/* * 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 * Co-authors: * ... * */ #include "Level.h" #include "util/Math.h" #include "util/SubString.h" #include "core/CoreIncludes.h" #include "core/Loader.h" #include "core/Template.h" #include "core/XMLFile.h" #include "core/XMLPort.h" #include "core/module/PluginReference.h" #include "infos/PlayerInfo.h" #include "gametypes/Gametype.h" #include "overlays/OverlayGroup.h" #include "LevelManager.h" namespace orxonox { RegisterClass(Level); Level::Level(Context* context) : BaseObject(context), Synchronisable(context), Context(context) { RegisterObject(Level); this->setLevel(WeakPtr(this)); // store a weak-pointer to itself (a strong-pointer would create a recursive dependency) this->registerVariables(); this->xmlfilename_ = this->getFilename(); this->xmlfile_ = nullptr; } Level::~Level() { if (this->isInitialized()) { if (LevelManager::exists()) LevelManager::getInstance().releaseActivity(this); if (this->xmlfile_) Loader::getInstance().unload(this->xmlfile_); this->unloadPlugins(); } } void Level::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Level, XMLPort, xmlelement, mode); XMLPortParam(Level, "plugins", setPluginsString, getPluginsString, xmlelement, mode); XMLPortParam(Level, "gametype", setGametypeString, getGametypeString, xmlelement, mode).defaultValues("Gametype"); XMLPortObject(Level, MeshLodInformation, "lodinformation", addLodInfo, getLodInfo, xmlelement, mode); XMLPortObjectExtended(Level, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); } void Level::registerVariables() { registerVariable(this->xmlfilename_, VariableDirection::ToClient, new NetworkCallback(this, &Level::networkcallback_applyXMLFile)); registerVariable(this->name_, VariableDirection::ToClient, new NetworkCallback(this, &Level::changedName)); registerVariable(this->networkTemplateNames_, VariableDirection::ToClient, new NetworkCallback(this, &Level::networkCallbackTemplatesChanged)); } void Level::networkcallback_applyXMLFile() { orxout(user_status) << "Loading level \"" << this->xmlfilename_ << "\"..." << endl; ClassTreeMask mask; mask.exclude(Class(BaseObject)); mask.include(Class(Template)); mask.include(Class(OverlayGroup)); // HACK to include the ChatOverlay this->xmlfile_ = new XMLFile(mask, this->xmlfilename_); Loader::getInstance().load(this->xmlfile_); } void Level::networkCallbackTemplatesChanged() { for(const std::string& name : this->networkTemplateNames_) { assert(Template::getTemplate(name)); Template::getTemplate(name)->applyOn(this); } } void Level::setPluginsString(const std::string& pluginsString) { // unload old plugins this->unloadPlugins(); // load new plugins this->pluginsString_ = pluginsString; SubString tokens(pluginsString, ","); for (size_t i = 0; i < tokens.size(); ++i) this->plugins_.push_back(new PluginReference(tokens[i])); } void Level::unloadPlugins() { // use destroyLater() - this ensures that plugins are not unloaded too early. // Note: When a level gets unloaded, the Level object is usually the last object that gets destroyed. This is because all other // objects inside a level have a StrongPtr (in BaseObject) that references the Level object. This means that the Level // object is only destroyed, when all StrongPtrs that pointed to it were destroyed. But at the time when the last StrongPtr // is destroyed, the other object is not yet fully destroyed because the StrongPtr is destroyed in ~BaseObject (and this // means that e.g. ~Identifiable was not yet called for this object). This means that technically there are still other // objects alive when ~Level is called. This is the reason why we cannot directly destroy() the Plugins - instead we need // to call destroyLater() to ensure that no instances from this plugin exist anymore. for (PluginReference* plugin : this->plugins_) plugin->destroyLater(); this->plugins_.clear(); } void Level::setGametypeString(const std::string& gametype) { Identifier* identifier = ClassByString(gametype); if (!identifier || !identifier->isA(Class(Gametype))) { orxout(internal_error) << "\"" << gametype << "\" is not a valid gametype." << endl; identifier = Class(Gametype); this->gametype_ = "Gametype"; } else this->gametype_ = gametype; Gametype* rootgametype = orxonox_cast(identifier->fabricate(this)); // store a weak-pointer to the gametype to avoid a circular dependency between this level and the gametype (which has a strong-reference on this level) this->setGametype(WeakPtr(rootgametype)); rootgametype->init(); // call init() AFTER the gametype was set if (LevelManager::exists()) LevelManager::getInstance().requestActivity(this); } void Level::addObject(BaseObject* object) { this->objects_.push_back(object); } BaseObject* Level::getObject(unsigned int index) const { unsigned int i = 0; for (BaseObject* object : this->objects_) { if (i == index) return object; ++i; } return nullptr; } void Level::addLodInfo(MeshLodInformation* lodInformation) { std::string meshName = lodInformation->getMeshName(); // this->lodInformation_.insert(std::make_pair(meshName,lodInformation)); if( this->lodInformation_.find(meshName) != this->lodInformation_.end()) orxout(verbose, context::lod) << "replacing lod information for " << meshName << endl; this->lodInformation_[meshName] = lodInformation; } MeshLodInformation* Level::getLodInfo(std::string meshName) const { if(this->lodInformation_.find(meshName)!=this->lodInformation_.end()) return this->lodInformation_.find(meshName)->second; return nullptr; } void Level::playerEntered(PlayerInfo* player) { orxout(internal_info) << "player entered level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << endl; player->switchGametype(this->getGametype()); } void Level::playerLeft(PlayerInfo* player) { orxout(internal_info) << "player left level (id: " << player->getClientID() << ", name: " << player->getName() << ')' << endl; player->switchGametype(nullptr); } }