| 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/Debug.h" | 
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| 41 | #include "util/Exception.h" | 
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| 42 | #include "util/ScopeGuard.h" | 
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| 43 | #include "util/Sleep.h" | 
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| 44 | #include "util/SubString.h" | 
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| 45 | #include "Clock.h" | 
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| 46 | #include "CommandLine.h" | 
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| 47 | #include "ConsoleCommand.h" | 
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| 48 | #include "Core.h" | 
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| 49 | #include "CoreIncludes.h" | 
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| 50 | #include "ConfigValueIncludes.h" | 
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| 51 | #include "GameMode.h" | 
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| 52 | #include "GameState.h" | 
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| 53 |  | 
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| 54 | namespace orxonox | 
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| 55 | { | 
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| 56 | using boost::shared_ptr; | 
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| 57 | using boost::weak_ptr; | 
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| 58 |  | 
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| 59 | static void stop_game() | 
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| 60 | { Game::getInstance().stop(); } | 
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| 61 | SetConsoleCommandShortcutExternAlias(stop_game, "exit"); | 
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| 62 |  | 
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| 63 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; | 
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| 64 | Game* Game::singletonPtr_s = 0; | 
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| 65 |  | 
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| 66 |  | 
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| 67 | /** | 
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| 68 | @brief | 
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| 69 | Represents one node of the game state tree. | 
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| 70 | */ | 
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| 71 | struct GameStateTreeNode | 
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| 72 | { | 
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| 73 | std::string name_; | 
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| 74 | weak_ptr<GameStateTreeNode> parent_; | 
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| 75 | std::vector<shared_ptr<GameStateTreeNode> > children_; | 
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| 76 | }; | 
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| 77 |  | 
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| 78 |  | 
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| 79 | /** | 
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| 80 | @brief | 
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| 81 | Another helper class for the Game singleton: we cannot derive | 
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| 82 | Game from OrxonoxClass because we need to handle the Identifier | 
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| 83 | destruction in the Core destructor. | 
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| 84 | */ | 
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| 85 | class GameConfiguration : public OrxonoxClass | 
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| 86 | { | 
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| 87 | public: | 
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| 88 | GameConfiguration() | 
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| 89 | { | 
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| 90 | RegisterRootObject(GameConfiguration); | 
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| 91 | this->setConfigValues(); | 
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| 92 | } | 
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| 93 |  | 
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| 94 | void setConfigValues() | 
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| 95 | { | 
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| 96 | SetConfigValue(statisticsRefreshCycle_, 250000) | 
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| 97 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); | 
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| 98 | SetConfigValue(statisticsAvgLength_, 1000000) | 
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| 99 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); | 
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| 100 | SetConfigValue(fpsLimit_, 50) | 
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| 101 | .description("Sets the desired framerate (0 for no limit)."); | 
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| 102 | } | 
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| 103 |  | 
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| 104 | unsigned int statisticsRefreshCycle_; | 
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| 105 | unsigned int statisticsAvgLength_; | 
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| 106 | unsigned int fpsLimit_; | 
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| 107 | }; | 
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| 108 |  | 
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| 109 |  | 
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| 110 | /** | 
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| 111 | @brief | 
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| 112 | Non-initialising constructor. | 
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| 113 | */ | 
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| 114 | Game::Game(const std::string& cmdLine) | 
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| 115 | { | 
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| 116 | this->bAbort_ = false; | 
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| 117 | bChangingState_ = false; | 
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| 118 |  | 
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| 119 | #ifdef ORXONOX_PLATFORM_WINDOWS | 
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| 120 | minimumSleepTime_ = 1000/*us*/; | 
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| 121 | #else | 
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| 122 | minimumSleepTime_ = 0/*us*/; | 
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| 123 | #endif | 
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| 124 |  | 
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| 125 | // Create an empty root state | 
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| 126 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); | 
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| 127 |  | 
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| 128 | // Set up a basic clock to keep time | 
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| 129 | this->gameClock_.reset(new Clock()); | 
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| 130 |  | 
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| 131 | // Create the Core | 
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| 132 | this->core_.reset(new Core(cmdLine)); | 
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| 133 |  | 
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| 134 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics | 
