1529 lines
46 KiB
C++
1529 lines
46 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
|
|
* This file is part of 0 A.D.
|
|
*
|
|
* 0 A.D. 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.
|
|
*
|
|
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "ps/GameSetup/GameSetup.h"
|
|
|
|
#include "graphics/Canvas2D.h"
|
|
#include "graphics/CinemaManager.h"
|
|
#include "graphics/Color.h"
|
|
#include "graphics/GameView.h"
|
|
#include "graphics/LightEnv.h"
|
|
#include "graphics/MapReader.h"
|
|
#include "graphics/MaterialManager.h"
|
|
#include "graphics/ModelDef.h"
|
|
#include "graphics/TerrainTextureManager.h"
|
|
#include "gui/CGUI.h"
|
|
#include "gui/GUIManager.h"
|
|
#include "i18n/L10n.h"
|
|
#include "lib/app_hooks.h"
|
|
#include "lib/config2.h"
|
|
#include "lib/external_libraries/libsdl.h"
|
|
#include "lib/file/common/file_stats.h"
|
|
#include "lib/input.h"
|
|
#include "lib/ogl.h"
|
|
#include "lib/res/graphics/ogl_tex.h"
|
|
#include "lib/res/h_mgr.h"
|
|
#include "lib/timer.h"
|
|
#include "lobby/IXmppClient.h"
|
|
#include "maths/MathUtil.h"
|
|
#include "network/NetServer.h"
|
|
#include "network/NetClient.h"
|
|
#include "network/NetMessage.h"
|
|
#include "network/NetMessages.h"
|
|
#include "ps/CConsole.h"
|
|
#include "ps/CLogger.h"
|
|
#include "ps/ConfigDB.h"
|
|
#include "ps/Filesystem.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/GameSetup/Atlas.h"
|
|
#include "ps/GameSetup/Paths.h"
|
|
#include "ps/GameSetup/Config.h"
|
|
#include "ps/GameSetup/CmdLineArgs.h"
|
|
#include "ps/GameSetup/HWDetect.h"
|
|
#include "ps/Globals.h"
|
|
#include "ps/GUID.h"
|
|
#include "ps/Hotkey.h"
|
|
#include "ps/Joystick.h"
|
|
#include "ps/Loader.h"
|
|
#include "ps/Mod.h"
|
|
#include "ps/ModIo.h"
|
|
#include "ps/Profile.h"
|
|
#include "ps/ProfileViewer.h"
|
|
#include "ps/Profiler2.h"
|
|
#include "ps/Pyrogenesis.h" // psSetLogDir
|
|
#include "ps/scripting/JSInterface_Console.h"
|
|
#include "ps/TouchInput.h"
|
|
#include "ps/UserReport.h"
|
|
#include "ps/Util.h"
|
|
#include "ps/VideoMode.h"
|
|
#include "ps/VisualReplay.h"
|
|
#include "ps/World.h"
|
|
#include "renderer/ModelRenderer.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "renderer/VertexBufferManager.h"
|
|
#include "scriptinterface/FunctionWrapper.h"
|
|
#include "scriptinterface/JSON.h"
|
|
#include "scriptinterface/ScriptInterface.h"
|
|
#include "scriptinterface/ScriptStats.h"
|
|
#include "scriptinterface/ScriptContext.h"
|
|
#include "scriptinterface/ScriptConversions.h"
|
|
#include "simulation2/Simulation2.h"
|
|
#include "soundmanager/scripting/JSInterface_Sound.h"
|
|
#include "soundmanager/ISoundManager.h"
|
|
#include "tools/atlas/GameInterface/GameLoop.h"
|
|
#include "tools/atlas/GameInterface/View.h"
|
|
|
|
#if !(OS_WIN || OS_MACOSX || OS_ANDROID) // assume all other platforms use X11 for wxWidgets
|
|
#define MUST_INIT_X11 1
|
|
#include <X11/Xlib.h>
|
|
#else
|
|
#define MUST_INIT_X11 0
|
|
#endif
|
|
|
|
extern void RestartEngine();
|
|
|
|
#include <fstream>
|
|
#include <iostream>
|
|
|
|
#include <boost/algorithm/string/classification.hpp>
|
|
#include <boost/algorithm/string/join.hpp>
|
|
#include <boost/algorithm/string/split.hpp>
|
|
|
|
ERROR_GROUP(System);
|
|
ERROR_TYPE(System, SDLInitFailed);
|
|
ERROR_TYPE(System, VmodeFailed);
|
|
ERROR_TYPE(System, RequiredExtensionsMissing);
|
|
|
|
bool g_DoRenderGui = true;
|
|
bool g_DoRenderLogger = true;
|
|
|
|
thread_local std::shared_ptr<ScriptContext> g_ScriptContext;
|
|
|
|
static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code
|
|
|
|
bool g_InDevelopmentCopy;
|
|
bool g_CheckedIfInDevelopmentCopy = false;
|
|
|
|
static void SetTextureQuality(int quality)
|
|
{
|
|
int q_flags;
|
|
GLint filter;
|
|
|
|
retry:
|
|
// keep this in sync with SANE_TEX_QUALITY_DEFAULT
|
|
switch(quality)
|
|
{
|
|
// worst quality
|
|
case 0:
|
|
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
|
|
filter = GL_NEAREST;
|
|
break;
|
|
// [perf] add bilinear filtering
|
|
case 1:
|
|
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
|
|
filter = GL_LINEAR;
|
|
break;
|
|
// [vmem] no longer reduce resolution
|
|
case 2:
|
|
q_flags = OGL_TEX_HALF_BPP;
|
|
filter = GL_LINEAR;
|
|
break;
|
|
// [vmem] add mipmaps
|
|
case 3:
|
|
q_flags = OGL_TEX_HALF_BPP;
|
|
filter = GL_NEAREST_MIPMAP_LINEAR;
|
|
break;
|
|
// [perf] better filtering
|
|
case 4:
|
|
q_flags = OGL_TEX_HALF_BPP;
|
|
filter = GL_LINEAR_MIPMAP_LINEAR;
|
|
break;
|
|
// [vmem] no longer reduce bpp
|
|
case SANE_TEX_QUALITY_DEFAULT:
|
|
q_flags = OGL_TEX_FULL_QUALITY;
|
|
filter = GL_LINEAR_MIPMAP_LINEAR;
|
|
break;
|
|
// [perf] add anisotropy
|
|
case 6:
|
|
// TODO: add anisotropic filtering
|
|
q_flags = OGL_TEX_FULL_QUALITY;
|
|
filter = GL_LINEAR_MIPMAP_LINEAR;
|
|
break;
|
|
// invalid
|
|
default:
|
|
debug_warn(L"SetTextureQuality: invalid quality");
|
|
quality = SANE_TEX_QUALITY_DEFAULT;
|
|
// careful: recursion doesn't work and we don't want to duplicate
|
|
// the "sane" default values.
|
|
goto retry;
|
|
}
|
|
|
|
ogl_tex_set_defaults(q_flags, filter);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// GUI integration
|
|
//----------------------------------------------------------------------------
|
|
|
|
bool ShouldRender()
|
|
{
|
|
return !g_app_minimized && (g_app_has_focus || !g_VideoMode.IsInFullscreen());
|
|
}
|
|
|
|
|
|
void Render()
|
|
{
|
|
// Do not render if not focused while in fullscreen or minimised,
|
|
// as that triggers a difficult-to-reproduce crash on some graphic cards.
