| 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 | #include <loki/ScopeGuard.h> |
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| 40 | |
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| 41 | #include "util/Clock.h" |
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| 42 | #include "util/Output.h" |
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| 43 | #include "util/Exception.h" |
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| 44 | #include "util/Sleep.h" |
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| 45 | #include "util/SubString.h" |
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| 46 | #include "Core.h" |
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| 47 | #include "CoreIncludes.h" |
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| 48 | #include "config/CommandLineParser.h" |
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| 49 | #include "config/ConfigValueIncludes.h" |
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| 50 | #include "GameMode.h" |
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| 51 | #include "GameState.h" |
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| 52 | #include "GraphicsManager.h" |
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| 53 | #include "GUIManager.h" |
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| 54 | #include "command/ConsoleCommand.h" |
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| 55 | |
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| 56 | namespace orxonox |
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| 57 | { |
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| 58 | static void stop_game() |
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| 59 | { Game::getInstance().stop(); } |
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| 60 | SetConsoleCommand("exit", &stop_game); |
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| 61 | static void printFPS() |
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| 62 | { orxout(message) << Game::getInstance().getAvgFPS() << endl; } |
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| 63 | SetConsoleCommand("Stats", "printFPS", &printFPS); |
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| 64 | static void printTickTime() |
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| 65 | { orxout(message) << Game::getInstance().getAvgTickTime() << endl; } |
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| 66 | SetConsoleCommand("Stats", "printTickTime", &printTickTime); |
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| 67 | |
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| 68 | std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s; |
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| 69 | Game* Game::singletonPtr_s = 0; |
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| 70 | |
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| 71 | //! Represents one node of the game state tree. |
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| 72 | struct GameStateTreeNode |
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| 73 | { |
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| 74 | std::string name_; |
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| 75 | weak_ptr<GameStateTreeNode> parent_; |
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| 76 | std::vector<shared_ptr<GameStateTreeNode> > children_; |
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| 77 | }; |
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| 78 | |
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| 79 | Game::Game(const std::string& cmdLine) |
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| 80 | : gameClock_(NULL) |
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| 81 | , core_(NULL) |
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| 82 | , bChangingState_(false) |
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| 83 | , bAbort_(false) |
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| 84 | , destructionHelper_(this) |
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| 85 | { |
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| 86 | orxout(internal_status) << "initializing Game object..." << endl; |
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| 87 | |
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| 88 | #ifdef ORXONOX_PLATFORM_WINDOWS |
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| 89 | minimumSleepTime_ = 1000/*us*/; |
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| 90 | #else |
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| 91 | minimumSleepTime_ = 0/*us*/; |
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| 92 | #endif |
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| 93 | |
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| 94 | // reset statistics |
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| 95 | this->statisticsStartTime_ = 0; |
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| 96 | this->statisticsTickTimes_.clear(); |
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| 97 | this->periodTickTime_ = 0; |
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| 98 | this->periodTime_ = 0; |
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| 99 | this->avgFPS_ = 0.0f; |
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| 100 | this->avgTickTime_ = 0.0f; |
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| 101 | this->excessSleepTime_ = 0; |
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| 102 | |
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| 103 | // Create an empty root state |
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| 104 | this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false); |
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| 105 | |
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| 106 | // Set up a basic clock to keep time |
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| 107 | this->gameClock_ = new Clock(); |
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| 108 | |
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| 109 | // Create the Core |
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| 110 | orxout(internal_info) << "creating Core object:" << endl; |
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| 111 | this->core_ = new Core(cmdLine); |
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| 112 | |
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| 113 | // Do this after the Core creation! |
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| 114 | RegisterObject(Game); |
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| 115 | this->setConfigValues(); |
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| 116 | |
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| 117 | // After the core has been created, we can safely instantiate the GameStates that don't require graphics |
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| 118 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
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| 119 | it != gameStateDeclarations_s.end(); ++it) |
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| 120 | { |
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| 121 | if (!it->second.bGraphicsMode) |
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| 122 | constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second); |
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| 123 | } |
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| 124 | |
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| 125 | // The empty root state is ALWAYS loaded! |
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| 126 | this->rootStateNode_ = shared_ptr<GameStateTreeNode>(new GameStateTreeNode()); |