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| 135 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); | 
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| 136 | it != gameStateDeclarations_s.end(); ++it) | 
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| 137 | { | 
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| 138 | if (!it->second.bGraphicsMode) | 
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| 139 | constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); | 
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| 140 | } | 
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| 141 |  | 
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| 142 | // The empty root state is ALWAYS loaded! | 
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| 143 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); | 
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| 144 | this->rootStateNode_->name_ = "emptyRootGameState"; | 
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| 145 | this->loadedTopStateNode_ = this->rootStateNode_; | 
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| 146 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); | 
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| 147 |  | 
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| 148 | // Do this after the Core creation! | 
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| 149 | this->configuration_.reset(new GameConfiguration()); | 
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| 150 | } | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | @brief | 
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| 154 | All destruction code is handled by scoped_ptrs and SimpleScopeGuards. | 
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| 155 | */ | 
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| 156 | Game::~Game() | 
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| 157 | { | 
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| 158 | } | 
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| 159 |  | 
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| 160 | /** | 
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| 161 | @brief | 
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| 162 | Main loop of the orxonox game. | 
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| 163 | @note | 
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| 164 | We use the Ogre::Timer to measure time since it uses the most precise | 
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| 165 | method an any platform (however the windows timer lacks time when under | 
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| 166 | heavy kernel load!). | 
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| 167 | */ | 
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| 168 | void Game::run() | 
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| 169 | { | 
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| 170 | if (this->requestedStateNodes_.empty()) | 
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| 171 | COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl; | 
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| 172 |  | 
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| 173 | // reset statistics | 
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| 174 | this->statisticsStartTime_ = 0; | 
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| 175 | this->statisticsTickTimes_.clear(); | 
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| 176 | this->periodTickTime_ = 0; | 
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| 177 | this->periodTime_ = 0; | 
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| 178 | this->avgFPS_ = 0.0f; | 
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| 179 | this->avgTickTime_ = 0.0f; | 
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| 180 | this->excessSleepTime_ = 0; | 
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| 181 |  | 
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| 182 | // START GAME | 
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| 183 | // first delta time should be about 0 seconds | 
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| 184 | this->gameClock_->capture(); | 
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| 185 | // A first item is required for the fps limiter | 
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| 186 | StatisticsTickInfo tickInfo = {0, 0}; | 
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| 187 | statisticsTickTimes_.push_back(tickInfo); | 
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| 188 | while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0)) | 
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| 189 | { | 
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| 190 | // Generate the dt | 
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| 191 | this->gameClock_->capture(); | 
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| 192 |  | 
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| 193 | // Statistics init | 
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| 194 | StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0}; | 
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| 195 | statisticsTickTimes_.push_back(tickInfo); | 
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| 196 | this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds(); | 
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| 197 |  | 
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| 198 | // Update the GameState stack if required | 
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| 199 | this->updateGameStateStack(); | 
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| 200 |  | 
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| 201 | // Core preUpdate (doesn't throw) | 
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| 202 | if (!this->core_->preUpdate(*this->gameClock_)) | 
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| 203 | { | 
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| 204 | this->stop(); | 
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| 205 | break; | 
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| 206 | } | 
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| 207 |  | 
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| 208 | // Update the GameStates bottom up in the stack | 
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| 209 | this->updateGameStates(); | 
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| 210 |  | 
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| 211 | // Core postUpdate (doesn't throw) | 
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| 212 | if (!this->core_->postUpdate(*this->gameClock_)) | 
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| 213 | { | 
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| 214 | this->stop(); | 
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| 215 | break; | 
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| 216 | } | 
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| 217 |  | 
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| 218 | // Evaluate statistics | 
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| 219 | this->updateStatistics(); | 
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| 220 |  | 
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| 221 | // Limit framerate | 
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| 222 | this->updateFPSLimiter(); | 
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| 223 | } | 
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| 224 |  | 
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| 225 | // UNLOAD all remaining states | 
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| 226 | while (this->loadedStates_.size() > 1) | 
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| 227 | this->unloadState(this->loadedStates_.back()->getName()); | 
