0ad/source/ps/Game.cpp
Yves 28bdd8540f Quite a lot of stack rooting related changes.
Changes GetProperty, SetProperty and HasProperty and a few other
functions to take handles. The conversions to CScriptVal or
CScriptValRooted at some places should be removed in the future. I've
done that to avoid an even larger patch.

Refs #2415
Refs #2462

This was SVN commit r15568.
2014-07-26 22:33:16 +00:00

383 lines
11 KiB
C++

/* Copyright (C) 2013 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 "Game.h"
#include "graphics/GameView.h"
#include "graphics/LOSTexture.h"
#include "graphics/ParticleManager.h"
#include "graphics/UnitManager.h"
#include "gui/GUIManager.h"
#include "gui/CGUI.h"
#include "lib/config2.h"
#include "lib/timer.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "network/NetTurnManager.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/Overlay.h"
#include "ps/Profile.h"
#include "ps/Replay.h"
#include "ps/World.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/Renderer.h"
#include "renderer/TimeManager.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "soundmanager/ISoundManager.h"
#include "tools/atlas/GameInterface/GameLoop.h"
extern bool g_GameRestarted;
extern GameLoopState* g_AtlasGameLoop;
/**
* Globally accessible pointer to the CGame object.
**/
CGame *g_Game=NULL;
/**
* Constructor
*
**/
CGame::CGame(bool disableGraphics):
m_World(new CWorld(this)),
m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), g_ScriptRuntime, m_World->GetTerrain())),
m_GameView(disableGraphics ? NULL : new CGameView(this)),
m_GameStarted(false),
m_Paused(false),
m_SimRate(1.0f),
m_PlayerID(-1),
m_IsSavedGame(false)
{
m_ReplayLogger = new CReplayLogger(m_Simulation2->GetScriptInterface());
// TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps?
// Need to set the CObjectManager references after various objects have
// been initialised, so do it here rather than via the initialisers above.
if (m_GameView)
m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager());
m_TurnManager = new CNetLocalTurnManager(*m_Simulation2, GetReplayLogger()); // this will get replaced if we're a net server/client
m_Simulation2->LoadDefaultScripts();
}
/**
* Destructor
*
**/
CGame::~CGame()
{
// Again, the in-game call tree is going to be different to the main menu one.
if (CProfileManager::IsInitialised())
g_Profiler.StructuralReset();
delete m_TurnManager;
delete m_GameView;
delete m_Simulation2;
delete m_World;
delete m_ReplayLogger;
}
void CGame::SetTurnManager(CNetTurnManager* turnManager)
{
if (m_TurnManager)
delete m_TurnManager;
m_TurnManager = turnManager;
if (m_TurnManager)
m_TurnManager->SetPlayerID(m_PlayerID);
}
/**
* Initializes the game with the set of attributes provided.
* Makes calls to initialize the game view, world, and simulation objects.
* Calls are made to facilitate progress reporting of the initialization.
**/
void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& savedState)
{
JSContext* cx = m_Simulation2->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
m_InitialSavedState = savedState;
m_IsSavedGame = !savedState.empty();
CScriptValRooted tmpAttribs(cx, attribs);
m_Simulation2->SetInitAttributes(tmpAttribs);
std::string mapType;
m_Simulation2->GetScriptInterface().GetProperty(attribs, "mapType", mapType);
float speed;
if (m_Simulation2->GetScriptInterface().HasProperty(attribs, "gameSpeed") && m_Simulation2->GetScriptInterface().GetProperty(attribs, "gameSpeed", speed))
SetSimRate(speed);
LDR_BeginRegistering();
RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000);
// RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization
// overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default
// values. At the minute, it's just lighting settings, but could be extended to store camera position.
// Storing lighting settings in the game view seems a little odd, but it's no big deal; maybe move it at
// some point to be stored in the world object?
if (m_GameView)
m_GameView->RegisterInit();
if (mapType == "random")
{
// Load random map attributes
std::wstring scriptFile;
CScriptValRooted settings;
m_Simulation2->GetScriptInterface().GetProperty(attribs, "script", scriptFile);
m_Simulation2->GetScriptInterface().GetProperty(attribs, "settings", settings);
m_World->RegisterInitRMS(scriptFile, settings, m_PlayerID);
}
else
{
std::wstring mapFile;
m_Simulation2->GetScriptInterface().GetProperty(attribs, "map", mapFile);
CScriptValRooted settings;
if (mapType == "skirmish")
m_Simulation2->GetScriptInterface().GetProperty(attribs, "settings", settings);
m_World->RegisterInit(mapFile, settings, m_PlayerID);
}
if (m_GameView)
RegMemFun(g_Renderer.GetSingletonPtr()->GetWaterManager(), &WaterManager::LoadWaterTextures, L"LoadWaterTextures", 80);
if (m_IsSavedGame)
RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000);
LDR_EndRegistering();
}
int CGame::LoadInitialState()
{
ENSURE(m_IsSavedGame);
ENSURE(!m_InitialSavedState.empty());
std::string state;
m_InitialSavedState.swap(state); // deletes the original to save a bit of memory
