; | 
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| 214 |         this->periodTickTime_+=length; | 
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| 215 |     } | 
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| 216 |  | 
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| 217 |  | 
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| 218 |     /***** GameState related *****/ | 
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| 219 |  | 
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| 220 |     void Game::requestState(const std::string& name) | 
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| 221 |     { | 
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| 222 |         GameState* state = this->getState(name); | 
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| 223 |         if (state == NULL || this->activeStateNode_ == NULL) | 
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| 224 |             return; | 
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| 225 |  | 
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| 226 |         GameStateTreeNode* requestedNode = 0; | 
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| 227 |  | 
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| 228 |         // this->requestedStateNodes_.back() is the currently active state | 
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| 229 |         GameStateTreeNode* lastRequestedNode = this->requestedStateNodes_.back(); | 
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| 230 |  | 
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| 231 |         // Already the active node? | 
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| 232 |         if (state == lastRequestedNode->state_) | 
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| 233 |         { | 
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| 234 |             COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; | 
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| 235 |             return; | 
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| 236 |         } | 
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| 237 |  | 
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| 238 |         // Check children first | 
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| 239 |         for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) | 
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| 240 |         { | 
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| 241 |             if (lastRequestedNode->children_[i]->state_ == state) | 
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| 242 |             { | 
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| 243 |                 requestedNode = lastRequestedNode->children_[i]; | 
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| 244 |                 break; | 
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| 245 |             } | 
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| 246 |         } | 
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| 247 |  | 
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| 248 |         // Check parent and all its grand parents | 
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| 249 |         GameStateTreeNode* currentNode = lastRequestedNode; | 
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| 250 |         while (requestedNode == NULL && currentNode != NULL) | 
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| 251 |         { | 
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| 252 |             if (currentNode->state_ == state) | 
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| 253 |                 requestedNode = currentNode; | 
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| 254 |             currentNode = currentNode->parent_; | 
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| 255 |         } | 
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| 256 |  | 
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| 257 |         if (requestedNode == NULL) | 
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| 258 |             COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; | 
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| 259 |         else | 
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| 260 |             this->requestedStateNodes_.push_back(requestedNode); | 
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| 261 |     } | 
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| 262 |  | 
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| 263 |     void Game::requestStates(const std::string& names) | 
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| 264 |     { | 
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| 265 |         SubString tokens(names, ",;", " "); | 
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| 266 |         for (unsigned int i = 0; i < tokens.size(); ++i) | 
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| 267 |             this->requestState(tokens[i]); | 
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| 268 |     } | 
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| 269 |  | 
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| 270 |     void Game::popState() | 
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| 271 |     { | 
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| 272 |         if (this->activeStateNode_ != NULL && this->requestedStateNodes_.back()->parent_) | 
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| 273 |             this->requestState(this->requestedStateNodes_.back()->parent_->state_->getName()); | 
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| 274 |         else | 
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| 275 |             COUT(2) << "Warning: Could not pop GameState. Ignoring." << std::endl; | 
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| 276 |     } | 
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| 277 |  | 
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| 278 |     GameState* Game::getState(const std::string& name) | 
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| 279 |     { | 
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| 280 |         std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(name)); | 
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| 281 |         if (it != allStates_s.end()) | 
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| 282 |             return it->second; | 
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| 283 |         else | 
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| 284 |         { | 
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| 285 |             COUT(1) << "Error: Could not find GameState '" << name << "'. Ignoring." << std::endl; | 
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| 286 |             return 0; | 
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| 287 |         } | 
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| 288 |     } | 
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| 289 |  | 
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| 290 |     void Game::setStateHierarchy(const std::string& str) | 
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| 291 |     { | 
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| 292 |         // Split string into pieces of the form whitespacesText | 
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| 293 |         std::vector<std::pair<std::string, unsigned> > stateStrings; | 
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| 294 |         size_t pos = 0; | 
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| 295 |         size_t startPos = 0; | 
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| 296 |         while (pos < str.size()) | 
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| 297 |         { | 
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| 298 |             unsigned indentation = 0; | 
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| 299 |             while(pos < str.size() && str[pos] == ' ') | 
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| 300 |                 ++indentation, ++pos; | 
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| 301 |             startPos = pos; | 
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| 302 |             while(pos < str.size() && str[pos] != ' ') | 
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| 303 |                 ++pos; | 
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| 304 |             stateStrings.push_back(std::pair<std::string, unsigned>( | 
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| 305 |                 str.substr(startPos, pos - startPos), indentation)); | 
