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0ad/source/main.cpp

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/*
This module drives the game when running without Atlas (our integrated
map editor). It receives input and OS messages via SDL and feeds them
into the input dispatcher, where they are passed on to the game GUI and
simulation.
It also contains main(), which either runs the above controller or
that of Atlas depending on commandline parameters.
*/
// not for any PCH effort, but instead for the (common) definitions
// included there.
#include "lib/precompiled.h"
#include "lib/input.h"
#include "lib/external_libraries/sdl.h"
#include "lib/timer.h"
#include "lib/res/file/vfs.h"
#include "lib/res/sound/snd_mgr.h"
automatic archive builder now functional and enabled. - allocators.cpp: fix: make sure all pool fields are reset in pool_free_all; correct matrix self-test - lib: fix self-test - lib_error: give "informational" return codes values > 100 (allows multiplexing with percent indicator) - archive: add clarification to afile_enum; use vfs_load when building archive (fixes caching problem); add support for progressive archive creation - file: allow pp_set_dir's path to end in slash (simplifies other code); add file_exists - file_cache: add stats+sanity checks to allocator; improve ExtantBufMgr find(); add ExactBufOracle to translate padded address returned by Cache to what was actually allocated; relax infinite-loop check; fix file_cache_reset - file_io: refactor callback logic so it can be used by vfs (needed for vfs_load) - vfs: vfs_load now supports calling back (required for archive builder) - vfs_mount: optimize path caching in afile_cb: due to atom_fn system, string compare can be done via pointer compare - vfs_optimizer: support auto-build of archive (progressive); improve should-build-archive check (WIP) - vfs_path: add util functions (also used in screenshot code) - vfs_tree: simplify pathname storage - wposix: mmap bugfix - main: call progressive archive builder; skip reload when doing so (documented) - JSInterface_VFS+scriptglue: add archiveBuilderCancel - ps/Util: use new vfs_path helper function for cleverer screenshot naming (correctly handles some being deleted) This was SVN commit r3578.
2006-03-01 23:31:11 +01:00
#include "lib/res/file/vfs_optimizer.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/Loader.h"
#include "ps/CConsole.h"
#include "ps/Profile.h"
#include "ps/Util.h"
#include "ps/Game.h"
#include "ps/Hotkey.h"
#include "ps/Globals.h"
#include "ps/Interact.h"
#include "network/SessionManager.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "simulation/Scheduler.h"
#include "sound/CMusicPlayer.h"
#include "gui/GUI.h"
#if OS_WIN
# include "lib/sysdep/win/wstartup.h"
#endif
#define LOG_CATEGORY "main"
extern bool g_TerrainModified;
extern bool g_GameRestarted;
void kill_mainloop();
// main app message handler
static InReaction MainInputHandler(const SDL_Event_* ev)
{
switch(ev->ev.type)
{
case SDL_QUIT:
kill_mainloop();
break;
case SDL_HOTKEYDOWN:
switch(ev->ev.user.code)
{
case HOTKEY_EXIT:
kill_mainloop();
return IN_HANDLED;
case HOTKEY_SCREENSHOT:
WriteScreenshot("png");
return IN_HANDLED;
case HOTKEY_BIGSCREENSHOT:
WriteBigScreenshot("bmp", 10);
return IN_HANDLED;
default:
break;
}
break;
}
return IN_PASS;
}
// dispatch all pending events to the various receivers.
static void PumpEvents()
{
in_dispatch_recorded_events();
SDL_Event_ ev;
while(SDL_PollEvent(&ev.ev))
in_dispatch_event(&ev);
}
automatic archive builder now functional and enabled. - allocators.cpp: fix: make sure all pool fields are reset in pool_free_all; correct matrix self-test - lib: fix self-test - lib_error: give "informational" return codes values > 100 (allows multiplexing with percent indicator) - archive: add clarification to afile_enum; use vfs_load when building archive (fixes caching problem); add support for progressive archive creation - file: allow pp_set_dir's path to end in slash (simplifies other code); add file_exists - file_cache: add stats+sanity checks to allocator; improve ExtantBufMgr find(); add ExactBufOracle to translate padded address returned by Cache to what was actually allocated; relax infinite-loop check; fix file_cache_reset - file_io: refactor callback logic so it can be used by vfs (needed for vfs_load) - vfs: vfs_load now supports calling back (required for archive builder) - vfs_mount: optimize path caching in afile_cb: due to atom_fn system, string compare can be done via pointer compare - vfs_optimizer: support auto-build of archive (progressive); improve should-build-archive check (WIP) - vfs_path: add util functions (also used in screenshot code) - vfs_tree: simplify pathname storage - wposix: mmap bugfix - main: call progressive archive builder; skip reload when doing so (documented) - JSInterface_VFS+scriptglue: add archiveBuilderCancel - ps/Util: use new vfs_path helper function for cleverer screenshot naming (correctly handles some being deleted) This was SVN commit r3578.
