Index: ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json =================================================================== --- ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json (revision 19644) +++ ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json (revision 19645) @@ -1,229 +1,230 @@ { "Title": "Programming", "Content": [ { "Title": "Programming managers", "List": [ {"nick": "Acumen", "name": "Stuart Walpole"}, {"nick": "Dak Lozar", "name": "Dave Loeser"}, {"nick": "h20", "name": "Daniel Wilhelm"}, {"nick": "Janwas", "name": "Jan Wassenberg"}, {"nick": "Raj", "name": "Raj Sharma"} ] }, { "Subtitle": "Special thanks to", "List": [{"nick": "Ykkrosh", "name": "Philip Taylor"}] }, { "List": [ {"nick": "01d55"}, {"nick": "Acumen", "name": "Stuart Walpole"}, {"name": "Adrian Fatol"}, {"nick": "AI-Amsterdam"}, {"nick": "Alan", "name": "Alan Kemp"}, {"nick": "aBothe", "name": "Alexander Bothe"}, {"nick": "alpha123", "name": "Peter P. Cannici"}, {"nick": "andy5995", "name": "Andy Alt"}, {"nick": "ArnH", "name": "Arno Hemelhof"}, {"nick": "Aurium", "name": "Aurélio Heckert"}, {"nick": "badmadblacksad", "name": "Martin F"}, {"name": "Mikołaj \"Bajter\" Korcz"}, {"nick": "bb", "name": "Bouke Jansen"}, {"nick": "Ben", "name": "Ben Vinegar"}, {"nick": "Bird"}, {"nick": "Blue", "name": "Richard Welsh"}, {"nick": "bmwiedemann"}, {"nick": "boeseRaupe", "name": "Michael Kluge"}, {"nick": "bog_dan_ro", "name": "BogDan Vatra"}, {"nick": "Bonk", "name": "Christopher Ebbert"}, {"nick": "Boudica"}, {"nick": "Caius", "name": "Lars Kemmann"}, {"nick": "Calefaction", "name": "Matt Holmes"}, {"nick": "Calvinh", "name": "Carl-Johan Höiby"}, {"nick": "causative", "name": "Bart Parkis"}, {"name": "Cédric Houbart"}, {"nick": "Chakakhan", "name": "Kenny Long"}, {"nick": "Clockwork-Muse", "name": "Stephen A. Imhoff"}, {"nick": "Cracker78", "name": "Chad Heim"}, {"nick": "Crynux", "name": "Stephen J. Fewer"}, {"nick": "cwprogger"}, {"nick": "Dak Lozar", "name": "Dave Loeser"}, {"nick": "dalerank", "name": "Sergey Kushnirenko"}, {"nick": "dan", "name": "Dan Strandberg"}, {"name": "Daniel Trevitz"}, {"nick": "DanCar", "name": "Daniel Cardenas"}, {"nick": "danger89", "name": "Melroy van den Berg"}, {"nick": "Dariost", "name": "Dario Ostuni"}, {"nick": "Dave", "name": "David Protasowski"}, {"nick": "dax", "name": "Dacian Fiordean"}, {"nick": "deebee", "name": "Deepak Anthony"}, {"nick": "Deiz"}, {"nick": "Dietger", "name": "Dietger van Antwerpen"}, {"nick": "dpiquet", "name": "Damien Piquet"}, {"nick": "dumbo"}, {"nick": "dvangennip", "name": "Doménique"}, {"nick": "Echelon9", "name": "Rhys Kidd"}, {"nick": "echotangoecho"}, {"nick": "eihrul", "name": "Lee Salzman"}, {"nick": "elexis", "name": "Alexander Heinsius"}, {"nick": "EmjeR", "name": "Matthijs de Rijk"}, {"nick": "EMontana"}, {"nick": "ericb"}, {"nick": "evanssthomas", "name": "Evans Thomas"}, {"nick": "Evulant", "name": "Alexander S."}, {"nick": "fabio", "name": "Fabio Pedretti"}, {"nick": "falsevision", "name": "Mahdi Khodadadifard"}, {"nick": "fatherbushido", "name": "Nicolas Tisserand"}, {"nick": "fcxSanya", "name": "Alexander Olkhovskiy"}, {"nick": "FeXoR", "name": "Florian Finke"}, {"nick": "Fire Giant", "name": "Malte Schwarzkopf"}, {"nick": "fpre", "name": "Frederick Stallmeyer"}, {"nick": "freenity", "name": "Anton Galitch"}, {"nick": "gbish (aka Iny)", "name": "Grant Bishop"}, {"nick": "Gee", "name": "Gustav Larsson"}, {"nick": "gerbilOFdoom"}, {"nick": "godlikeldh"}, {"nick": "greybeard", "name": "Joe Cocovich"}, {"nick": "grillaz"}, {"nick": "Grugnas", "name": "Giuseppe Tranchese"}, {"nick": "gudo"}, {"nick": "Guuts", "name": "Matthew Guttag"}, {"name": "Samuel Guarnieri"}, {"nick": "Hannibal_Baraq", "name": "Clive Juhász S."}, {"nick": "Haommin"}, {"nick": "h20", "name": "Daniel Wilhelm"}, {"nick": "historic_bruno", "name": "Ben Brian"}, {"nick": "idanwin"}, {"nick": "Imarok", "name": "J. S."}, {"nick": "infyquest", "name": "Vijay Kiran Kamuju"}, {"nick": "IronNerd", "name": "Matthew McMullan"}, {"nick": "Itms", "name": "Nicolas Auvray"}, {"nick": "Jaison", "name": "Marco tom Suden"}, {"nick": "jammus", "name": "James Scott"}, {"nick": "javiergodas", "name": "Javier Godas Vieitez"}, {"nick": "Jgwman"}, {"nick": "JonBaer", "name": "Jon Baer"}, {"nick": "Josh", "name": "Joshua J. Bakita"}, {"nick": "jP_wanN", "name": "Jonas Platte"}, {"nick": "Jubalbarca", "name": "James Baillie"}, {"nick": "JubJub", "name": "Sebastian Vetter"}, {"nick": "jurgemaister"}, {"nick": "kabzerek", "name": "Grzegorz Kabza"}, {"nick": "Kai", "name": "Kai Chen"}, {"name": "Kareem Ergawy"}, {"nick": "kevmo", "name": "Kevin Caffrey"}, {"nick": "kezz", "name": "Graeme Kerry"}, {"nick": "kingadami", "name": "Adam Winsor"}, {"nick": "kingbasil", "name": "Giannis Fafalios"}, {"nick": "lafferjm", "name": "Justin Lafferty"}, {"nick": "LeanderH", "name": "Leander Hemelhof"}, {"nick": "leper", "name": "Georg Kilzer"}, {"nick": "LittleDev"}, {"nick": "livingaftermidnight", "name": "Will Dull"}, {"nick": "Louhike"}, {"nick": "lsdh"}, {"nick": "madmax", "name": "Abhijit Nandy"}, {"nick": "m0l0t0ph", "name": "Christoph Gielisch"}, {"nick": "markcho"}, {"nick": "MarkT", "name": "Mark Thompson"}, {"nick": "Markus"}, {"nick": "Matei", "name": "Matei Zaharia"}, {"nick": "Mate-86", "name": "Mate Kovacs"}, {"nick": "MattDoerksen", "name": "Matt Doerksen"}, {"nick": "mattlott", "name": "Matt Lott"}, {"nick": "maveric", "name": "Anton Protko"}, {"nick": "Micnasty", "name": "Travis Gorkin"}, {"nick": "mimo"}, {"nick": "mk12", "name": "Mitchell Kember"}, {"nick": "Molotov", "name": "Dario Alvarez"}, {"nick": "mpmoreti", "name": "Marcos Paulo Moreti"}, {"nick": "mreiland", "name": "Michael Reiland"}, {"nick": "myconid"}, {"nick": "nd3c3nt", "name": "Gavin Fowler"}, {"nick": "niektb", "name": "Niek ten Brinke"}, {"nick": "njm"}, {"nick": "NoMonkey", "name": "John Mena"}, {"nick": "notpete", "name": "Rich Cross"}, {"nick": "Offensive ePeen", "name": "Jared Ryan Bills"}, {"nick": "Ols", "name": "Oliver Whiteman"}, {"nick": "olsner", "name": "Simon Brenner"}, {"nick": "OptimusShepard", "name": "Pirmin Stanglmeier"}, {"nick": "otero"}, {"name": "Nick Owens"}, {"nick": "Palaxin", "name": "David A. Freitag"}, {"name": "Paul Withers"}, {"nick": "paulobezerr", "name": "Paulo George Gomes Bezerra"}, {"nick": "pcpa", "name": "Paulo Andrade"}, {"nick": "Pendingchaos"}, {"nick": "PeteVasi", "name": "Pete Vasiliauskas"}, {"nick": "pilino1234"}, {"nick": "Polakrity"}, {"nick": "Poya", "name": "Poya Manouchehri"}, {"name": "Quentin Pradet"}, {"nick": "prefect", "name": "Nicolai Hähnle"}, {"nick": "pstumpf", "name": "Pascal Stumpf"}, {"name": "André Puel"}, {"nick": "Prodigal Son"}, {"nick": "pyrolink", "name": "Andrew Decker"}, {"nick": "quantumstate", "name": "Jonathan Waller"}, {"nick": "QuickShot", "name": "Walter Krawec"}, {"nick": "quonter"}, {"nick": "qwertz"}, {"nick": "Radagast"}, {"nick": "Raj", "name": "Raj Sharma"}, {"nick": "RedFox", "name": "Jorma Rebane"}, {"nick": "RefinedCode"}, {"nick": "Riemer"}, {"name": "Rolf Sievers"}, {"nick": "s0600204", "name": "Matthew Norwood"}, + {"nick": "sacha_vrand", "name": "Sacha Vrand"}, {"nick": "SafaAlfulaij"}, {"nick": "Sandarac"}, {"nick": "sanderd17", "name": "Sander Deryckere"}, {"nick": "sathyam", "name": "Sathyam Vellal"}, {"nick": "sbirmi", "name": "Sharad Birmiwal"}, {"nick": "sbte", "name": "Sven Baars"}, {"nick": "scroogie", "name": "André Gemünd"}, {"nick": "scythetwirler", "name": "Casey X."}, {"nick": "serveurix"}, {"nick": "Shane", "name": "Shane Grant"}, {"nick": "Silk", "name": "Josh Godsiff"}, {"nick": "silure"}, {"nick": "Simikolon", "name": "Yannick & Simon"}, {"nick": "Spahbod", "name": "Omid Davoodi"}, {"nick": "stanislas69", "name": "Stanislas Dolcini"}, {"nick": "Stefan"}, {"nick": "stilz", "name": "Sławomir Zborowski"}, {"nick": "stwf", "name": "Steven Fuchs"}, {"nick": "svott", "name": "Sven Ott"}, {"nick": "t4nk004"}, {"nick": "tbm", "name": "Martin Michlmayr"}, {"nick": "tau"}, {"nick": "Teiresias"}, {"nick": "temple"}, {"nick": "texane"}, {"nick": "thamlett", "name": "Timothy Hamlett"}, {"nick": "thedrunkyak", "name": "Dan Fuhr"}, {"nick": "TrinityDeath", "name": "Jethro Lu"}, {"nick": "triumvir", "name": "Corin Schedler"}, {"nick": "trompetin17", "name": "Juan Guillermo"}, {"nick": "user1", "name": "A. C."}, {"nick": "usey11"}, {"nick": "vladislavbelov", "name": "Vladislav Belov"}, {"nick": "vts", "name": "Jeroen DR"}, {"nick": "WhiteTreePaladin", "name": "Brian Ashley"}, {"nick": "wraitii", "name": "Lancelot de Ferrière le Vayer"}, {"nick": "Xentelian", "name": "Mark Strawson"}, {"nick": "Xienen", "name": "Dayle Flowers"}, {"nick": "xtizer", "name": "Matt Green"}, {"nick": "yashi", "name": "Yasushi Shoji"}, {"nick": "Ykkrosh", "name": "Philip Taylor"}, {"nick": "Yves"}, {"nick": "Zeusthor", "name": "Jeffrey Tavares"}, {"nick": "zoot"}, {"nick": "zsol", "name": "Zsolt Dollenstein"}, {"nick": "Zyi", "name": "Charles De Meulenaer"} ] } ] } Index: ps/trunk/binaries/data/mods/public/maps/scripts/NonVisualTrigger.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/scripts/NonVisualTrigger.js (nonexistent) +++ ps/trunk/binaries/data/mods/public/maps/scripts/NonVisualTrigger.js (revision 19645) @@ -0,0 +1,32 @@ +/** + * This will print the statistics at the end of a game. + * In order for this to work, the player's state has to be changed before the event. + */ +Trigger.prototype.EndGameAction = function() +{ + for (let playerId = 1; playerId < TriggerHelper.GetNumberOfPlayers(); ++playerId) + { + let cmpPlayer = QueryPlayerIDInterface(playerId); + if (cmpPlayer && cmpPlayer.GetState() === "active") + return; + } + + if (!this.once) + return; + + this.once = false; + + for (let player of Engine.GetEntitiesWithInterface(IID_StatisticsTracker)) + { + let cmpStatisticsTracker = Engine.QueryInterface(player, IID_StatisticsTracker); + if (cmpStatisticsTracker) + print(cmpStatisticsTracker.GetStatisticsJSON() + "\n"); + } +}; + +{ + let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); + cmpTrigger.RegisterTrigger("OnPlayerWon", "EndGameAction", { "enabled": true }); + cmpTrigger.RegisterTrigger("OnPlayerDefeated", "EndGameAction", { "enabled": true }); + cmpTrigger.once = true; +} Index: ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js (revision 19644) +++ ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js (revision 19645) @@ -1,562 +1,579 @@ function StatisticsTracker() {} const g_UpdateSequenceInterval = 30 * 1000; StatisticsTracker.prototype.Schema = ""; StatisticsTracker.prototype.Init = function() { this.unitsClasses = [ "Infantry", "Worker", "FemaleCitizen", "Cavalry", "Champion", "Hero", "Siege", "Ship", "Trader" ]; this.unitsTrained = { "Infantry": 0, "Worker": 0, "FemaleCitizen": 0, "Cavalry": 0, "Champion": 0, "Hero": 0, "Siege": 0, "Ship": 0, "Trader": 0, "total": 0 }; this.domesticUnitsTrainedValue = 0; this.unitsLost = { "Infantry": 0, "Worker": 0, "FemaleCitizen": 0, "Cavalry": 0, "Champion": 0, "Hero": 0, "Siege": 0, "Ship": 0, "Trader": 0, "total": 0 }; this.unitsLostValue = 0; this.enemyUnitsKilled = { "Infantry": 0, "Worker": 0, "FemaleCitizen": 0, "Cavalry": 0, "Champion": 0, "Hero": 0, "Siege": 0, "Ship": 0, "Trader": 0, "total": 0 }; this.enemyUnitsKilledValue = 0; this.unitsCaptured = { "Infantry": 0, "Worker": 0, "FemaleCitizen": 0, "Cavalry": 0, "Champion": 0, "Hero": 0, "Siege": 0, "Ship": 0, "Trader": 0, "total": 0 }; this.unitsCapturedValue = 0; this.buildingsClasses = [ "House", "Economic", "Outpost", "Military", "Fortress", "CivCentre", "Wonder" ]; this.buildingsConstructed = { "House": 0, "Economic": 0, "Outpost": 0, "Military": 0, "Fortress": 0, "CivCentre": 0, "Wonder": 0, "total": 0 }; this.buildingsLost = { "House": 0, "Economic": 0, "Outpost": 0, "Military": 0, "Fortress": 0, "CivCentre": 0, "Wonder": 0, "total": 0 }; this.buildingsLostValue = 0; this.enemyBuildingsDestroyed = { "House": 0, "Economic": 0, "Outpost": 0, "Military": 0, "Fortress": 0, "CivCentre": 0, "Wonder": 0, "total": 0 }; this.enemyBuildingsDestroyedValue = 0; this.buildingsCaptured = { "House": 0, "Economic": 0, "Outpost": 0, "Military": 0, "Fortress": 0, "CivCentre": 0, "Wonder": 0, "total": 0 }; this.buildingsCapturedValue = 0; this.resourcesGathered = { "vegetarianFood": 0 }; this.resourcesUsed = {}; this.resourcesSold = {}; this.resourcesBought = {}; for (let res of Resources.GetCodes()) { this.resourcesGathered[res] = 0; this.resourcesUsed[res] = 0; this.resourcesSold[res] = 0; this.resourcesBought[res] = 0; } this.tributesSent = 0; this.tributesReceived = 0; this.tradeIncome = 0; this.treasuresCollected = 0; this.lootCollected = 0; this.peakPercentMapControlled = 0; this.teamPeakPercentMapControlled = 0; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.updateTimer = cmpTimer.SetInterval( this.entity, IID_StatisticsTracker, "UpdateSequences", 0, g_UpdateSequenceInterval); }; /** * Returns a subset of statistics that will be added to the simulation state, * thus called each turn. Basic statistics should not contain data that would * be expensive to compute. * * Note: as of now, nothing in the game needs that, but some AIs developed by * modders need it in the API. */ StatisticsTracker.prototype.GetBasicStatistics = function() { return { "resourcesGathered": this.resourcesGathered, "percentMapExplored": this.GetPercentMapExplored() }; }; StatisticsTracker.prototype.GetStatistics = function() { return { "unitsTrained": this.unitsTrained, "domesticUnitsTrainedValue": this.domesticUnitsTrainedValue, "unitsLost": this.unitsLost, "unitsLostValue": this.unitsLostValue, "enemyUnitsKilled": this.enemyUnitsKilled, "enemyUnitsKilledValue": this.enemyUnitsKilledValue, "unitsCaptured": this.unitsCaptured, "unitsCapturedValue": this.unitsCapturedValue, "buildingsConstructed": this.buildingsConstructed, "buildingsLost": this.buildingsLost, "buildingsLostValue": this.buildingsLostValue, "enemyBuildingsDestroyed": this.enemyBuildingsDestroyed, "enemyBuildingsDestroyedValue": this.enemyBuildingsDestroyedValue, "buildingsCaptured": this.buildingsCaptured, "buildingsCapturedValue": this.buildingsCapturedValue, "resourcesGathered": this.resourcesGathered, "resourcesUsed": this.resourcesUsed, "resourcesSold": this.resourcesSold, "resourcesBought": this.resourcesBought, "tributesSent": this.tributesSent, "tributesReceived": this.tributesReceived, "tradeIncome": this.tradeIncome, "treasuresCollected": this.treasuresCollected, "lootCollected": this.lootCollected, "percentMapExplored": this.GetPercentMapExplored(), "teamPercentMapExplored": this.GetTeamPercentMapExplored(), "percentMapControlled": this.GetPercentMapControlled(), "teamPercentMapControlled": this.GetTeamPercentMapControlled(), "peakPercentMapControlled": this.peakPercentMapControlled, "teamPeakPercentMapControlled": this.teamPeakPercentMapControlled }; }; StatisticsTracker.prototype.GetSequences = function() { if (!this.sequences) return {}; let ret = clone(this.sequences); let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); ret.time.push(cmpTimer.GetTime() / 1000); this.PushValue(this.GetStatistics(), ret); return ret; }; /** + * Used to print statistics for non-visual autostart games. + * @return The player's statistics as a JSON string beautified with some indentations. + */ +StatisticsTracker.prototype.GetStatisticsJSON = function() +{ + let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); + + let playerStatistics = { + "playerID": cmpPlayer.GetPlayerID(), + "playerState": cmpPlayer.GetState(), + "statistics": this.GetStatistics() + }; + + return JSON.stringify(playerStatistics, null, "\t"); +}; + +/** * Increments counter associated with certain entity/counter and type of given entity. * @param cmpIdentity - the entity identity component. * @param counter - the name of the counter to increment (e.g. "unitsTrained"). * @param type - the type of the counter (e.g. "workers"). */ StatisticsTracker.prototype.CounterIncrement = function(cmpIdentity, counter, type) { var classes = cmpIdentity.GetClassesList(); if (!classes) return; if (classes.indexOf(type) != -1) ++this[counter][type]; }; /** * Counts the total number of units trained as well as an individual count for * each unit type. Based on templates. */ StatisticsTracker.prototype.IncreaseTrainedUnitsCounter = function(trainedUnit) { let cmpUnitEntityIdentity = Engine.QueryInterface(trainedUnit, IID_Identity); if (!cmpUnitEntityIdentity) return; let cmpCost = Engine.QueryInterface(trainedUnit, IID_Cost); let costs = cmpCost && cmpCost.GetResourceCosts(); for (let type of this.unitsClasses) this.CounterIncrement(cmpUnitEntityIdentity, "unitsTrained", type); ++this.unitsTrained.total; if (cmpUnitEntityIdentity.HasClass("Domestic") && costs) for (let type in costs) this.domesticUnitsTrainedValue += costs[type]; }; /** * Counts the total number of buildings constructed as well as an individual count for * each building type. Based on templates. */ StatisticsTracker.prototype.IncreaseConstructedBuildingsCounter = function(constructedBuilding) { var cmpBuildingEntityIdentity = Engine.QueryInterface(constructedBuilding, IID_Identity); if (!cmpBuildingEntityIdentity) return; for (let type of this.buildingsClasses) this.CounterIncrement(cmpBuildingEntityIdentity, "buildingsConstructed", type); ++this.buildingsConstructed.total; }; StatisticsTracker.prototype.KilledEntity = function(targetEntity) { var cmpTargetEntityIdentity = Engine.QueryInterface(targetEntity, IID_Identity); if (!cmpTargetEntityIdentity) return; var cmpCost = Engine.QueryInterface(targetEntity, IID_Cost); var costs = cmpCost && cmpCost.GetResourceCosts(); var cmpTargetOwnership = Engine.QueryInterface(targetEntity, IID_Ownership); // Ignore gaia if (cmpTargetOwnership.GetOwner() == 0) return; if (cmpTargetEntityIdentity.HasClass("Unit") && !cmpTargetEntityIdentity.HasClass("Domestic")) { for (let type of this.unitsClasses) this.CounterIncrement(cmpTargetEntityIdentity, "enemyUnitsKilled", type); ++this.enemyUnitsKilled.total; if (costs) for (let type in costs) this.enemyUnitsKilledValue += costs[type]; } let cmpFoundation = Engine.QueryInterface(targetEntity, IID_Foundation); if (cmpTargetEntityIdentity.HasClass("Structure") && !cmpFoundation) { for (let type of this.buildingsClasses) this.CounterIncrement(cmpTargetEntityIdentity, "enemyBuildingsDestroyed", type); ++this.enemyBuildingsDestroyed.total; if (costs) for (let type in costs) this.enemyBuildingsDestroyedValue += costs[type]; } }; StatisticsTracker.prototype.LostEntity = function(lostEntity) { var cmpLostEntityIdentity = Engine.QueryInterface(lostEntity, IID_Identity); if (!cmpLostEntityIdentity) return; var cmpCost = Engine.QueryInterface(lostEntity, IID_Cost); var costs = cmpCost && cmpCost.GetResourceCosts(); if (cmpLostEntityIdentity.HasClass("Unit") && !cmpLostEntityIdentity.HasClass("Domestic")) { for (let type of this.unitsClasses) this.CounterIncrement(cmpLostEntityIdentity, "unitsLost", type); ++this.unitsLost.total; if (costs) for (let type in costs) this.unitsLostValue += costs[type]; } let cmpFoundation = Engine.QueryInterface(lostEntity, IID_Foundation); if (cmpLostEntityIdentity.HasClass("Structure") && !cmpFoundation) { for (let type of this.buildingsClasses) this.CounterIncrement(cmpLostEntityIdentity, "buildingsLost", type); ++this.buildingsLost.total; if (costs) for (let type in costs) this.buildingsLostValue += costs[type]; } }; StatisticsTracker.prototype.CapturedEntity = function(capturedEntity) { let cmpCapturedEntityIdentity = Engine.QueryInterface(capturedEntity, IID_Identity); if (!cmpCapturedEntityIdentity) return; let cmpCost = Engine.QueryInterface(capturedEntity, IID_Cost); let costs = cmpCost && cmpCost.GetResourceCosts(); if (cmpCapturedEntityIdentity.HasClass("Unit")) { for (let type of this.unitsClasses) this.CounterIncrement(cmpCapturedEntityIdentity, "unitsCaptured", type); ++this.unitsCaptured.total; if (costs) for (let type in costs) this.unitsCapturedValue += costs[type]; } if (cmpCapturedEntityIdentity.HasClass("Structure")) { for (let type of this.buildingsClasses) this.CounterIncrement(cmpCapturedEntityIdentity, "buildingsCaptured", type); ++this.buildingsCaptured.total; if (costs) for (let type in costs) this.buildingsCapturedValue += costs[type]; } }; /** * @param {string} type - generic type of resource. * @param {number} amount - amount of resource, whick should be added. * @param {string} specificType - specific type of resource. */ StatisticsTracker.prototype.IncreaseResourceGatheredCounter = function(type, amount, specificType) { this.resourcesGathered[type] += amount; if (type == "food" && (specificType == "fruit" || specificType == "grain")) this.resourcesGathered.vegetarianFood += amount; }; /** * @param {string} type - generic type of resource. * @param {number} amount - amount of resource, which should be added. */ StatisticsTracker.prototype.IncreaseResourceUsedCounter = function(type, amount) { this.resourcesUsed[type] += amount; }; StatisticsTracker.prototype.IncreaseTreasuresCollectedCounter = function() { ++this.treasuresCollected; }; StatisticsTracker.prototype.IncreaseLootCollectedCounter = function(amount) { for (let type in amount) this.lootCollected += amount[type]; }; StatisticsTracker.prototype.IncreaseResourcesSoldCounter = function(type, amount) { this.resourcesSold[type] += amount; }; StatisticsTracker.prototype.IncreaseResourcesBoughtCounter = function(type, amount) { this.resourcesBought[type] += amount; }; StatisticsTracker.prototype.IncreaseTributesSentCounter = function(amount) { this.tributesSent += amount; }; StatisticsTracker.prototype.IncreaseTributesReceivedCounter = function(amount) { this.tributesReceived += amount; }; StatisticsTracker.prototype.IncreaseTradeIncomeCounter = function(amount) { this.tradeIncome += amount; }; StatisticsTracker.prototype.GetPercentMapExplored = function() { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID()); }; /** * Note: cmpRangeManager.GetUnionPercentMapExplored computes statistics from scratch! * As a consequence, this function should not be called too often. */ StatisticsTracker.prototype.GetTeamPercentMapExplored = function() { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); if (!cmpPlayer) return 0; var team = cmpPlayer.GetTeam(); // If teams are not locked, this statistic won't be displayed, so don't bother computing if (team == -1 || !cmpPlayer.GetLockTeams()) return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID()); var teamPlayers = []; for (var i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i) { let cmpOtherPlayer = QueryPlayerIDInterface(i); if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team) teamPlayers.push(i); } return cmpRangeManager.GetUnionPercentMapExplored(teamPlayers); }; StatisticsTracker.prototype.GetPercentMapControlled = function() { var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager); if (!cmpPlayer || !cmpTerritoryManager) return 0; return cmpTerritoryManager.GetTerritoryPercentage(cmpPlayer.GetPlayerID()); }; StatisticsTracker.prototype.GetTeamPercentMapControlled = function() { var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager); if (!cmpPlayer || !cmpTerritoryManager) return 0; var team = cmpPlayer.GetTeam(); if (team == -1 || !cmpPlayer.GetLockTeams()) return cmpTerritoryManager.GetTerritoryPercentage(cmpPlayer.GetPlayerID()); var teamPercent = 0; for (let