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| 127 | this->rootStateNode_->name_ = "emptyRootGameState"; |
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| 128 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 129 | this->loadedStates_.push_back(this->getState(rootStateNode_->name_)); |
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| 130 | |
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| 131 | orxout(internal_status) << "finished initializing Game object" << endl; |
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| 132 | } |
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| 133 | |
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| 134 | void Game::destroy() |
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| 135 | { |
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| 136 | orxout(internal_status) << "destroying Game object..." << endl; |
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| 137 | |
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| 138 | // Remove us from the object lists again to avoid problems when destroying them |
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| 139 | this->unregisterObject(); |
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| 140 | |
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| 141 | assert(loadedStates_.size() <= 1); // Just empty root GameState |
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| 142 | // Destroy all GameStates (shared_ptrs take care of actual destruction) |
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| 143 | constructedStates_.clear(); |
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| 144 | |
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| 145 | GameStateFactory::getFactories().clear(); |
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| 146 | safeObjectDelete(&core_); |
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| 147 | safeObjectDelete(&gameClock_); |
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| 148 | |
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| 149 | orxout(internal_status) << "finished destroying Game object..." << endl; |
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| 150 | } |
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| 151 | |
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| 152 | void Game::setConfigValues() |
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| 153 | { |
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| 154 | SetConfigValue(statisticsRefreshCycle_, 250000) |
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| 155 | .description("Sets the time in microseconds interval at which average fps, etc. get updated."); |
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| 156 | SetConfigValue(statisticsAvgLength_, 1000000) |
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| 157 | .description("Sets the time in microseconds interval at which average fps, etc. gets calculated."); |
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| 158 | |
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| 159 | SetConfigValueExternal(fpsLimit_, "GraphicsSettings", "fpsLimit", 50) |
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| 160 | .description("Sets the desired frame rate (0 for no limit)."); |
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| 161 | } |
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| 162 | |
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| 163 | /** |
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| 164 | @brief |
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| 165 | Main loop of the orxonox game. |
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| 166 | @note |
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| 167 | We use the Ogre::Timer to measure time since it uses the most precise |
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| 168 | method an any platform (however the windows timer lacks time when under |
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| 169 | heavy kernel load!). |
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| 170 | */ |
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| 171 | void Game::run() |
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| 172 | { |
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| 173 | if (this->requestedStateNodes_.empty()) |
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| 174 | orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl; |
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| 175 | |
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| 176 | // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop |
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| 177 | this->updateGameStateStack(); |
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| 178 | |
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| 179 | orxout(user_status) << "Game loaded" << endl; |
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| 180 | orxout(internal_status) << "-------------------- starting main loop --------------------" << endl; |
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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 |
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| 202 | try |
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| 203 | { this->core_->preUpdate(*this->gameClock_); } |
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| 204 | catch (...) |
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| 205 | { |
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| 206 | orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl; |
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| 207 | orxout(user_error) << "This should really never happen! Closing the program." << endl; |
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| 208 | this->stop(); |
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| 209 | break; |
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| 210 | } |
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| 211 | |
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| 212 | // Update the GameStates bottom up in the stack |
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| 213 | this->updateGameStates(); |
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| 214 | |
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| 215 | // Core postUpdate |
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| 216 | try |
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| 217 | { this->core_->postUpdate(*this->gameClock_); } |
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| 218 | catch (...) |
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| 219 | { |
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| 220 | orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl; |
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| 221 | orxout(user_error) << "This should really never happen! Closing the program." << endl; |
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| 222 | this->stop(); |
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| 223 | break; |
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| 224 | } |
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| 225 | |
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| 226 | // Evaluate statistics |
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| 227 | this->updateStatistics(); |
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| 228 | |
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| 229 | // Limit frame rate |
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| 230 | static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart |
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| 231 | if (this->fpsLimit_ > 0 && !hasVSync) |
