/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Reto Grieder * Co-authors: * ... * */ /** @file @brief Implementation of the Core singleton with its global variables (avoids boost include) */ #include "Core.h" #include #include #ifdef ORXONOX_PLATFORM_WINDOWS # ifndef WIN32_LEAN_AND_MEAN # define WIN32_LEAN_AND_MEAN # endif # include # undef min # undef max #endif #include "util/Clock.h" #include "util/Debug.h" #include "util/Exception.h" #include "util/SignalHandler.h" #include "PathConfig.h" #include "CommandExecutor.h" #include "CommandLineParser.h" #include "ConfigFileManager.h" #include "ConfigValueIncludes.h" #include "CoreIncludes.h" #include "DynLibManager.h" #include "GameMode.h" #include "GraphicsManager.h" #include "GUIManager.h" #include "Identifier.h" #include "Language.h" #include "IOConsole.h" #include "LuaState.h" #include "ScopedSingletonManager.h" #include "TclBind.h" #include "TclThreadManager.h" #include "input/InputManager.h" namespace orxonox { //! Static pointer to the singleton Core* Core::singletonPtr_s = 0; SetCommandLineArgument(settingsFile, "orxonox.ini").information("THE configuration file"); #ifdef ORXONOX_PLATFORM_WINDOWS SetCommandLineArgument(limitToCPU, 0).information("Limits the program to one cpu/core (1, 2, 3, etc.). 0 turns it off (default)"); #endif /** @brief Helper class for the Core singleton: we cannot derive Core from OrxonoxClass because we need to handle the Identifier destruction in the Core destructor. */ class CoreConfiguration : public OrxonoxClass { public: CoreConfiguration() { } void initialise() { RegisterRootObject(CoreConfiguration); this->setConfigValues(); } /** @brief Function to collect the SetConfigValue-macro calls. */ void setConfigValues() { #ifdef ORXONOX_RELEASE const unsigned int defaultLevelLogFile = 3; #else const unsigned int defaultLevelLogFile = 4; #endif SetConfigValueGeneric(ConfigFileType::Settings, softDebugLevelLogFile_, "softDebugLevelLogFile", "OutputHandler", defaultLevelLogFile) .description("The maximum level of debug output shown in the log file"); OutputHandler::getInstance().setSoftDebugLevel(OutputHandler::logFileOutputListenerName_s, this->softDebugLevelLogFile_); SetConfigValue(language_, Language::getInstance().defaultLanguage_) .description("The language of the in game text") .callback(this, &CoreConfiguration::languageChanged); SetConfigValue(bInitializeRandomNumberGenerator_, true) .description("If true, all random actions are different each time you start the game") .callback(this, &CoreConfiguration::initializeRandomNumberGenerator); } /** @brief Callback function if the language has changed. */ void languageChanged() { // Read the translation file after the language was configured Language::getInstance().readTranslatedLanguageFile(); } /** @brief Sets the language in the config-file back to the default. */ void resetLanguage() { ResetConfigValue(language_); } void initializeRandomNumberGenerator() { static bool bInitialized = false; if (!bInitialized && this->bInitializeRandomNumberGenerator_) { srand(static_cast(time(0))); rand(); bInitialized = true; } } int softDebugLevelLogFile_; //!< The debug level for the log file (belongs to OutputHandler) std::string language_; //!< The language bool bInitializeRandomNumberGenerator_; //!< If true, srand(time(0)) is called }; Core::Core(const std::string& cmdLine) // Cleanup guard for identifier destruction (incl. XMLPort, configValues, consoleCommands) : identifierDestroyer_(Identifier::destroyAllIdentifiers) // Cleanup guard for external console commands that don't belong to an Identifier , consoleCommandDestroyer_(CommandExecutor::destroyExternalCommands) , configuration_(new CoreConfiguration()) // Don't yet create config values! , bGraphicsLoaded_(false) { // Set the hard coded fixed paths this->pathConfig_.reset(new PathConfig()); // Create a new dynamic library manager this->dynLibManager_.reset(new DynLibManager()); // Load modules const std::vector& modulePaths = this->pathConfig_->getModulePaths(); for (std::vector::const_iterator it = modulePaths.begin(); it != modulePaths.end(); ++it) { try { this->dynLibManager_->load(*it); } catch (...) { COUT(1) << "Couldn't load module \"" << *it << "\": " << Exception::handleMessage() << std::endl; } } // Parse command line arguments AFTER the modules have been loaded (static code!) CommandLineParser::parseCommandLine(cmdLine); // Set configurable paths like log, config and media this->pathConfig_->setConfigurablePaths(); // create a signal handler (only active for Linux) // This call is placed as soon as possible, but after the directories are set this->signalHandler_.reset(new SignalHandler()); this->signalHandler_->doCatch(PathConfig::getExecutablePathString(), PathConfig::getLogPathString() + "orxonox_crash.log"); // Set the correct log path. Before this call, /tmp (Unix) or %TEMP% (Windows) was used OutputHandler::getInstance().setLogPath(PathConfig::getLogPathString()); // Parse additional options file now that we know its path CommandLineParser::parseFile(); #ifdef ORXONOX_PLATFORM_WINDOWS // limit