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| 228 | this->loadedTopStateNode_ = this->rootStateNode_; | 
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| 229 | this->requestedStateNodes_.clear(); | 
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| 230 | } | 
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| 231 |  | 
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| 232 | void Game::updateGameStateStack() | 
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| 233 | { | 
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| 234 | while (this->requestedStateNodes_.size() > 0) | 
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| 235 | { | 
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| 236 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); | 
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| 237 | assert(this->loadedTopStateNode_); | 
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| 238 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) | 
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| 239 | this->unloadState(loadedTopStateNode_->name_); | 
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| 240 | else // has to be child | 
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| 241 | { | 
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| 242 | try | 
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| 243 | { | 
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| 244 | this->loadState(requestedStateNode->name_); | 
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| 245 | } | 
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| 246 | catch (const std::exception& ex) | 
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| 247 | { | 
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| 248 | COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << ex.what() << std::endl; | 
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| 249 | // All scheduled operations have now been rendered inert --> flush them and issue a warning | 
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| 250 | if (this->requestedStateNodes_.size() > 1) | 
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| 251 | COUT(1) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl; | 
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| 252 | this->requestedStateNodes_.clear(); | 
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| 253 | break; | 
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| 254 | } | 
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| 255 | } | 
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| 256 | this->loadedTopStateNode_ = requestedStateNode; | 
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| 257 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); | 
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| 258 | } | 
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| 259 | } | 
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| 260 |  | 
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| 261 | void Game::updateGameStates() | 
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| 262 | { | 
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| 263 | // Note: The first element is the empty root state, which doesn't need ticking | 
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| 264 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; | 
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| 265 | it != this->loadedStates_.end(); ++it) | 
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| 266 | { | 
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| 267 | std::string exceptionMessage; | 
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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; | 
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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 (const std::exception& ex) | 
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| 279 | { exceptionMessage = ex.what(); } | 
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| 280 | catch (...) | 
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| 281 | { exceptionMessage = "Unknown exception"; } | 
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| 282 | if (!exceptionMessage.empty()) | 
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| 283 | { | 
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| 284 | COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << exceptionMessage << std::endl; | 
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| 285 | COUT(1) << "This should really never happen!" << std::endl; | 
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| 286 | COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl; | 
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| 287 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; | 
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| 288 | while (current->name_ != (*it)->getName() && current) | 
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| 289 | current = current->parent_.lock(); | 
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| 290 | if (current && current->parent_.lock()) | 
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| 291 | this->requestState(current->parent_.lock()->name_); | 
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| 292 | else | 
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| 293 | this->stop(); | 
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| 294 | break; | 
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| 295 | } | 
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| 296 | } | 
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| 297 | } | 
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| 298 |  | 
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| 299 | void Game::updateStatistics() | 
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| 300 | { | 
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| 301 | // Add the tick time of this frame (rendering time has already been subtracted) | 
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| 302 | uint64_t currentTime = gameClock_->getMicroseconds(); | 
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| 303 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); | 
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| 304 | this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime; | 
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| 305 | this->periodTickTime_ += currentRealTime - currentTime; | 
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| 306 | if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_) | 
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| 307 | { | 
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| 308 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); | 
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| 309 | assert(it != this->statisticsTickTimes_.end()); | 
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| 310 | int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_; | 
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| 311 | if (static_cast<int64_t>(it->tickTime) < lastTime) | 
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| 312 | { | 
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| 313 | do | 
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| 314 | { | 
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| 315 | assert(this->periodTickTime_ >= it->tickLength); | 
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| 316 | this->periodTickTime_ -= it->tickLength; | 
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| 317 | ++it; | 
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| 318 | assert(it != this->statisticsTickTimes_.end()); | 
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| 319 | } while (static_cast<int64_t>(it->tickTime) < lastTime); | 
