Remove default CGame constructor values to make the code less error-prone, use CRenderer::IsInitialised() to test if the CGame should be rendered to remove indirection/proxies, making the code easier to read.
1c0536bf08
introduced a disableGraphics bool with a default value and relied on the default being reasonable except for the few needed cases.be93b31411
introduced the replayLog argument with a default value and relied on the default being reasonable except for the few needed cases.5747619c39
fixed a bug in that commit because the default value hadn't actually been considered to be correct for all CGame constructor calls and was wrong for two. By requiring callers to specify the value, authors are forced to establish thought which value is the correct one, as opposed to hoping that a default value will be good by default. As you can see in the diff, it also makes it easier to compare what values changed if they are always defined in the caller. Use CRenderer::IsInitialised() to determine if this is a non-visual CGame, for the purpose of removing less transparent proxy functions that are unneeded as long as there are about 30 other calls testing for CRenderer::IsInitialised() to determine if the Game should be rendered. Supersedes: * CGame constructor argument bool disableGraphics from1c0536bf08
. * CGame::IsGraphicsDisabled() proxy froma533fff883
to the proxy from1c0536bf08
and two local nonVisual = args.Has("autostart-nonvisual") variables in GameSetup.cpp froma533fff883
. Call the Renderer destructor instead of calling delete on the non-pointer (SAFE_DELETE would not be supported for instance). Started as a preparation for D2197, but actually independent. Differential Revision: https://code.wildfiregames.com/D2211 This was SVN commit r22785.
This commit is contained in:
parent
336c423e8e
commit
719f2d7967
@ -66,7 +66,7 @@ void JSI_Network::StartNetworkHost(ScriptInterface::CxPrivate* pCxPrivate, const
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return;
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}
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g_Game = new CGame();
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game, true);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetHostingPlayerName(hostLobbyName);
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@ -116,7 +116,7 @@ void JSI_Network::StartNetworkJoin(ScriptInterface::CxPrivate* pCxPrivate, const
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SDL_Delay(1000);
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}
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g_Game = new CGame();
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game, false);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
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@ -144,9 +144,9 @@ public:
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std::vector<CNetClient*> clients;
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CGame client1Game(true);
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CGame client2Game(true);
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CGame client3Game(true);
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CGame client1Game(false);
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CGame client2Game(false);
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CGame client3Game(false);
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CNetServer server;
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@ -209,9 +209,9 @@ public:
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std::vector<CNetClient*> clients;
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CGame client1Game(true);
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CGame client2Game(true);
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CGame client3Game(true);
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CGame client1Game(false);
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CGame client2Game(false);
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CGame client3Game(false);
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CNetServer server;
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@ -270,7 +270,7 @@ public:
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debug_printf("==== Connecting client 2B\n");
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CGame client2BGame(true);
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CGame client2BGame(false);
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CNetClient client2B(&client2BGame, false);
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client2B.SetUserName(L"bob");
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clients.push_back(&client2B);
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@ -63,10 +63,10 @@ CGame *g_Game=NULL;
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* Constructor
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*
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**/
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CGame::CGame(bool disableGraphics, bool replayLog):
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CGame::CGame(bool replayLog):
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m_World(new CWorld(this)),
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m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), g_ScriptRuntime, m_World->GetTerrain())),
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m_GameView(disableGraphics ? NULL : new CGameView(this)),
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m_GameView(CRenderer::IsInitialised() ? new CGameView(this) : nullptr),
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m_GameStarted(false),
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m_Paused(false),
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m_SimRate(1.0f),
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@ -1,4 +1,4 @@
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -81,7 +81,7 @@ class CGame
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CTurnManager* m_TurnManager;
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public:
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CGame(bool disableGraphics = false, bool replayLog = true);
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CGame(bool replayLog);
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~CGame();
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/**
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@ -141,16 +141,6 @@ public:
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return m_GameStarted;
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}
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/**
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* Get if the graphics is disabled.
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*
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* @return bool true if the m_GameView is NULL, false otherwise.
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*/
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inline bool IsGraphicsDisabled() const
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{
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return !m_GameView;
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}
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/**
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* Get m_IsVisualReplay.