|
|
if (!ShouldRender())
|
|
return;
|
|
|
|
PROFILE3("render");
|
|
|
|
g_Profiler2.RecordGPUFrameStart();
|
|
ogl_WarnIfError();
|
|
|
|
// prepare before starting the renderer frame
|
|
if (g_Game && g_Game->IsGameStarted())
|
|
g_Game->GetView()->BeginFrame();
|
|
|
|
if (g_Game)
|
|
g_Renderer.SetSimulation(g_Game->GetSimulation2());
|
|
|
|
// start new frame
|
|
g_Renderer.BeginFrame();
|
|
|
|
ogl_WarnIfError();
|
|
|
|
if (g_Game && g_Game->IsGameStarted())
|
|
{
|
|
g_Game->GetView()->Render();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
g_Renderer.RenderTextOverlays();
|
|
|
|
// If we're in Atlas game view, render special tools
|
|
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
|
|
{
|
|
g_AtlasGameLoop->view->DrawCinemaPathTool();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
if (g_Game && g_Game->IsGameStarted())
|
|
{
|
|
g_Game->GetView()->GetCinema()->Render();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
if (g_DoRenderGui)
|
|
{
|
|
OGL_SCOPED_DEBUG_GROUP("Draw GUI");
|
|
// All GUI elements are drawn in Z order to render semi-transparent
|
|
// objects correctly.
|
|
g_GUI->Draw();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
// If we're in Atlas game view, render special overlays (e.g. editor bandbox).
|
|
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
|
|
{
|
|
CCanvas2D canvas;
|
|
g_AtlasGameLoop->view->DrawOverlays(canvas);
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
g_Console->Render();
|
|
ogl_WarnIfError();
|
|
|
|
if (g_DoRenderLogger)
|
|
{
|
|
g_Logger->Render();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
// Profile information
|
|
g_ProfileViewer.RenderProfile();
|
|
ogl_WarnIfError();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
g_Renderer.EndFrame();
|
|
|
|
PROFILE2_ATTR("draw calls: %d", (int)g_Renderer.GetStats().m_DrawCalls);
|
|
PROFILE2_ATTR("terrain tris: %d", (int)g_Renderer.GetStats().m_TerrainTris);
|
|
PROFILE2_ATTR("water tris: %d", (int)g_Renderer.GetStats().m_WaterTris);
|
|
PROFILE2_ATTR("model tris: %d", (int)g_Renderer.GetStats().m_ModelTris);
|
|
PROFILE2_ATTR("overlay tris: %d", (int)g_Renderer.GetStats().m_OverlayTris);
|
|
PROFILE2_ATTR("blend splats: %d", (int)g_Renderer.GetStats().m_BlendSplats);
|
|
PROFILE2_ATTR("particles: %d", (int)g_Renderer.GetStats().m_Particles);
|
|
|
|
ogl_WarnIfError();
|
|
|
|
g_Profiler2.RecordGPUFrameEnd();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
ErrorReactionInternal psDisplayError(const wchar_t* UNUSED(text), size_t UNUSED(flags))
|
|
{
|
|
// If we're fullscreen, then sometimes (at least on some particular drivers on Linux)
|
|
// displaying the error dialog hangs the desktop since the dialog box is behind the
|
|
// fullscreen window. So we just force the game to windowed mode before displaying the dialog.
|
|
// (But only if we're in the main thread, and not if we're being reentrant.)
|
|
if (Threading::IsMainThread())
|
|
{
|
|
static bool reentering = false;
|
|
if (!reentering)
|
|
{
|
|
reentering = true;
|
|
g_VideoMode.SetFullscreen(false);
|
|
reentering = false;
|
|
}
|
|
}
|
|
|
|
// We don't actually implement the error display here, so return appropriately
|
|
return ERI_NOT_IMPLEMENTED;
|
|
}
|
|
|
|
void MountMods(const Paths& paths, const std::vector<CStr>& mods)
|
|
{
|
|
OsPath modPath = paths.RData()/"mods";
|
|
OsPath modUserPath = paths.UserData()/"mods";
|
|
|
|
size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE;
|
|
size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST;
|
|
size_t priority = 0;
|
|
for (size_t i = 0; i < mods.size(); ++i)
|
|
{
|
|
priority = i + 1; // Mods are higher priority than regular mountings, which default to priority 0
|
|
|
|
OsPath modName(mods[i]);
|
|
// Only mount mods from the user path if they don't exist in the 'rdata' path.
|
|
if (DirectoryExists(modPath / modName / ""))
|
|
g_VFS->Mount(L"", modPath / modName / "", baseFlags, priority);
|
|
else
|
|
g_VFS->Mount(L"", modUserPath / modName / "", userFlags, priority);
|
|
}
|
|
|
|
// Mount the user mod last. In dev copy, mount it with a low priority. Otherwise, make it writable.
|
|
g_VFS->Mount(L"", modUserPath / "user" / "", userFlags, InDevelopmentCopy() ? 0 : priority + 1);
|
|
}
|
|
|
|
static void InitVfs(const CmdLineArgs& args, int flags)
|
|
{
|
|
TIMER(L"InitVfs");
|
|
|
|
const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0;
|
|
|
|
const Paths paths(args);
|
|
|
|
OsPath logs(paths.Logs());
|
|
CreateDirectories(logs, 0700);
|
|
|
|
psSetLogDir(logs);
|
|
// desired location for crashlog is now known. update AppHooks ASAP
|
|
// (particularly before the following error-prone operations):
|
|
AppHooks hooks = {0};
|
|
hooks.bundle_logs = psBundleLogs;
|
|
hooks.get_log_dir = psLogDir;
|
|
if (setup_error)
|
|
hooks.display_error = psDisplayError;
|
|
app_hooks_update(&hooks);
|
|
|
|
g_VFS = CreateVfs();
|
|
|
|
const OsPath readonlyConfig = paths.RData()/"config"/"";
|
|
|
|
// Mount these dirs with highest priority so that mods can't overwrite them.
|
|
g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE, VFS_MAX_PRIORITY); // (adding XMBs to archive speeds up subsequent reads)
|
|
if (readonlyConfig != paths.Config())
|
|
g_VFS->Mount(L"config/", readonlyConfig, 0, VFS_MAX_PRIORITY-1);
|
|
g_VFS->Mount(L"config/", paths.Config(), 0, VFS_MAX_PRIORITY);
|
|
g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/"", 0, VFS_MAX_PRIORITY);
|
|
g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH, VFS_MAX_PRIORITY);
|
|
|
|
// Engine localization files (regular priority, these can be overwritten).
|
|
g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/"");
|
|
|
|
// Mods will be mounted later.
|
|
|
|
// note: don't bother with g_VFS->TextRepresentation - directories
|
|
// haven't yet been populated and are empty.
|
|
}
|
|
|
|
|
|
static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcScriptInterface, JS::HandleValue initData)
|
|
{
|
|
{
|
|
// console
|
|
TIMER(L"ps_console");
|
|
|
|
g_Console->Init();
|
|
}
|
|
|
|
// hotkeys
|
|
{
|
|
TIMER(L"ps_lang_hotkeys");
|
|
LoadHotkeys(g_ConfigDB);
|
|
}
|
|
|
|
if (!setup_gui)
|
|
{
|
|
// We do actually need *some* kind of GUI loaded, so use the
|
|
// (currently empty) Atlas one
|
|
g_GUI->SwitchPage(L"page_atlas.xml", srcScriptInterface, initData);
|
|
return;
|
|
}
|
|
|
|
// GUI uses VFS, so this must come after VFS init.
