Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/trunk/src/libraries/core/Game.cc @ 6021

Last change on this file since 6021 was 6021, checked in by rgrieder, 15 years ago

Renamed CommandLine to CommandLineParse to avoid confusions with the class name.

  • Property svn:eol-style set to native
File size: 23.6 KB
RevLine 
[2805]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
[3196]38#include <boost/weak_ptr.hpp>
[2805]39
[5929]40#include "util/Clock.h"
[2805]41#include "util/Debug.h"
42#include "util/Exception.h"
[3370]43#include "util/ScopeGuard.h"
[3304]44#include "util/Sleep.h"
[2850]45#include "util/SubString.h"
[6021]46#include "CommandLineParser.h"
[5781]47#include "ConsoleCommand.h"
[2844]48#include "Core.h"
49#include "CoreIncludes.h"
50#include "ConfigValueIncludes.h"
[5781]51#include "GameMode.h"
[2844]52#include "GameState.h"
[2805]53
54namespace orxonox
55{
[5781]56    static void stop_game()
57        { Game::getInstance().stop(); }
58    SetConsoleCommandShortcutExternAlias(stop_game, "exit");
[5929]59    static void printFPS()
60        { COUT(0) << Game::getInstance().getAvgFPS() << std::endl; }
61    SetConsoleCommandShortcutExternAlias(printFPS, "printFPS");
62    static void printTickTime()
63        { COUT(0) << Game::getInstance().getAvgTickTime() << std::endl; }
64    SetConsoleCommandShortcutExternAlias(printTickTime, "printTickTime");
[5781]65
[3370]66    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
67    Game* Game::singletonPtr_s = 0;
[3280]68
69
70    /**
71    @brief
72        Represents one node of the game state tree.
73    */
74    struct GameStateTreeNode
[2844]75    {
[3370]76        std::string name_;
[3196]77        weak_ptr<GameStateTreeNode> parent_;
78        std::vector<shared_ptr<GameStateTreeNode> > children_;
[2844]79    };
80
[2805]81
82    /**
83    @brief
[3280]84        Another helper class for the Game singleton: we cannot derive
85        Game from OrxonoxClass because we need to handle the Identifier
86        destruction in the Core destructor.
87    */
88    class GameConfiguration : public OrxonoxClass
89    {
90    public:
91        GameConfiguration()
92        {
93            RegisterRootObject(GameConfiguration);
94            this->setConfigValues();
95        }
96
97        void setConfigValues()
98        {
99            SetConfigValue(statisticsRefreshCycle_, 250000)
100                .description("Sets the time in microseconds interval at which average fps, etc. get updated.");
101            SetConfigValue(statisticsAvgLength_, 1000000)
102                .description("Sets the time in microseconds interval at which average fps, etc. gets calculated.");
[3304]103            SetConfigValue(fpsLimit_, 50)
104                .description("Sets the desired framerate (0 for no limit).");
[3280]105        }
106
107        unsigned int statisticsRefreshCycle_;
108        unsigned int statisticsAvgLength_;
[3304]109        unsigned int fpsLimit_;
[3280]110    };
111
112
113    /**
114    @brief
[2805]115        Non-initialising constructor.
116    */
[3323]117    Game::Game(const std::string& cmdLine)
[5693]118        // Destroy factories before the Core!
[5929]119        : gsFactoryDestroyer_(Game::GameStateFactory::getFactories(), &std::map<std::string, shared_ptr<GameStateFactory> >::clear)
[2805]120    {
[3280]121        this->bAbort_ = false;
122        bChangingState_ = false;
[2805]123
[3370]124#ifdef ORXONOX_PLATFORM_WINDOWS
125        minimumSleepTime_ = 1000/*us*/;
126#else
127        minimumSleepTime_ = 0/*us*/;
128#endif
129
[3280]130        // Create an empty root state
[3370]131        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
[3280]132
[2846]133        // Set up a basic clock to keep time
[3370]134        this->gameClock_.reset(new Clock());
[2846]135
[3280]136        // Create the Core
[3370]137        this->core_.reset(new Core(cmdLine));
[2817]138
[3370]139        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
[3280]140        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
141            it != gameStateDeclarations_s.end(); ++it)
142        {
[3370]143            if (!it->second.bGraphicsMode)
144                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
[3280]145        }
146
147        // The empty root state is ALWAYS loaded!
