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forked from 0ad/0ad
0ad/source/tools/atlas/GameInterface/GameLoop.cpp
2010-03-29 10:24:17 +00:00

288 lines
8.0 KiB
C++

/* Copyright (C) 2009 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 "GameLoop.h"
#include "MessagePasserImpl.h"
#include "Messages.h"
#include "SharedMemory.h"
#include "Handlers/MessageHandler.h"
#include "ActorViewer.h"
#include "View.h"
#include "InputProcessor.h"
#include "lib/app_hooks.h"
#include "lib/external_libraries/sdl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/DllLoader.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/GameSetup/Paths.h"
using namespace AtlasMessage;
namespace AtlasMessage
{
extern void RegisterHandlers();
}
// Loaded from DLL:
void (*Atlas_StartWindow)(const wchar_t* type);
void (*Atlas_SetDataDirectory)(const wchar_t* path);
void (*Atlas_SetMessagePasser)(MessagePasser*);
void (*Atlas_GLSetCurrent)(void* cavas);
void (*Atlas_GLSwapBuffers)(void* canvas);
void (*Atlas_NotifyEndOfFrame)();
void (*Atlas_DisplayError)(const wchar_t* text, size_t flags);
void (*Atlas_ReportError)();
namespace AtlasMessage
{
void* (*ShareableMallocFptr)(size_t);
void (*ShareableFreeFptr)(void*);
}
static MessagePasserImpl msgPasser;
MessagePasser* AtlasMessage::g_MessagePasser = &msgPasser;
static InputProcessor g_Input;
static GameLoopState state;
GameLoopState* g_GameLoop = &state;
static void* LaunchWindow(void* data)
{
debug_SetThreadName("atlas_window");
const wchar_t* windowName = reinterpret_cast<const wchar_t*>(data);
Atlas_StartWindow(windowName);
return NULL;
}
// Work out which Atlas window to launch, given the command-line arguments
static const wchar_t* FindWindowName(const CmdLineArgs& args)
{
if (args.Has("actorviewer"))
return L"ActorViewer";
else
return L"ScenarioEditor";
}
static ErrorReaction AtlasDisplayError(const wchar_t* text, size_t flags)
{
// TODO: after Atlas has been unloaded, don't do this
Atlas_DisplayError(text, flags);
return ER_CONTINUE;
}
bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll)
{
// Load required symbols from the DLL
try
{
dll.LoadSymbol("Atlas_StartWindow", Atlas_StartWindow);
dll.LoadSymbol("Atlas_SetMessagePasser", Atlas_SetMessagePasser);
dll.LoadSymbol("Atlas_SetDataDirectory", Atlas_SetDataDirectory);
dll.LoadSymbol("Atlas_GLSetCurrent", Atlas_GLSetCurrent);
dll.LoadSymbol("Atlas_GLSwapBuffers", Atlas_GLSwapBuffers);
dll.LoadSymbol("Atlas_NotifyEndOfFrame", Atlas_NotifyEndOfFrame);
dll.LoadSymbol("Atlas_DisplayError", Atlas_DisplayError);
dll.LoadSymbol("Atlas_ReportError", Atlas_ReportError);
dll.LoadSymbol("ShareableMalloc", ShareableMallocFptr);
dll.LoadSymbol("ShareableFree", ShareableFreeFptr);
}
catch (PSERROR_DllLoader&)
{
debug_warn(L"Failed to initialise DLL");
return false;
}
// Pass our message handler to Atlas
Atlas_SetMessagePasser(&msgPasser);
// Tell Atlas the location of the data directory
const Paths paths(args);
Atlas_SetDataDirectory(paths.RData().string().c_str());
// Register all the handlers for message which might be passed back
RegisterHandlers();
// Create a new thread, and launch the Atlas window inside that thread
const wchar_t* windowName = FindWindowName(args);
pthread_t uiThread;
pthread_create(&uiThread, NULL, LaunchWindow, reinterpret_cast<void*>(const_cast<wchar_t*>(windowName)));
// Override ah_display_error to pass all errors to the Atlas UI
AppHooks hooks = {0};
hooks.display_error = AtlasDisplayError;
app_hooks_update(&hooks);
// Disable the game's cursor rendering
extern CStrW g_CursorName;
g_CursorName = L"";
state.args = args;
state.running = true;
