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0ad/source/tools/atlas/GameInterface/GameLoop.cpp

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#include "precompiled.h"
#include "GameLoop.h"
#include "MessagePasserImpl.h"
#include "Messages.h"
#include "SharedMemory.h"
#include "Brushes.h"
#include "Handlers/MessageHandler.h"
#include "InputProcessor.h"
#include "lib/sdl.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "lib/res/file/vfs.h"
#include "ps/CLogger.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "simulation/Simulation.h"
#include "simulation/EntityManager.h"
using namespace AtlasMessage;
namespace AtlasMessage
{
extern void AtlasRenderSelection();
}
void AtlasRender()
{
Render();
AtlasRenderSelection();
}
// Loaded from DLL:
void (*Atlas_StartWindow)(wchar_t* type);
void (*Atlas_SetMessagePasser)(MessagePasser*);
void (*Atlas_GLSetCurrent)(void* context);
void (*Atlas_GLSwapBuffers)(void* context);
void (*Atlas_NotifyEndOfFrame)();
namespace AtlasMessage
{
void* (*ShareableMallocFptr)(size_t);
void (*ShareableFreeFptr)(void*);
}
static MessagePasserImpl msgPasser;
MessagePasser* AtlasMessage::g_MessagePasser = &msgPasser;
static InputProcessor g_Input;
static GameLoopState state;
GameLoopState* g_GameLoop = &state;
static void* LaunchWindow(void*)
{
debug_set_thread_name("atlas_window");
Atlas_StartWindow(L"ScenarioEditor");
return NULL;
}
bool BeginAtlas(int argc, char* argv[], void* dll)
{
// Load required symbols from the DLL
#define GET(x) *(void**)&x = dlsym(dll, #x); debug_assert(x); if (! x) return false;
GET(Atlas_StartWindow);
GET(Atlas_SetMessagePasser);
GET(Atlas_GLSetCurrent);
GET(Atlas_GLSwapBuffers);
GET(Atlas_NotifyEndOfFrame);
#undef GET
#define GET(x) *(void**)&x##Fptr = dlsym(dll, #x); debug_assert(x##Fptr); if (! x##Fptr) return false;
GET(ShareableMalloc);
GET(ShareableFree);
#undef GET
// Pass our message handler to Atlas
Atlas_SetMessagePasser(&msgPasser);
// Create a new thread, and launch the Atlas window inside that thread
pthread_t gameThread;
pthread_create(&gameThread, NULL, LaunchWindow, NULL);
state.argc = argc;
state.argv = argv;
state.running = true;
state.rendering = false;
state.worldloaded = false;
state.glContext = NULL;
double last_activity = get_time();
while (state.running)
{
bool recent_activity = false;
//////////////////////////////////////////////////////////////////////////
// (TODO: Work out why these things have to be in this order (to avoid
// jumps when starting to move, etc)
// Calculate frame length
{
const double time = get_time();
static double last_time = time;
const float length = (float)(time-last_time);
last_time = time;
debug_assert(length >= 0.0f);
// TODO: filter out big jumps, e.g. when having done a lot of slow
// processing in the last frame
state.frameLength = length;
}
// Process the input that was received in the past
if (g_Input.ProcessInput(&state))
recent_activity = true;
//////////////////////////////////////////////////////////////////////////
{
IMessage* msg;
while ((msg = msgPasser.Retrieve()) != NULL)
{
recent_activity = true;
std::string name (msg->GetName());
if (name == "CommandString")
{
// Allow some laziness: For commands that don't need any data other
// than their name, we just use CommandString (and then need to
// construct a reference to the appropriate handler for the
// given string)
name += "_";
name += *static_cast<mCommandString*>(msg)->name;
// use 'static_cast' when casting messages, to make it clear
// that something slightly dangerous is happening - we have
// to just assume that GetName is correct, since we can't use
// proper RTTI.
}
msgHandlers::const_iterator it = GetMsgHandlers().find(name);
if (it != GetMsgHandlers().end())
{
it->second(msg);
}
else
{
debug_warn("Unrecognised message");
// TODO: CLogger might not be initialised
LOG(ERROR, "atlas", "Unrecognised message (%s)", name.c_str());
}
if (msg->GetType() == IMessage::Query)
{
// For queries, we need to notify MessagePasserImpl::Query
// that the query has now been processed.
sem_post((sem_t*) static_cast<QueryMessage*>(msg)->m_Semaphore);
// (msg may have been destructed at this point, so don't use it again)
// It's quite possible that the querier is going to do a tiny
// bit of processing on the query results and then issue another
// query, and repeat lots of times in a loop. To avoid slowing
// that down by rendering between every query, make this
// thread yield now.
SDL_Delay(0);
}
else
{
// For non-queries, we need to delete the object, since we
// took ownership of it.
AtlasMessage::ShareableDelete(msg);
}
}
}
// Exit, if desired
if (! state.running)
break;
//////////////////////////////////////////////////////////////////////////
// Do per-frame processing:
vfs_reload_changed_files();
if (state.worldloaded)
{
g_EntityManager.updateAll(0);
g_Game->GetSimulation()->Update(0.0);
}
if (state.rendering)
{
AtlasRender();
Atlas_GLSwapBuffers((void*)state.glContext);
}
double time = get_time();
if (recent_activity)
last_activity = time;
// Be nice to the processor (by sleeping lots) if we're not doing anything
// useful, and nice to the user (by just yielding to other threads) if we are
if (time - last_activity > 0.5) // if there was no recent activity...
{
double sleepUntil = time + 0.5; // only redraw at 2fps
while (time < sleepUntil)
{
// To minimise latency when the user starts doing stuff, only
// sleep for a short while, then check if anything's happened,
// then go back to sleep
// (TODO: This should probably be done with something like semaphores)
Atlas_NotifyEndOfFrame(); // (TODO: rename to NotifyEndOfQuiteShortProcessingPeriodSoPleaseSendMeNewMessages or something)
SDL_Delay(50);
if (!msgPasser.IsEmpty())
break;
time = get_time();
}
}
else
{
Atlas_NotifyEndOfFrame();
SDL_Delay(0);
}
}
// TODO: delete all remaining messages, to avoid memory leak warnings
pthread_join(gameThread, NULL);
exit(0);
}