1
1
forked from 0ad/0ad
0ad/source/ps/GameSetup/GameSetup.cpp
Ykkrosh 0378500bdc Fix #712 (remove S3TC warning).
Add timer to S3TC decoder so it's still easy to determine if it was
used.

This was SVN commit r8981.
2011-02-25 01:28:46 +00:00

1051 lines
26 KiB
C++

/* Copyright (C) 2011 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 "lib/app_hooks.h"
#include "lib/input.h"
#include "lib/lockfree.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "lib/utf8.h"
#include "lib/external_libraries/sdl.h"
#include "lib/file/common/file_stats.h"
#include "lib/res/h_mgr.h"
#include "lib/res/graphics/cursor.h"
#include "lib/res/sound/snd_mgr.h"
#include "lib/sysdep/cursor.h"
#include "lib/sysdep/cpu.h"
#include "lib/sysdep/gfx.h"
#include "lib/tex/tex.h"
#if OS_WIN
#include "lib/sysdep/os/win/wversion.h"
#endif
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Font.h"
#include "ps/Game.h"
#include "ps/Globals.h"
#include "ps/Hotkey.h"
#include "ps/Joystick.h"
#include "ps/Loader.h"
#include "ps/Overlay.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/UserReport.h"
#include "ps/Util.h"
#include "ps/VideoMode.h"
#include "ps/World.h"
#include "graphics/CinemaTrack.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapReader.h"
#include "graphics/MaterialManager.h"
#include "graphics/ParticleEngine.h"
#include "graphics/TerrainTextureManager.h"
#include "renderer/Renderer.h"
#include "renderer/VertexBufferManager.h"
#include "maths/MathUtil.h"
#include "simulation2/Simulation2.h"
#include "scripting/ScriptingHost.h"
#include "scripting/ScriptGlue.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "maths/scripting/JSInterface_Vector3D.h"
#include "ps/scripting/JSInterface_Console.h"
#include "gui/GUI.h"
#include "gui/GUIManager.h"
#include "gui/scripting/JSInterface_IGUIObject.h"
#include "gui/scripting/JSInterface_GUITypes.h"
#include "gui/scripting/ScriptFunctions.h"
#include "sound/JSI_Sound.h"
#include "network/NetServer.h"
#include "network/NetClient.h"
#include "ps/Pyrogenesis.h" // psSetLogDir
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/GameSetup/HWDetect.h"
#if !(OS_WIN || OS_MACOSX) // assume all other platforms use X11 for wxWidgets
#define MUST_INIT_X11 1
#include <X11/Xlib.h>
#else
#define MUST_INIT_X11 0
#endif
#include <iostream>
ERROR_GROUP(System);
ERROR_TYPE(System, SDLInitFailed);
ERROR_TYPE(System, VmodeFailed);
ERROR_TYPE(System, RequiredExtensionsMissing);
bool g_DoRenderGui = true;
bool g_DoRenderLogger = true;
bool g_DoRenderCursor = true;
static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code
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
//----------------------------------------------------------------------------
// display progress / description in loading screen
void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
{
g_ScriptingHost.GetScriptInterface().SetGlobal("g_Progress", percent, true);
g_ScriptingHost.GetScriptInterface().SetGlobal("g_LoadDescription", pending_task, true);
g_GUI->SendEventToAll("progress");
}
void Render()
{
ogl_WarnIfError();
CStr skystring = "255 0 255";
CFG_GET_USER_VAL("skycolor", String, skystring);
CColor skycol;
GUI<CColor>::ParseString(skystring.FromUTF8(), skycol);
g_Renderer.SetClearColor(skycol.AsSColor4ub());
// start new frame
g_Renderer.BeginFrame();