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| 306 |         } | 
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| 307 |         unsigned int currentLevel = 0; | 
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| 308 |         GameStateTreeNode* currentNode = 0; | 
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| 309 |         for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) | 
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| 310 |         { | 
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| 311 |             std::string newStateName = it->first; | 
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| 312 |             unsigned newLevel = it->second; | 
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| 313 |             GameState* newState = this->getState(newStateName); | 
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| 314 |             if (!newState) | 
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| 315 |                 ThrowException(GameState, std::string("GameState with name '") + newStateName + "' not found!"); | 
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| 316 |             if (newLevel == 0) | 
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| 317 |             { | 
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| 318 |                 // root | 
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| 319 |                 if (this->rootStateNode_ != NULL) | 
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| 320 |                     ThrowException(GameState, "No two root GameStates are allowed!"); | 
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| 321 |                 GameStateTreeNode* newNode = new GameStateTreeNode; | 
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| 322 |                 newNode->state_ = newState; | 
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| 323 |                 newNode->parent_ = 0; | 
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| 324 |                 this->rootStateNode_ = newNode; | 
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| 325 |                 currentNode = this->rootStateNode_; | 
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| 326 |             } | 
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| 327 |             else if (currentNode) | 
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| 328 |             { | 
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| 329 |                 GameStateTreeNode* newNode = new GameStateTreeNode; | 
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| 330 |                 newNode->state_ = newState; | 
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| 331 |                 if (newLevel < currentLevel) | 
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| 332 |                 { | 
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| 333 |                     // Get down the hierarchy | 
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| 334 |                     do | 
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| 335 |                         currentNode = currentNode->parent_; | 
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| 336 |                     while (newLevel < --currentLevel); | 
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| 337 |                 } | 
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| 338 |                 if (newLevel == currentLevel) | 
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| 339 |                 { | 
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| 340 |                     // same level | 
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| 341 |                     newNode->parent_ = currentNode->parent_; | 
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| 342 |                     newNode->parent_->children_.push_back(newNode); | 
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| 343 |                 } | 
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| 344 |                 else if (newLevel == currentLevel + 1) | 
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| 345 |                 { | 
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| 346 |                     // child | 
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| 347 |                     newNode->parent_ = currentNode; | 
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| 348 |                     currentNode->children_.push_back(newNode); | 
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| 349 |                 } | 
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| 350 |                 else | 
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| 351 |                     ThrowException(GameState, "Indentation error while parsing the hierarchy."); | 
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| 352 |                 currentNode = newNode; | 
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| 353 |                 currentLevel = newLevel; | 
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| 354 |             } | 
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| 355 |             else | 
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| 356 |             { | 
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| 357 |                 ThrowException(GameState, "No root GameState specified!"); | 
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| 358 |             } | 
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| 359 |         } | 
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| 360 |     } | 
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| 361 |  | 
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| 362 |     /*** Internal ***/ | 
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| 363 |  | 
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| 364 |     void Game::loadState(GameState* state) | 
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| 365 |     { | 
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| 366 |         if (!this->activeStates_.empty()) | 
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| 367 |             this->activeStates_.back()->activity_.topState = false; | 
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| 368 |         state->activate(); | 
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| 369 |         state->activity_.topState = true; | 
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| 370 |         this->activeStates_.push_back(state); | 
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| 371 |     } | 
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| 372 |  | 
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| 373 |     void Game::unloadState(orxonox::GameState* state) | 
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| 374 |     { | 
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| 375 |         state->activity_.topState = false; | 
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| 376 |         state->deactivate(); | 
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| 377 |         this->activeStates_.pop_back(); | 
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| 378 |         if (!this->activeStates_.empty()) | 
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| 379 |             this->activeStates_.back()->activity_.topState = true; | 
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| 380 |     } | 
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| 381 |  | 
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| 382 |     /*static*/ bool Game::addGameState(GameState* state) | 
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| 383 |     { | 
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| 384 |         std::map<std::string, GameState*>::const_iterator it = allStates_s.find(getLowercase(state->getName())); | 
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| 385 |         if (it == allStates_s.end()) | 
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| 386 |             allStates_s[getLowercase(state->getName())] = state; | 
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| 387 |         else | 
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| 388 |             ThrowException(GameState, "Cannot add two GameStates with the same name to 'Game'."); | 
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| 389 |  | 
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| 390 |         // just a required dummy return value | 
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| 391 |         return true; | 
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| 392 |     } | 
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| 393 | } | 
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