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forked from 0ad/0ad
0ad/source/ps/GameSetup/Config.cpp
Yves 93cffe9deb Remove the old and no longer used archive builder that rebuilt the archive while the game is running.
This approach isn't used anymore. Now we start the archive building with
parameters to pyrogeneis.

Refs #2241 (the code used g_ScriptingHost which is going to be removed)

This was SVN commit r14102.
2013-11-07 21:06:18 +00:00

233 lines
6.8 KiB
C++

/* Copyright (C) 2012 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 "Config.h"
#include "ps/ConfigDB.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "lib/timer.h"
#include "soundmanager/ISoundManager.h"
// (these variables are documented in the header.)
CStrW g_CursorName = L"test";
bool g_NoGLS3TC = false;
bool g_NoGLAutoMipmap = false;
bool g_NoGLVBO = false;
bool g_PauseOnFocusLoss = false;
bool g_Shadows = false;
bool g_ShadowPCF = false;
bool g_WaterNormal = false;
bool g_WaterRealDepth = false;
bool g_WaterFoam = false;
bool g_WaterCoastalWaves = false;
bool g_WaterRefraction = false;
bool g_WaterReflection = false;
bool g_WaterShadows = false;
bool g_Particles = false;
bool g_Silhouettes = false;
bool g_ShowSky = false;
float g_Gamma = 1.0f;
CStr g_RenderPath = "default";
int g_xres, g_yres;
bool g_VSync = false;
bool g_Quickstart = false;
bool g_DisableAudio = false;
bool g_JSDebuggerEnabled = false;
bool g_ScriptProfilingEnabled = false;
// flag to switch on drawing terrain overlays
bool g_ShowPathfindingOverlay = false;
// flag to switch on triangulation pathfinding
bool g_TriPathfind = false;
// If non-empty, specified map will be automatically loaded
CStr g_AutostartMap = "";
//----------------------------------------------------------------------------
// config
//----------------------------------------------------------------------------
// Fill in the globals from the config files.
static void LoadGlobals()
{
CFG_GET_VAL("vsync", Bool, g_VSync);
CFG_GET_VAL("nos3tc", Bool, g_NoGLS3TC);
CFG_GET_VAL("noautomipmap", Bool, g_NoGLAutoMipmap);
CFG_GET_VAL("novbo", Bool, g_NoGLVBO);
CFG_GET_VAL("pauseonfocusloss", Bool, g_PauseOnFocusLoss);
CFG_GET_VAL("shadows", Bool, g_Shadows);
CFG_GET_VAL("shadowpcf", Bool, g_ShadowPCF);
CFG_GET_VAL("waternormals",Bool, g_WaterNormal);
CFG_GET_VAL("waterrealdepth",Bool, g_WaterRealDepth);
CFG_GET_VAL("waterfoam",Bool, g_WaterFoam);
CFG_GET_VAL("watercoastalwaves",Bool, g_WaterCoastalWaves);
if (g_WaterCoastalWaves && !g_WaterNormal)
g_WaterCoastalWaves = false;
CFG_GET_VAL("waterrefraction",Bool, g_WaterRefraction);
CFG_GET_VAL("waterreflection",Bool, g_WaterReflection);
CFG_GET_VAL("watershadows",Bool, g_WaterShadows);
CFG_GET_VAL("renderpath", String, g_RenderPath);
CFG_GET_VAL("particles", Bool, g_Particles);
CFG_GET_VAL("silhouettes", Bool, g_Silhouettes);
CFG_GET_VAL("showsky", Bool, g_ShowSky);
if (g_SoundManager)
{
float gain = 0.5f;
float musicGain = 0.5f;
float ambientGain = 0.5f;
float actionGain = 0.5f;
float uiGain = 0.5f;
CFG_GET_VAL("sound.mastergain", Float, gain);
CFG_GET_VAL("sound.musicgain", Float, musicGain);
CFG_GET_VAL("sound.ambientgain", Float, ambientGain);
CFG_GET_VAL("sound.actiongain", Float, actionGain);
CFG_GET_VAL("sound.uigain", Float, uiGain);
