forked from 0ad/0ad
Yves
93cffe9deb
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.
523 lines
13 KiB
C++
523 lines
13 KiB
C++
/* Copyright (C) 2013 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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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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This module drives the game when running without Atlas (our integrated
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map editor). It receives input and OS messages via SDL and feeds them
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into the input dispatcher, where they are passed on to the game GUI and
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simulation.
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It also contains main(), which either runs the above controller or
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that of Atlas depending on commandline parameters.
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*/
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// not for any PCH effort, but instead for the (common) definitions
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// included there.
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#define MINIMAL_PCH 2
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#include "lib/precompiled.h"
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#include "lib/debug.h"
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#include "lib/status.h"
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#include "lib/secure_crt.h"
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#include "lib/frequency_filter.h"
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#include "lib/input.h"
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#include "lib/ogl.h"
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#include "lib/timer.h"
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#include "lib/external_libraries/libsdl.h"
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#include "ps/ArchiveBuilder.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/Globals.h"
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#include "ps/Hotkey.h"
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#include "ps/Loader.h"
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#include "ps/Profile.h"
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#include "ps/Profiler2.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/Replay.h"
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#include "ps/TouchInput.h"
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#include "ps/UserReport.h"
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#include "ps/Util.h"
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#include "ps/VideoMode.h"
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#include "ps/World.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/GameSetup/Atlas.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/CmdLineArgs.h"
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#include "ps/GameSetup/Paths.h"
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#include "ps/XML/Xeromyces.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "network/NetSession.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "graphics/TextureManager.h"
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#include "gui/GUIManager.h"
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#include "renderer/Renderer.h"
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#include "scripting/ScriptingHost.h"
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#include "simulation2/Simulation2.h"
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#if OS_UNIX
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#include <unistd.h> // geteuid
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#endif // OS_UNIX
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extern bool g_GameRestarted;
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void kill_mainloop();
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// to avoid redundant and/or recursive resizing, we save the new
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// size after VIDEORESIZE messages and only update the video mode
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// once per frame.
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// these values are the latest resize message, and reset to 0 once we've
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// updated the video mode
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static int g_ResizedW;
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static int g_ResizedH;
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// main app message handler
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static InReaction MainInputHandler(const SDL_Event_* ev)
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{
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switch(ev->ev.type)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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case SDL_WINDOWEVENT:
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switch(ev->ev.window.event)
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{
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case SDL_WINDOWEVENT_ENTER:
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RenderCursor(true);
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break;
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case SDL_WINDOWEVENT_LEAVE:
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RenderCursor(false);
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break;
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case SDL_WINDOWEVENT_RESIZED:
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g_ResizedW = ev->ev.window.data1;
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g_ResizedH = ev->ev.window.data2;
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break;
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}
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break;
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#else
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case SDL_ACTIVEEVENT:
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if (ev->ev.active.state & SDL_APPMOUSEFOCUS)
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{
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// Tell renderer not to render cursor if mouse focus is lost
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// this restores system cursor, until/if focus is regained
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if (!ev->ev.active.gain)
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RenderCursor(false);
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else
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RenderCursor(true);
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}
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break;
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case SDL_VIDEORESIZE:
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g_ResizedW = ev->ev.resize.w;
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g_ResizedH = ev->ev.resize.h;
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break;
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#endif
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case SDL_QUIT:
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kill_mainloop();
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break;
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case SDL_HOTKEYDOWN:
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std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
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if (hotkey == "exit")
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{
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kill_mainloop();
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return IN_HANDLED;
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}
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else if (hotkey == "screenshot")
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{
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WriteScreenshot(L".png");
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return IN_HANDLED;
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}
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else if (hotkey == "bigscreenshot")
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{
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WriteBigScreenshot(L".bmp", 10);
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return IN_HANDLED;
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}
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else if (hotkey == "togglefullscreen")
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{
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#if !OS_MACOSX
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// TODO: Fix fullscreen toggling on OS X, see http://trac.wildfiregames.com/ticket/741
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g_VideoMode.ToggleFullscreen();
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#else
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LOGWARNING(L"Toggling fullscreen and resizing are disabled on OS X due to a known bug. Please use the config file to change display settings.");
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#endif
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return IN_HANDLED;
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}
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else if (hotkey == "profile2.enable")
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{
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g_Profiler2.EnableGPU();
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g_Profiler2.EnableHTTP();
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return IN_HANDLED;
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}
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break;
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}
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return IN_PASS;
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}
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// dispatch all pending events to the various receivers.