ogl_WarnIfError();
if (g_Game && g_Game->IsGameStarted())
{
g_Game->GetView()->Render();
}
ogl_WarnIfError();
// set up overlay mode
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
ogl_WarnIfError();
g_Renderer.RenderTextOverlays();
// Temp GUI message GeeTODO
PROFILE_START("render gui");
if(g_DoRenderGui) g_GUI->Draw();
PROFILE_END("render gui");
ogl_WarnIfError();
// Particle Engine Updating
CParticleEngine::GetInstance()->UpdateEmitters();
ogl_WarnIfError();
// Text:
// Use the GL_ALPHA texture as the alpha channel with a flat colouring
glDisable(GL_ALPHA_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Added --
glEnable(GL_TEXTURE_2D);
// -- GL
glLoadIdentity();
PROFILE_START("render console");
g_Console->Render();
PROFILE_END("render console");
ogl_WarnIfError();
PROFILE_START("render logger");
if(g_DoRenderLogger) g_Logger->Render();
PROFILE_END("render logger");
ogl_WarnIfError();
// Profile information
PROFILE_START("render profiling");
g_ProfileViewer.RenderProfile();
PROFILE_END("render profiling");
ogl_WarnIfError();
// Draw the cursor (or set the Windows cursor, on Windows)
if (g_DoRenderCursor)
{
CStrW cursorName = g_CursorName;
if (cursorName.empty())
{
cursor_draw(g_VFS, NULL, g_mouse_x, g_yres-g_mouse_y);
}
else
{
if (cursor_draw(g_VFS, cursorName.c_str(), g_mouse_x, g_yres-g_mouse_y) < 0)
LOGWARNING(L"Failed to draw cursor '%ls'", cursorName.c_str());
}
}
// restore
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
g_Renderer.EndFrame();
ogl_WarnIfError();
}
static void RegisterJavascriptInterfaces()
{
// maths
JSI_Vector3D::init();
// graphics
CGameView::ScriptingInit();
// renderer
CRenderer::ScriptingInit();
// sound
JSI_Sound::ScriptingInit();
// ps
JSI_Console::init();
// GUI
CGUI::ScriptingInit();
GuiScriptingInit(g_ScriptingHost.GetScriptInterface());
}
static void InitScripting()
{
TIMER(L"InitScripting");
// Create the scripting host. This needs to be done before the GUI is created.
// [7ms]
new ScriptingHost;
RegisterJavascriptInterfaces();
}
#if 0
// disabled because the file cache doesn't work (http://trac.wildfiregames.com/ticket/611)
static size_t OperatingSystemFootprint()
{
#if OS_WIN
switch(wversion_Number())
{
case WVERSION_2K:
case WVERSION_XP:
return 150;
case WVERSION_XP64:
return 200;
default: // don't warn about newer Windows versions
case WVERSION_VISTA:
return 300;
case WVERSION_7:
return 250;
}
#else
return 200;
#endif
}
static size_t ChooseCacheSize()
{
// (all sizes in MiB)
const size_t total = os_cpu_MemorySize();
const size_t available = os_cpu_MemoryAvailable();
debug_assert(total >= available);
const size_t inUse = total-available;
size_t os = OperatingSystemFootprint();
debug_assert(total >= os/2);
size_t apps = (inUse > os)? (inUse - os) : 0;
size_t game = 300;
size_t cache = 200;
// plenty of memory
if(os + apps + game + cache < total)
{
cache = total - os - apps - game;
}
else // below min-spec
{
// assume kernel+other apps will be swapped out
os = 9*os/10;
apps = 2*apps/3;
game = 3*game/4;
if(os + apps + game + cache < total)
cache = total - os - apps - game;
else
{
cache = 50;
debug_printf(L"Warning: memory size (%d MiB, %d used) is rather low\n", total, available);
}
}
// total data is currently about 500 MiB, and not all of it
// is used at once, so don't use more than that.