|
|
g_GUI->SwitchPage(gui_page, srcScriptInterface, initData);
|
|
}
|
|
|
|
void InitPsAutostart(bool networked, JS::HandleValue attrs)
|
|
{
|
|
// The GUI has not been initialized yet, so use the simulation scriptinterface for this variable
|
|
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
|
|
ScriptRequest rq(scriptInterface);
|
|
|
|
JS::RootedValue playerAssignments(rq.cx);
|
|
Script::CreateObject(rq, &playerAssignments);
|
|
|
|
if (!networked)
|
|
{
|
|
JS::RootedValue localPlayer(rq.cx);
|
|
Script::CreateObject(rq, &localPlayer, "player", g_Game->GetPlayerID());
|
|
Script::SetProperty(rq, playerAssignments, "local", localPlayer);
|
|
}
|
|
|
|
JS::RootedValue sessionInitData(rq.cx);
|
|
|
|
Script::CreateObject(
|
|
rq,
|
|
&sessionInitData,
|
|
"attribs", attrs,
|
|
"playerAssignments", playerAssignments);
|
|
|
|
InitPs(true, L"page_loading.xml", &scriptInterface, sessionInitData);
|
|
}
|
|
|
|
|
|
void InitInput()
|
|
{
|
|
g_Joystick.Initialise();
|
|
|
|
// register input handlers
|
|
// This stack is constructed so the first added, will be the last
|
|
// one called. This is important, because each of the handlers
|
|
// has the potential to block events to go further down
|
|
// in the chain. I.e. the last one in the list added, is the
|
|
// only handler that can block all messages before they are
|
|
// processed.
|
|
in_add_handler(game_view_handler);
|
|
|
|
in_add_handler(CProfileViewer::InputThunk);
|
|
|
|
in_add_handler(HotkeyInputActualHandler);
|
|
|
|
// gui_handler needs to be registered after (i.e. called before!) the
|
|
// hotkey handler so that input boxes can be typed in without
|
|
// setting off hotkeys.
|
|
in_add_handler(gui_handler);
|
|
// Likewise for the console.
|
|
in_add_handler(conInputHandler);
|
|
|
|
in_add_handler(touch_input_handler);
|
|
|
|
// Should be called after scancode map update (i.e. after the global input, but before UI).
|
|
// This never blocks the event, but it does some processing necessary for hotkeys,
|
|
// which are triggered later down the input chain.
|
|
// (by calling this before the UI, we can use 'EventWouldTriggerHotkey' in the UI).
|
|
in_add_handler(HotkeyInputPrepHandler);
|
|
|
|
// These two must be called first (i.e. pushed last)
|
|
// GlobalsInputHandler deals with some important global state,
|
|
// such as which scancodes are being pressed, mouse buttons pressed, etc.
|
|
// while HotkeyStateChange updates the map of active hotkeys.
|
|
in_add_handler(GlobalsInputHandler);
|
|
in_add_handler(HotkeyStateChange);
|
|
}
|
|
|
|
|
|
static void ShutdownPs()
|
|
{
|
|
SAFE_DELETE(g_GUI);
|
|
|
|
UnloadHotkeys();
|
|
}
|
|
|
|
|
|
static void InitRenderer()
|
|
{
|
|
TIMER(L"InitRenderer");
|
|
|
|
// create renderer
|
|
new CRenderer;
|
|
|
|
// create terrain related stuff
|
|
new CTerrainTextureManager;
|
|
|
|
g_Renderer.Open(g_xres, g_yres);
|
|
|
|
// Setup lighting environment. Since the Renderer accesses the
|
|
// lighting environment through a pointer, this has to be done before
|
|
// the first Frame.
|
|
g_Renderer.SetLightEnv(&g_LightEnv);
|
|
|
|
// I haven't seen the camera affecting GUI rendering and such, but the
|
|
// viewport has to be updated according to the video mode
|
|
SViewPort vp;
|
|
vp.m_X = 0;
|
|
vp.m_Y = 0;
|
|
vp.m_Width = g_xres;
|
|
vp.m_Height = g_yres;
|
|
g_Renderer.SetViewport(vp);
|
|
ModelDefActivateFastImpl();
|
|
ColorActivateFastImpl();
|
|
ModelRenderer::Init();
|
|
}
|
|
|
|
static void InitSDL()
|
|
{
|
|
#if OS_LINUX
|
|
// In fullscreen mode when SDL is compiled with DGA support, the mouse
|
|
// sensitivity often appears to be unusably wrong (typically too low).
|
|
// (This seems to be reported almost exclusively on Ubuntu, but can be
|
|
// reproduced on Gentoo after explicitly enabling DGA.)
|
|
// Disabling the DGA mouse appears to fix that problem, and doesn't
|
|
// have any obvious negative effects.
|
|
setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 0);
|
|
#endif
|
|
|
|
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
|
|
{
|
|
LOGERROR("SDL library initialization failed: %s", SDL_GetError());
|
|
throw PSERROR_System_SDLInitFailed();
|
|
}
|
|
atexit(SDL_Quit);
|
|
|
|
// Text input is active by default, disable it until it is actually needed.
|
|
SDL_StopTextInput();
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 9)
|
|
// SDL2 >= 2.0.9 defaults to 32 pixels (to support touch screens) but that can break our double-clicking.
|
|
SDL_SetHint(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS, "1");
|
|
#endif
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 14) && OS_WIN
|
|
// SDL2 >= 2.0.14 Before SDL 2.0.14, this defaulted to true. In 2.0.14 they switched to false
|
|
// breaking the behavior on Windows.
|
|
// https://github.com/libsdl-org/SDL/commit/1947ca7028ab165cc3e6cbdb0b4b7c4db68d1710
|
|
// https://github.com/libsdl-org/SDL/issues/5033
|
|
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "1");
|
|
#endif
|
|
|
|
#if OS_MACOSX
|
|
// Some Mac mice only have one button, so they can't right-click
|
|
// but SDL2 can emulate that with Ctrl+Click
|
|
bool macMouse = false;
|
|
CFG_GET_VAL("macmouse", macMouse);
|
|
SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, macMouse ? "1" : "0");
|
|
#endif
|
|
}
|
|
|
|
static void ShutdownSDL()
|
|
{
|
|
SDL_Quit();
|
|
}
|
|
|
|
|
|
void EndGame()
|
|
{
|
|
SAFE_DELETE(g_NetClient);
|
|
SAFE_DELETE(g_NetServer);
|
|
SAFE_DELETE(g_Game);
|
|
|
|
if (CRenderer::IsInitialised())
|
|
{
|
|
ISoundManager::CloseGame();
|
|
g_Renderer.ResetState();
|
|
}
|
|
}
|
|
|
|
void Shutdown(int flags)
|
|
{
|
|
const bool hasRenderer = CRenderer::IsInitialised();
|
|
|
|
if ((flags & SHUTDOWN_FROM_CONFIG))
|
|
goto from_config;
|
|
|
|
EndGame();
|
|
|
|
SAFE_DELETE(g_XmppClient);
|
|
|
|
SAFE_DELETE(g_ModIo);
|
|
|
|
ShutdownPs();
|
|
|
|
TIMER_BEGIN(L"shutdown TexMan");
|
|
delete &g_TexMan;
|
|
TIMER_END(L"shutdown TexMan");
|
|
|
|
if (hasRenderer)
|
|
{
|
|
TIMER_BEGIN(L"shutdown Renderer");
|
|
g_Renderer.~CRenderer();
|
|
g_VBMan.Shutdown();
|
|
TIMER_END(L"shutdown Renderer");
|
|
}
|
|
|
|
g_RenderingOptions.ClearHooks();
|
|
|
|
g_Profiler2.ShutdownGPU();
|
|
|
|
TIMER_BEGIN(L"shutdown SDL");
|
|
ShutdownSDL();
|
|
TIMER_END(L"shutdown SDL");
|
|
|
|
if (hasRenderer)
|
|
g_VideoMode.Shutdown();
|
|
|
|
TIMER_BEGIN(L"shutdown UserReporter");
|
|
g_UserReporter.Deinitialize();
|
|
TIMER_END(L"shutdown UserReporter");
|
|
|
|
// Cleanup curl now that g_ModIo and g_UserReporter have been shutdown.