2006-03-01 23:31:11 +01:00
// return indication of whether archive is currently being built; this is
// used to prevent reloading during that time (see call site).
static bool ProgressiveBuildArchive()
{
int ret = vfs_opt_auto_build("../logs/trace.txt", "mods/official/official%02d.zip", "mods/official/mini%02d.zip");
if(ret == INFO::ALL_COMPLETE)
automatic archive builder now functional and enabled. - allocators.cpp: fix: make sure all pool fields are reset in pool_free_all; correct matrix self-test - lib: fix self-test - lib_error: give "informational" return codes values > 100 (allows multiplexing with percent indicator) - archive: add clarification to afile_enum; use vfs_load when building archive (fixes caching problem); add support for progressive archive creation - file: allow pp_set_dir's path to end in slash (simplifies other code); add file_exists - file_cache: add stats+sanity checks to allocator; improve ExtantBufMgr find(); add ExactBufOracle to translate padded address returned by Cache to what was actually allocated; relax infinite-loop check; fix file_cache_reset - file_io: refactor callback logic so it can be used by vfs (needed for vfs_load) - vfs: vfs_load now supports calling back (required for archive builder) - vfs_mount: optimize path caching in afile_cb: due to atom_fn system, string compare can be done via pointer compare - vfs_optimizer: support auto-build of archive (progressive); improve should-build-archive check (WIP) - vfs_path: add util functions (also used in screenshot code) - vfs_tree: simplify pathname storage - wposix: mmap bugfix - main: call progressive archive builder; skip reload when doing so (documented) - JSInterface_VFS+scriptglue: add archiveBuilderCancel - ps/Util: use new vfs_path helper function for cleverer screenshot naming (correctly handles some being deleted) This was SVN commit r3578.
2006-03-01 23:31:11 +01:00
{
// nothing to do; will return false below
}
else if(ret < 0)
DISPLAY_ERROR(L"Archive build failed");
else if(ret == INFO::OK)
automatic archive builder now functional and enabled. - allocators.cpp: fix: make sure all pool fields are reset in pool_free_all; correct matrix self-test - lib: fix self-test - lib_error: give "informational" return codes values > 100 (allows multiplexing with percent indicator) - archive: add clarification to afile_enum; use vfs_load when building archive (fixes caching problem); add support for progressive archive creation - file: allow pp_set_dir's path to end in slash (simplifies other code); add file_exists - file_cache: add stats+sanity checks to allocator; improve ExtantBufMgr find(); add ExactBufOracle to translate padded address returned by Cache to what was actually allocated; relax infinite-loop check; fix file_cache_reset - file_io: refactor callback logic so it can be used by vfs (needed for vfs_load) - vfs: vfs_load now supports calling back (required for archive builder) - vfs_mount: optimize path caching in afile_cb: due to atom_fn system, string compare can be done via pointer compare - vfs_optimizer: support auto-build of archive (progressive); improve should-build-archive check (WIP) - vfs_path: add util functions (also used in screenshot code) - vfs_tree: simplify pathname storage - wposix: mmap bugfix - main: call progressive archive builder; skip reload when doing so (documented) - JSInterface_VFS+scriptglue: add archiveBuilderCancel - ps/Util: use new vfs_path helper function for cleverer screenshot naming (correctly handles some being deleted) This was SVN commit r3578.
2006-03-01 23:31:11 +01:00
g_GUI.SendEventToAll("archivebuildercomplete");
// in progress
else
{
int percent = (int)ret;
g_ScriptingHost.SetGlobal("g_ArchiveBuilderProgress", INT_TO_JSVAL(percent));
g_GUI.SendEventToAll("archivebuilderprogress");
return true;
}
return false;
}
static int ProgressiveLoad()
{
wchar_t description[100];
int progress_percent;
LibError ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);
switch(ret)
{
// no load active => no-op (skip code below)
case INFO::OK:
return 0;
// current task didn't complete. we only care about this insofar as the
// load process is therefore not yet finished.
case ERR::TIMED_OUT:
break;
// just finished loading
case INFO::ALL_COMPLETE:
g_Game->ReallyStartGame();
wcscpy_s(description, ARRAY_SIZE(description), L"Game is starting..");
// LDR_ProgressiveLoad returns L""; set to valid text to
// avoid problems in converting to JSString
break;
// error!