i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i) { let cmpOtherPlayer = QueryPlayerIDInterface(i); if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team) teamPercent += cmpTerritoryManager.GetTerritoryPercentage(i); } return teamPercent; }; StatisticsTracker.prototype.OnTerritoriesChanged = function(msg) { var newPercent = this.GetPercentMapControlled(); if (newPercent > this.peakPercentMapControlled) this.peakPercentMapControlled = newPercent; newPercent = this.GetTeamPercentMapControlled(); if (newPercent > this.teamPeakPercentMapControlled) this.teamPeakPercentMapControlled = newPercent; }; /** * Adds the values of fromData to the end of the arrays of toData. * If toData misses the needed array, one will be created. * * @param fromData - an object of values or a value. * @param toData - an object of arrays or an array. **/ StatisticsTracker.prototype.PushValue = function(fromData, toData) { if (typeof fromData == "object") for (let prop in fromData) { if (typeof toData[prop] != "object") toData[prop] = [fromData[prop]]; else this.PushValue(fromData[prop], toData[prop]); } else toData.push(fromData); }; StatisticsTracker.prototype.UpdateSequences = function() { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); // Don't do this on Init, because GetStatistics doesn't work in this state of the game // This is because the simulation hasn't totally started/initialized and we query some simulation values if (!this.sequences) { this.sequences = clone(this.GetStatistics()); this.sequences.time = []; } this.sequences.time.push(cmpTimer.GetTime() / 1000); this.PushValue(this.GetStatistics(), this.sequences); }; Engine.RegisterComponentType(IID_StatisticsTracker, "StatisticsTracker", StatisticsTracker); Index: ps/trunk/binaries/system/readme.txt =================================================================== --- ps/trunk/binaries/system/readme.txt (revision 19644) +++ ps/trunk/binaries/system/readme.txt (revision 19645) @@ -1,86 +1,89 @@ COMMAND LINE OPTIONS Basic gameplay: -autostart=... load a map instead of showing main menu (see below) -editor launch the Atlas scenario editor -mod=NAME start the game using NAME mod -quickstart load faster (disables audio and some system info logging) Autostart: -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra) -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI (0: sandbox, 5: very hard) -autostart-aiseed=AISEED sets the seed used for the AI random generator (default 0, use -1 for random) -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV (skirmish and random maps only) -autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2). +-autostart-nonvisual disable any graphics and sounds +-autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME located in simulation/data/settings/victory_conditions/ +-autostart-victoryduration=NUM sets the victory duration NUM for specific victory conditions Multiplayer: -autostart-playername=NAME sets local player NAME (default 'anonymous') -autostart-host sets multiplayer host mode -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer game (default 2) -autostart-client=IP sets multiplayer client to join host at given IP address Random maps only: -autostart-seed=SEED sets random map SEED value (default 0, use -1 for random) -autostart-size=TILES sets random map size in TILES (default 192) -autostart-players=NUMBER sets NUMBER of players on random map (default 2) Examples: 1) "Bob" will host a 2 player game on the Arcadia map: -autostart="scenarios/Arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob" 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot: -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra Configuration: -conf=KEY:VALUE set a config value -g=F set the gamma correction to 'F' (default 1.0) -nosound disable audio -noUserMod disable loading of the user mod -shadows enable shadows -vsync enable VSync, i.e. lock FPS to monitor refresh rate -xres=N set screen X resolution to 'N' -yres=N set screen Y resolution to 'N' Advanced / diagnostic: -version print the version of the engine and exit -dumpSchema creates a file entity.rng in the working directory, containing complete entity XML schema, used by various analysis tools -entgraph (disabled) -listfiles (disabled) -profile=NAME (disabled) -replay=PATH non-visual replay of a previous game, used for analysis purposes PATH is system path to commands.txt containing simulation log -replay-visual=PATH visual replay of a previous game, used for analysis purposes PATH is system path to commands.txt containing simulation log -writableRoot store runtime game data in root data directory (only use if you have write permissions on that directory) -ooslog dumps simulation state in binary and ASCII representations each turn, files created in sim_log within the game's log folder. NOTE: game will run much slower with this option! -serializationtest checks simulation state each turn for serialization errors; on test failure, error is displayed and logs created in oos_log within the game's log folder. NOTE: game will run much slower with this option! -rejointest=N simulates a rejoin and checks simulation state each turn for serialization errors; this is similar to a serialization test but much faster and less complete. It should be enough for debugging most rejoin OOSes. Windows-specific: -wQpcTscSafe allow timing via QueryPerformanceCounter despite the fact that it's using TSC and it may be unsafe. has no effect if a better timer (i.e. the HPET) is available. should only be specified if: - you are sure your system does not engage in thermal throttling (including STPCLK) OR - an "RDTSC patch" is installed this flag is also useful if all other alternatives are worse than a potentially risky or slightly broken TSC-based QPC. -wNoMahaf prevent any physical memory mapping or direct port I/O. this disables all ACPI-related code and thus some of the timer backends. specify this if problems are observed with one of the abovementioned subsystems. Archive builder: -archivebuild=PATH system PATH of the base directory containing mod data to be archived/precached specify all mods it depends on with -mod=NAME -archivebuild-output=PATH system PATH to output of the resulting .zip archive (use with archivebuild) -archivebuild-compress enable deflate compression in the .zip (no zip compression by default since it hurts compression of release packages) Index: ps/trunk/source/main.cpp =================================================================== --- ps/trunk/source/main.cpp (revision 19644) +++ ps/trunk/source/main.cpp (revision 19645) @@ -1,592 +1,629 @@ /* Copyright (C) 2017 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 . */ /* This module drives the game when running without Atlas (our integrated map editor). It receives input and OS messages via SDL and feeds them into the input dispatcher, where they are passed on to the game GUI and simulation. It also contains main(), which either runs the above controller or that of Atlas depending on commandline parameters. */ // not for any PCH effort, but instead for the (common) definitions // included there. #define MINIMAL_PCH 2 #include "lib/precompiled.h" #include #include "lib/debug.h" #include "lib/status.h" #include "lib/secure_crt.h" #include "lib/frequency_filter.h" #include "lib/input.h" #include "lib/ogl.h" #include "lib/timer.h" #include "lib/external_libraries/libsdl.h" #include "ps/ArchiveBuilder.h" #include "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/Filesystem.h" #include "ps/Game.h" #include "ps/Globals.h" #include "ps/Hotkey.h" #include "ps/Loader.h" #include "ps/Profile.h" #include "ps/Profiler2.h" #include "ps/Pyrogenesis.h" #include "ps/Replay.h" #include "ps/TouchInput.h" #include "ps/UserReport.h" #include "ps/Util.h" #include "ps/VideoMode.h" #include "ps/World.h" #include "ps/GameSetup/GameSetup.h" #include "ps/GameSetup/Atlas.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/CmdLineArgs.h" #include "ps/GameSetup/Paths.h" #include "ps/XML/Xeromyces.h" #include "network/NetClient.h" #include "network/NetServer.h" #include "network/NetSession.h" #include "lobby/IXmppClient.h" #include "graphics/Camera.h" #include "graphics/GameView.h" #include "graphics/TextureManager.h" #include "gui/GUIManager.h" #include "renderer/Renderer.h" #include "scriptinterface/ScriptEngine.h" #include "simulation2/Simulation2.h" +#include "simulation2/system/TurnManager.h" #if OS_UNIX #include // geteuid #endif // OS_UNIX extern bool g_GameRestarted; void kill_mainloop(); // to avoid redundant and/or recursive resizing, we save the new // size after VIDEORESIZE messages and only update the video mode // once per frame. // these values are the latest resize message, and reset to 0 once we've // updated the video mode static int g_ResizedW; static int g_ResizedH; static std::chrono::high_resolution_clock::time_point lastFrameTime; // main app message handler static InReaction MainInputHandler(const SDL_Event_* ev) { switch(ev->ev.type) { case SDL_WINDOWEVENT: switch(ev->ev.window.event) { case SDL_WINDOWEVENT_ENTER: RenderCursor(true); break; case SDL_WINDOWEVENT_LEAVE: RenderCursor(false); break; case SDL_WINDOWEVENT_RESIZED: g_ResizedW = ev->ev.window.data1; g_ResizedH = ev->ev.window.data2; break; case SDL_WINDOWEVENT_MOVED: g_VideoMode.UpdatePosition(ev->ev.window.data1, ev->ev.window.data2); } break; case SDL_QUIT: kill_mainloop(); break; case SDL_HOTKEYDOWN: std::string hotkey = static_cast(ev->ev.user.data1); if (hotkey == "exit") { kill_mainloop(); return IN_HANDLED; } else if (hotkey == "screenshot") { WriteScreenshot(L".png"); return IN_HANDLED; } else if (hotkey == "bigscreenshot") { WriteBigScreenshot(L".bmp", 10); return IN_HANDLED; } else if (hotkey == "togglefullscreen") { g_VideoMode.ToggleFullscreen(); return IN_HANDLED; } else if (hotkey == "profile2.toggle") { g_Profiler2.Toggle(); return IN_HANDLED; } break; } return IN_PASS; } // dispatch all pending events to the various receivers. static void PumpEvents() { JSContext* cx = g_GUI->GetScriptInterface()->GetContext(); JSAutoRequest rq(cx); PROFILE3("dispatch events"); SDL_Event_ ev; while (in_poll_event(&ev)) { PROFILE2("event"); if (g_GUI) { JS::RootedValue tmpVal(cx); ScriptInterface::ToJSVal(cx, &tmpVal, ev); std::string data = g_GUI->GetScriptInterface()->StringifyJSON(&tmpVal); PROFILE2_ATTR("%s", data.c_str()); } in_dispatch_event(&ev); } g_TouchInput.Frame(); } /** * Optionally throttle the render frequency in order to * prevent 100% workload of the currently used CPU core. */ inline static void LimitFPS() { if (g_VSync) return; double fpsLimit = 0.0; CFG_GET_VAL(g_Game && g_Game->IsGameStarted() ? "adaptivefps.session" : "adaptivefps.menu", fpsLimit); // Keep in sync with options.json if (fpsLimit < 20.0 || fpsLimit >= 100.0) return; double wait = 1000.0 / fpsLimit - std::chrono::duration_cast( std::chrono::high_resolution_clock::now() - lastFrameTime).count() / 1000.0; if (wait > 0.0) SDL_Delay(wait); lastFrameTime = std::chrono::high_resolution_clock::now(); } static int ProgressiveLoad() { PROFILE3("progressive load"); wchar_t description[100]; int progress_percent; try { Status ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent); switch(ret) { // no load active => no-op (skip code below) case INFO::OK: return 0; // current task didn't complete. we only care about this insofar as the // load process is therefore not yet finished. case ERR::TIMED_OUT: break; // just finished loading case INFO::ALL_COMPLETE: g_Game->ReallyStartGame(); wcscpy_s(description, ARRAY_SIZE(description), L"Game is starting.."); // LDR_ProgressiveLoad returns L""; set to valid text to // avoid problems in converting to JSString break; // error! default: WARN_RETURN_STATUS_IF_ERR(ret); // can't do this above due to legit ERR::TIMED_OUT break; } } catch (PSERROR_Game_World_MapLoadFailed& e) { // Map loading failed // Call script function to do the actual work // (delete game data, switch GUI page, show error, etc.) CancelLoad(CStr(e.what()).FromUTF8()); } GUI_DisplayLoadProgress(progress_percent, description); return 0; } static void RendererIncrementalLoad() { PROFILE3("renderer incremental load"); const double maxTime = 0.1f; double startTime = timer_Time(); bool more; do { more = g_Renderer.GetTextureManager().MakeProgress(); } while (more && timer_Time() - startTime < maxTime); } static bool quit = false; // break out of main loop static void Frame() { g_Profiler2.RecordFrameStart(); PROFILE2("frame"); g_Profiler2.IncrementFrameNumber(); PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber()); ogl_WarnIfError(); // get elapsed time const double time = timer_Time(); g_frequencyFilter->Update(time); // .. old method - "exact" but contains jumps #if 0 static double last_time; const double time = timer_Time(); const float TimeSinceLastFrame = (float)(time-last_time); last_time = time; ONCE(return); // first call: set last_time and return // .. new method - filtered and more smooth, but errors may accumulate #else const float realTimeSinceLastFrame = 1.0 / g_frequencyFilter->SmoothedFrequency(); #endif ENSURE(realTimeSinceLastFrame > 0.0f); // decide if update/render is necessary bool need_render = !g_app_minimized; bool need_update = true; // If we are not running a multiplayer game, disable updates when the game is // minimized or out of focus and relinquish the CPU a bit, in order to make // debugging easier. if (g_PauseOnFocusLoss && !g_NetClient && !g_app_has_focus) { PROFILE3("non-focus delay"); need_update = false; // don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored SDL_Delay(10); } // this scans for changed files/directories and reloads them, thus // allowing hotloading (changes are immediately assimilated in-game). ReloadChangedFiles(); ProgressiveLoad(); RendererIncrementalLoad(); PumpEvents(); // if the user quit by closing the window, the GL context will be broken and // may crash when we call Render() on some drivers, so leave this loop // before rendering if (quit) return; // respond to pumped resize events if (g_ResizedW || g_ResizedH) { g_VideoMode.ResizeWindow(g_ResizedW, g_ResizedH); g_ResizedW = g_ResizedH = 0; } if (g_NetClient) g_NetClient->Poll(); ogl_WarnIfError(); g_GUI->TickObjects(); ogl_WarnIfError(); if (g_Game && g_Game->IsGameStarted() && need_update) { g_Game->Update(realTimeSinceLastFrame); g_Game->GetView()->Update(float(realTimeSinceLastFrame)); } // Immediately flush any messages produced by simulation code if (g_NetClient) g_NetClient->Flush(); // Keep us connected to any XMPP servers if (g_XmppClient) g_XmppClient->recv(); g_UserReporter.Update(); g_Console->Update(realTimeSinceLastFrame); ogl_WarnIfError(); if (need_render) { Render(); PROFILE3("swap buffers"); SDL_GL_SwapWindow(g_VideoMode.GetWindow()); } ogl_WarnIfError(); g_Profiler.Frame(); g_GameRestarted = false; LimitFPS(); } +static void NonVisualFrame() +{ + g_Profiler2.RecordFrameStart(); + PROFILE2("frame"); + g_Profiler2.IncrementFrameNumber(); + PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber()); + + static u32 turn = 0; + debug_printf("Turn %u (%u)...\n", turn++, DEFAULT_TURN_LENGTH_SP); + + g_Game->GetSimulation2()->Update(DEFAULT_TURN_LENGTH_SP); + + g_Profiler.Frame(); + + if (g_Game->IsGameFinished()) + kill_mainloop(); +} + static void MainControllerInit() { // add additional input handlers only needed by this controller: // must be registered after gui_handler. Should mayhap even be last. in_add_handler(MainInputHandler); } static void MainControllerShutdown() { in_reset_handlers(); } // stop the main loop and trigger orderly shutdown. called from several // places: the event handler (SDL_QUIT and hotkey) and JS exitProgram. void kill_mainloop() { quit = true; } static bool restart_in_atlas = false; // called by game code to indicate main() should restart in Atlas mode // instead of terminating void restart_mainloop_in_atlas() { quit = true; restart_in_atlas = true; } static bool restart = false; // trigger an orderly shutdown and restart the game. void restart_engine() { quit = true; restart = true; } extern CmdLineArgs g_args; // moved into a helper function to ensure args is destroyed before // exit(), which may result in a memory leak. static void RunGameOrAtlas(int argc, const char* argv[]) { CmdLineArgs args(argc, argv); g_args = args; if (args.Has("version") || args.Has("-version")) { debug_printf("Pyrogenesis %s\n", engine_version); return; } + if (args.Has("autostart-nonvisual") && args.Get("autostart").empty()) + { + LOGERROR("-autostart-nonvisual cant be used alone. A map with -autostart=\"TYPEDIR/MAPNAME\" is needed."); + return; + } + const bool isVisualReplay = args.Has("replay-visual"); const bool isNonVisualReplay = args.Has("replay"); + const bool isNonVisual = args.Has("autostart-nonvisual"); const CStr replayFile = isVisualReplay ? args.Get("replay-visual") : isNonVisualReplay ? args.Get("replay") : ""; if (isVisualReplay || isNonVisualReplay) { if (!FileExists(OsPath(replayFile))) { debug_printf("ERROR: The requested replay file '%s' does not exist!\n", replayFile.c_str()); return; } if (DirectoryExists(OsPath(replayFile))) { debug_printf("ERROR: The requested replay file '%s' is a directory!\n", replayFile.c_str()); return; } } // We need to initialize SpiderMonkey and libxml2 in the main thread before // any thread uses them. So initialize them here before we might run Atlas. ScriptEngine scriptEngine; CXeromyces::Startup(); if (ATLAS_RunIfOnCmdLine(args, false)) { CXeromyces::Terminate(); return; } if (isNonVisualReplay) { if (!args.Has("mod")) { LOGERROR("At least one mod should be specified! Did you mean to add the argument '-mod=public'?"); CXeromyces::Terminate(); return; } Paths paths(args); g_VFS = CreateVfs(20 * MiB); g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); MountMods(paths, GetMods(args, INIT_MODS)); { CReplayPlayer replay; replay.Load(replayFile); replay.Replay( args.Has("serializationtest"), args.Has("rejointest") ? args.Get("rejointest").ToInt() : -1, args.Has("ooslog")); } g_VFS.reset(); CXeromyces::Terminate(); return; } // run in archive-building mode if requested if (args.Has("archivebuild")) { Paths paths(args); OsPath mod(args.Get("archivebuild")); OsPath zip; if (args.Has("archivebuild-output")) zip = args.Get("archivebuild-output"); else zip = mod.Filename().ChangeExtension(L".zip"); CArchiveBuilder builder(mod, paths.Cache()); // Add mods provided on the command line // NOTE: We do not handle mods in the user mod path here std::vector mods = args.GetMultiple("mod"); for (size_t i = 0; i < mods.size(); ++i) builder.AddBaseMod(paths.RData()/"mods"/mods[i]); builder.Build(zip, args.Has("archivebuild-compress")); CXeromyces::Terminate(); return; } const double res = timer_Resolution(); g_frequencyFilter = CreateFrequencyFilter(res, 30.0); // run the game int flags = INIT_MODS; do { restart = false; quit = false; if (!Init(args, flags)) { flags &= ~INIT_MODS; Shutdown(SHUTDOWN_FROM_CONFIG); continue; } - InitGraphics(args, 0); - MainControllerInit(); - while (!quit) - Frame(); + + if (isNonVisual) + { + InitNonVisual(args); + while (!quit) + NonVisualFrame(); + } + else + { + InitGraphics(args, 0); + MainControllerInit(); + while (!quit) + Frame(); + } + Shutdown(0); MainControllerShutdown(); flags &= ~INIT_MODS; } while (restart); if (restart_in_atlas) ATLAS_RunIfOnCmdLine(args, true); CXeromyces::Terminate(); } #if OS_ANDROID // In Android we compile the engine as a shared library, not an executable, // so rename main() to a different symbol that the wrapper library can load #undef main #define main pyrogenesis_main extern "C" __attribute__((visibility ("default"))) int main(int argc, char* argv[]); #endif extern "C" int main(int argc, char* argv[]) { #if OS_UNIX // Don't allow people to run the game with root permissions, // because bad things can happen, check before we do anything if (geteuid() == 0) { std::cerr << "********************************************************\n" << "WARNING: Attempted to run the game with root permission!\n" << "This is not allowed because it can alter home directory \n" << "permissions and opens your system to vulnerabilities. \n" << "(You received this message because you were either \n" <<" logged in as root or used e.g. the 'sudo' command.) \n" << "********************************************************\n\n"; return EXIT_FAILURE; } #endif // OS_UNIX EarlyInit(); // must come at beginning of main RunGameOrAtlas(argc, const_cast(argv)); // Shut down profiler initialised by EarlyInit g_Profiler2.Shutdown(); return EXIT_SUCCESS; } Index: ps/trunk/source/ps/Game.cpp =================================================================== --- ps/trunk/source/ps/Game.cpp (revision 19644) +++ ps/trunk/source/ps/Game.cpp (revision 19645) @@ -1,463 +1,475 @@ /* Copyright (C) 2017 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 . */ #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 "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/CStr.h" #include "ps/Loader.h" #include "ps/LoaderThunks.h" #include "ps/Profile.h" #include "ps/Replay.h" #include "ps/Shapes.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 "simulation2/system/ReplayTurnManager.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, bool replayLog): 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_ViewedPlayerID(-1), m_IsSavedGame(false), m_IsVisualReplay(false), m_ReplayStream(NULL) { // TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps? if (replayLog) m_ReplayLogger = new CReplayLogger(m_Simulation2->GetScriptInterface()); else m_ReplayLogger = new CDummyReplayLogger(); // 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 CLocalTurnManager(*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; delete m_ReplayStream; } void CGame::SetTurnManager(CTurnManager* turnManager) { if (m_TurnManager) delete m_TurnManager; m_TurnManager = turnManager; if (m_TurnManager) m_TurnManager->SetPlayerID(m_PlayerID); } int CGame::LoadVisualReplayData() { ENSURE(m_IsVisualReplay); ENSURE(!m_ReplayPath.empty()); ENSURE(m_ReplayStream); CReplayTurnManager* replayTurnMgr = static_cast(GetTurnManager()); u32 currentTurn = 0; std::string type; while ((*m_ReplayStream >> type).good()) { if (type == "turn") { u32 turn = 0; u32 turnLength = 0; *m_ReplayStream >> turn >> turnLength; ENSURE(turn == currentTurn && "You tried to replay a commands.txt file of a rejoined client. Please use the host's file."); replayTurnMgr->StoreReplayTurnLength(currentTurn, turnLength); } else if (type == "cmd") { player_id_t player; *m_ReplayStream >> player; std::string line; std::getline(*m_ReplayStream, line); replayTurnMgr->StoreReplayCommand(currentTurn, player, line); } else if (type == "hash" || type == "hash-quick") { bool quick = (type == "hash-quick"); std::string replayHash; *m_ReplayStream >> replayHash; replayTurnMgr->StoreReplayHash(currentTurn, replayHash, quick); } else if (type == "end") ++currentTurn; else CancelLoad(L"Failed to load replay data (unrecognized content)"); } SAFE_DELETE(m_ReplayStream); m_FinalReplayTurn = currentTurn > 0 ? currentTurn - 1 : 0; replayTurnMgr->StoreFinalReplayTurn(m_FinalReplayTurn); return 0; } bool CGame::StartVisualReplay(const std::string& replayPath) { debug_printf("Starting to replay %s\n", replayPath.c_str()); m_IsVisualReplay = true; ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface(); SetTurnManager(new CReplayTurnManager(*m_Simulation2, GetReplayLogger())); m_ReplayPath = replayPath; m_ReplayStream = new std::ifstream(m_ReplayPath.c_str()); std::string type; ENSURE((*m_ReplayStream >> type).good() && type == "start"); std::string line; std::getline(*m_ReplayStream, line); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue attribs(cx); scriptInterface.ParseJSON(line, &attribs); StartGame(&attribs, ""); return true; } /** * 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) { ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); m_InitialSavedState = savedState; m_IsSavedGame = !savedState.empty(); m_Simulation2->SetInitAttributes(attribs); std::string mapType; scriptInterface.GetProperty(attribs, "mapType", mapType); float speed; if (scriptInterface.HasProperty(attribs, "gameSpeed") && scriptInterface.