148        this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode());
[3370]149        this->rootStateNode_->name_ = "emptyRootGameState";
150        this->loadedTopStateNode_ = this->rootStateNode_;
151        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
[3280]152
153        // Do this after the Core creation!
[3370]154        this->configuration_.reset(new GameConfiguration());
[2805]155    }
156
157    /**
158    @brief
[3370]159        All destruction code is handled by scoped_ptrs and SimpleScopeGuards.
[2805]160    */
161    Game::~Game()
162    {
[2817]163    }
164
[2805]165    /**
166    @brief
167        Main loop of the orxonox game.
168    @note
169        We use the Ogre::Timer to measure time since it uses the most precise
170        method an any platform (however the windows timer lacks time when under
171        heavy kernel load!).
172    */
173    void Game::run()
174    {
[3280]175        if (this->requestedStateNodes_.empty())
176            COUT(0) << "Warning: Starting game without requesting GameState. This automatically terminates the program." << std::endl;
[2805]177
[3370]178        // reset statistics
179        this->statisticsStartTime_ = 0;
180        this->statisticsTickTimes_.clear();
181        this->periodTickTime_ = 0;
182        this->periodTime_ = 0;
183        this->avgFPS_ = 0.0f;
184        this->avgTickTime_ = 0.0f;
185        this->excessSleepTime_ = 0;
186
[2845]187        // START GAME
[3304]188        // first delta time should be about 0 seconds
189        this->gameClock_->capture();
190        // A first item is required for the fps limiter
191        StatisticsTickInfo tickInfo = {0, 0};
192        statisticsTickTimes_.push_back(tickInfo);
[3370]193        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
[2805]194        {
[3370]195            // Generate the dt
[2807]196            this->gameClock_->capture();
[2805]197
[3370]198            // Statistics init
199            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
[2817]200            statisticsTickTimes_.push_back(tickInfo);
201            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
202
[3370]203            // Update the GameState stack if required
204            this->updateGameStateStack();
205
206            // Core preUpdate (doesn't throw)
[5695]207            try
208                { this->core_->preUpdate(*this->gameClock_); }
209            catch (...)
[2844]210            {
[5747]211                COUT(0) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << std::endl;
[5695]212                COUT(0) << "This should really never happen! Closing the program." << std::endl;
[3370]213                this->stop();
214                break;
[2844]215            }
[2805]216
[3370]217            // Update the GameStates bottom up in the stack
218            this->updateGameStates();
219
220            // Core postUpdate (doesn't throw)
[5695]221            try
222                { this->core_->postUpdate(*this->gameClock_); }
223            catch (...)
[3280]224            {
[5747]225                COUT(0) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << std::endl;
226                COUT(0) << "This should really never happen! Closing the program." << std::endl;
[3280]227                this->stop();
228                break;
229            }
230
[3370]231            // Evaluate statistics
232            this->updateStatistics();
233
234            // Limit framerate
235            this->updateFPSLimiter();
236        }
237
238        // UNLOAD all remaining states
239        while (this->loadedStates_.size() > 1)
240            this->unloadState(this->loadedStates_.back()->getName());
241        this->loadedTopStateNode_ = this->rootStateNode_;
242        this->requestedStateNodes_.clear();
243    }
244
245    void Game::updateGameStateStack()
246    {
247        while (this->requestedStateNodes_.size() > 0)
248        {
249            shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
250            assert(this->loadedTopStateNode_);
251            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
252                this->unloadState(loadedTopStateNode_->name_);
253            else // has to be child
[3084]254            {
[3280]255                try
256                {
[3370]257                    this->loadState(requestedStateNode->name_);
[3280]258                }
[5695]259                catch (...)