default:
CHECK_ERR(ret);
// can't do this above due to legit ERR::TIMED_OUT
break;
}
GUI_DisplayLoadProgress(progress_percent, description);
return 0;
}
automatic archive builder now functional and enabled. - allocators.cpp: fix: make sure all pool fields are reset in pool_free_all; correct matrix self-test - lib: fix self-test - lib_error: give "informational" return codes values > 100 (allows multiplexing with percent indicator) - archive: add clarification to afile_enum; use vfs_load when building archive (fixes caching problem); add support for progressive archive creation - file: allow pp_set_dir's path to end in slash (simplifies other code); add file_exists - file_cache: add stats+sanity checks to allocator; improve ExtantBufMgr find(); add ExactBufOracle to translate padded address returned by Cache to what was actually allocated; relax infinite-loop check; fix file_cache_reset - file_io: refactor callback logic so it can be used by vfs (needed for vfs_load) - vfs: vfs_load now supports calling back (required for archive builder) - vfs_mount: optimize path caching in afile_cb: due to atom_fn system, string compare can be done via pointer compare - vfs_optimizer: support auto-build of archive (progressive); improve should-build-archive check (WIP) - vfs_path: add util functions (also used in screenshot code) - vfs_tree: simplify pathname storage - wposix: mmap bugfix - main: call progressive archive builder; skip reload when doing so (documented) - JSInterface_VFS+scriptglue: add archiveBuilderCancel - ps/Util: use new vfs_path helper function for cleverer screenshot naming (correctly handles some being deleted) This was SVN commit r3578.
2006-03-01 23:31:11 +01:00
CMusicPlayer music_player;
static void Frame()
{
MICROLOG(L"Frame");
ogl_WarnIfError();
// get elapsed time
calc_fps();
// .. old method - "exact" but contains jumps
#if 0
static double last_time;
const double time = get_time();
const float TimeSinceLastFrame = (float)(time-last_time);
last_time = time;
ONCE(return); // first call: set last_time and return
// .. new method - filtered and more smooth, but errors may accumulate
#else
const float TimeSinceLastFrame = spf;
#endif
debug_assert(TimeSinceLastFrame >= 0.0f);
// decide if update/render is necessary
bool need_render, need_update;
if( g_app_minimized )
{
// TODO: eventually update ought to be re-enabled so the server host
// can Alt+Tab out without the match hanging. however, game updates
// are currently really slow and disabling them makes debugging nicer.
need_update = false;
need_render = false;
// inactive; relinquish CPU for a little while
// don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored
SDL_Delay(10);
}
else if( !g_app_has_focus )
{
need_update = false; // see above
need_render = true;
SDL_Delay(5); // see above
}
else // active
{
need_update = true;
need_render = true;
}
// TODO: throttling: limit update and render frequency to the minimum.
// this is mostly relevant for "inactive" state, so that other windows
// get enough CPU time, but it's always nice for power+thermal management.
PROFILE_START( "update music" );
music_player.Update();
PROFILE_END( "update music" );
automatic archive builder now functional and enabled. - allocators.cpp: fix: make sure all pool fields are reset in pool_free_all; correct matrix self-test - lib: fix self-test - lib_error: give "informational" return codes values > 100 (allows multiplexing with percent indicator) - archive: add clarification to afile_enum; use vfs_load when building archive (fixes caching problem); add support for progressive archive creation - file: allow pp_set_dir's path to end in slash (simplifies other code); add file_exists - file_cache: add stats+sanity checks to allocator; improve ExtantBufMgr find(); add ExactBufOracle to translate padded address returned by Cache to what was actually allocated; relax infinite-loop check; fix file_cache_reset - file_io: refactor callback logic so it can be used by vfs (needed for vfs_load) - vfs: vfs_load now supports calling back (required for archive builder) - vfs_mount: optimize path caching in afile_cb: due to atom_fn system, string compare can be done via pointer compare - vfs_optimizer: support auto-build of archive (progressive); improve should-build-archive check (WIP) - vfs_path: add util functions (also used in screenshot code) - vfs_tree: simplify pathname storage - wposix: mmap bugfix - main: call progressive archive builder; skip reload when doing so (documented) - JSInterface_VFS+scriptglue: add archiveBuilderCancel - ps/Util: use new vfs_path helper function for cleverer screenshot naming (correctly handles some being deleted) This was SVN commit r3578.
2006-03-01 23:31:11 +01:00
bool is_building_archive; // must come before PROFILE_START's {
PROFILE_START("build archive");
MICROLOG(L"build archive");
is_building_archive = ProgressiveBuildArchive();
PROFILE_END( "build archive");
// this scans for changed files/directories and reloads them, thus
// allowing hotloading (changes are immediately assimilated in-game).