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*
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@ -696,17 +696,15 @@ static void ShutdownSDL()
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void EndGame()
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{
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const bool nonVisual = g_Game && g_Game->IsGraphicsDisabled();
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if (g_Game && g_Game->IsGameStarted() && !g_Game->IsVisualReplay() &&
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g_AtlasGameLoop && !g_AtlasGameLoop->running && !nonVisual)
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g_AtlasGameLoop && !g_AtlasGameLoop->running && CRenderer::IsInitialised())
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VisualReplay::SaveReplayMetadata(g_GUI->GetActiveGUI()->GetScriptInterface().get());
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_NetServer);
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SAFE_DELETE(g_Game);
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if (!nonVisual)
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if (CRenderer::IsInitialised())
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{
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ISoundManager::CloseGame();
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g_Renderer.ResetState();
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@ -715,7 +713,7 @@ void EndGame()
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void Shutdown(int flags)
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{
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const bool nonVisual = g_Game && g_Game->IsGraphicsDisabled();
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const bool hasRenderer = CRenderer::IsInitialised();
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if ((flags & SHUTDOWN_FROM_CONFIG))
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goto from_config;
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@ -732,11 +730,10 @@ void Shutdown(int flags)
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delete &g_TexMan;
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TIMER_END(L"shutdown TexMan");
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// destroy renderer if it was initialised
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if (!nonVisual)
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if (hasRenderer)
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{
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TIMER_BEGIN(L"shutdown Renderer");
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delete &g_Renderer;
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g_Renderer.~CRenderer();
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g_VBMan.Shutdown();
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TIMER_END(L"shutdown Renderer");
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}
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@ -750,7 +747,7 @@ void Shutdown(int flags)
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ShutdownSDL();
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TIMER_END(L"shutdown SDL");
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if (!nonVisual)
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if (hasRenderer)
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g_VideoMode.Shutdown();
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TIMER_BEGIN(L"shutdown UserReporter");
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@ -1259,8 +1256,7 @@ bool Autostart(const CmdLineArgs& args)
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if (autoStartName.empty())
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return false;
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const bool nonVisual = args.Has("autostart-nonvisual");
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g_Game = new CGame(nonVisual, !args.Has("autostart-disable-replay"));
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g_Game = new CGame(!args.Has("autostart-disable-replay"));
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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JSContext* cx = scriptInterface.GetContext();
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@ -1532,7 +1528,7 @@ bool Autostart(const CmdLineArgs& args)
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FromJSVal_vector(cx, triggerScripts, triggerScriptsVector);
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}
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if (nonVisual)
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if (!CRenderer::IsInitialised())
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{
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CStr nonVisualScript = "scripts/NonVisualTrigger.js";
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triggerScriptsVector.push_back(nonVisualScript.FromUTF8());
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@ -1626,14 +1622,16 @@ bool Autostart(const CmdLineArgs& args)
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g_Game->StartGame(&attrs, "");
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if (nonVisual)
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if (CRenderer::IsInitialised())
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{
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InitPsAutostart(false, attrs);
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}
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else
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{
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// TODO: Non progressive load can fail - need a decent way to handle this
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LDR_NonprogressiveLoad();
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ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK);
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}
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else
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InitPsAutostart(false, attrs);
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}
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return true;
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@ -1644,7 +1642,7 @@ bool AutostartVisualReplay(const std::string& replayFile)
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if (!FileExists(OsPath(replayFile)))
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return false;
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g_Game = new CGame(false, false);
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g_Game = new CGame(false);
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g_Game->SetPlayerID(-1);
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g_Game->StartVisualReplay(replayFile);
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@ -183,7 +183,7 @@ void CReplayPlayer::Replay(const bool serializationtest, const int rejointesttur
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Mod::CacheEnabledModVersions(g_ScriptRuntime);
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g_Game = new CGame(true, false);
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g_Game = new CGame(false);
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if (serializationtest)
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g_Game->GetSimulation2()->EnableSerializationTest();
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if (rejointestturn > 0)
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@ -65,7 +65,7 @@ bool VisualReplay::StartVisualReplay(const OsPath& directory)
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if (!FileExists(replayFile))
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return false;
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g_Game = new CGame(false, false);
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g_Game = new CGame(false);
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return g_Game->StartVisualReplay(replayFile);
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2018 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -39,7 +39,7 @@ void JSI_Game::StartGame(ScriptInterface::CxPrivate* pCxPrivate, JS::HandleValue
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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g_Game = new CGame();
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g_Game = new CGame(true);
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// Convert from GUI script context to sim script context
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CSimulation2* sim = g_Game->GetSimulation2();
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/* Copyright (C) 2018 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -83,7 +83,7 @@ JS::Value JSI_SavedGame::StartSavedGame(ScriptInterface::CxPrivate* pCxPrivate,
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if (err < 0)
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return JS::UndefinedValue();
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g_Game = new CGame();
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g_Game = new CGame(true);
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{
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CSimulation2* sim = g_Game->GetSimulation2();
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g_Game = NULL;
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}
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g_Game = new CGame(false, false);
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g_Game = new CGame(false);
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// Default to player 1 for playtesting
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g_Game->SetPlayerID(1);
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