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static void PumpEvents()
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{
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PROFILE3("dispatch events");
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SDL_Event_ ev;
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while (in_poll_event(&ev))
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{
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PROFILE2("event");
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if (g_GUI)
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{
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std::string data = g_GUI->GetScriptInterface().StringifyJSON(
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ScriptInterface::ToJSVal(g_GUI->GetScriptInterface().GetContext(), ev));
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PROFILE2_ATTR("%s", data.c_str());
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}
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in_dispatch_event(&ev);
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}
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g_TouchInput.Frame();
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}
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static int ProgressiveLoad()
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{
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PROFILE3("progressive load");
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wchar_t description[100];
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int progress_percent;
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try
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{
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Status ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);
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switch(ret)
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{
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// no load active => no-op (skip code below)
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case INFO::OK:
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return 0;
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// current task didn't complete. we only care about this insofar as the
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// load process is therefore not yet finished.
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case ERR::TIMED_OUT:
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break;
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// just finished loading
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case INFO::ALL_COMPLETE:
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g_Game->ReallyStartGame();
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wcscpy_s(description, ARRAY_SIZE(description), L"Game is starting..");
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// LDR_ProgressiveLoad returns L""; set to valid text to
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// avoid problems in converting to JSString
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break;
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// error!
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default:
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WARN_RETURN_STATUS_IF_ERR(ret);
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// can't do this above due to legit ERR::TIMED_OUT
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break;
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}
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}
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catch (PSERROR_Game_World_MapLoadFailed& e)
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{
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// Map loading failed
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// Call script function to do the actual work
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// (delete game data, switch GUI page, show error, etc.)
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CancelLoad(CStr(e.what()).FromUTF8());
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}
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GUI_DisplayLoadProgress(progress_percent, description);
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return 0;
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}
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static void RendererIncrementalLoad()
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{
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PROFILE3("renderer incremental load");
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const double maxTime = 0.1f;
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double startTime = timer_Time();
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bool more;
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do {
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more = g_Renderer.GetTextureManager().MakeProgress();
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}
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while (more && timer_Time() - startTime < maxTime);
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}
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static bool quit = false; // break out of main loop
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static void Frame()
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{
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g_Profiler2.RecordFrameStart();
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PROFILE2("frame");
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g_Profiler2.IncrementFrameNumber();
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PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
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ogl_WarnIfError();
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// get elapsed time
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const double time = timer_Time();
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g_frequencyFilter->Update(time);
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// .. old method - "exact" but contains jumps
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#if 0
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static double last_time;
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const double time = timer_Time();
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const float TimeSinceLastFrame = (float)(time-last_time);
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last_time = time;
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ONCE(return); // first call: set last_time and return
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// .. new method - filtered and more smooth, but errors may accumulate
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#else
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const float realTimeSinceLastFrame = 1.0 / g_frequencyFilter->SmoothedFrequency();
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#endif
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ENSURE(realTimeSinceLastFrame > 0.0f);
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// decide if update/render is necessary
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bool need_render = !g_app_minimized;
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bool need_update = true;
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// If we are not running a multiplayer game, disable updates when the game is
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// minimized or out of focus and relinquish the CPU a bit, in order to make
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// debugging easier.
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if(g_PauseOnFocusLoss && !g_NetClient && !g_app_has_focus)
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{
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PROFILE3("non-focus delay");
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need_update = false;
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// don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored
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SDL_Delay(10);
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}
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// TODO: throttling: limit update and render frequency to the minimum.
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// this is mostly relevant for "inactive" state, so that other windows
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// get enough CPU time, but it's always nice for power+thermal management.
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// this scans for changed files/directories and reloads them, thus
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// allowing hotloading (changes are immediately assimilated in-game).
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ReloadChangedFiles();
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ProgressiveLoad();
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RendererIncrementalLoad();
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PumpEvents();
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// if the user quit by closing the window, the GL context will be broken and
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// may crash when we call Render() on some drivers, so leave this loop
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// before rendering
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if (quit)
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return;
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// respond to pumped resize events
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if (g_ResizedW || g_ResizedH)
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{
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g_VideoMode.ResizeWindow(g_ResizedW, g_ResizedH);
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g_ResizedW = g_ResizedH = 0;
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}
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if (g_NetClient)
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g_NetClient->Poll();
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ogl_WarnIfError();
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g_GUI->TickObjects();
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ogl_WarnIfError();
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if (g_Game && g_Game->IsGameStarted() && need_update)
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{
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g_Game->Update(realTimeSinceLastFrame);
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g_Game->GetView()->Update(float(realTimeSinceLastFrame));
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}
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// Immediately flush any messages produced by simulation code
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if (g_NetClient)
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g_NetClient->Flush();
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g_UserReporter.Update();
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g_Console->Update(realTimeSinceLastFrame);
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ogl_WarnIfError();
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if(need_render)
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{
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Render();
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PROFILE3("swap buffers");
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_GL_SwapWindow(g_VideoMode.GetWindow());
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#else
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SDL_GL_SwapBuffers();
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#endif
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}
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ogl_WarnIfError();
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g_Profiler.Frame();
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g_GameRestarted = false;
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}
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static void MainControllerInit()
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{
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// add additional input handlers only needed by this controller:
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// must be registered after gui_handler. Should mayhap even be last.