state.view = View::GetView_None();
state.glCanvas = NULL;
double last_activity = timer_Time();
while (state.running)
{
bool recent_activity = false;
//////////////////////////////////////////////////////////////////////////
// (TODO: Work out why these things have to be in this order (to avoid
// jumps when starting to move, etc))
// Calculate frame length
{
double time = timer_Time();
static double last_time = time;
float length = (float)(time-last_time);
last_time = time;
debug_assert(length >= 0.0f);
// TODO: filter out big jumps, e.g. when having done a lot of slow
// processing in the last frame
state.frameLength = length;
}
// Process the input that was received in the past
if (g_Input.ProcessInput(&state))
recent_activity = true;
//////////////////////////////////////////////////////////////////////////
{
IMessage* msg;
while ((msg = msgPasser.Retrieve()) != NULL)
{
recent_activity = true;
std::string name (msg->GetName());
msgHandlers::const_iterator it = GetMsgHandlers().find(name);
if (it != GetMsgHandlers().end())
{
it->second(msg);
}
else
{
debug_warn(L"Unrecognised message");
// CLogger might not be initialised, but this error will be sent
// to the debug output window anyway so people can still see it
LOG(CLogger::Error, L"atlas", L"Unrecognised message (%hs)", name.c_str());
}
if (msg->GetType() == IMessage::Query)
{
// For queries, we need to notify MessagePasserImpl::Query
// that the query has now been processed.
sem_post((sem_t*) static_cast<QueryMessage*>(msg)->m_Semaphore);
// (msg may have been destructed at this point, so don't use it again)
// It's quite possible that the querier is going to do a tiny
// bit of processing on the query results and then issue another
// query, and repeat lots of times in a loop. To avoid slowing
// that down by rendering between every query, make this
// thread yield now.
SDL_Delay(0);
}
else
{
// For non-queries, we need to delete the object, since we
// took ownership of it.
AtlasMessage::ShareableDelete(msg);
}
}
}
// Exit, if desired
if (! state.running)
break;
//////////////////////////////////////////////////////////////////////////
// Do per-frame processing:
ReloadChangedFiles();
state.view->Update(state.frameLength);
state.view->Render();
if (CProfileManager::IsInitialised())
g_Profiler.Frame();
double time = timer_Time();
if (recent_activity)
last_activity = time;
// Be nice to the processor (by sleeping lots) if we're not doing anything
// useful, and nice to the user (by just yielding to other threads) if we are
bool yield = (time - last_activity > 0.5);
// But make sure we aren't doing anything interesting right now, where
// the user wants to see the screen updating even though they're not
// interacting with it
if (state.view->WantsHighFramerate())
yield = false;
if (yield) // if there was no recent activity...
{
double sleepUntil = time + 0.5; // only redraw at 2fps
while (time < sleepUntil)
{
// To minimise latency when the user starts doing stuff, only
// sleep for a short while, then check if anything's happened,
// then go back to sleep
// (TODO: This should probably be done with something like semaphores)
Atlas_NotifyEndOfFrame(); // (TODO: rename to NotifyEndOfQuiteShortProcessingPeriodSoPleaseSendMeNewMessages or something)
SDL_Delay(50);
if (!msgPasser.IsEmpty())
break;
time = timer_Time();
}
}
else
{
Atlas_NotifyEndOfFrame();
SDL_Delay(0);
}
}
// TODO: delete all remaining messages, to avoid memory leak warnings
// Wait for the UI to exit
pthread_join(uiThread, NULL);
// Clean up
View::DestroyViews();
ScriptingHost::FinalShutdown();
return true;
}