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| 320 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); | 
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| 321 | } | 
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| 322 |  | 
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| 323 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); | 
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| 324 | this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; | 
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| 325 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; | 
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| 326 |  | 
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| 327 | this->periodTime_ -= this->configuration_->statisticsRefreshCycle_; | 
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| 328 | } | 
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| 329 | } | 
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| 330 |  | 
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| 331 | void Game::updateFPSLimiter() | 
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| 332 | { | 
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| 333 | // 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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| 334 | uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1)); | 
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| 335 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); | 
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| 336 | while (currentRealTime < nextTime - minimumSleepTime_) | 
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| 337 | { | 
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| 338 | usleep(nextTime - currentRealTime); | 
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| 339 | currentRealTime = gameClock_->getRealMicroseconds(); | 
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| 340 | } | 
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| 341 | // Integrate excess to avoid steady state error | 
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| 342 | excessSleepTime_ = currentRealTime - nextTime; | 
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| 343 | // Anti windup | 
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| 344 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long | 
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| 345 | excessSleepTime_ = 50000; | 
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| 346 | } | 
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| 347 |  | 
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| 348 | void Game::stop() | 
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| 349 | { | 
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| 350 | this->bAbort_ = true; | 
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| 351 | } | 
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| 352 |  | 
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| 353 | void Game::subtractTickTime(int32_t length) | 
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| 354 | { | 
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| 355 | assert(!this->statisticsTickTimes_.empty()); | 
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| 356 | this->statisticsTickTimes_.back().tickLength -= length; | 
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| 357 | this->periodTickTime_ -= length; | 
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| 358 | } | 
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| 359 |  | 
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| 360 |  | 
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| 361 | /***** GameState related *****/ | 
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| 362 |  | 
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| 363 | void Game::requestState(const std::string& name) | 
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| 364 | { | 
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| 365 | if (!this->checkState(name)) | 
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| 366 | { | 
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| 367 | COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl; | 
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| 368 | return; | 
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| 369 | } | 
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| 370 |  | 
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| 371 | if (this->bChangingState_) | 
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| 372 | { | 
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| 373 | COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl; | 
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| 374 | return; | 
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| 375 | } | 
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| 376 |  | 
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| 377 | shared_ptr<GameStateTreeNode> lastRequestedNode; | 
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| 378 | if (this->requestedStateNodes_.empty()) | 
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| 379 | lastRequestedNode = this->loadedTopStateNode_; | 
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| 380 | else | 
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| 381 | lastRequestedNode = this->requestedStateNodes_.back(); | 
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| 382 | if (name == lastRequestedNode->name_) | 
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| 383 | { | 
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| 384 | COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl; | 
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| 385 | return; | 
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| 386 | } | 
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| 387 |  | 
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| 388 | // Check children first | 
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| 389 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; | 
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| 390 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) | 
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| 391 | { | 
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| 392 | if (lastRequestedNode->children_[i]->name_ == name) | 
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| 393 | { | 
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| 394 | requestedNodes.push_back(lastRequestedNode->children_[i]); | 
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| 395 | break; | 
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| 396 | } | 
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| 397 | } | 
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| 398 |  | 
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| 399 | if (requestedNodes.empty()) | 
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| 400 | { | 
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| 401 | // Check parent and all its grand parents | 
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| 402 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; | 
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| 403 | while (currentNode != NULL) | 
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| 404 | { | 
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| 405 | if (currentNode->name_ == name) | 
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| 406 | break; | 
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| 407 | currentNode = currentNode->parent_.lock(); | 
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| 408 | requestedNodes.push_back(currentNode); | 
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| 409 | } | 
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| 410 | } | 
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| 411 |  | 