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in_add_handler(MainInputHandler);
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}
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static void MainControllerShutdown()
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{
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}
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// stop the main loop and trigger orderly shutdown. called from several
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// places: the event handler (SDL_QUIT and hotkey) and JS exitProgram.
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void kill_mainloop()
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{
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quit = true;
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}
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static bool restart_in_atlas = false;
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// called by game code to indicate main() should restart in Atlas mode
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// instead of terminating
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void restart_mainloop_in_atlas()
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{
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quit = true;
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restart_in_atlas = true;
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}
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// moved into a helper function to ensure args is destroyed before
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// exit(), which may result in a memory leak.
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static void RunGameOrAtlas(int argc, const char* argv[])
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{
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CmdLineArgs args(argc, argv);
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// We need to initialise libxml2 in the main thread before
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// any thread uses it. So initialise it here before we
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// might run Atlas.
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CXeromyces::Startup();
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// run Atlas (if requested via args)
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bool ran_atlas = ATLAS_RunIfOnCmdLine(args, false);
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// Atlas handles the whole init/shutdown/etc sequence by itself;
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// when we get here, it has exited and we're done.
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if(ran_atlas)
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return;
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// run non-visual simulation replay if requested
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if (args.Has("replay"))
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{
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// TODO: Support mods
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Paths paths(args);
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g_VFS = CreateVfs(20 * MiB);
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g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE);
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g_VFS->Mount(L"", paths.RData()/"mods"/"public", VFS_MOUNT_MUST_EXIST);
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{
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CReplayPlayer replay;
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replay.Load(args.Get("replay"));
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replay.Replay();
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}
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g_VFS.reset();
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CXeromyces::Terminate();
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return;
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}
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// run in archive-building mode if requested
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if (args.Has("archivebuild"))
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{
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Paths paths(args);
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OsPath mod(args.Get("archivebuild"));
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OsPath zip;
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if (args.Has("archivebuild-output"))
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zip = args.Get("archivebuild-output");
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else
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zip = mod.Filename().ChangeExtension(L".zip");
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CArchiveBuilder builder(mod, paths.Cache());
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builder.Build(zip, args.Has("archivebuild-compress"));
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CXeromyces::Terminate();
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return;
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}
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const double res = timer_Resolution();
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g_frequencyFilter = CreateFrequencyFilter(res, 30.0);
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// run the game
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Init(args, 0);
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InitGraphics(args, 0);
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MainControllerInit();
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while(!quit)
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Frame();
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Shutdown(0);
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ScriptingHost::FinalShutdown(); // this can't go in Shutdown() because that could be called multiple times per process, so stick it here instead
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MainControllerShutdown();
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if (restart_in_atlas)
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{
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ATLAS_RunIfOnCmdLine(args, true);
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return;
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}
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// Shut down libxml2 (done here to match the Startup call)
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CXeromyces::Terminate();
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}
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#if OS_ANDROID
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// In Android we compile the engine as a shared library, not an executable,
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// so rename main() to a different symbol that the wrapper library can load
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#undef main
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#define main pyrogenesis_main
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extern "C" __attribute__((visibility ("default"))) int main(int argc, char* argv[]);
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#endif
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extern "C" int main(int argc, char* argv[])
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{
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#if OS_UNIX
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// Don't allow people to run the game with root permissions,
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// because bad things can happen, check before we do anything
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if (geteuid() == 0)
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{
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std::cerr << "********************************************************\n"
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<< "WARNING: Attempted to run the game with root permission!\n"
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<< "This is not allowed because it can alter home directory \n"
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<< "permissions and opens your system to vulnerabilities. \n"
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<< "(You received this message because you were either \n"
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<<" logged in as root or used e.g. the 'sudo' command.) \n"
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<< "********************************************************\n\n";
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return EXIT_FAILURE;
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}
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#endif // OS_UNIX
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EarlyInit(); // must come at beginning of main
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RunGameOrAtlas(argc, const_cast<const char**>(argv));
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// Shut down profiler initialised by EarlyInit
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g_Profiler2.Shutdown();
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return EXIT_SUCCESS;
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}
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