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; JS::RootedValue settings(cx); scriptInterface.GetProperty(attribs, "script", scriptFile); scriptInterface.GetProperty(attribs, "settings", &settings); m_World->RegisterInitRMS(scriptFile, scriptInterface.GetJSRuntime(), settings, m_PlayerID); } else { std::wstring mapFile; JS::RootedValue settings(cx); scriptInterface.GetProperty(attribs, "map", mapFile); scriptInterface.GetProperty(attribs, "settings", &settings); m_World->RegisterInit(mapFile, scriptInterface.GetJSRuntime(), 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); if (m_IsVisualReplay) RegMemFun(this, &CGame::LoadVisualReplayData, L"Loading visual replay data", 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) { // Perform some simulation initializations (replace skirmish entities, explore territories, etc.) // that needs to be done before setting up the AI and shouldn't be done in Atlas if (!g_AtlasGameLoop->running) m_Simulation2->PreInitGame(); JS::RootedValue settings(cx); JS::RootedValue tmpInitAttributes(cx, m_Simulation2->GetInitAttributes()); m_Simulation2->GetScriptInterface().GetProperty(tmpInitAttributes, "settings", &settings); m_Simulation2->InitGame(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(); if (g_NetClient) g_NetClient->LoadFinished(); // Call the reallyStartGame GUI function, but only if it exists if (g_GUI && g_GUI->HasPages()) { JS::RootedValue global(cx, g_GUI->GetActiveGUI()->GetGlobalObject()); if (g_GUI->GetActiveGUI()->GetScriptInterface()->HasProperty(global, "reallyStartGame")) g_GUI->GetActiveGUI()->GetScriptInterface()->CallFunctionVoid(global, "reallyStartGame"); } debug_printf("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(player_id_t playerID) { m_PlayerID = playerID; m_ViewedPlayerID = playerID; if (m_TurnManager) m_TurnManager->SetPlayerID(m_PlayerID); } int CGame::GetViewedPlayerID() { return m_ViewedPlayerID; } void CGame::SetViewedPlayerID(player_id_t playerID) { m_ViewedPlayerID = playerID; } void CGame::StartGame(JS::MutableHandleValue attribs, const std::string& savedState) { if (m_ReplayLogger) m_ReplayLogger->StartGame(attribs); 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. void CGame::Update(const double deltaRealTime, bool doInterpolate) { if (m_Paused || !m_TurnManager) return; const double deltaSimTime = deltaRealTime * m_SimRate; 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(); } } 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::CachePlayerColors() { m_PlayerColors.clear(); CmpPtr cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY); if (!cmpPlayerManager) return; int numPlayers = cmpPlayerManager->GetNumPlayers(); m_PlayerColors.resize(numPlayers); for (int i = 0; i < numPlayers; ++i) { CmpPtr cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i)); if (!cmpPlayer) m_PlayerColors[i] = BrokenColor; else m_PlayerColors[i] = cmpPlayer->GetColor(); } } CColor CGame::GetPlayerColor(player_id_t player) const { if (player < 0 || player >= (int)m_PlayerColors.size()) return BrokenColor; return m_PlayerColors[player]; } + +bool CGame::IsGameFinished() const +{ + for (const std::pair& p : m_Simulation2->GetEntitiesWithInterface(IID_Player)) + { + CmpPtr cmpPlayer(*m_Simulation2, p.first); + if (cmpPlayer && cmpPlayer->GetState() == "won") + return true; + } + + return false; +} Index: ps/trunk/source/ps/Game.h =================================================================== --- ps/trunk/source/ps/Game.h (revision 19644) +++ ps/trunk/source/ps/Game.h (revision 19645) @@ -1,215 +1,233 @@ /* Copyright (C) 2017 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 . */ #ifndef INCLUDED_GAME #define INCLUDED_GAME #include "ps/Errors.h" #include #include "scriptinterface/ScriptVal.h" #include "simulation2/helpers/Player.h" class CWorld; class CSimulation2; class CGameView; class CTurnManager; class IReplayLogger; struct CColor; /** * The container that holds the rules, resources and attributes of the game. * The CGame object is responsible for creating a game that is defined by * a set of attributes provided. The CGame object is also responsible for * maintaining the relations between CPlayer and CWorld, CSimulation and CWorld. **/ class CGame { NONCOPYABLE(CGame); /** * pointer to the CWorld object representing the game world. **/ CWorld *m_World; /** * pointer to the CSimulation2 object operating on the game world. **/ CSimulation2 *m_Simulation2; /** * pointer to the CGameView object representing the view into the game world. **/ CGameView *m_GameView; /** * the game has been initialized and ready for use if true. **/ bool m_GameStarted; /** * Timescale multiplier for simulation rate. **/ float m_SimRate; /** * Index assigned to the current player. * 1-8 to control players, 0 for gaia, -1 for observer. */ player_id_t m_PlayerID; /** * Differs from m_PlayerID if a defeated player or observer views another player. */ player_id_t m_ViewedPlayerID; CTurnManager* m_TurnManager; public: CGame(bool disableGraphics = false, bool replayLog = true); ~CGame(); /** * the game is paused and no updates will be performed if true. **/ bool m_Paused; void StartGame(JS::MutableHandleValue attribs, const std::string& savedState); PSRETURN ReallyStartGame(); bool StartVisualReplay(const std::string& replayPath); /** * Periodic heartbeat that controls the process. performs all per-frame updates. * Simulation update is called and game status update is called. * * @param deltaRealTime Elapsed real time since last beat/frame, in seconds. * @param doInterpolate Perform graphics interpolation if true. * @return bool false if it can't keep up with the desired simulation rate * indicating that you might want to render less frequently. */ void Update(const double deltaRealTime, bool doInterpolate = true); void Interpolate(float simFrameLength, float realFrameLength); int GetPlayerID(); void SetPlayerID(player_id_t playerID); int GetViewedPlayerID(); void SetViewedPlayerID(player_id_t playerID); /** + * Check if the game is finished by testing if there's a winner. + * It is used to end a non visual autostarted game. + * + * @return true if there's a winner, false otherwise. + */ + bool IsGameFinished() const; + + /** * Retrieving player colors from scripts is slow, so this updates an * internal cache of all players' colors. * Call this just before rendering, so it will always have the latest * colors. */ void CachePlayerColors(); CColor GetPlayerColor(player_id_t player) const; /** * Get m_GameStarted. * * @return bool the value of m_GameStarted. **/ inline bool IsGameStarted() const { return m_GameStarted; } /** + * Get if the graphics is disabled. + * + * @return bool true if the m_GameView is NULL, false otherwise. + */ + inline bool IsGraphicsDisabled() const + { + return !m_GameView; + } + + /** * Get m_IsVisualReplay. * * @return bool the value of m_IsVisualReplay. **/ inline bool IsVisualReplay() const { return m_IsVisualReplay; } /** * Get the pointer to the game world object. * * @return CWorld * the value of m_World. **/ inline CWorld *GetWorld() { return m_World; } /** * Get the pointer to the game view object. * * @return CGameView * the value of m_GameView. **/ inline CGameView *GetView() { return m_GameView; } /** * Get the pointer to the simulation2 object. * * @return CSimulation2 * the value of m_Simulation2. **/ inline CSimulation2 *GetSimulation2() { return m_Simulation2; } /** * Set the simulation scale multiplier. * * @param simRate Float value to set m_SimRate to. * Because m_SimRate is also used to * scale TimeSinceLastFrame it must be * clamped to 0.0f. **/ inline void SetSimRate(float simRate) { if (isfinite(simRate)) m_SimRate = std::max(simRate, 0.0f); } inline float GetSimRate() const { return m_SimRate; } inline std::string GetReplayPath() const { return m_ReplayPath; } /** * Replace the current turn manager. * This class will take ownership of the pointer. */ void SetTurnManager(CTurnManager* turnManager); CTurnManager* GetTurnManager() const { return m_TurnManager; } IReplayLogger& GetReplayLogger() const { return *m_ReplayLogger; } private: void RegisterInit(const JS::HandleValue attribs, const std::string& savedState); IReplayLogger* m_ReplayLogger; std::vector m_PlayerColors; int LoadInitialState(); std::string m_InitialSavedState; // valid between RegisterInit and LoadInitialState bool m_IsSavedGame; // true if loading a saved game; false for a new game int LoadVisualReplayData(); std::string m_ReplayPath; bool m_IsVisualReplay; std::istream* m_ReplayStream; u32 m_FinalReplayTurn; }; extern CGame *g_Game; #endif Index: ps/trunk/source/ps/GameSetup/GameSetup.cpp =================================================================== --- ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 19644) +++ ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 19645) @@ -1,1587 +1,1656 @@ /* Copyright (C) 2017 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 . */ #include "precompiled.h" #include "lib/app_hooks.h" #include "lib/config2.h" #include "lib/input.h" #include "lib/ogl.h" #include "lib/timer.h" #include "lib/external_libraries/libsdl.h" #include "lib/file/common/file_stats.h" #include "lib/res/h_mgr.h" #include "lib/res/graphics/cursor.h" #include "lib/sysdep/cursor.h" #include "lib/sysdep/cpu.h" #include "lib/sysdep/gfx.h" #include "lib/sysdep/os_cpu.h" #include "lib/tex/tex.h" #if OS_WIN #include "lib/sysdep/os/win/wversion.h" #endif #include "graphics/CinemaManager.h" #include "graphics/FontMetrics.h" #include "graphics/GameView.h" #include "graphics/LightEnv.h" #include "graphics/MapReader.h" #include "graphics/MaterialManager.h" #include "graphics/TerrainTextureManager.h" #include "gui/GUI.h" #include "gui/GUIManager.h" #include "gui/scripting/ScriptFunctions.h" #include "i18n/L10n.h" #include "maths/MathUtil.h" #include "network/NetServer.h" #include "network/NetClient.h" #include "network/NetMessage.h" #include "network/NetMessages.h" #include "ps/CConsole.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/Filesystem.h" #include "ps/Game.h" #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" #include "ps/Globals.h" #include "ps/Hotkey.h" #include "ps/Joystick.h" #include "ps/Loader.h" #include "ps/Mod.h" #include "ps/Profile.h" #include "ps/ProfileViewer.h" #include "ps/Profiler2.h" #include "ps/Pyrogenesis.h" // psSetLogDir #include "ps/scripting/JSInterface_Console.h" #include "ps/TouchInput.h" #include "ps/UserReport.h" #include "ps/Util.h" #include "ps/VideoMode.h" #include "ps/VisualReplay.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "renderer/VertexBufferManager.h" #include "renderer/ModelRenderer.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptStats.h" +#include "scriptinterface/ScriptConversions.h" #include "simulation2/Simulation2.h" #include "lobby/IXmppClient.h" #include "soundmanager/scripting/JSInterface_Sound.h" #include "soundmanager/ISoundManager.h" #include "tools/atlas/GameInterface/GameLoop.h" #include "tools/atlas/GameInterface/View.h" #if !