|
|
curl_global_cleanup();
|
|
|
|
delete &g_L10n;
|
|
|
|
from_config:
|
|
TIMER_BEGIN(L"shutdown ConfigDB");
|
|
CConfigDB::Shutdown();
|
|
TIMER_END(L"shutdown ConfigDB");
|
|
|
|
SAFE_DELETE(g_Console);
|
|
|
|
// This is needed to ensure that no callbacks from the JSAPI try to use
|
|
// the profiler when it's already destructed
|
|
g_ScriptContext.reset();
|
|
|
|
// resource
|
|
// first shut down all resource owners, and then the handle manager.
|
|
TIMER_BEGIN(L"resource modules");
|
|
|
|
ISoundManager::SetEnabled(false);
|
|
|
|
g_VFS.reset();
|
|
|
|
// this forcibly frees all open handles (thus preventing real leaks),
|
|
// and makes further access to h_mgr impossible.
|
|
h_mgr_shutdown();
|
|
|
|
file_stats_dump();
|
|
|
|
TIMER_END(L"resource modules");
|
|
|
|
TIMER_BEGIN(L"shutdown misc");
|
|
timer_DisplayClientTotals();
|
|
|
|
CNetHost::Deinitialize();
|
|
|
|
// should be last, since the above use them
|
|
SAFE_DELETE(g_Logger);
|
|
delete &g_Profiler;
|
|
delete &g_ProfileViewer;
|
|
|
|
SAFE_DELETE(g_ScriptStatsTable);
|
|
TIMER_END(L"shutdown misc");
|
|
}
|
|
|
|
#if OS_UNIX
|
|
static void FixLocales()
|
|
{
|
|
#if OS_MACOSX || OS_BSD
|
|
// OS X requires a UTF-8 locale in LC_CTYPE so that *wprintf can handle
|
|
// wide characters. Peculiarly the string "UTF-8" seems to be acceptable
|
|
// despite not being a real locale, and it's conveniently language-agnostic,
|
|
// so use that.
|
|
setlocale(LC_CTYPE, "UTF-8");
|
|
#endif
|
|
|
|
|
|
// On misconfigured systems with incorrect locale settings, we'll die
|
|
// with a C++ exception when some code (e.g. Boost) tries to use locales.
|
|
// To avoid death, we'll detect the problem here and warn the user and
|
|
// reset to the default C locale.
|
|
|
|
|
|
// For informing the user of the problem, use the list of env vars that
|
|
// glibc setlocale looks at. (LC_ALL is checked first, and LANG last.)
|
|
const char* const LocaleEnvVars[] = {
|
|
"LC_ALL",
|
|
"LC_COLLATE",
|
|
"LC_CTYPE",
|
|
"LC_MONETARY",
|
|
"LC_NUMERIC",
|
|
"LC_TIME",
|
|
"LC_MESSAGES",
|
|
"LANG"
|
|
};
|
|
|
|
try
|
|
{
|
|
// this constructor is similar to setlocale(LC_ALL, ""),
|
|
// but instead of returning NULL, it throws runtime_error
|
|
// when the first locale env variable found contains an invalid value
|
|
std::locale("");
|
|
}
|
|
catch (std::runtime_error&)
|
|
{
|
|
LOGWARNING("Invalid locale settings");
|
|
|
|
for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++)
|
|
{
|
|
if (char* envval = getenv(LocaleEnvVars[i]))
|
|
LOGWARNING(" %s=\"%s\"", LocaleEnvVars[i], envval);
|
|
else
|
|
LOGWARNING(" %s=\"(unset)\"", LocaleEnvVars[i]);
|
|
}
|
|
|
|
// We should set LC_ALL since it overrides LANG
|
|
if (setenv("LC_ALL", std::locale::classic().name().c_str(), 1))
|
|
debug_warn(L"Invalid locale settings, and unable to set LC_ALL env variable.");
|
|
else
|
|
LOGWARNING("Setting LC_ALL env variable to: %s", getenv("LC_ALL"));
|
|
}
|
|
}
|
|
#else
|
|
static void FixLocales()
|
|
{
|
|
// Do nothing on Windows
|
|
}
|
|
#endif
|
|
|
|
void EarlyInit()
|
|
{
|
|
// If you ever want to catch a particular allocation:
|
|
//_CrtSetBreakAlloc(232647);
|
|
|
|
Threading::SetMainThread();
|
|
|
|
debug_SetThreadName("main");
|
|
// add all debug_printf "tags" that we are interested in:
|
|
debug_filter_add("TIMER");
|
|
|
|
timer_Init();
|
|
|
|
// initialise profiler early so it can profile startup,
|
|
// but only after LatchStartTime
|
|
g_Profiler2.Initialise();
|
|
|
|
FixLocales();
|
|
|
|
// Because we do GL calls from a secondary thread, Xlib needs to
|
|
// be told to support multiple threads safely.
|
|
// This is needed for Atlas, but we have to call it before any other
|
|
// Xlib functions (e.g. the ones used when drawing the main menu
|
|
// before launching Atlas)
|
|
#if MUST_INIT_X11
|
|
int status = XInitThreads();
|
|
if (status == 0)
|
|
debug_printf("Error enabling thread-safety via XInitThreads\n");
|
|
#endif
|
|
|
|
// Initialise the low-quality rand function
|
|
srand(time(NULL)); // NOTE: this rand should *not* be used for simulation!
|
|
}
|
|
|
|
bool Autostart(const CmdLineArgs& args);
|
|
|
|
/**
|
|
* Returns true if the user has intended to start a visual replay from command line.
|
|
*/
|
|
bool AutostartVisualReplay(const std::string& replayFile);
|
|
|
|
bool Init(const CmdLineArgs& args, int flags)
|
|
{
|
|
h_mgr_init();
|
|
|
|
// Do this as soon as possible, because it chdirs
|
|
// and will mess up the error reporting if anything
|
|
// crashes before the working directory is set.
|
|
InitVfs(args, flags);
|
|
|
|
// This must come after VFS init, which sets the current directory
|
|
// (required for finding our output log files).