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| 232 | this->updateFPSLimiter(); |
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| 233 | } |
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| 234 | |
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| 235 | orxout(internal_status) << "-------------------- finished main loop --------------------" << endl; |
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| 236 | |
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| 237 | // UNLOAD all remaining states |
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| 238 | while (this->loadedStates_.size() > 1) |
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| 239 | this->unloadState(this->loadedStates_.back()->getName()); |
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| 240 | this->loadedTopStateNode_ = this->rootStateNode_; |
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| 241 | this->requestedStateNodes_.clear(); |
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| 242 | } |
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| 243 | |
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| 244 | void Game::updateGameStateStack() |
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| 245 | { |
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| 246 | while (this->requestedStateNodes_.size() > 0) |
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| 247 | { |
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| 248 | shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front(); |
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| 249 | assert(this->loadedTopStateNode_); |
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| 250 | if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock()) |
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| 251 | this->unloadState(loadedTopStateNode_->name_); |
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| 252 | else // has to be child |
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| 253 | { |
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| 254 | try |
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| 255 | { |
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| 256 | this->loadState(requestedStateNode->name_); |
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| 257 | } |
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| 258 | catch (...) |
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| 259 | { |
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| 260 | orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl; |
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| 261 | // All scheduled operations have now been rendered inert --> flush them and issue a warning |
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| 262 | if (this->requestedStateNodes_.size() > 1) |
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| 263 | orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl; |
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| 264 | this->requestedStateNodes_.clear(); |
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| 265 | break; |
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| 266 | } |
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| 267 | } |
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| 268 | this->loadedTopStateNode_ = requestedStateNode; |
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| 269 | this->requestedStateNodes_.erase(this->requestedStateNodes_.begin()); |
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| 270 | } |
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| 271 | } |
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| 272 | |
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| 273 | void Game::updateGameStates() |
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| 274 | { |
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| 275 | // Note: The first element is the empty root state, which doesn't need ticking |
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| 276 | for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1; |
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| 277 | it != this->loadedStates_.end(); ++it) |
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| 278 | { |
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| 279 | try |
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| 280 | { |
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| 281 | // Add tick time for most of the states |
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| 282 | uint64_t timeBeforeTick = 0; |
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| 283 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 284 | timeBeforeTick = this->gameClock_->getRealMicroseconds(); |
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| 285 | (*it)->update(*this->gameClock_); |
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| 286 | if ((*it)->getInfo().bIgnoreTickTime) |
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| 287 | this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick)); |
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| 288 | } |
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| 289 | catch (...) |
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| 290 | { |
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| 291 | orxout(user_error) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << endl; |
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| 292 | orxout(user_error) << "This should really never happen!" << endl; |
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| 293 | orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl; |
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| 294 | shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_; |
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| 295 | while (current->name_ != (*it)->getName() && current) |
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| 296 | current = current->parent_.lock(); |
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| 297 | if (current && current->parent_.lock()) |
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| 298 | this->requestState(current->parent_.lock()->name_); |
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| 299 | else |
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| 300 | this->stop(); |
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| 301 | break; |
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| 302 | } |
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| 303 | } |
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| 304 | } |
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| 305 | |
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| 306 | void Game::updateStatistics() |
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| 307 | { |
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| 308 | // Add the tick time of this frame (rendering time has already been subtracted) |
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| 309 | uint64_t currentTime = gameClock_->getMicroseconds(); |
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| 310 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 311 | this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime); |
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| 312 | this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime); |
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| 313 | if (this->periodTime_ > this->statisticsRefreshCycle_) |
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| 314 | { |
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| 315 | std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin(); |