// (this also ensures the byte count will fit in size_t and
// avoids using up too much address space)
cache = std::min(cache, (size_t)500);
debug_printf(L"Cache: %d (total: %d; available: %d)\n", cache, total, available);
return cache*MiB;
}
#else
static size_t ChooseCacheSize()
{
return 32*MiB;
}
#endif
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 (ThreadUtil::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;
}
static void InitVfs(const CmdLineArgs& args)
{
TIMER(L"InitVfs");
const Paths paths(args);
fs::wpath 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;
hooks.display_error = psDisplayError;
app_hooks_update(&hooks);
const size_t cacheSize = ChooseCacheSize();
g_VFS = CreateVfs(cacheSize);
g_VFS->Mount(L"screenshots/", paths.Data()/L"screenshots/");
const fs::wpath readonlyConfig = paths.RData()/L"config/";
g_VFS->Mount(L"config/", readonlyConfig);
if(readonlyConfig != paths.Config())
g_VFS->Mount(L"config/", paths.Config());
g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); // (adding XMBs to archive speeds up subsequent reads)
std::vector<CStr> mods = args.GetMultiple("mod");
mods.push_back("public");
if(!args.Has("onlyPublicFiles"))
mods.push_back("internal");
fs::wpath modArchivePath(paths.Cache()/L"mods");
fs::wpath modLoosePath(paths.RData()/L"mods");
for (size_t i = 0; i < mods.size(); ++i)
{
size_t priority = i;
size_t flags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE|VFS_MOUNT_MUST_EXIST;
std::wstring modName (wstring_from_utf8(mods[i]));
g_VFS->Mount(L"", AddSlash(modLoosePath/modName), flags, priority);
g_VFS->Mount(L"", AddSlash(modArchivePath/modName), flags, priority);
}
// 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, CScriptVal initData)
{
{
// console
TIMER(L"ps_console");
g_Console->UpdateScreenSize(g_xres, g_yres);
// Calculate and store the line spacing
CFont font(CONSOLE_FONT);
g_Console->m_iFontHeight = font.GetLineSpacing();
g_Console->m_iFontWidth = font.GetCharacterWidth(L'C');
g_Console->m_charsPerPage = (size_t)(g_xres / g_Console->m_iFontWidth);
// Offset by an arbitrary amount, to make it fit more nicely
g_Console->m_iFontOffset = 7;
}
// hotkeys
{
TIMER(L"ps_lang_hotkeys");
LoadHotkeys();
}
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", initData);
return;
}
// GUI uses VFS, so this must come after VFS init.
g_GUI->SwitchPage(gui_page, initData);
}
static void InitInput()
{
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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(conInputHandler);
in_add_handler(HotkeyInputHandler);
// 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);
// must be registered after (called before) the GUI which relies on these globals
in_add_handler(GlobalsInputHandler);
}
static void ShutdownPs()
{
SAFE_DELETE(g_GUI);
SAFE_DELETE(g_Console);
// disable the special Windows cursor, or free textures for OGL cursors
cursor_draw(g_VFS, 0, g_mouse_x, g_yres-g_mouse_y);
}
static void InitRenderer()
{
TIMER(L"InitRenderer");
if(g_NoGLS3TC)
ogl_tex_override(OGL_TEX_S3TC, OGL_TEX_DISABLE);
if(g_NoGLAutoMipmap)
ogl_tex_override(OGL_TEX_AUTO_MIPMAP_GEN, OGL_TEX_DISABLE);
// create renderer
new CRenderer;
// set renderer options from command line options - NOVBO must be set before opening the renderer
g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO);
g_Renderer.SetOptionBool(CRenderer::OPT_NOFRAMEBUFFEROBJECT,g_NoGLFramebufferObject);
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows);
g_Renderer.SetOptionBool(CRenderer::OPT_FANCYWATER,g_FancyWater);
g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, g_LodBias);
// create terrain related stuff
new CTerrainTextureManager;
// create the material manager
new CMaterialManager;
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);
ColorActivateFastImpl();
}
static void InitSDL()
{
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
{
LOGERROR(L"SDL library initialization failed: %hs", SDL_GetError());
throw PSERROR_System_SDLInitFailed();
}
atexit(SDL_Quit);
SDL_EnableUNICODE(1);
}
static void ShutdownSDL()
{
SDL_Quit();
sys_cursor_reset();
}
void EndGame()
{
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
void Shutdown(int UNUSED(flags))
{
EndGame();
ShutdownPs(); // Must delete g_GUI before g_ScriptingHost
in_reset_handlers();
// destroy actor related stuff
TIMER_BEGIN(L"shutdown actor stuff");
delete &g_MaterialManager;
TIMER_END(L"shutdown actor stuff");
// destroy terrain related stuff
TIMER_BEGIN(L"shutdown TexMan");
delete &g_TexMan;
TIMER_END(L"shutdown TexMan");
// destroy renderer
TIMER_BEGIN(L"shutdown Renderer");
delete &g_Renderer;
g_VBMan.Shutdown();
TIMER_END(L"shutdown Renderer");
tex_codec_unregister_all();
TIMER_BEGIN(L"shutdown SDL");
ShutdownSDL();
TIMER_END(L"shutdown SDL");
g_VideoMode.Shutdown();
TIMER_BEGIN(L"shutdown UserReporter");
g_UserReporter.Deinitialize();
TIMER_END(L"shutdown UserReporter");
TIMER_BEGIN(L"shutdown ScriptingHost");
delete &g_ScriptingHost;
TIMER_END(L"shutdown ScriptingHost");
TIMER_BEGIN(L"shutdown ConfigDB");
delete &g_ConfigDB;
TIMER_END(L"shutdown ConfigDB");
// resource
// first shut down all resource owners, and then the handle manager.