|
|
g_Logger = new CLogger;
|
|
|
|
new CProfileViewer;
|
|
new CProfileManager; // before any script code
|
|
|
|
g_ScriptStatsTable = new CScriptStatsTable;
|
|
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
|
|
|
|
// Set up the console early, so that debugging
|
|
// messages can be logged to it. (The console's size
|
|
// and fonts are set later in InitPs())
|
|
g_Console = new CConsole();
|
|
|
|
// g_ConfigDB, command line args, globals
|
|
CONFIG_Init(args);
|
|
|
|
// Using a global object for the context is a workaround until Simulation and AI use
|
|
// their own threads and also their own contexts.
|
|
const int contextSize = 384 * 1024 * 1024;
|
|
const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
|
|
g_ScriptContext = ScriptContext::CreateContext(contextSize, heapGrowthBytesGCTrigger);
|
|
|
|
// On the first Init (INIT_MODS), check for command-line arguments
|
|
// or use the default mods from the config and enable those.
|
|
// On later engine restarts (e.g. the mod selector), we will skip this path,
|
|
// to avoid overwriting the newly selected mods.
|
|
if (flags & INIT_MODS)
|
|
{
|
|
ScriptInterface modInterface("Engine", "Mod", g_ScriptContext);
|
|
g_Mods.UpdateAvailableMods(modInterface);
|
|
std::vector<CStr> mods;
|
|
if (args.Has("mod"))
|
|
mods = args.GetMultiple("mod");
|
|
else
|
|
{
|
|
CStr modsStr;
|
|
CFG_GET_VAL("mod.enabledmods", modsStr);
|
|
boost::split(mods, modsStr, boost::algorithm::is_space(), boost::token_compress_on);
|
|
}
|
|
|
|
if (!g_Mods.EnableMods(mods, flags & INIT_MODS_PUBLIC))
|
|
{
|
|
// In non-visual mode, fail entirely.
|
|
if (args.Has("autostart-nonvisual"))
|
|
{
|
|
LOGERROR("Trying to start with incompatible mods: %s.", boost::algorithm::join(g_Mods.GetIncompatibleMods(), ", "));
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
// If there are incompatible mods, switch to the mod selector so players can resolve the problem.
|
|
if (g_Mods.GetIncompatibleMods().empty())
|
|
MountMods(Paths(args), g_Mods.GetEnabledMods());
|
|
else
|
|
MountMods(Paths(args), { "mod" });
|
|
|
|
// Special command-line mode to dump the entity schemas instead of running the game.
|
|
// (This must be done after loading VFS etc, but should be done before wasting time
|
|
// on anything else.)
|
|
if (args.Has("dumpSchema"))
|
|
{
|
|
CSimulation2 sim(NULL, g_ScriptContext, NULL);
|
|
sim.LoadDefaultScripts();
|
|
std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
|
|
f << sim.GenerateSchema();
|
|
std::cout << "Generated entity.rng\n";
|
|
exit(0);
|
|
}
|
|
|
|
CNetHost::Initialize();
|
|
|
|
#if CONFIG2_AUDIO
|
|
if (!args.Has("autostart-nonvisual") && !g_DisableAudio)
|
|
ISoundManager::CreateSoundManager();
|
|
#endif
|
|
|
|
new L10n;
|
|
|
|
// Optionally start profiler HTTP output automatically
|
|
// (By default it's only enabled by a hotkey, for security/performance)
|
|
bool profilerHTTPEnable = false;
|
|
CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable);
|
|
if (profilerHTTPEnable)
|
|
g_Profiler2.EnableHTTP();
|
|
|
|
// Initialise everything except Win32 sockets (because our networking
|
|
// system already inits those)
|
|
curl_global_init(CURL_GLOBAL_ALL & ~CURL_GLOBAL_WIN32);
|
|
|
|
if (!g_Quickstart)
|
|
g_UserReporter.Initialize(); // after config
|
|
|
|
PROFILE2_EVENT("Init finished");
|
|
return true;
|
|
}
|
|
|
|
void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& installedMods)
|
|
{
|
|
const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;
|
|
|
|
if(setup_vmode)
|
|
{
|
|
InitSDL();
|
|
|
|
if (!g_VideoMode.InitSDL())
|
|
throw PSERROR_System_VmodeFailed(); // abort startup
|
|
}
|
|
|
|
RunHardwareDetection();
|
|
|
|
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
|
|
SetTextureQuality(SANE_TEX_QUALITY_DEFAULT);
|
|
else
|
|
{
|
|
int textureQuality = SANE_TEX_QUALITY_DEFAULT;
|
|
CFG_GET_VAL("texturequality", textureQuality);
|
|
SetTextureQuality(textureQuality);
|
|
}
|
|
|
|
ogl_WarnIfError();
|
|
|
|
// Optionally start profiler GPU timings automatically
|
|
// (By default it's only enabled by a hotkey, for performance/compatibility)
|
|
bool profilerGPUEnable = false;
|
|
CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable);
|
|
if (profilerGPUEnable)
|
|
g_Profiler2.EnableGPU();
|
|
|
|
if(!g_Quickstart)
|
|
{
|
|
WriteSystemInfo();
|
|
// note: no longer vfs_display here. it's dog-slow due to unbuffered
|
|
// file output and very rarely needed.
|
|
}
|
|
|
|
if(g_DisableAudio)
|
|
ISoundManager::SetEnabled(false);
|
|
|
|
g_GUI = new CGUIManager();
|
|
|
|
CStr8 renderPath = "default";
|
|
CFG_GET_VAL("renderpath", renderPath);
|
|
if (RenderPathEnum::FromString(renderPath) == FIXED)
|
|
{
|
|
// It doesn't make sense to continue working here, because we're not
|
|
// able to display anything.
|
|
DEBUG_DISPLAY_FATAL_ERROR(
|
|
L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
|
|
L" The game does not support pre-shader graphics cards."
|
|
L" You are advised to try installing newer drivers and/or upgrade your graphics card."
|
|
L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
|
|
);
|
|
}
|
|
|
|
ogl_WarnIfError();
|
|
|
|
g_RenderingOptions.ReadConfigAndSetupHooks();
|
|
|
|
InitRenderer();
|
|
|
|
InitInput();
|
|
|
|
ogl_WarnIfError();
|
|
|
|
// TODO: Is this the best place for this?
|
|
if (VfsDirectoryExists(L"maps/"))
|
|
CXeromyces::AddValidator(g_VFS, "map", "maps/scenario.rng");
|
|
|
|
try
|
|
{
|
|
if (!AutostartVisualReplay(args.Get("replay-visual")) && !Autostart(args))
|
|
{
|
|
const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
|
|
// We only want to display the splash screen at startup
|
|
std::shared_ptr<ScriptInterface> scriptInterface = g_GUI->GetScriptInterface();
|
|
ScriptRequest rq(scriptInterface);
|
|
JS::RootedValue data(rq.cx);
|
|
if (g_GUI)
|
|
{
|
|
Script::CreateObject(rq, &data, "isStartup", true);
|
|
if (!installedMods.empty())
|
|
Script::SetProperty(rq, data, "installedMods", installedMods);
|
|
}
|
|
InitPs(setup_gui, installedMods.empty() ? L"page_pregame.xml" : L"page_modmod.xml", g_GUI->GetScriptInterface().get(), data);
|
|
}
|
|
}
|
|
catch (PSERROR_Game_World_MapLoadFailed& e)
|
|
{
|
|
// Map Loading failed
|
|
|
|
// Start the engine so we have a GUI
|
|
InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue);
|
|
|
|
// Call script function to do the actual work
|
|
// (delete game data, switch GUI page, show error, etc.)