[3280]260                {
[5747]261                    COUT(1) << "Error: Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << std::endl;
[3370]262                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
263                    if (this->requestedStateNodes_.size() > 1)
[5695]264                        COUT(4) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << std::endl;
[3370]265                    this->requestedStateNodes_.clear();
[3280]266                    break;
267                }
[3370]268            }
269            this->loadedTopStateNode_ = requestedStateNode;
270            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
271        }
272    }
[2844]273
[3370]274    void Game::updateGameStates()
275    {
276        // Note: The first element is the empty root state, which doesn't need ticking
277        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
278            it != this->loadedStates_.end(); ++it)
279        {
280            try
281            {
282                // Add tick time for most of the states
[5695]283                uint64_t timeBeforeTick = 0;
[3370]284                if ((*it)->getInfo().bIgnoreTickTime)
285                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
286                (*it)->update(*this->gameClock_);
287                if ((*it)->getInfo().bIgnoreTickTime)
288                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
[3084]289            }
[3370]290            catch (...)
291            {
[5747]292                COUT(1) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << std::endl;
[3370]293                COUT(1) << "This should really never happen!" << std::endl;
294                COUT(1) << "Unloading all GameStates depending on the one that crashed." << std::endl;
295                shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
296                while (current->name_ != (*it)->getName() && current)
297                    current = current->parent_.lock();
298                if (current && current->parent_.lock())
299                    this->requestState(current->parent_.lock()->name_);
300                else
301                    this->stop();
302                break;
303            }
304        }
305    }
[3084]306
[3370]307    void Game::updateStatistics()
308    {
309        // Add the tick time of this frame (rendering time has already been subtracted)
310        uint64_t currentTime = gameClock_->getMicroseconds();
311        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
312        this->statisticsTickTimes_.back().tickLength += currentRealTime - currentTime;
313        this->periodTickTime_ += currentRealTime - currentTime;
314        if (this->periodTime_ > this->configuration_->statisticsRefreshCycle_)
315        {
316            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
317            assert(it != this->statisticsTickTimes_.end());
318            int64_t lastTime = currentTime - this->configuration_->statisticsAvgLength_;
319            if (static_cast<int64_t>(it->tickTime) < lastTime)
[2817]320            {
[3370]321                do
[2817]322                {
[3370]323                    assert(this->periodTickTime_ >= it->tickLength);
324                    this->periodTickTime_ -= it->tickLength;
325                    ++it;
326                    assert(it != this->statisticsTickTimes_.end());
327                } while (static_cast<int64_t>(it->tickTime) < lastTime);
328                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
329            }
[2817]330
[3370]331            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
332            this->avgFPS_ = static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
333            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
[2817]334
[3370]335            this->periodTime_ -= this->configuration_->statisticsRefreshCycle_;
[2805]336        }
[3370]337    }
[2805]338
[3370]339    void Game::updateFPSLimiter()
340    {
341        // Why configuration_->fpsLimit_ - 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too high
342        uint32_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / (configuration_->fpsLimit_ - 1));
343        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
344        while (currentRealTime < nextTime - minimumSleepTime_)
345        {
346            usleep(nextTime - currentRealTime);
347            currentRealTime = gameClock_->getRealMicroseconds();
348        }
349        // Integrate excess to avoid steady state error
350        excessSleepTime_ = currentRealTime - nextTime;
351        // Anti windup
352        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
353            excessSleepTime_ = 50000;
[2805]354    }
355
356    void Game::stop()
357    {
[3280]358        this->bAbort_ = true;
[2805]359    }
[2817]360
[3370]361    void Game::subtractTickTime(int32_t length)
[2817]362    {
363        assert(!this->statisticsTickTimes_.empty());
[3370]364        this->statisticsTickTimes_.back().tickLength -= length;
365        this->periodTickTime_ -= length;
[2817]366    }
[2844]367
368
369    /***** GameState related *****/
370
371    void Game::requestState(const std::string& name)
372    {
[3370]373        if (!this->checkState(name))
374        {