(OS_WIN || OS_MACOSX || OS_ANDROID) // assume all other platforms use X11 for wxWidgets #define MUST_INIT_X11 1 #include #else #define MUST_INIT_X11 0 #endif #if OS_WIN extern void wmi_Shutdown(); #endif extern void restart_engine(); #include #include #include 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; shared_ptr g_ScriptRuntime; static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code bool g_InDevelopmentCopy; bool g_CheckedIfInDevelopmentCopy = false; 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_GUI->GetActiveGUI()->GetScriptInterface()->SetGlobal("g_Progress", percent, true); g_GUI->GetActiveGUI()->GetScriptInterface()->SetGlobal("g_LoadDescription", pending_task, true); g_GUI->GetActiveGUI()->SendEventToAll("progress"); } void Render() { PROFILE3("render"); if (g_SoundManager) g_SoundManager->IdleTask(); ogl_WarnIfError(); g_Profiler2.RecordGPUFrameStart(); ogl_WarnIfError(); // prepare before starting the renderer frame if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->BeginFrame(); if (g_Game) g_Renderer.SetSimulation(g_Game->GetSimulation2()); // start new frame g_Renderer.BeginFrame(); ogl_WarnIfError(); if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->Render(); ogl_WarnIfError(); g_Renderer.RenderTextOverlays(); // If we're in Atlas game view, render special tools if (g_AtlasGameLoop && g_AtlasGameLoop->view) { g_AtlasGameLoop->view->DrawCinemaPathTool(); ogl_WarnIfError(); } if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->GetCinema()->Render(); ogl_WarnIfError(); if (g_DoRenderGui) g_GUI->Draw(); ogl_WarnIfError(); // If we're in Atlas game view, render special overlays (e.g. editor bandbox) if (g_AtlasGameLoop && g_AtlasGameLoop->view) { g_AtlasGameLoop->view->DrawOverlays(); ogl_WarnIfError(); } // Text: glDisable(GL_DEPTH_TEST); g_Console->Render(); ogl_WarnIfError(); if (g_DoRenderLogger) g_Logger->Render(); ogl_WarnIfError(); // Profile information g_ProfileViewer.RenderProfile(); ogl_WarnIfError(); // Draw the cursor (or set the Windows cursor, on Windows) if (g_DoRenderCursor) { PROFILE3_GPU("cursor"); CStrW cursorName = g_CursorName; if (cursorName.empty()) { cursor_draw(g_VFS, NULL, g_mouse_x, g_yres-g_mouse_y, false); } else { bool forceGL = false; CFG_GET_VAL("nohwcursor", forceGL); #if CONFIG2_GLES #warning TODO: implement cursors for GLES #else // set up transform for GL cursor glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); CMatrix3D transform; transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); glLoadMatrixf(&transform._11); #endif #if OS_ANDROID #warning TODO: cursors for Android #else if (cursor_draw(g_VFS, cursorName.c_str(), g_mouse_x, g_yres-g_mouse_y, forceGL) < 0) LOGWARNING("Failed to draw cursor '%s'", utf8_from_wstring(cursorName)); #endif #if CONFIG2_GLES #warning TODO: implement cursors for GLES #else // restore transform glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #endif } } glEnable(GL_DEPTH_TEST); g_Renderer.EndFrame(); PROFILE2_ATTR("draw calls: %d", (int)g_Renderer.GetStats().m_DrawCalls); PROFILE2_ATTR("terrain tris: %d", (int)g_Renderer.GetStats().m_TerrainTris); PROFILE2_ATTR("water tris: %d", (int)g_Renderer.GetStats().m_WaterTris); PROFILE2_ATTR("model tris: %d", (int)g_Renderer.GetStats().m_ModelTris); PROFILE2_ATTR("overlay tris: %d", (int)g_Renderer.GetStats().m_OverlayTris); PROFILE2_ATTR("blend splats: %d", (int)g_Renderer.GetStats().m_BlendSplats); PROFILE2_ATTR("particles: %d", (int)g_Renderer.GetStats().m_Particles); ogl_WarnIfError(); g_Profiler2.RecordGPUFrameEnd(); ogl_WarnIfError(); } static size_t OperatingSystemFootprint() { #if OS_WIN switch(wversion_Number()) { case WVERSION_2K: case WVERSION_XP: return 150; case WVERSION_XP64: return 200; default: // newer Windows version: assume the worst, and don't warn case WVERSION_VISTA: return 300; case WVERSION_7: return 250; } #else return 200; #endif } static size_t ChooseCacheSize() { // (all sizes in MiB and signed to allow temporarily negative computations) const ssize_t total = (ssize_t)os_cpu_MemorySize(); // (NB: os_cpu_MemoryAvailable is useless on Linux because free memory // is marked as "in use" by OS caches.) const ssize_t os = (ssize_t)OperatingSystemFootprint(); const ssize_t game = 300; // estimated working set ssize_t cache = 400; // upper bound: total size of our data // the cache reserves contiguous address space, which is a precious // resource on 32-bit systems, so don't use too much: if(ARCH_IA32 || sizeof(void*) == 4) cache = std::min(cache, (ssize_t)200); // try to leave over enough memory for the OS and game cache = std::min(cache, total-os-game); // always provide at least this much to ensure correct operation cache = std::max(cache, (ssize_t)64); debug_printf("Cache: %d (total: %d) MiB\n", (int)cache, (int)total); return size_t(cache)*MiB; } 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; } std::vector& GetMods(const CmdLineArgs& args, int flags) { const bool init_mods = (flags & INIT_MODS) == INIT_MODS; const bool add_user = !InDevelopmentCopy() && !args.Has("noUserMod"); const bool add_public = (flags & INIT_MODS_PUBLIC) == INIT_MODS_PUBLIC; if (!init_mods) { // Add the user mod if it should be present if (add_user && (g_modsLoaded.empty() || g_modsLoaded.back() != "user")) g_modsLoaded.push_back("user"); return g_modsLoaded; } g_modsLoaded = args.GetMultiple("mod"); if (add_public) g_modsLoaded.insert(g_modsLoaded.begin(), "public"); g_modsLoaded.insert(g_modsLoaded.begin(), "mod"); // Add the user mod if not explicitly disabled or we have a dev copy so // that saved files end up in version control and not in the user mod. if (add_user) g_modsLoaded.push_back("user"); return g_modsLoaded; } void MountMods(const Paths& paths, const std::vector& mods) { OsPath modPath = paths.RData()/"mods"; OsPath modUserPath = paths.UserData()/"mods"; for (size_t i = 0; i < mods.size(); ++i) { size_t priority = (i+1)*2; // mods are higher priority than regular mountings, which default to priority 0 size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE|VFS_MOUNT_REPLACEABLE; size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST; OsPath modName(mods[i]); if (InDevelopmentCopy()) { // We are running a dev copy, so only mount mods in the user mod path // if the mod does not exist in the data path. if (DirectoryExists(modPath / modName/"")) g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority); else g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority); } else { g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority); // Ensure that user modified files are loaded, if they are present g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority+1); } } } static void InitVfs(const CmdLineArgs& args, int flags) { TIMER(L"InitVfs"); const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0; const Paths paths(args); OsPath 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; if (setup_error) hooks.display_error = psDisplayError; app_hooks_update(&hooks); const size_t cacheSize = ChooseCacheSize(); g_VFS = CreateVfs(cacheSize); const OsPath readonlyConfig = paths.RData()/"config"/""; g_VFS->Mount(L"config/", readonlyConfig); // Engine localization files. g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/""); MountMods(paths, GetMods(args, flags)); // We mount these dirs last as otherwise writing could result in files being placed in a mod's dir. g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/""); g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH); // Mounting with highest priority, so that a mod supplied user.cfg is harmless g_VFS->Mount(L"config/", readonlyConfig, 0, (size_t)-1); if(readonlyConfig != paths.Config()) g_VFS->Mount(L"config/", paths.Config(), 0, (size_t)-1); g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); // (adding XMBs to archive speeds up subsequent reads) // 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, ScriptInterface* srcScriptInterface, JS::HandleValue initData) { { // console TIMER(L"ps_console"); g_Console->UpdateScreenSize(g_xres, g_yres); // Calculate and store the line spacing CFontMetrics font(CStrIntern(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; double blinkRate = 0.5; CFG_GET_VAL("gui.cursorblinkrate", blinkRate); g_Console->SetCursorBlinkRate(blinkRate); } // 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", srcScriptInterface, initData); return; } // GUI uses VFS, so this must come after VFS init. g_GUI->SwitchPage(gui_page, srcScriptInterface, initData); } static void InitInput() { 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); in_add_handler(touch_input_handler); in_add_handler(cinema_manager_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); UnloadHotkeys(); // disable the special Windows cursor, or free textures for OGL cursors cursor_draw(g_VFS, 0, g_mouse_x, g_yres-g_mouse_y, false); } 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 // and init them in the ConfigDB when needed g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO, g_NoGLVBO); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, g_Shadows); g_ConfigDB.SetValueBool(CFG_SYSTEM, "shadows", g_Shadows); g_Renderer.SetOptionBool(CRenderer::OPT_WATERUGLY, g_WaterUgly); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterugly", g_WaterUgly); g_Renderer.SetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS, g_WaterFancyEffects); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterfancyeffects", g_WaterFancyEffects); g_Renderer.SetOptionBool(CRenderer::OPT_WATERREALDEPTH, g_WaterRealDepth); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterrealdepth", g_WaterRealDepth); g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterReflection); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterreflection", g_WaterReflection); g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterRefraction); g_ConfigDB.SetValueBool(CFG_SYSTEM, "waterrefraction", g_WaterRefraction); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWSONWATER, g_WaterShadows); g_ConfigDB.SetValueBool(CFG_SYSTEM, "watershadows", g_WaterShadows); g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath)); g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF); g_ConfigDB.SetValueBool(CFG_SYSTEM, "shadowpcf", g_ShadowPCF); g_Renderer.SetOptionBool(CRenderer::OPT_PARTICLES, g_Particles); g_ConfigDB.SetValueBool(CFG_SYSTEM, "particles", g_Particles); g_Renderer.SetOptionBool(CRenderer::OPT_SILHOUETTES, g_Silhouettes); g_ConfigDB.SetValueBool(CFG_SYSTEM, "silhouettes", g_Silhouettes); g_Renderer.SetOptionBool(CRenderer::OPT_SHOWSKY, g_ShowSky); g_ConfigDB.SetValueBool(CFG_SYSTEM, "showsky", g_ShowSky); g_Renderer.SetOptionBool(CRenderer::OPT_PREFERGLSL, g_PreferGLSL); g_ConfigDB.SetValueBool(CFG_SYSTEM, "preferglsl", g_PreferGLSL); g_Renderer.SetOptionBool(CRenderer::OPT_POSTPROC, g_PostProc); g_ConfigDB.SetValueBool(CFG_SYSTEM, "postproc", g_PostProc); g_Renderer.SetOptionBool(CRenderer::OPT_SMOOTHLOS, g_SmoothLOS); g_ConfigDB.SetValueBool(CFG_SYSTEM, "smoothlos", g_SmoothLOS); // create terrain related stuff new CTerrainTextureManager; 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(); ModelRenderer::Init(); } static void InitSDL() { #if OS_LINUX // In fullscreen mode when SDL is compiled with DGA support, the mouse // sensitivity often appears to be unusably wrong (typically too low). // (This seems to be reported almost exclusively on Ubuntu, but can be // reproduced on Gentoo after explicitly enabling DGA.) // Disabling the DGA mouse appears to fix that problem, and doesn't // have any obvious