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| 412 | if (requestedNodes.empty()) | 
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| 413 | COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl; | 
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| 414 | else | 
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| 415 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); | 
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| 416 | } | 
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| 417 |  | 
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| 418 | void Game::requestStates(const std::string& names) | 
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| 419 | { | 
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| 420 | SubString tokens(names, ",;", " "); | 
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| 421 | for (unsigned int i = 0; i < tokens.size(); ++i) | 
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| 422 | this->requestState(tokens[i]); | 
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| 423 | } | 
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| 424 |  | 
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| 425 | void Game::popState() | 
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| 426 | { | 
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| 427 | shared_ptr<GameStateTreeNode> lastRequestedNode; | 
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| 428 | if (this->requestedStateNodes_.empty()) | 
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| 429 | lastRequestedNode = this->loadedTopStateNode_; | 
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| 430 | else | 
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| 431 | lastRequestedNode = this->requestedStateNodes_.back(); | 
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| 432 | if (lastRequestedNode != this->rootStateNode_) | 
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| 433 | this->requestState(lastRequestedNode->parent_.lock()->name_); | 
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| 434 | else | 
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| 435 | COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl; | 
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| 436 | } | 
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| 437 |  | 
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| 438 | shared_ptr<GameState> Game::getState(const std::string& name) | 
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| 439 | { | 
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| 440 | GameStateMap::const_iterator it = constructedStates_.find(name); | 
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| 441 | if (it != constructedStates_.end()) | 
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| 442 | return it->second; | 
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| 443 | else | 
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| 444 | { | 
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| 445 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); | 
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| 446 | if (it != gameStateDeclarations_s.end()) | 
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| 447 | COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl; | 
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| 448 | else | 
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| 449 | COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl; | 
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| 450 | return shared_ptr<GameState>(); | 
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| 451 | } | 
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| 452 | } | 
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| 453 |  | 
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| 454 | void Game::setStateHierarchy(const std::string& str) | 
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| 455 | { | 
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| 456 | // Split string into pieces of the form whitespacesText | 
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| 457 | std::vector<std::pair<std::string, unsigned> > stateStrings; | 
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| 458 | size_t pos = 0; | 
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| 459 | size_t startPos = 0; | 
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| 460 | while (pos < str.size()) | 
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| 461 | { | 
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| 462 | unsigned indentation = 0; | 
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| 463 | while(pos < str.size() && str[pos] == ' ') | 
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| 464 | ++indentation, ++pos; | 
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| 465 | startPos = pos; | 
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| 466 | while(pos < str.size() && str[pos] != ' ') | 
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| 467 | ++pos; | 
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| 468 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); | 
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| 469 | } | 
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| 470 | unsigned int currentLevel = 0; | 
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| 471 | shared_ptr<GameStateTreeNode> currentNode = this->rootStateNode_; | 
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| 472 | for (std::vector<std::pair<std::string, unsigned> >::const_iterator it = stateStrings.begin(); it != stateStrings.end(); ++it) | 
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| 473 | { | 
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| 474 | std::string newStateName = it->first; | 
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| 475 | unsigned newLevel = it->second + 1; // empty root is 0 | 
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| 476 | if (!this->checkState(newStateName)) | 
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| 477 | ThrowException(GameState, "GameState with name '" << newStateName << "' not found!"); | 
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| 478 | if (newStateName == this->rootStateNode_->name_) | 
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| 479 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); | 
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| 480 | shared_ptr<GameStateTreeNode> newNode(new GameStateTreeNode); | 
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| 481 | newNode->name_ = newStateName; | 
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| 482 |  | 
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| 483 | if (newLevel <= currentLevel) | 
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| 484 | { | 
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| 485 | do | 
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| 486 | currentNode = currentNode->parent_.lock(); | 
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| 487 | while (newLevel <= --currentLevel); | 
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| 488 | } | 
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| 489 | if (newLevel == currentLevel + 1) | 
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| 490 | { | 
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| 491 | // Add the child | 
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| 492 | newNode->parent_ = currentNode; | 
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| 493 | currentNode->children_.push_back(newNode); | 
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| 494 | } | 
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| 495 | else | 
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| 496 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); | 
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| 497 | currentNode = newNode; | 