// must not be done during archive building because it changes the
// archive file each iteration, but keeps it locked; reloading
// would trigger a warning because the file can't be opened.
if(!is_building_archive)
{
PROFILE_START("reload changed files");
MICROLOG(L"reload changed files");
vfs_reload_changed_files();
PROFILE_END( "reload changed files");
}
PROFILE_START("progressive load");
MICROLOG(L"progressive load");
ProgressiveLoad();
PROFILE_END( "progressive load");
PROFILE_START("input");
MICROLOG(L"input");
PumpEvents();
g_SessionManager.Poll();
PROFILE_END("input");
ogl_WarnIfError();
PROFILE_START("gui tick");
MICROLOG(L"gui tick");
#ifndef NO_GUI
g_GUI.TickObjects();
#endif
PROFILE_END("gui tick");
ogl_WarnIfError();
PROFILE_START( "game logic" );
if (g_Game && g_Game->IsGameStarted() && need_update)
{
PROFILE_START( "simulation update" );
g_Game->Update(TimeSinceLastFrame);
PROFILE_END( "simulation update" );
if (!g_FixedFrameTiming)
{
PROFILE( "camera update" );
g_Game->GetView()->Update(float(TimeSinceLastFrame));
}
PROFILE_START( "selection and interaction ui" );
// TODO Where does GameView end and other things begin?
g_Mouseover.Update( TimeSinceLastFrame );
g_Selection.Update();
g_BuildingPlacer.Update( TimeSinceLastFrame );
PROFILE_END( "selection and interaction ui" );
PROFILE_START( "sound update" );
CCamera* camera = g_Game->GetView()->GetCamera();
CMatrix3D& orientation = camera->m_Orientation;
float* pos = &orientation._data[12];
float* dir = &orientation._data[8];
float* up = &orientation._data[4];
if(snd_update(pos, dir, up) < 0)
debug_printf("snd_update failed\n");
PROFILE_END( "sound update" );
}
else
{
// CSimulation would do this with the proper turn length if we were in
// a game. This is basically just to keep script timers running.
uint ms_elapsed = (uint)(TimeSinceLastFrame*1000);
g_Scheduler.Update(ms_elapsed);
if(snd_update(0, 0, 0) < 0)
debug_printf("snd_update (pos=0 version) failed\n");
}
PROFILE_END( "game logic" );
PROFILE_START( "update console" );
g_Console->Update(TimeSinceLastFrame);
PROFILE_END( "update console" );
PROFILE_START("render");
ogl_WarnIfError();
if(need_render)
{
MICROLOG(L"render");
Render();
MICROLOG(L"finished render");
PROFILE_START( "swap buffers" );
SDL_GL_SwapBuffers();
PROFILE_END( "swap buffers" );
}
ogl_WarnIfError();
PROFILE_END("render");
g_Profiler.Frame();
if(g_FixedFrameTiming && frameCount==100)
kill_mainloop();
g_TerrainModified = false;
g_GameRestarted = false;
}
static void MainControllerInit()
{
// add additional input handlers only needed by this controller:
// 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.
#ifndef NO_GUI
in_add_handler(gui_handler);
#endif
// must be registered after gui_handler. Should mayhap even be last.
in_add_handler(MainInputHandler);
}
static void MainControllerShutdown()
{
music_player.Release();
}
static bool quit = false; // break out of main loop
// stop the main loop and trigger orderly shutdown. called from several
// places: the event handler (SDL_QUIT and hotkey) and JS exitProgram.
void kill_mainloop()
{
quit = true;
}
// moved into a helper function to ensure args is destroyed before
// exit(), which may result in a memory leak.
static void RunGameOrAtlas(int argc, char* argv[])
{
CmdLineArgs args(argc, argv);
// run Atlas (if requested via args)
bool ran_atlas = ATLAS_RunIfOnCmdLine(args);
// Atlas handles the whole init/shutdown/etc sequence by itself;
// when we get here, it has exited and we're done.
if(ran_atlas)
return;
// run the game
Init(args, 0);
MainControllerInit();
while(!quit)
Frame();
Shutdown(0);
MainControllerShutdown();
}
int main(int argc, char* argv[])
{
// If you ever want to catch a particular allocation:
//_CrtSetBreakAlloc(321);
// see discussion at declaration of wstartup_PreMainInit.
#if OS_WIN
wstartup_PreMainInit();
#endif
RunGameOrAtlas(argc, argv);
exit(EXIT_SUCCESS);
}