|
|
CancelLoad(CStr(e.what()).FromUTF8());
|
|
}
|
|
}
|
|
|
|
void InitNonVisual(const CmdLineArgs& args)
|
|
{
|
|
// Need some stuff for terrain movement costs:
|
|
// (TODO: this ought to be independent of any graphics code)
|
|
new CTerrainTextureManager;
|
|
g_TexMan.LoadTerrainTextures();
|
|
Autostart(args);
|
|
}
|
|
|
|
void RenderGui(bool RenderingState)
|
|
{
|
|
g_DoRenderGui = RenderingState;
|
|
}
|
|
|
|
void RenderLogger(bool RenderingState)
|
|
{
|
|
g_DoRenderLogger = RenderingState;
|
|
}
|
|
|
|
/**
|
|
* Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON
|
|
* data from it.
|
|
* The scenario map format is used for scenario and skirmish map types (random
|
|
* games do not use a "map" (format) but a small JavaScript program which
|
|
* creates a map on the fly). It contains a section to initialize the game
|
|
* setup screen.
|
|
* @param mapPath Absolute path (from VFS root) to the map file to peek in.
|
|
* @return ScriptSettings in JSON format extracted from the map.
|
|
*/
|
|
CStr8 LoadSettingsOfScenarioMap(const VfsPath &mapPath)
|
|
{
|
|
CXeromyces mapFile;
|
|
const char *pathToSettings[] =
|
|
{
|
|
"Scenario", "ScriptSettings", "" // Path to JSON data in map
|
|
};
|
|
|
|
Status loadResult = mapFile.Load(g_VFS, mapPath);
|
|
|
|
if (INFO::OK != loadResult)
|
|
{
|
|
LOGERROR("LoadSettingsOfScenarioMap: Unable to load map file '%s'", mapPath.string8());
|
|
throw PSERROR_Game_World_MapLoadFailed("Unable to load map file, check the path for typos.");
|
|
}
|
|
XMBElement mapElement = mapFile.GetRoot();
|
|
|
|
// Select the ScriptSettings node in the map file...
|
|
for (int i = 0; pathToSettings[i][0]; ++i)
|
|
{
|
|
int childId = mapFile.GetElementID(pathToSettings[i]);
|
|
|
|
XMBElementList nodes = mapElement.GetChildNodes();
|
|
auto it = std::find_if(nodes.begin(), nodes.end(), [&childId](const XMBElement& child) {
|
|
return child.GetNodeName() == childId;
|
|
});
|
|
|
|
if (it != nodes.end())
|
|
mapElement = *it;
|
|
}
|
|
// ... they contain a JSON document to initialize the game setup
|
|
// screen
|
|
return mapElement.GetText();
|
|
}
|
|
|
|
/*
|
|
* Command line options for autostart
|
|
* (keep synchronized with binaries/system/readme.txt):
|
|
*
|
|
* -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME;
|
|
* TYPEDIR is skirmishes, scenarios, or random
|
|
* -autostart-seed=SEED sets randomization seed value (default 0, use -1 for random)
|
|
* -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra)
|
|
* -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI
|
|
* (0: sandbox, 5: very hard)
|
|
* -autostart-aiseed=AISEED sets the seed used for the AI random
|
|
* generator (default 0, use -1 for random)
|
|
* -autostart-player=NUMBER sets the playerID in non-networked games (default 1, use -1 for observer)
|
|
* -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV
|
|
* (skirmish and random maps only)
|
|
* -autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2).
|
|
* -autostart-ceasefire=NUM sets a ceasefire duration NUM
|
|
* (default 0 minutes)
|
|
* -autostart-nonvisual disable any graphics and sounds
|
|
* -autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME
|
|
* located in simulation/data/settings/victory_conditions/
|
|
* (default conquest). When the first given SCRIPTNAME is
|
|
* "endless", no victory conditions will apply.
|
|
* -autostart-wonderduration=NUM sets the victory duration NUM for wonder victory condition
|
|
* (default 10 minutes)
|
|
* -autostart-relicduration=NUM sets the victory duration NUM for relic victory condition
|
|
* (default 10 minutes)
|
|
* -autostart-reliccount=NUM sets the number of relics for relic victory condition
|
|
* (default 2 relics)
|
|
* -autostart-disable-replay disable saving of replays
|
|
*
|
|
* Multiplayer:
|
|
* -autostart-playername=NAME sets local player NAME (default 'anonymous')
|
|
* -autostart-host sets multiplayer host mode
|
|
* -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer
|
|
* game (default 2)
|
|
* -autostart-client=IP sets multiplayer client to join host at
|
|
* given IP address
|
|
* Random maps only:
|
|
* -autostart-size=TILES sets random map size in TILES (default 192)
|
|
* -autostart-players=NUMBER sets NUMBER of players on random map
|
|
* (default 2)
|
|
*
|
|
* Examples:
|
|
* 1) "Bob" will host a 2 player game on the Arcadia map:
|
|
* -autostart="scenarios/Arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
|
|
* "Alice" joins the match as player 2:
|
|
* -autostart="scenarios/Arcadia" -autostart-client=127.0.0.1 -autostart-playername="Alice"
|
|
* The players use the developer overlay to control players.