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| 498 | currentLevel = newLevel; | 
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| 499 | } | 
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| 500 | } | 
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| 501 |  | 
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| 502 | /*** Internal ***/ | 
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| 503 |  | 
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| 504 | void Game::loadGraphics() | 
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| 505 | { | 
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| 506 | if (!GameMode::bShowsGraphics_s) | 
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| 507 | { | 
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| 508 | core_->loadGraphics(); | 
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| 509 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); | 
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| 510 | GameMode::bShowsGraphics_s = true; | 
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| 511 |  | 
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| 512 | // Construct all the GameStates that require graphics | 
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| 513 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); | 
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| 514 | it != gameStateDeclarations_s.end(); ++it) | 
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| 515 | { | 
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| 516 | if (it->second.bGraphicsMode) | 
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| 517 | { | 
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| 518 | // Game state loading failure is serious --> don't catch | 
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| 519 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); | 
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| 520 | if (!constructedStates_.insert(std::make_pair( | 
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| 521 | it->second.stateName, gameState)).second) | 
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| 522 | assert(false); // GameState was already created! | 
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| 523 | } | 
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| 524 | } | 
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| 525 | graphicsUnloader.Dismiss(); | 
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| 526 | } | 
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| 527 | } | 
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| 528 |  | 
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| 529 | void Game::unloadGraphics() | 
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| 530 | { | 
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| 531 | if (GameMode::bShowsGraphics_s) | 
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| 532 | { | 
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| 533 | // Destroy all the GameStates that require graphics | 
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| 534 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) | 
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| 535 | { | 
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| 536 | if (it->second->getInfo().bGraphicsMode) | 
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| 537 | constructedStates_.erase(it++); | 
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| 538 | else | 
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| 539 | ++it; | 
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| 540 | } | 
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| 541 |  | 
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| 542 | core_->unloadGraphics(); | 
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| 543 | GameMode::bShowsGraphics_s = false; | 
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| 544 | } | 
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| 545 | } | 
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| 546 |  | 
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| 547 | bool Game::checkState(const std::string& name) const | 
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| 548 | { | 
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| 549 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); | 
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| 550 | if (it == gameStateDeclarations_s.end()) | 
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| 551 | return false; | 
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| 552 | else | 
|---|
| 553 | return true; | 
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| 554 | } | 
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| 555 |  | 
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| 556 | void Game::loadState(const std::string& name) | 
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| 557 | { | 
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| 558 | this->bChangingState_ = true; | 
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| 559 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); | 
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| 560 |  | 
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| 561 | // If state requires graphics, load it | 
|---|
| 562 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); | 
|---|
| 563 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) | 
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| 564 | this->loadGraphics(); | 
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| 565 | else | 
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| 566 | graphicsUnloader.Dismiss(); | 
|---|
| 567 |  | 
|---|
| 568 | shared_ptr<GameState> state = this->getState(name); | 
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| 569 | state->activate(); | 
|---|
| 570 | if (!this->loadedStates_.empty()) | 
|---|
| 571 | this->loadedStates_.back()->activity_.topState = false; | 
|---|
| 572 | this->loadedStates_.push_back(state); | 
|---|
| 573 | state->activity_.topState = true; | 
|---|
| 574 |  | 
|---|
| 575 | graphicsUnloader.Dismiss(); | 
|---|
| 576 | } | 
|---|
| 577 |  | 
|---|
| 578 | void Game::unloadState(const std::string& name) | 
|---|
| 579 | { | 
|---|
| 580 | this->bChangingState_ = true; | 
|---|
| 581 | try | 
|---|
| 582 | { | 
|---|
| 583 | shared_ptr<GameState> state = this->getState(name); | 
|---|
| 584 | state->activity_.topState = false; | 
|---|
| 585 | this->loadedStates_.pop_back(); | 
|---|
| 586 | if (!this->loadedStates_.empty()) | 
|---|
| 587 | this->loadedStates_.back()->activity_.topState = true; | 
|---|
| 588 | state->deactivate(); | 
|---|
| 589 | } | 
|---|
| 590 | catch (const std::exception& ex) | 
|---|
| 591 | { | 
|---|
| 592 | COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << ex.what() << std::endl; | 
|---|
| 593 | COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl; | 
|---|
| 594 | } | 
|---|
| 595 | // Check if graphics is still required | 
|---|
| 596 | bool graphicsRequired = false; | 
|---|
| 597 | for (unsigned i = 0; i < loadedStates_.size(); ++i) | 
|---|
| 598 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; | 
|---|
| 599 | if (!graphicsRequired) | 
|---|
| 600 | this->unloadGraphics(); | 
|---|
| 601 | this->bChangingState_ = false; | 
|---|
| 602 | } | 
|---|
| 603 |  | 
|---|
| 604 | std::map<std::string, shared_ptr<Game::GameStateFactory> > Game::GameStateFactory::factories_s; | 
|---|
| 605 |  | 
|---|
| 606 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) | 
|---|
| 607 | { | 
|---|
| 608 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = factories_s.find(info.className); | 
|---|
| 609 | assert(it != factories_s.end()); | 
|---|
| 610 | return it->second->fabricateInternal(info); | 
|---|
| 611 | } | 
|---|
| 612 | } | 
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