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| 316 | assert(it != this->statisticsTickTimes_.end()); |
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| 317 | int64_t lastTime = currentTime - this->statisticsAvgLength_; |
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| 318 | if (static_cast<int64_t>(it->tickTime) < lastTime) |
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| 319 | { |
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| 320 | do |
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| 321 | { |
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| 322 | assert(this->periodTickTime_ >= it->tickLength); |
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| 323 | this->periodTickTime_ -= it->tickLength; |
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| 324 | ++it; |
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| 325 | assert(it != this->statisticsTickTimes_.end()); |
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| 326 | } while (static_cast<int64_t>(it->tickTime) < lastTime); |
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| 327 | this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it); |
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| 328 | } |
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| 329 | |
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| 330 | uint32_t framesPerPeriod = this->statisticsTickTimes_.size(); |
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| 331 | // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low |
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| 332 | this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f; |
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| 333 | this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f; |
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| 334 | |
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| 335 | this->periodTime_ -= this->statisticsRefreshCycle_; |
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| 336 | } |
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| 337 | } |
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| 338 | |
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| 339 | void Game::updateFPSLimiter() |
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| 340 | { |
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| 341 | uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / fpsLimit_); |
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| 342 | uint64_t currentRealTime = gameClock_->getRealMicroseconds(); |
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| 343 | while (currentRealTime < nextTime - minimumSleepTime_) |
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| 344 | { |
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| 345 | usleep((unsigned long)(nextTime - currentRealTime)); |
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| 346 | currentRealTime = gameClock_->getRealMicroseconds(); |
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| 347 | } |
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| 348 | // Integrate excess to avoid steady state error |
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| 349 | excessSleepTime_ = (int)(currentRealTime - nextTime); |
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| 350 | // Anti windup |
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| 351 | if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long |
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| 352 | excessSleepTime_ = 50000; |
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| 353 | } |
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| 354 | |
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| 355 | void Game::stop() |
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| 356 | { |
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| 357 | orxout(user_status) << "Exit" << endl; |
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| 358 | this->bAbort_ = true; |
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| 359 | } |
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| 360 | |
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| 361 | void Game::subtractTickTime(int32_t length) |
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| 362 | { |
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| 363 | assert(!this->statisticsTickTimes_.empty()); |
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| 364 | this->statisticsTickTimes_.back().tickLength -= length; |
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| 365 | this->periodTickTime_ -= length; |
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| 366 | } |
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| 367 | |
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| 368 | |
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| 369 | /***** GameState related *****/ |
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| 370 | |
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| 371 | void Game::requestState(const std::string& name) |
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| 372 | { |
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| 373 | if (!this->checkState(name)) |
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| 374 | { |
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| 375 | orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl; |
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| 376 | return; |
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| 377 | } |
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| 378 | |
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| 379 | if (this->bChangingState_) |
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| 380 | { |
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| 381 | orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl; |
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| 382 | return; |
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| 383 | } |
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| 384 | |
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| 385 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 386 | if (this->requestedStateNodes_.empty()) |
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| 387 | lastRequestedNode = this->loadedTopStateNode_; |
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| 388 | else |
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| 389 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 390 | if (name == lastRequestedNode->name_) |
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| 391 | { |
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| 392 | orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl; |
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| 393 | return; |
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| 394 | } |
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| 395 | |
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| 396 | // Check children first |
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| 397 | std::vector<shared_ptr<GameStateTreeNode> > requestedNodes; |
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| 398 | for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i) |
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| 399 | { |
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| 400 | if (lastRequestedNode->children_[i]->name_ == name) |
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| 401 | { |
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| 402 | requestedNodes.push_back(lastRequestedNode->children_[i]); |
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| 403 | break; |
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| 404 | } |
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| 405 | } |