|
|
*
|
|
* 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
|
|
* -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
|
|
*
|
|
* 3) Observe the PetraBot on a triggerscript map:
|
|
* -autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1
|
|
*/
|
|
bool Autostart(const CmdLineArgs& args)
|
|
{
|
|
CStr autoStartName = args.Get("autostart");
|
|
|
|
if (autoStartName.empty())
|
|
return false;
|
|
|
|
g_Game = new CGame(!args.Has("autostart-disable-replay"));
|
|
|
|
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
|
|
ScriptRequest rq(scriptInterface);
|
|
|
|
JS::RootedValue attrs(rq.cx);
|
|
JS::RootedValue settings(rq.cx);
|
|
JS::RootedValue playerData(rq.cx);
|
|
|
|
Script::CreateObject(rq, &attrs);
|
|
Script::CreateObject(rq, &settings);
|
|
Script::CreateArray(rq, &playerData);
|
|
|
|
// The directory in front of the actual map name indicates which type
|
|
// of map is being loaded. Drawback of this approach is the association
|
|
// of map types and folders is hard-coded, but benefits are:
|
|
// - No need to pass the map type via command line separately
|
|
// - Prevents mixing up of scenarios and skirmish maps to some degree
|
|
Path mapPath = Path(autoStartName);
|
|
std::wstring mapDirectory = mapPath.Parent().Filename().string();
|
|
std::string mapType;
|
|
|
|
if (mapDirectory == L"random")
|
|
{
|
|
// Random map definition will be loaded from JSON file, so we need to parse it
|
|
std::wstring scriptPath = L"maps/" + autoStartName.FromUTF8() + L".json";
|
|
JS::RootedValue scriptData(rq.cx);
|
|
Script::ReadJSONFile(rq, scriptPath, &scriptData);
|
|
if (!scriptData.isUndefined() && Script::GetProperty(rq, scriptData, "settings", &settings))
|
|
{
|
|
// JSON loaded ok - copy script name over to game attributes
|
|
std::wstring scriptFile;
|
|
if (!Script::GetProperty(rq, settings, "Script", scriptFile))
|
|
{
|
|
LOGERROR("Autostart: random map '%s' data has no 'Script' property.", utf8_from_wstring(scriptPath));
|
|
throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
|
|
}
|
|
Script::SetProperty(rq, attrs, "script", scriptFile); // RMS filename
|
|
}
|
|
else
|
|
{
|
|
// Problem with JSON file
|
|
LOGERROR("Autostart: Error reading random map script '%s'", utf8_from_wstring(scriptPath));
|
|
throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
|
|
}
|
|
|
|
// Get optional map size argument (default 192)
|
|
uint mapSize = 192;
|
|
if (args.Has("autostart-size"))
|
|
{
|
|
CStr size = args.Get("autostart-size");
|
|
mapSize = size.ToUInt();
|
|
}
|
|
|
|
Script::SetProperty(rq, settings, "Size", mapSize); // Random map size (in patches)
|
|
|
|
// Get optional number of players (default 2)
|
|
size_t numPlayers = 2;
|
|
if (args.Has("autostart-players"))
|
|
{
|
|
CStr num = args.Get("autostart-players");
|
|
numPlayers = num.ToUInt();
|
|
}
|
|
|
|
// Set up player data
|
|
for (size_t i = 0; i < numPlayers; ++i)
|
|
{
|
|
JS::RootedValue player(rq.cx);
|
|
|
|
// We could load player_defaults.json here, but that would complicate the logic
|
|
// even more and autostart is only intended for developers anyway
|
|
Script::CreateObject(rq, &player, "Civ", "athen");
|
|
|
|
Script::SetPropertyInt(rq, playerData, i, player);
|
|
}
|
|
mapType = "random";
|
|
}
|
|
else if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
|
|
{
|
|
// Initialize general settings from the map data so some values
|
|
// (e.g. name of map) are always present, even when autostart is
|
|
// partially configured
|
|
CStr8 mapSettingsJSON = LoadSettingsOfScenarioMap("maps/" + autoStartName + ".xml");
|
|
Script::ParseJSON(rq, mapSettingsJSON, &settings);
|
|
|
|
// Initialize the playerData array being modified by autostart
|
|
// with the real map data, so sensible values are present:
|
|
Script::GetProperty(rq, settings, "PlayerData", &playerData);
|
|
|
|
if (mapDirectory == L"scenarios")
|
|
mapType = "scenario";
|
|
else
|
|
mapType = "skirmish";
|
|
}
|
|
else
|
|
{
|
|
LOGERROR("Autostart: Unrecognized map type '%s'", utf8_from_wstring(mapDirectory));
|
|
throw PSERROR_Game_World_MapLoadFailed("Unrecognized map type.\nConsult readme.txt for the currently supported types.");
|
|
}
|
|
|
|
Script::SetProperty(rq, attrs, "mapType", mapType);
|
|
Script::SetProperty(rq, attrs, "map", "maps/" + autoStartName);
|
|
Script::SetProperty(rq, settings, "mapType", mapType);
|
|
Script::SetProperty(rq, settings, "CheatsEnabled", true);
|
|
|
|
// The seed is used for both random map generation and simulation
|
|
u32 seed = 0;
|
|
if (args.Has("autostart-seed"))
|
|
{
|
|
CStr seedArg = args.Get("autostart-seed");
|
|
if (seedArg == "-1")
|
|
seed = rand();
|
|
else
|
|
seed = seedArg.ToULong();
|
|
}
|
|
Script::SetProperty(rq, settings, "Seed", seed);
|
|
|
|
// Set seed for AIs
|
|
u32 aiseed = 0;
|
|
if (args.Has("autostart-aiseed"))
|
|
{
|
|
CStr seedArg = args.Get("autostart-aiseed");
|
|
if (seedArg == "-1")
|
|
aiseed = rand();
|
|
else
|
|
aiseed = seedArg.ToULong();
|
|
}
|
|
Script::SetProperty(rq, settings, "AISeed", aiseed);
|
|
|
|
// Set player data for AIs
|
|
// attrs.settings = { PlayerData: [ { AI: ... }, ... ] }
|
|
// or = { PlayerData: [ null, { AI: ... }, ... ] } when gaia set
|
|
int offset = 1;
|
|
JS::RootedValue player(rq.cx);
|
|
if (Script::GetPropertyInt(rq, playerData, 0, &player) && player.isNull())
|
|
offset = 0;
|
|
|
|
// Set teams
|
|
if (args.Has("autostart-team"))
|
|
{
|
|
std::vector<CStr> civArgs = args.GetMultiple("autostart-team");
|
|
for (size_t i = 0; i < civArgs.size(); ++i)
|
|
{
|
|
int playerID = civArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-team option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
int teamID = civArgs[i].AfterFirst(":").ToInt() - 1;
|
|
Script::SetProperty(rq, currentPlayer, "Team", teamID);
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
|
|
int ceasefire = 0;
|
|
if (args.Has("autostart-ceasefire"))
|
|
ceasefire = args.Get("autostart-ceasefire").ToInt();
|
|
Script::SetProperty(rq, settings, "Ceasefire", ceasefire);
|
|
|
|
if (args.Has("autostart-ai"))
|
|
{
|
|
std::vector<CStr> aiArgs = args.GetMultiple("autostart-ai");
|
|
for (size_t i = 0; i < aiArgs.size(); ++i)
|
|
{
|
|
int playerID = aiArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-ai option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
Script::SetProperty(rq, currentPlayer, "AI", aiArgs[i].AfterFirst(":"));
|
|
Script::SetProperty(rq, currentPlayer, "AIDiff", 3);
|
|
Script::SetProperty(rq, currentPlayer, "AIBehavior", "balanced");
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
// Set AI difficulty
|
|
if (args.Has("autostart-aidiff"))
|
|
{
|
|
std::vector<CStr> civArgs = args.GetMultiple("autostart-aidiff");
|
|
for (size_t i = 0; i < civArgs.size(); ++i)