the main thread to the first core so that QueryPerformanceCounter doesn't jump // do this after ogre has initialised. Somehow Ogre changes the settings again (not through // the timer though). int limitToCPU = CommandLineParser::getValue("limitToCPU"); if (limitToCPU > 0) setThreadAffinity(static_cast(limitToCPU)); #endif // Manage ini files and set the default settings file (usually orxonox.ini) this->configFileManager_.reset(new ConfigFileManager()); this->configFileManager_->setFilename(ConfigFileType::Settings, CommandLineParser::getValue("settingsFile").getString()); // Required as well for the config values this->languageInstance_.reset(new Language()); // create persistent io console this->ioConsole_.reset(new IOConsole()); // creates the class hierarchy for all classes with factories Identifier::createClassHierarchy(); // Do this soon after the ConfigFileManager has been created to open up the // possibility to configure everything below here this->configuration_->initialise(); // Load OGRE excluding the renderer and the render window this->graphicsManager_.reset(new GraphicsManager(false)); // initialise Tcl this->tclBind_.reset(new TclBind(PathConfig::getDataPathString())); this->tclThreadManager_.reset(new TclThreadManager(tclBind_->getTclInterpreter())); // Create singletons that always exist (in other libraries) this->rootScope_.reset(new Scope()); } /** @brief All destruction code is handled by scoped_ptrs and ScopeGuards. */ Core::~Core() { } void Core::loadGraphics() { // Any exception should trigger this, even in upgradeToGraphics (see its remarks) Loki::ScopeGuard unloader = Loki::MakeObjGuard(*this, &Core::unloadGraphics); // Upgrade OGRE to receive a render window graphicsManager_->upgradeToGraphics(); // Calls the InputManager which sets up the input devices. inputManager_.reset(new InputManager()); // Load the CEGUI interface guiManager_.reset(new GUIManager(graphicsManager_->getRenderWindow(), inputManager_->getMousePosition(), graphicsManager_->isFullScreen())); bGraphicsLoaded_ = true; GameMode::bShowsGraphics_s = true; // Load some sort of a debug overlay (only denoted by its name, "debug.oxo") graphicsManager_->loadDebugOverlay(); // Create singletons associated with graphics (in other libraries) graphicsScope_.reset(new Scope()); unloader.Dismiss(); } void Core::unloadGraphics() { this->graphicsScope_.reset(); this->guiManager_.reset(); this->inputManager_.reset(); this->graphicsManager_.reset(); // Load Ogre::Root again, but without the render system try { this->graphicsManager_.reset(new GraphicsManager(false)); } catch (...) { COUT(0) << "An exception occurred during 'unloadGraphics':" << Exception::handleMessage() << std::endl << "Another exception might be being handled which may lead to undefined behaviour!" << std::endl << "Terminating the program." << std::endl; abort(); } bGraphicsLoaded_ = false; GameMode::bShowsGraphics_s = false; } /** @brief Returns the configured language. */ /*static*/ const std::string& Core::getLanguage() { return Core::getInstance().configuration_->language_; } /** @brief Sets the language in the config-file back to the default. */ /*static*/ void Core::resetLanguage() { Core::getInstance().configuration_->resetLanguage(); } /** @note The code of this function has been copied and adjusted from OGRE, an open source graphics engine. (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2008 Torus Knot Software Ltd OGRE is licensed under the LGPL. For more info, see OGRE license. */ void Core::setThreadAffinity(int limitToCPU) { #ifdef ORXONOX_PLATFORM_WINDOWS if (limitToCPU <= 0) return; unsigned int coreNr = limitToCPU - 1; // Get the current process core mask DWORD procMask; DWORD sysMask; # if _MSC_VER >= 1400 && defined (_M_X64) GetProcessAffinityMask(GetCurrentProcess(), (PDWORD_PTR)&procMask, (PDWORD_PTR)&sysMask); # else GetProcessAffinityMask(GetCurrentProcess(), &procMask, &sysMask); # endif // If procMask is 0, consider there is only one core available // (using 0 as procMask will cause an infinite loop below) if (procMask == 0) procMask = 1; // if the core specified with coreNr is not available, take the lowest one if (!(procMask & (1 << coreNr))) coreNr = 0; // Find the lowest core that this process uses and coreNr suggests DWORD threadMask = 1; while ((threadMask & procMask) == 0 || (threadMask < (1u << coreNr))) threadMask <<= 1; // Set affinity to the first core SetThreadAffinityMask(GetCurrentThread(), threadMask); #endif } void Core::preUpdate(const Clock& time) { // singletons from other libraries ScopedSingletonManager::update(time); if (this->bGraphicsLoaded_) { // process input events this->inputManager_->update(time); // process gui events this->guiManager_->update(time); // graphics singletons from other libraries ScopedSingletonManager::update(time); } // process console text this->ioConsole_->update(time); // process thread commands this->tclThreadManager_->update(time); } void Core::postUpdate(const Clock& time) { if (this->bGraphicsLoaded_) { // Render (doesn't throw) this->graphicsManager_->update(time); } } }