negative effects. setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 0); #endif if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0) { LOGERROR("SDL library initialization failed: %s", SDL_GetError()); throw PSERROR_System_SDLInitFailed(); } atexit(SDL_Quit); // Text input is active by default, disable it until it is actually needed. SDL_StopTextInput(); #if OS_MACOSX // Some Mac mice only have one button, so they can't right-click // but SDL2 can emulate that with Ctrl+Click bool macMouse = false; CFG_GET_VAL("macmouse", macMouse); SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, macMouse ? "1" : "0"); #endif } static void ShutdownSDL() { SDL_Quit(); sys_cursor_reset(); } void EndGame() { + const bool nonVisual = g_Game && g_Game->IsGraphicsDisabled(); + if (g_Game && g_Game->IsGameStarted() && !g_Game->IsVisualReplay() && - g_AtlasGameLoop && !g_AtlasGameLoop->running) + g_AtlasGameLoop && !g_AtlasGameLoop->running && !nonVisual) VisualReplay::SaveReplayMetadata(g_GUI->GetActiveGUI()->GetScriptInterface().get()); SAFE_DELETE(g_NetClient); SAFE_DELETE(g_NetServer); SAFE_DELETE(g_Game); - ISoundManager::CloseGame(); - - g_Renderer.ResetState(); + if (!nonVisual) + { + ISoundManager::CloseGame(); + g_Renderer.ResetState(); + } } - void Shutdown(int flags) { + const bool nonVisual = g_Game && g_Game->IsGraphicsDisabled(); + if ((flags & SHUTDOWN_FROM_CONFIG)) goto from_config; EndGame(); SAFE_DELETE(g_XmppClient); ShutdownPs(); 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"); + // destroy renderer if it was initialised + if (!nonVisual) + { + TIMER_BEGIN(L"shutdown Renderer"); + delete &g_Renderer; + g_VBMan.Shutdown(); + TIMER_END(L"shutdown Renderer"); + } g_Profiler2.ShutdownGPU(); #if OS_WIN TIMER_BEGIN(L"shutdown wmi"); wmi_Shutdown(); TIMER_END(L"shutdown wmi"); #endif // Free cursors before shutting down SDL, as they may depend on SDL. cursor_shutdown(); TIMER_BEGIN(L"shutdown SDL"); ShutdownSDL(); TIMER_END(L"shutdown SDL"); - g_VideoMode.Shutdown(); + if (!nonVisual) + g_VideoMode.Shutdown(); TIMER_BEGIN(L"shutdown UserReporter"); g_UserReporter.Deinitialize(); TIMER_END(L"shutdown UserReporter"); delete &g_L10n; from_config: TIMER_BEGIN(L"shutdown ConfigDB"); delete &g_ConfigDB; TIMER_END(L"shutdown ConfigDB"); SAFE_DELETE(g_Console); // This is needed to ensure that no callbacks from the JSAPI try to use // the profiler when it's already destructed g_ScriptRuntime.reset(); // resource // first shut down all resource owners, and then the handle manager. TIMER_BEGIN(L"resource modules"); ISoundManager::SetEnabled(false); 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(); // should be last, since the above use them SAFE_DELETE(g_Logger); delete &g_Profiler; delete &g_ProfileViewer; SAFE_DELETE(g_ScriptStatsTable); TIMER_END(L"shutdown misc"); } #if OS_UNIX static void FixLocales() { #if OS_MACOSX || OS_BSD // OS X requires a UTF-8 locale in LC_CTYPE so that *wprintf can handle // wide characters. Peculiarly the string "UTF-8" seems to be acceptable // despite not being a real locale, and it's conveniently language-agnostic, // so use that. setlocale(LC_CTYPE, "UTF-8"); #endif // On misconfigured systems with incorrect locale settings, we'll die // with a C++ exception when some code (e.g. Boost) 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("Invalid locale settings"); for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++) { if (char* envval = getenv(LocaleEnvVars[i])) LOGWARNING(" %s=\"%s\"", LocaleEnvVars[i], envval); else LOGWARNING(" %s=\"(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("Setting LC_ALL env variable to: %s", getenv("LC_ALL")); } } #else static void FixLocales() { // 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("TIMER"); timer_LatchStartTime(); // initialise profiler early so it can profile startup, // but only after LatchStartTime g_Profiler2.Initialise(); FixLocales(); // 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("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! } bool Autostart(const CmdLineArgs& args); /** * Returns true if the user has intended to start a visual replay from command line. */ bool AutostartVisualReplay(const std::string& replayFile); bool Init(const CmdLineArgs& args, int 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, flags); // This must come after VFS init, which sets the current directory // (required for finding our output log files). g_Logger = new CLogger; new CProfileViewer; new CProfileManager; // before any script code g_ScriptStatsTable = new CScriptStatsTable; g_ProfileViewer.AddRootTable(g_ScriptStatsTable); // 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(); // g_ConfigDB, command line args, globals CONFIG_Init(args); // Using a global object for the runtime is a workaround until Simulation and AI use // their own threads and also their own runtimes. const int runtimeSize = 384 * 1024 * 1024; const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024; g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr(), runtimeSize, heapGrowthBytesGCTrigger); // 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, g_ScriptRuntime, 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); } CNetHost::Initialize(); #if CONFIG2_AUDIO - ISoundManager::CreateSoundManager(); + if (!args.Has("autostart-nonvisual")) + ISoundManager::CreateSoundManager(); #endif // Check if there are mods specified on the command line, // or if we already set the mods (~INIT_MODS), // else check if there are mods that should be loaded specified // in the config and load those (by aborting init and restarting // the engine). if (!args.Has("mod") && (flags & INIT_MODS) == INIT_MODS) { CStr modstring; CFG_GET_VAL("mod.enabledmods", modstring); if (!modstring.empty()) { std::vector mods; boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on); std::swap(g_modsLoaded, mods); // Abort init and restart restart_engine(); return false; } } new L10n; // Optionally start profiler HTTP output automatically // (By default it's only enabled by a hotkey, for security/performance) bool profilerHTTPEnable = false; CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable); if (profilerHTTPEnable) g_Profiler2.EnableHTTP(); if (!g_Quickstart) g_UserReporter.Initialize(); // after config PROFILE2_EVENT("Init finished"); return true; } 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 } RunHardwareDetection(); const int quality = SANE_TEX_QUALITY_DEFAULT; // TODO: set value from config file SetTextureQuality(quality); ogl_WarnIfError(); // Optionally start profiler GPU timings automatically // (By default it's only enabled by a hotkey, for performance/compatibility) bool profilerGPUEnable = false; CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable); if (profilerGPUEnable) g_Profiler2.EnableGPU(); 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) ISoundManager::SetEnabled(false); g_GUI = new CGUIManager(); // (must come after SetVideoMode, since it calls ogl_Init) if (ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", NULL) != 0 // ARB && ogl_HaveExtensions(0, "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", NULL) != 0) // GLSL { DEBUG_DISPLAY_ERROR( L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders." L" In the future, the game will not support pre-shader graphics cards." L" You are advised to try installing newer drivers and/or upgrade your graphics card." L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734" ); // TODO: actually quit once fixed function support is dropped } 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(); // TODO: Is this the best place for this? if (VfsDirectoryExists(L"maps/")) CXeromyces::AddValidator(g_VFS, "map", "maps/scenario.rng"); try { if (!AutostartVisualReplay(args.Get("replay-visual")) && !Autostart(args)) { const bool setup_gui = ((flags & INIT_NO_GUI) == 0); // We only want to display the splash screen at startup shared_ptr scriptInterface = g_GUI->GetScriptInterface(); JSContext* cx = scriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue data(cx); if (g_GUI) { scriptInterface->Eval("({})", &data); scriptInterface->SetProperty(data, "isStartup", true); } InitPs(setup_gui, L"page_pregame.xml", g_GUI->GetScriptInterface().get(), data); } } catch (PSERROR_Game_World_MapLoadFailed& e) { // Map Loading failed // Start the engine so we have a GUI InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue); // Call script function to do the actual work // (delete game data, switch GUI page, show error, etc.) CancelLoad(CStr(e.what()).FromUTF8()); } } +void InitNonVisual(const CmdLineArgs& args) +{ + // Need some stuff for terrain movement costs: + // (TODO: this ought to be independent of any graphics code) + new CTerrainTextureManager; + g_TexMan.LoadTerrainTextures(); + Autostart(args); +} + void RenderGui(bool RenderingState) { g_DoRenderGui = RenderingState; } void RenderLogger(bool RenderingState) { g_DoRenderLogger = RenderingState; } void RenderCursor(bool RenderingState) { g_DoRenderCursor = RenderingState; } /** * Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON * data from it. * The scenario map format is used for scenario and skirmish map types (random * games do not use a "map" (format) but a small JavaScript program which * creates a map on the fly). It contains a section to initialize the game * setup screen. * @param mapPath Absolute path (from VFS root) to the map file to peek in. * @return ScriptSettings in JSON format extracted from the map. */ CStr8 LoadSettingsOfScenarioMap(const VfsPath &mapPath) { CXeromyces mapFile; const char *pathToSettings[] = { "Scenario", "ScriptSettings", "" // Path to JSON data in map }; Status loadResult = mapFile.Load(g_VFS, mapPath); if (INFO::OK != loadResult) { LOGERROR("LoadSettingsOfScenarioMap: Unable to load map file '%s'", mapPath.string8()); throw PSERROR_Game_World_MapLoadFailed("Unable to load map file, check the path for typos."); } XMBElement mapElement = mapFile.GetRoot(); // Select the ScriptSettings node in the map file... for (int i = 0; pathToSettings[i][0]; ++i) { int childId = mapFile.GetElementID(pathToSettings[i]); XMBElementList nodes = mapElement.GetChildNodes(); auto it = std::find_if(nodes.begin(), nodes.end(), [&childId](const XMBElement& child) { return child.GetNodeName() == childId; }); if (it != nodes.end()) mapElement = *it; } // ... they contain a JSON document to initialize the game setup // screen return mapElement.GetText(); } /* * Command line options for autostart * (keep synchronized with binaries/system/readme.txt): * * -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; * TYPEDIR is skirmishes, scenarios, or random * -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra) * -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI * (0: sandbox, 5: very hard) * -autostart-aiseed=AISEED sets the seed used for the AI random * generator (default 0, use -1 for random) * -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV * (skirmish and random maps only) * -autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2). + * -autostart-nonvisual disable any graphics and sounds + * -autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME + * located in simulation/data/settings/victory_conditions/ + * -autostart-victoryduration=NUM sets the victory duration NUM for specific victory conditions * * Multiplayer: * -autostart-playername=NAME sets local player NAME (default 'anonymous') * -autostart-host sets multiplayer host mode * -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer * game (default 2) * -autostart-client=IP sets multiplayer client to join host at * given IP address * Random maps only: * -autostart-seed=SEED