std::stringstream stream(state);
bool ok = m_Simulation2->DeserializeState(stream);
if (!ok)
{
CancelLoad(L"Failed to load saved game state. It might have been\nsaved with an incompatible version of the game.");
return 0;
}
return 0;
}
/**
* Game initialization has been completed. Set game started flag and start the session.
*
* @return PSRETURN 0
**/
PSRETURN CGame::ReallyStartGame()
{
JSContext* cx = m_Simulation2->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// Call the script function InitGame only for new games, not saved games
if (!m_IsSavedGame)
{
if (!g_AtlasGameLoop->running)
{
// We need to replace skirmish "default" entities with real ones.
// This needs to happen before AI initialization (in InitGame).
// And we need to flush destroyed entities otherwise the AI
// gets the wrong game state in the beginning and a bunch of
// "destroy" messages on turn 0, which just shouldn't happen.
m_Simulation2->ReplaceSkirmishGlobals();
m_Simulation2->FlushDestroyedEntities();
}
JS::RootedValue settings(cx);
JS::RootedValue tmpInitAttributes(cx, m_Simulation2->GetInitAttributes().get());
m_Simulation2->GetScriptInterface().GetProperty(tmpInitAttributes, "settings", &settings);
m_Simulation2->InitGame(CScriptVal(settings));
}
// We need to do an initial Interpolate call to set up all the models etc,
// because Update might never interpolate (e.g. if the game starts paused)
// and we could end up rendering before having set up any models (so they'd
// all be invisible)
Interpolate(0, 0);
m_GameStarted=true;
// Render a frame to begin loading assets
if (CRenderer::IsInitialised())
Render();
// Call the reallyStartGame GUI function, but only if it exists
JS::RootedValue global(cx, g_GUI->GetActiveGUI()->GetGlobalObject());
if (g_GUI && g_GUI->HasPages())
{
if (g_GUI->GetActiveGUI()->GetScriptInterface()->HasProperty(global, "reallyStartGame"))
g_GUI->GetActiveGUI()->GetScriptInterface()->CallFunctionVoid(global, "reallyStartGame");
}
if (g_NetClient)
g_NetClient->LoadFinished();
debug_printf(L"GAME STARTED, ALL INIT COMPLETE\n");
// The call tree we've built for pregame probably isn't useful in-game.
if (CProfileManager::IsInitialised())
g_Profiler.StructuralReset();
// Mark terrain as modified so the minimap can repaint (is there a cleaner way of handling this?)
g_GameRestarted = true;
return 0;
}
int CGame::GetPlayerID()
{
return m_PlayerID;
}
void CGame::SetPlayerID(int playerID)
{
m_PlayerID = playerID;
if (m_TurnManager)
m_TurnManager->SetPlayerID(m_PlayerID);
}
void CGame::StartGame(const CScriptValRooted& attribs1, const std::string& savedState)
{
JSContext* cx = m_Simulation2->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue attribs(cx, attribs1.get()); // TODO: Get Handle parameter directly with SpiderMonkey 31
m_ReplayLogger->StartGame(attribs1);
RegisterInit(attribs, savedState);
}
// TODO: doInterpolate is optional because Atlas interpolates explicitly,
// so that it has more control over the update rate. The game might want to
// do the same, and then doInterpolate should be redundant and removed.
bool CGame::Update(const double deltaRealTime, bool doInterpolate)
{
if (m_Paused)
return true;
if (!m_TurnManager)
return true;
const double deltaSimTime = deltaRealTime * m_SimRate;
bool ok = true;
if (deltaSimTime)
{
// To avoid confusing the profiler, we need to trigger the new turn
// while we're not nested inside any PROFILE blocks
if (m_TurnManager->WillUpdate(deltaSimTime))
g_Profiler.Turn();
// At the normal sim rate, we currently want to render at least one
// frame per simulation turn, so let maxTurns be 1. But for fast-forward
// sim rates we want to allow more, so it's not bounded by framerate,
// so just use the sim rate itself as the number of turns per frame.
size_t maxTurns = (size_t)m_SimRate;
if (m_TurnManager->Update(deltaSimTime, maxTurns))
{
{
PROFILE3("gui sim update");
g_GUI->SendEventToAll("SimulationUpdate");
}
GetView()->GetLOSTexture().MakeDirty();
}
if (CRenderer::IsInitialised())
g_Renderer.GetTimeManager().Update(deltaSimTime);
}
if (doInterpolate)
{
m_TurnManager->Interpolate(deltaSimTime, deltaRealTime);
if ( g_SoundManager )
g_SoundManager->IdleTask();
}
return ok;
}
void CGame::Interpolate(float simFrameLength, float realFrameLength)
{
if (!m_TurnManager)
return;
m_TurnManager->Interpolate(simFrameLength, realFrameLength);
}
static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
void CGame::CachePlayerColours()
{
m_PlayerColours.clear();
CmpPtr<ICmpPlayerManager> cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY);
if (!cmpPlayerManager)
return;
int numPlayers = cmpPlayerManager->GetNumPlayers();
m_PlayerColours.resize(numPlayers);
for (int i = 0; i < numPlayers; ++i)
{
CmpPtr<ICmpPlayer> cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i));
if (!cmpPlayer)
m_PlayerColours[i] = BrokenColor;
else
m_PlayerColours[i] = cmpPlayer->GetColour();
}
}
CColor CGame::GetPlayerColour(int player) const
{
if (player < 0 || player >= (int)m_PlayerColours.size())
return BrokenColor;
return m_PlayerColours[player];
}