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| 406 | |
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| 407 | if (requestedNodes.empty()) |
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| 408 | { |
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| 409 | // Check parent and all its grand parents |
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| 410 | shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode; |
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| 411 | while (currentNode != NULL) |
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| 412 | { |
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| 413 | if (currentNode->name_ == name) |
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| 414 | break; |
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| 415 | currentNode = currentNode->parent_.lock(); |
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| 416 | requestedNodes.push_back(currentNode); |
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| 417 | } |
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| 418 | if (currentNode == NULL) |
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| 419 | requestedNodes.clear(); |
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| 420 | } |
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| 421 | |
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| 422 | if (requestedNodes.empty()) |
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| 423 | orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl; |
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| 424 | else |
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| 425 | this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end()); |
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| 426 | } |
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| 427 | |
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| 428 | void Game::requestStates(const std::string& names) |
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| 429 | { |
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| 430 | SubString tokens(names, ",;", " "); |
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| 431 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 432 | this->requestState(tokens[i]); |
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| 433 | } |
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| 434 | |
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| 435 | void Game::popState() |
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| 436 | { |
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| 437 | shared_ptr<GameStateTreeNode> lastRequestedNode; |
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| 438 | if (this->requestedStateNodes_.empty()) |
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| 439 | lastRequestedNode = this->loadedTopStateNode_; |
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| 440 | else |
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| 441 | lastRequestedNode = this->requestedStateNodes_.back(); |
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| 442 | if (lastRequestedNode != this->rootStateNode_) |
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| 443 | this->requestState(lastRequestedNode->parent_.lock()->name_); |
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| 444 | else |
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| 445 | orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl; |
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| 446 | } |
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| 447 | |
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| 448 | shared_ptr<GameState> Game::getState(const std::string& name) |
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| 449 | { |
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| 450 | GameStateMap::const_iterator it = constructedStates_.find(name); |
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| 451 | if (it != constructedStates_.end()) |
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| 452 | return it->second; |
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| 453 | else |
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| 454 | { |
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| 455 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
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| 456 | if (it != gameStateDeclarations_s.end()) |
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| 457 | orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl; |
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| 458 | else |
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| 459 | orxout(internal_error) << "Could not find GameState '" << name << "'." << endl; |
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| 460 | return shared_ptr<GameState>(); |
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| 461 | } |
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| 462 | } |
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| 463 | |
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| 464 | void Game::setStateHierarchy(const std::string& str) |
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| 465 | { |
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| 466 | // Split string into pieces of the form whitespacesText |
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| 467 | std::vector<std::pair<std::string, int> > stateStrings; |
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| 468 | size_t pos = 0; |
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| 469 | size_t startPos = 0; |
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| 470 | while (pos < str.size()) |
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| 471 | { |
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| 472 | int indentation = 0; |
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| 473 | while (pos < str.size() && str[pos] == ' ') |
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| 474 | ++indentation, ++pos; |
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| 475 | startPos = pos; |
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| 476 | while (pos < str.size() && str[pos] != ' ') |
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| 477 | ++pos; |
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| 478 | stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation)); |
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| 479 | } |
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| 480 | if (stateStrings.empty()) |
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| 481 | ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating."); |
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| 482 | // Add element with large identation to detect the last with just an iterator |
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| 483 | stateStrings.push_back(std::make_pair(std::string(), -1)); |
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| 484 | |
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| 485 | // Parse elements recursively |
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| 486 | std::vector<std::pair<std::string, int> >::const_iterator begin = stateStrings.begin(); |
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| 487 | parseStates(begin, this->rootStateNode_); |
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| 488 | } |
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| 489 | |
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| 490 | /*** Internal ***/ |
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| 491 | |
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| 492 | void Game::parseStates(std::vector<std::pair<std::string, int> >::const_iterator& it, shared_ptr<GameStateTreeNode> currentNode) |