TIMER_BEGIN(L"resource modules");
snd_shutdown();
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();
SAFE_DELETE(g_ScriptStatsTable);
// should be last, since the above use them
SAFE_DELETE(g_Logger);
delete &g_Profiler;
delete &g_ProfileViewer;
TIMER_END(L"shutdown misc");
}
#if OS_UNIX
void SetDefaultIfLocaleInvalid()
{
// On misconfigured systems with incorrect locale settings, we'll die
// with a C++ exception when some code 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(L"Invalid locale settings");
for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++)
{
if (char* envval = getenv(LocaleEnvVars[i]))
LOGWARNING(L" %hs=\"%hs\"", LocaleEnvVars[i], envval);
else
LOGWARNING(L" %hs=\"(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(L"Setting LC_ALL env variable to: %hs", getenv("LC_ALL"));
}
}
#else
void SetDefaultIfLocaleInvalid()
{
// Do nothing on Windows
}
#endif
void EarlyInit()
{
// If you ever want to catch a particular allocation:
//_CrtSetBreakAlloc(232647);
ThreadUtil::SetMainThread();
debug_SetThreadName("main");
// add all debug_printf "tags" that we are interested in:
debug_filter_add(L"TIMER");
debug_filter_add(L"HRT");
cpu_ConfigureFloatingPoint();
timer_LatchStartTime();
SetDefaultIfLocaleInvalid();
// 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(L"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!
}
static bool Autostart(const CmdLineArgs& args);
void Init(const CmdLineArgs& args, int UNUSED(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);
// This must come after VFS init, which sets the current directory
// (required for finding our output log files).
g_Logger = new CLogger;
// 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, 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);
}
// override ah_translate with our i18n code.
AppHooks hooks = {0};
hooks.translate = psTranslate;
hooks.translate_free = psTranslateFree;
app_hooks_update(&hooks);
// 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();
CNetHost::Initialize();
new CProfileViewer;
new CProfileManager; // before any script code
g_ScriptStatsTable = new CScriptStatsTable;
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
InitScripting(); // before GUI
// g_ConfigDB, command line args, globals
CONFIG_Init(args);
if (!g_Quickstart)
g_UserReporter.Initialize(); // after config
}
void InitGraphics(const CmdLineArgs& args, int flags)
{
const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;
if(setup_vmode)
{
InitSDL();
if (!g_VideoMode.InitSDL())
throw PSERROR_System_VmodeFailed(); // abort startup
SDL_WM_SetCaption("0 A.D.", "0 A.D.");
}
// needed by ogl_tex to detect broken gfx card/driver combos,
// but takes a while due to WMI startup, so make it optional.
if(!g_Quickstart)
gfx_detect();
RunHardwareDetection();
tex_codec_register_all();
const int quality = SANE_TEX_QUALITY_DEFAULT; // TODO: set value from config file
SetTextureQuality(quality);
ogl_WarnIfError();
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)
{
// speed up startup by disabling all sound
// (OpenAL init will be skipped).
// must be called before first snd_open.
snd_disable(true);
}
g_GUI = new CGUIManager(g_ScriptingHost.GetScriptInterface());
// (must come after SetVideoMode, since it calls ogl_Init)
const char* missing = ogl_HaveExtensions(0,
"GL_ARB_multitexture",
"GL_EXT_draw_range_elements",
"GL_ARB_texture_env_combine",
"GL_ARB_texture_env_dot3",
NULL);
if(missing)
{
wchar_t buf[500];
swprintf_s(buf, ARRAY_SIZE(buf),
L"The %hs extension doesn't appear to be available on your computer."
L" The game may still work, though - you are welcome to try at your own risk."
