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