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| 493 | { |
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| 494 | SubString tokens(it->first, ","); |
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| 495 | std::vector<std::pair<std::string, int> >::const_iterator startIt = it; |
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| 496 | |
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| 497 | for (unsigned int i = 0; i < tokens.size(); ++i) |
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| 498 | { |
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| 499 | it = startIt; // Reset iterator to the beginning of the sub tree |
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| 500 | if (!this->checkState(tokens[i])) |
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| 501 | ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!"); |
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| 502 | if (tokens[i] == this->rootStateNode_->name_) |
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| 503 | ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy..."); |
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| 504 | shared_ptr<GameStateTreeNode> node(new GameStateTreeNode()); |
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| 505 | node->name_ = tokens[i]; |
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| 506 | node->parent_ = currentNode; |
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| 507 | currentNode->children_.push_back(node); |
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| 508 | |
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| 509 | int currentLevel = it->second; |
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| 510 | ++it; |
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| 511 | while (it->second != -1) |
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| 512 | { |
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| 513 | if (it->second <= currentLevel) |
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| 514 | break; |
|---|
| 515 | else if (it->second == currentLevel + 1) |
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| 516 | parseStates(it, node); |
|---|
| 517 | else |
|---|
| 518 | ThrowException(GameState, "Indentation error while parsing the hierarchy."); |
|---|
| 519 | } |
|---|
| 520 | } |
|---|
| 521 | } |
|---|
| 522 | |
|---|
| 523 | void Game::loadGraphics() |
|---|
| 524 | { |
|---|
| 525 | if (!GameMode::showsGraphics()) |
|---|
| 526 | { |
|---|
| 527 | orxout(user_status) << "Loading graphics" << endl; |
|---|
| 528 | orxout(internal_info) << "loading graphics in Game" << endl; |
|---|
| 529 | |
|---|
| 530 | core_->loadGraphics(); |
|---|
| 531 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
|---|
| 532 | |
|---|
| 533 | // Construct all the GameStates that require graphics |
|---|
| 534 | for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin(); |
|---|
| 535 | it != gameStateDeclarations_s.end(); ++it) |
|---|
| 536 | { |
|---|
| 537 | if (it->second.bGraphicsMode) |
|---|
| 538 | { |
|---|
| 539 | // Game state loading failure is serious --> don't catch |
|---|
| 540 | shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second); |
|---|
| 541 | if (!constructedStates_.insert(std::make_pair( |
|---|
| 542 | it->second.stateName, gameState)).second) |
|---|
| 543 | assert(false); // GameState was already created! |
|---|
| 544 | } |
|---|
| 545 | } |
|---|
| 546 | graphicsUnloader.Dismiss(); |
|---|
| 547 | |
|---|
| 548 | orxout(internal_info) << "finished loading graphics in Game" << endl; |
|---|
| 549 | } |
|---|
| 550 | } |
|---|
| 551 | |
|---|
| 552 | void Game::unloadGraphics() |
|---|
| 553 | { |
|---|
| 554 | if (GameMode::showsGraphics()) |
|---|
| 555 | { |
|---|
| 556 | orxout(user_status) << "Unloading graphics" << endl; |
|---|
| 557 | orxout(internal_info) << "unloading graphics in Game" << endl; |
|---|
| 558 | |
|---|
| 559 | // Destroy all the GameStates that require graphics |
|---|
| 560 | for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();) |
|---|
| 561 | { |
|---|
| 562 | if (it->second->getInfo().bGraphicsMode) |
|---|
| 563 | constructedStates_.erase(it++); |
|---|
| 564 | else |
|---|
| 565 | ++it; |
|---|
| 566 | } |
|---|
| 567 | |
|---|
| 568 | core_->unloadGraphics(); |
|---|
| 569 | } |
|---|
| 570 | } |
|---|
| 571 | |
|---|
| 572 | bool Game::checkState(const std::string& name) const |
|---|
| 573 | { |
|---|
| 574 | std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name); |
|---|
| 575 | if (it == gameStateDeclarations_s.end()) |
|---|
| 576 | return false; |
|---|
| 577 | else |
|---|
| 578 | return true; |
|---|
| 579 | } |
|---|
| 580 | |
|---|
| 581 | void Game::loadState(const std::string& name) |
|---|
| 582 | { |
|---|
| 583 | orxout(internal_status) << "loading state '" << name << "'" << endl; |
|---|
| 584 | |
|---|
| 585 | this->bChangingState_ = true; |
|---|
| 586 | LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard); |
|---|
| 587 | |
|---|
| 588 | // If state requires graphics, load it |
|---|
| 589 | Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics); |
|---|
| 590 | if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics()) |
|---|
| 591 | this->loadGraphics(); |
|---|
| 592 | else |
|---|
| 593 | graphicsUnloader.Dismiss(); |
|---|
| 594 | |
|---|
| 595 | shared_ptr<GameState> state = this->getState(name); |
|---|
| 596 | state->activateInternal(); |
|---|
| 597 | if (!this->loadedStates_.empty()) |
|---|
| 598 | this->loadedStates_.back()->activity_.topState = false; |
|---|
| 599 | this->loadedStates_.push_back(state); |
|---|
| 600 | state->activity_.topState = true; |
|---|
| 601 | |
|---|
| 602 | graphicsUnloader.Dismiss(); |
|---|
| 603 | } |
|---|
| 604 | |
|---|
| 605 | void Game::unloadState(const std::string& name) |
|---|
| 606 | { |
|---|
| 607 | orxout(internal_status) << "unloading state '" << name << "'" << endl; |
|---|
| 608 | |
|---|
| 609 | this->bChangingState_ = true; |
|---|
| 610 | try |
|---|
| 611 | { |
|---|
| 612 | shared_ptr<GameState> state = this->getState(name); |
|---|
| 613 | state->activity_.topState = false; |
|---|
| 614 | this->loadedStates_.pop_back(); |
|---|
| 615 | if (!this->loadedStates_.empty()) |
|---|
| 616 | this->loadedStates_.back()->activity_.topState = true; |
|---|
| 617 | state->deactivateInternal(); |
|---|
| 618 | } |
|---|
| 619 | catch (...) |
|---|
| 620 | { |
|---|
| 621 | orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl; |
|---|
| 622 | orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl; |
|---|
| 623 | } |
|---|
| 624 | // Check if graphics is still required |
|---|
| 625 | if (!bAbort_) |
|---|
| 626 | { |
|---|
| 627 | bool graphicsRequired = false; |
|---|
| 628 | for (unsigned i = 0; i < loadedStates_.size(); ++i) |
|---|
| 629 | graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode; |
|---|
| 630 | if (!graphicsRequired) |
|---|
| 631 | this->unloadGraphics(); |
|---|
| 632 | } |
|---|
| 633 | this->bChangingState_ = false; |
|---|
| 634 | } |
|---|
| 635 | |
|---|
| 636 | /*static*/ std::map<std::string, shared_ptr<Game::GameStateFactory> >& Game::GameStateFactory::getFactories() |
|---|
| 637 | { |
|---|
| 638 | static std::map<std::string, shared_ptr<GameStateFactory> > factories; |
|---|
| 639 | return factories; |
|---|
| 640 | } |
|---|
| 641 | |
|---|
| 642 | /*static*/ shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info) |
|---|
| 643 | { |
|---|
| 644 | std::map<std::string, shared_ptr<Game::GameStateFactory> >::const_iterator it = getFactories().find(info.className); |
|---|
| 645 | assert(it != getFactories().end()); |
|---|
| 646 | return it->second->fabricateInternal(info); |
|---|
| 647 | } |
|---|
| 648 | } |
|---|