L" If not or it doesn't look right, upgrade your graphics card.",
missing
);
DEBUG_DISPLAY_ERROR(buf);
// TODO: i18n
}
if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
{
DEBUG_DISPLAY_ERROR(
L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
L" Shadows are not available and overall graphics quality might suffer."
L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
g_Shadows = false;
}
ogl_WarnIfError();
InitRenderer();
InitInput();
ogl_WarnIfError();
if (!Autostart(args))
{
const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
InitPs(setup_gui, L"page_pregame.xml", JSVAL_VOID);
}
}
void RenderGui(bool RenderingState)
{
g_DoRenderGui = RenderingState;
}
void RenderLogger(bool RenderingState)
{
g_DoRenderLogger = RenderingState;
}
void RenderCursor(bool RenderingState)
{
g_DoRenderCursor = RenderingState;
}
static bool Autostart(const CmdLineArgs& args)
{
/*
* Handle various command-line options, for quick testing of various features:
* -autostart=mapname -- single-player
* -autostart=mapname -autostart-playername=Player -autostart-host -autostart-players=2 -- multiplayer host, wait for 2 players
* -autostart=mapname -autostart-playername=Player -autostart-client -autostart-ip=127.0.0.1 -- multiplayer client, connect to 127.0.0.1
*/
CStr autostartMap = args.Get("autostart");
if (autostartMap.empty())
return false;
g_Game = new CGame();
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
CScriptValRooted attrs;
scriptInterface.Eval("({})", attrs);
scriptInterface.SetProperty(attrs.get(), "mapType", std::string("scenario"), false);
scriptInterface.SetProperty(attrs.get(), "map", std::string(autostartMap), false);
// Set attrs.settings = { AIs: [...] }:
/*
* Handle command-line options for AI:
* -autostart-ai=1:dummybot -autostart-ai=2:dummybot -- adds the dummybot AI to players 1 and 2
*/
CScriptValRooted ais;
scriptInterface.Eval("([])", ais);
if (args.Has("autostart-ai"))
{
std::vector<CStr> aiArgs = args.GetMultiple("autostart-ai");
for (size_t i = 0; i < aiArgs.size(); ++i)
{
int player = aiArgs[i].BeforeFirst(":").ToInt();
CStr name = aiArgs[i].AfterFirst(":");
scriptInterface.SetPropertyInt(ais.get(), player, std::string(name), false);
}
}
CScriptValRooted settings;
scriptInterface.Eval("({})", settings);
scriptInterface.SetProperty(settings.get(), "AIs", ais, false);
scriptInterface.SetProperty(attrs.get(), "settings", settings, false);
CScriptValRooted mpInitData;
g_GUI->GetScriptInterface().Eval("({isNetworked:true, playerAssignments:{}})", mpInitData);
g_GUI->GetScriptInterface().SetProperty(mpInitData.get(), "attribs",
CScriptVal(g_GUI->GetScriptInterface().CloneValueFromOtherContext(scriptInterface, attrs.get())), false);
if (args.Has("autostart-host"))
{
InitPs(true, L"page_loading.xml", mpInitData.get());
size_t maxPlayers = 2;
if (args.Has("autostart-players"))
maxPlayers = args.Get("autostart-players").ToUInt();
g_NetServer = new CNetServer(maxPlayers);
g_NetServer->UpdateGameAttributes(attrs.get(), scriptInterface);
bool ok = g_NetServer->SetupConnection();
debug_assert(ok);
g_NetClient = new CNetClient(g_Game);
// TODO: player name, etc
g_NetClient->SetupConnection("127.0.0.1");
}
else if (args.Has("autostart-client"))
{
InitPs(true, L"page_loading.xml", mpInitData.get());
g_NetClient = new CNetClient(g_Game);
// TODO: player name, etc
CStr ip = "127.0.0.1";
if (args.Has("autostart-ip"))
ip = args.Get("autostart-ip");
bool ok = g_NetClient->SetupConnection(ip);
debug_assert(ok);
}
else
{
g_Game->SetPlayerID(1);
g_Game->StartGame(attrs);
LDR_NonprogressiveLoad();
PSRETURN ret = g_Game->ReallyStartGame();
debug_assert(ret == PSRETURN_OK);
InitPs(true, L"page_session.xml", JSVAL_VOID);
}
return true;
}