|
|
{
|
|
int playerID = civArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-aidiff option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
Script::SetProperty(rq, currentPlayer, "AIDiff", civArgs[i].AfterFirst(":").ToInt());
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
// Set player data for Civs
|
|
if (args.Has("autostart-civ"))
|
|
{
|
|
if (mapDirectory != L"scenarios")
|
|
{
|
|
std::vector<CStr> civArgs = args.GetMultiple("autostart-civ");
|
|
for (size_t i = 0; i < civArgs.size(); ++i)
|
|
{
|
|
int playerID = civArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-civ option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
Script::SetProperty(rq, currentPlayer, "Civ", civArgs[i].AfterFirst(":"));
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
else
|
|
LOGWARNING("Autostart: Option 'autostart-civ' is invalid for scenarios");
|
|
}
|
|
|
|
// Add player data to map settings
|
|
Script::SetProperty(rq, settings, "PlayerData", playerData);
|
|
|
|
// Add map settings to game attributes
|
|
Script::SetProperty(rq, attrs, "settings", settings);
|
|
|
|
// Get optional playername
|
|
CStrW userName = L"anonymous";
|
|
if (args.Has("autostart-playername"))
|
|
userName = args.Get("autostart-playername").FromUTF8();
|
|
|
|
// Add additional scripts to the TriggerScripts property
|
|
std::vector<CStrW> triggerScriptsVector;
|
|
JS::RootedValue triggerScripts(rq.cx);
|
|
|
|
if (Script::HasProperty(rq, settings, "TriggerScripts"))
|
|
{
|
|
Script::GetProperty(rq, settings, "TriggerScripts", &triggerScripts);
|
|
Script::FromJSVal(rq, triggerScripts, triggerScriptsVector);
|
|
}
|
|
|
|
if (!CRenderer::IsInitialised())
|
|
{
|
|
CStr nonVisualScript = "scripts/NonVisualTrigger.js";
|
|
triggerScriptsVector.push_back(nonVisualScript.FromUTF8());
|
|
}
|
|
|
|
std::vector<CStr> victoryConditions(1, "conquest");
|
|
if (args.Has("autostart-victory"))
|
|
victoryConditions = args.GetMultiple("autostart-victory");
|
|
|
|
if (victoryConditions.size() == 1 && victoryConditions[0] == "endless")
|
|
victoryConditions.clear();
|
|
|
|
Script::SetProperty(rq, settings, "VictoryConditions", victoryConditions);
|
|
|
|
for (const CStr& victory : victoryConditions)
|
|
{
|
|
JS::RootedValue scriptData(rq.cx);
|
|
JS::RootedValue data(rq.cx);
|
|
JS::RootedValue victoryScripts(rq.cx);
|
|
|
|
CStrW scriptPath = L"simulation/data/settings/victory_conditions/" + victory.FromUTF8() + L".json";
|
|
Script::ReadJSONFile(rq, scriptPath, &scriptData);
|
|
if (!scriptData.isUndefined() && Script::GetProperty(rq, scriptData, "Data", &data) && !data.isUndefined()
|
|
&& Script::GetProperty(rq, data, "Scripts", &victoryScripts) && !victoryScripts.isUndefined())
|
|
{
|
|
std::vector<CStrW> victoryScriptsVector;
|
|
Script::FromJSVal(rq, victoryScripts, victoryScriptsVector);
|
|
triggerScriptsVector.insert(triggerScriptsVector.end(), victoryScriptsVector.begin(), victoryScriptsVector.end());
|
|
}
|
|
else
|
|
{
|
|
LOGERROR("Autostart: Error reading victory script '%s'", utf8_from_wstring(scriptPath));
|
|
throw PSERROR_Game_World_MapLoadFailed("Error reading victory script.\nCheck application log for details.");
|
|
}
|
|
}
|
|
|
|
Script::ToJSVal(rq, &triggerScripts, triggerScriptsVector);
|
|
Script::SetProperty(rq, settings, "TriggerScripts", triggerScripts);
|
|
|
|
int wonderDuration = 10;
|
|
if (args.Has("autostart-wonderduration"))
|
|
wonderDuration = args.Get("autostart-wonderduration").ToInt();
|
|
Script::SetProperty(rq, settings, "WonderDuration", wonderDuration);
|
|
|
|
int relicDuration = 10;
|
|
if (args.Has("autostart-relicduration"))
|
|
relicDuration = args.Get("autostart-relicduration").ToInt();
|
|
Script::SetProperty(rq, settings, "RelicDuration", relicDuration);
|
|
|
|
int relicCount = 2;
|
|
if (args.Has("autostart-reliccount"))
|
|
relicCount = args.Get("autostart-reliccount").ToInt();
|
|
Script::SetProperty(rq, settings, "RelicCount", relicCount);
|
|
|
|
if (args.Has("autostart-host"))
|
|
{
|
|
InitPsAutostart(true, attrs);
|
|
|
|
size_t maxPlayers = 2;
|
|
if (args.Has("autostart-host-players"))
|
|
maxPlayers = args.Get("autostart-host-players").ToUInt();
|
|
|
|
// Generate a secret to identify the host client.
|
|
std::string secret = ps_generate_guid();
|
|
|
|
g_NetServer = new CNetServer(false, maxPlayers);
|
|
g_NetServer->SetControllerSecret(secret);
|
|
g_NetServer->UpdateInitAttributes(&attrs, scriptInterface);
|
|
|
|
bool ok = g_NetServer->SetupConnection(PS_DEFAULT_PORT);
|
|
ENSURE(ok);
|
|
|
|
g_NetClient = new CNetClient(g_Game);
|
|
g_NetClient->SetUserName(userName);
|
|
g_NetClient->SetupServerData("127.0.0.1", PS_DEFAULT_PORT, false);
|
|
g_NetClient->SetControllerSecret(secret);
|
|
g_NetClient->SetupConnection(nullptr);
|
|
}
|
|
else if (args.Has("autostart-client"))
|
|
{
|
|
InitPsAutostart(true, attrs);
|
|
|
|
g_NetClient = new CNetClient(g_Game);
|
|
g_NetClient->SetUserName(userName);
|
|
|
|
CStr ip = args.Get("autostart-client");
|
|
if (ip.empty())
|
|
ip = "127.0.0.1";
|
|
|
|
g_NetClient->SetupServerData(ip, PS_DEFAULT_PORT, false);
|
|
ENSURE(g_NetClient->SetupConnection(nullptr));
|
|
}
|
|
else
|
|
{
|
|
g_Game->SetPlayerID(args.Has("autostart-player") ? args.Get("autostart-player").ToInt() : 1);
|
|
|
|
g_Game->StartGame(&attrs, "");
|
|
|
|
if (CRenderer::IsInitialised())
|
|
{
|
|
InitPsAutostart(false, attrs);
|
|
}
|
|
else
|
|
{
|
|
// TODO: Non progressive load can fail - need a decent way to handle this
|
|
LDR_NonprogressiveLoad();
|
|
ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AutostartVisualReplay(const std::string& replayFile)
|
|
{
|
|
if (!FileExists(OsPath(replayFile)))
|
|
return false;
|
|
|
|
g_Game = new CGame(false);
|
|
g_Game->SetPlayerID(-1);
|
|
g_Game->StartVisualReplay(replayFile);
|
|
|
|
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
|
|
ScriptRequest rq(scriptInterface);
|
|
JS::RootedValue attrs(rq.cx, g_Game->GetSimulation2()->GetInitAttributes());
|
|
|
|
InitPsAutostart(false, attrs);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CancelLoad(const CStrW& message)
|
|
{
|
|
std::shared_ptr<ScriptInterface> pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface();
|
|
ScriptRequest rq(pScriptInterface);
|
|
|
|
JS::RootedValue global(rq.cx, rq.globalValue());
|
|
|
|
LDR_Cancel();
|
|
|
|
if (g_GUI &&
|
|
g_GUI->GetPageCount() &&
|
|
Script::HasProperty(rq, global, "cancelOnLoadGameError"))
|
|
ScriptFunction::CallVoid(rq, global, "cancelOnLoadGameError", message);
|
|
}
|
|
|
|
bool InDevelopmentCopy()
|
|
{
|
|
if (!g_CheckedIfInDevelopmentCopy)
|
|
{
|
|
g_InDevelopmentCopy = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK);
|
|
g_CheckedIfInDevelopmentCopy = true;
|
|
}
|
|
return g_InDevelopmentCopy;
|
|
}
|