g_SoundManager->SetMasterGain( gain );
g_SoundManager->SetMusicGain( musicGain );
g_SoundManager->SetAmbientGain( ambientGain );
g_SoundManager->SetActionGain( actionGain );
g_SoundManager->SetUIGain( uiGain );
}
CFG_GET_VAL("jsdebugger.enable", Bool, g_JSDebuggerEnabled);
CFG_GET_VAL("profiler2.script.enable", Bool, g_ScriptProfilingEnabled);
// Script Debugging and profiling does not make sense together because of the hooks
// that reduce performance a lot - and it wasn't tested if it even works together.
if (g_JSDebuggerEnabled && g_ScriptProfilingEnabled)
LOGERROR(L"Enabling both script profiling and script debugging is not supported!");
}
static void ProcessCommandLineArgs(const CmdLineArgs& args)
{
// TODO: all these options (and the ones processed elsewhere) should
// be documented somewhere for users.
// Handle "-conf=key:value" (potentially multiple times)
std::vector<CStr> conf = args.GetMultiple("conf");
for (size_t i = 0; i < conf.size(); ++i)
{
CStr name_value = conf[i];
if (name_value.Find(':') != -1)
{
CStr name = name_value.BeforeFirst(":");
CStr value = name_value.AfterFirst(":");
g_ConfigDB.CreateValue(CFG_COMMAND, name)->m_String = value;
}
}
if (args.Has("g"))
{
g_Gamma = args.Get("g").ToFloat();
if (g_Gamma == 0.0f)
g_Gamma = 1.0f;
}
// if (args.Has("listfiles"))
// trace_enable(true);
if (args.Has("profile"))
g_ConfigDB.CreateValue(CFG_COMMAND, "profile")->m_String = args.Get("profile");
if (args.Has("quickstart"))
{
g_Quickstart = true;
g_DisableAudio = true; // do this for backward-compatibility with user expectations
}
if (args.Has("nosound"))
g_DisableAudio = true;
if (args.Has("shadows"))
g_ConfigDB.CreateValue(CFG_COMMAND, "shadows")->m_String = "true";
if (args.Has("xres"))
g_ConfigDB.CreateValue(CFG_COMMAND, "xres")->m_String = args.Get("xres");
if (args.Has("yres"))
g_ConfigDB.CreateValue(CFG_COMMAND, "yres")->m_String = args.Get("yres");
if (args.Has("vsync"))
g_ConfigDB.CreateValue(CFG_COMMAND, "vsync")->m_String = "true";
if (args.Has("ooslog"))
g_ConfigDB.CreateValue(CFG_COMMAND, "ooslog")->m_String = "true";
if (args.Has("serializationtest"))
g_ConfigDB.CreateValue(CFG_COMMAND, "serializationtest")->m_String = "true";
}
void CONFIG_Init(const CmdLineArgs& args)
{
TIMER(L"CONFIG_Init");
new CConfigDB;
// Load the global, default config file
g_ConfigDB.SetConfigFile(CFG_DEFAULT, L"config/default.cfg");
g_ConfigDB.Reload(CFG_DEFAULT); // 216ms
// Try loading the local system config file (which doesn't exist by
// default) - this is designed as a way of letting developers edit the
// system config without accidentally committing their changes back to SVN.
g_ConfigDB.SetConfigFile(CFG_SYSTEM, L"config/local.cfg");
g_ConfigDB.Reload(CFG_SYSTEM);
g_ConfigDB.SetConfigFile(CFG_USER, L"config/user.cfg");
g_ConfigDB.Reload(CFG_USER);
g_ConfigDB.SetConfigFile(CFG_MOD, L"config/mod.cfg");
// No point in reloading mod.cfg here - we haven't mounted mods yet
ProcessCommandLineArgs(args);
// Initialise console history file
int max_history_lines = 200;
CFG_GET_VAL("console.history.size", Int, max_history_lines);
g_Console->UseHistoryFile(L"config/console.txt", max_history_lines);
// Collect information from system.cfg, the profile file,
// and any command-line overrides to fill in the globals.
LoadGlobals(); // 64ms
}