375            COUT(2) << "Warning: GameState named '" << name << "' doesn't exist!" << std::endl;
[2844]376            return;
[3370]377        }
[2844]378
[3370]379        if (this->bChangingState_)
380        {
381            COUT(2) << "Warning: Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << std::endl;
382            return;
383        }
[2844]384
[3280]385        shared_ptr<GameStateTreeNode> lastRequestedNode;
386        if (this->requestedStateNodes_.empty())
[3370]387            lastRequestedNode = this->loadedTopStateNode_;
[3280]388        else
389            lastRequestedNode = this->requestedStateNodes_.back();
[3370]390        if (name == lastRequestedNode->name_)
[2844]391        {
392            COUT(2) << "Warning: Requesting the currently active state! Ignoring." << std::endl;
393            return;
394        }
395
396        // Check children first
[3280]397        std::vector<shared_ptr<GameStateTreeNode> > requestedNodes;
[2844]398        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
399        {
[3370]400            if (lastRequestedNode->children_[i]->name_ == name)
[2844]401            {
[3280]402                requestedNodes.push_back(lastRequestedNode->children_[i]);
[2844]403                break;
404            }
405        }
406
[3280]407        if (requestedNodes.empty())
[2844]408        {
[3280]409            // Check parent and all its grand parents
410            shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
411            while (currentNode != NULL)
412            {
[3370]413                if (currentNode->name_ == name)
[3280]414                    break;
415                currentNode = currentNode->parent_.lock();
416                requestedNodes.push_back(currentNode);
417            }
[5929]418            if (currentNode == NULL)
419                requestedNodes.clear();
[2844]420        }
421
[3280]422        if (requestedNodes.empty())
[2844]423            COUT(1) << "Error: Requested GameState transition is not allowed. Ignoring." << std::endl;
424        else
[3280]425            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
[2844]426    }
427
[2850]428    void Game::requestStates(const std::string& names)
429    {
430        SubString tokens(names, ",;", " ");
431        for (unsigned int i = 0; i < tokens.size(); ++i)
432            this->requestState(tokens[i]);
433    }
434
[2844]435    void Game::popState()
436    {
[3280]437        shared_ptr<GameStateTreeNode> lastRequestedNode;
438        if (this->requestedStateNodes_.empty())
[3370]439            lastRequestedNode = this->loadedTopStateNode_;
[2844]440        else
[3280]441            lastRequestedNode = this->requestedStateNodes_.back();
442        if (lastRequestedNode != this->rootStateNode_)
[3370]443            this->requestState(lastRequestedNode->parent_.lock()->name_);
[3280]444        else
445            COUT(2) << "Warning: Can't pop the internal dummy root GameState" << std::endl;
[2844]446    }
447
[3370]448    shared_ptr<GameState> Game::getState(const std::string& name)
[2844]449    {
[3370]450        GameStateMap::const_iterator it = constructedStates_.find(name);
451        if (it != constructedStates_.end())
[2844]452            return it->second;
453        else
454        {
[3370]455            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
456            if (it != gameStateDeclarations_s.end())
457                COUT(1) << "Error: GameState '" << name << "' has not yet been loaded." << std::endl;
458            else
459                COUT(1) << "Error: Could not find GameState '" << name << "'." << std::endl;
460            return shared_ptr<GameState>();
[2844]461        }
462    }
463
464    void Game::setStateHierarchy(const std::string& str)
465    {
466        // Split string into pieces of the form whitespacesText
[5929]467        std::vector<std::pair<std::string, int> > stateStrings;
[2844]468        size_t pos = 0;
469        size_t startPos = 0;
470        while (pos < str.size())
471        {
[5929]472            int indentation = 0;
[2844]473            while(pos < str.size() && str[pos] == ' ')
474                ++indentation, ++pos;
475            startPos = pos;
476            while(pos < str.size() && str[pos] != ' ')
477                ++pos;
[3280]478            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
[2844]479        }
[5929]480        if (stateStrings.empty())
481            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
482        // Add element with large identation to detect the last with just an iterator
483        stateStrings.push_back(std::make_pair("", -1));
484
485        // Parse elements recursively
486        std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin();
487        parseStates(begin, this->rootStateNode_);
488    }
489
490    /*** Internal ***/
491
492    void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode)
493    {
494        SubString tokens(it->first, ",");
495        std::vector<std::pair<std::string, int> >::const_iterator startIt = it;
496
497        for (unsigned int i = 0; i < tokens.size(); ++i)
[2844]498        {
[5929]499            it = startIt; // Reset iterator to the beginning of the sub tree
500            if (!this->checkState(tokens[i]))
501                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
502            if (tokens[i] == this->rootStateNode_->name_)
[3280]503                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
[5929]504            shared_ptr<GameStateTreeNode> node(new GameStateTreeNode());
505            node->name_ = tokens[i];
506            node->parent_ = currentNode;
507            currentNode->children_.push_back(node);
[3280]508
[5929]509            int currentLevel = it->second;
510            ++it;
511            while (it->second != -1)
[2844]512            {
[5929]513                if (it->second <= currentLevel)
514                    break;
515                else if (it->second == currentLevel + 1)
516                    parseStates(it, node);
517                else
518                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
[2844]519            }
520        }
521    }
522
[3370]523    void Game::loadGraphics()
[2844]524    {
[5929]525        if (!GameMode::showsGraphics())
[5781]526        {
527            core_->loadGraphics();
528            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
529
530            // Construct all the GameStates that require graphics
531            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
532                it != gameStateDeclarations_s.end(); ++it)
533            {
534                if (it->second.bGraphicsMode)
535                {
536                    // Game state loading failure is serious --> don't catch
537                    shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
538                    if (!constructedStates_.insert(std::make_pair(
539                        it->second.stateName, gameState)).second)
540                        assert(false); // GameState was already created!
541                }
542            }
543            graphicsUnloader.Dismiss();
544        }
[3370]545    }
546
547    void Game::unloadGraphics()
548    {
[5929]549        if (GameMode::showsGraphics())
[5781]550        {
551            // Destroy all the GameStates that require graphics
552            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
553            {
554                if (it->second->getInfo().bGraphicsMode)
555                    constructedStates_.erase(it++);
556                else
557                    ++it;
558            }
559
560            core_->unloadGraphics();
561        }
[3370]562    }
563
564    bool Game::checkState(const std::string& name) const
565    {
566        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
567        if (it == gameStateDeclarations_s.end())
568            return false;
569        else
570            return true;
571    }
572
573    void Game::loadState(const std::string& name)
574    {
[3280]575        this->bChangingState_ = true;
[3370]576        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState);
577
578        // If state requires graphics, load it
579        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics);
[5781]580        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
[3370]581            this->loadGraphics();
582        else
583            graphicsUnloader.Dismiss();
584
585        shared_ptr<GameState> state = this->getState(name);
[3280]586        state->activate();
[3370]587        if (!this->loadedStates_.empty())
588            this->loadedStates_.back()->activity_.topState = false;
589        this->loadedStates_.push_back(state);
[2850]590        state->activity_.topState = true;
[3370]591
592        graphicsUnloader.Dismiss();
[2844]593    }
594
[3370]595    void Game::unloadState(const std::string& name)
[2844]596    {
[3280]597        this->bChangingState_ = true;
598        try
599        {
[3370]600            shared_ptr<GameState> state = this->getState(name);
601            state->activity_.topState = false;
602            this->loadedStates_.pop_back();
603            if (!this->loadedStates_.empty())
604                this->loadedStates_.back()->activity_.topState = true;
[3280]605            state->deactivate();
606        }
[5695]607        catch (...)
[3280]608        {
[5747]609            COUT(2) << "Warning: Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << std::endl;
[3280]610            COUT(2) << "         There might be potential resource leaks involved! To avoid this, improve exception-safety." << std::endl;
611        }
[3370]612        // Check if graphics is still required
[5695]613        if (!bAbort_)
614        {
615            bool graphicsRequired = false;
616            for (unsigned i = 0; i < loadedStates_.size(); ++i)
617                graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
618            if (!graphicsRequired)
619                this->unloadGraphics();
620        }
[3280]621        this->bChangingState_ = false;
[2844]622    }
623
[5929]624    /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories()
625    {
626        static std::map<std::string, shared_ptr<GameStateFactory> > factories;
627        return factories;
628    }
[3280]629
[3370]630    /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
[2844]631    {
[5929]632        std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className);
633        assert(it != getFactories().end());
[3370]634        return it->second->fabricateInternal(info);
[2844]635    }
[2805]636}
Note: See TracBrowser for help on using the repository browser.