sets random map SEED value * (default 0, use -1 for random) * -autostart-size=TILES sets random map size in TILES (default 192) * -autostart-players=NUMBER sets NUMBER of players on random map * (default 2) * * Examples: * 1) "Bob" will host a 2 player game on the Arcadia map: * -autostart="scenarios/Arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob" * * 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot: * -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra */ bool Autostart(const CmdLineArgs& args) { CStr autoStartName = args.Get("autostart"); if (autoStartName.empty()) return false; - g_Game = new CGame(); + const bool nonVisual = args.Has("autostart-nonvisual"); + g_Game = new CGame(nonVisual, !nonVisual); ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue attrs(cx); scriptInterface.Eval("({})", &attrs); JS::RootedValue settings(cx); scriptInterface.Eval("({})", &settings); JS::RootedValue playerData(cx); scriptInterface.Eval("([])", &playerData); // The directory in front of the actual map name indicates which type // of map is being loaded. Drawback of this approach is the association // of map types and folders is hard-coded, but benefits are: // - No need to pass the map type via command line separately // - Prevents mixing up of scenarios and skirmish maps to some degree Path mapPath = Path(autoStartName); std::wstring mapDirectory = mapPath.Parent().Filename().string(); std::string mapType; if (mapDirectory == L"random") { // Default seed is 0 u32 seed = 0; CStr seedArg = args.Get("autostart-seed"); if (!seedArg.empty()) { // Random seed value if (seedArg == "-1") seed = rand(); else seed = seedArg.ToULong(); } // Random map definition will be loaded from JSON file, so we need to parse it std::wstring scriptPath = L"maps/" + autoStartName.FromUTF8() + L".json"; JS::RootedValue scriptData(cx); scriptInterface.ReadJSONFile(scriptPath, &scriptData); if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "settings", &settings)) { // JSON loaded ok - copy script name over to game attributes std::wstring scriptFile; scriptInterface.GetProperty(settings, "Script", scriptFile); scriptInterface.SetProperty(attrs, "script", scriptFile); // RMS filename } else { // Problem with JSON file LOGERROR("Autostart: Error reading random map script '%s'", utf8_from_wstring(scriptPath)); throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details."); } // Get optional map size argument (default 192) uint mapSize = 192; if (args.Has("autostart-size")) { CStr size = args.Get("autostart-size"); mapSize = size.ToUInt(); } scriptInterface.SetProperty(settings, "Seed", seed); // Random seed scriptInterface.SetProperty(settings, "Size", mapSize); // Random map size (in patches) // Get optional number of players (default 2) size_t numPlayers = 2; if (args.Has("autostart-players")) { CStr num = args.Get("autostart-players"); numPlayers = num.ToUInt(); } // Set up player data for (size_t i = 0; i < numPlayers; ++i) { JS::RootedValue player(cx); scriptInterface.Eval("({})", &player); // We could load player_defaults.json here, but that would complicate the logic // even more and autostart is only intended for developers anyway scriptInterface.SetProperty(player, "Civ", std::string("athen")); scriptInterface.SetPropertyInt(playerData, i, player); } mapType = "random"; } else if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes") { // Initialize general settings from the map data so some values // (e.g. name of map) are always present, even when autostart is // partially configured CStr8 mapSettingsJSON = LoadSettingsOfScenarioMap("maps/" + autoStartName + ".xml"); scriptInterface.ParseJSON(mapSettingsJSON, &settings); // Initialize the playerData array being modified by autostart // with the real map data, so sensible values are present: scriptInterface.GetProperty(settings, "PlayerData", &playerData); if (mapDirectory == L"scenarios") mapType = "scenario"; else mapType = "skirmish"; } else { LOGERROR("Autostart: Unrecognized map type '%s'", utf8_from_wstring(mapDirectory)); throw PSERROR_Game_World_MapLoadFailed("Unrecognized map type.\nConsult readme.txt for the currently supported types."); } scriptInterface.SetProperty(attrs, "mapType", mapType); scriptInterface.SetProperty(attrs, "map", std::string("maps/" + autoStartName)); scriptInterface.SetProperty(settings, "mapType", mapType); scriptInterface.SetProperty(settings, "CheatsEnabled", true); // Set seed for AIs u32 aiseed = 0; if (args.Has("autostart-aiseed")) { CStr seedArg = args.Get("autostart-aiseed"); if (seedArg == "-1") aiseed = rand(); else aiseed = seedArg.ToULong(); } scriptInterface.SetProperty(settings, "AISeed", aiseed); // Set player data for AIs // attrs.settings = { PlayerData: [ { AI: ... }, ... ] } // or = { PlayerData: [ null, { AI: ... }, ... ] } when gaia set int offset = 1; JS::RootedValue player(cx); if (scriptInterface.GetPropertyInt(playerData, 0, &player) && player.isNull()) offset = 0; // Set teams if (args.Has("autostart-team")) { std::vector civArgs = args.GetMultiple("autostart-team"); for (size_t i = 0; i < civArgs.size(); ++i) { int playerID = civArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-team option", playerID); continue; } scriptInterface.Eval("({})", &player); } int teamID = civArgs[i].AfterFirst(":").ToInt() - 1; scriptInterface.SetProperty(player, "Team", teamID); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } if (args.Has("autostart-ai")) { std::vector aiArgs = args.GetMultiple("autostart-ai"); for (size_t i = 0; i < aiArgs.size(); ++i) { int playerID = aiArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-ai option", playerID); continue; } scriptInterface.Eval("({})", &player); } CStr name = aiArgs[i].AfterFirst(":"); scriptInterface.SetProperty(player, "AI", std::string(name)); scriptInterface.SetProperty(player, "AIDiff", 3); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } // Set AI difficulty if (args.Has("autostart-aidiff")) { std::vector civArgs = args.GetMultiple("autostart-aidiff"); for (size_t i = 0; i < civArgs.size(); ++i) { int playerID = civArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-aidiff option", playerID); continue; } scriptInterface.Eval("({})", &player); } int difficulty = civArgs[i].AfterFirst(":").ToInt(); scriptInterface.SetProperty(player, "AIDiff", difficulty); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } // Set player data for Civs if (args.Has("autostart-civ")) { if (mapDirectory != L"scenarios") { std::vector civArgs = args.GetMultiple("autostart-civ"); for (size_t i = 0; i < civArgs.size(); ++i) { int playerID = civArgs[i].BeforeFirst(":").ToInt(); // Instead of overwriting existing player data, modify the array JS::RootedValue player(cx); if (!scriptInterface.GetPropertyInt(playerData, playerID-offset, &player) || player.isUndefined()) { if (mapDirectory == L"skirmishes") { // playerID is certainly bigger than this map player number LOGWARNING("Autostart: Invalid player %d in autostart-civ option", playerID); continue; } scriptInterface.Eval("({})", &player); } CStr name = civArgs[i].AfterFirst(":"); scriptInterface.SetProperty(player, "Civ", std::string(name)); scriptInterface.SetPropertyInt(playerData, playerID-offset, player); } } else LOGWARNING("Autostart: Option 'autostart-civ' is invalid for scenarios"); } // Add player data to map settings scriptInterface.SetProperty(settings, "PlayerData", playerData); // Add map settings to game attributes scriptInterface.SetProperty(attrs, "settings", settings); JS::RootedValue mpInitData(cx); scriptInterface.Eval("({isNetworked:true, playerAssignments:{}})", &mpInitData); scriptInterface.SetProperty(mpInitData, "attribs", attrs); // Get optional playername CStrW userName = L"anonymous"; if (args.Has("autostart-playername")) userName = args.Get("autostart-playername").FromUTF8(); + // Add additional scripts to the TriggerScripts property + std::vector triggerScriptsVector; + JS::RootedValue triggerScripts(cx); + + if (scriptInterface.HasProperty(settings, "TriggerScripts")) + { + scriptInterface.GetProperty(settings, "TriggerScripts", &triggerScripts); + FromJSVal_vector(cx, triggerScripts, triggerScriptsVector); + } + + if (nonVisual) + { + CStr nonVisualScript = "scripts/NonVisualTrigger.js"; + triggerScriptsVector.push_back(nonVisualScript.FromUTF8()); + } + + if (args.Has("autostart-victory")) + { + CStrW scriptName = args.Get("autostart-victory").FromUTF8(); + CStrW scriptPath = L"simulation/data/settings/victory_conditions/" + scriptName + L".json"; + JS::RootedValue scriptData(cx); + JS::RootedValue data(cx); + JS::RootedValue victoryScripts(cx); + + scriptInterface.ReadJSONFile(scriptPath, &scriptData); + + if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "Data", &data) && !data.isUndefined() + && scriptInterface.GetProperty(data, "Scripts", &victoryScripts) && !victoryScripts.isUndefined()) + { + std::vector victoryScriptsVector; + FromJSVal_vector(cx, victoryScripts, victoryScriptsVector); + triggerScriptsVector.insert(triggerScriptsVector.end(), victoryScriptsVector.begin(), victoryScriptsVector.end()); + } + } + + ToJSVal_vector(cx, &triggerScripts, triggerScriptsVector); + scriptInterface.SetProperty(settings, "TriggerScripts", triggerScripts); + + if (args.Has("autostart-victoryduration")) + scriptInterface.SetProperty(settings, "VictoryDuration", args.Get("autostart-victoryduration").ToInt()); + if (args.Has("autostart-host")) { InitPs(true, L"page_loading.xml", &scriptInterface, mpInitData); size_t maxPlayers = 2; if (args.Has("autostart-host-players")) maxPlayers = args.Get("autostart-host-players").ToUInt(); g_NetServer = new CNetServer(maxPlayers); g_NetServer->UpdateGameAttributes(&attrs, scriptInterface); bool ok = g_NetServer->SetupConnection(PS_DEFAULT_PORT); ENSURE(ok); g_NetClient = new CNetClient(g_Game, true); g_NetClient->SetUserName(userName); g_NetClient->SetupConnection("127.0.0.1", PS_DEFAULT_PORT); } else if (args.Has("autostart-client")) { InitPs(true, L"page_loading.xml", &scriptInterface, mpInitData); g_NetClient = new CNetClient(g_Game, false); g_NetClient->SetUserName(userName); CStr ip = args.Get("autostart-client"); if (ip.empty()) ip = "127.0.0.1"; bool ok = g_NetClient->SetupConnection(ip, PS_DEFAULT_PORT); ENSURE(ok); } else { g_Game->SetPlayerID(1); g_Game->StartGame(&attrs, ""); LDR_NonprogressiveLoad(); PSRETURN ret = g_Game->ReallyStartGame(); ENSURE(ret == PSRETURN_OK); + if (nonVisual) + return true; + InitPs(true, L"page_session.xml", NULL, JS::UndefinedHandleValue); } return true; } bool AutostartVisualReplay(const std::string& replayFile) { if (!FileExists(OsPath(replayFile))) return false; g_Game = new CGame(false, false); g_Game->SetPlayerID(-1); g_Game->StartVisualReplay(replayFile); // TODO: Non progressive load can fail - need a decent way to handle this LDR_NonprogressiveLoad(); ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK); ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); InitPs(true, L"page_session.xml", &scriptInterface, JS::UndefinedHandleValue); return true; } void CancelLoad(const CStrW& message) { shared_ptr pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface(); JSContext* cx = pScriptInterface->GetContext(); JSAutoRequest rq(cx); JS::RootedValue global(cx, pScriptInterface->GetGlobalObject()); // Cancel loader LDR_Cancel(); // Call the cancelOnError GUI function, defined in ..gui/common/functions_utility_error.js // So all GUI pages that load games should include this script if (g_GUI && g_GUI->HasPages()) { if (pScriptInterface->HasProperty(global, "cancelOnError" )) pScriptInterface->CallFunctionVoid(global, "cancelOnError", message); } } bool InDevelopmentCopy() { if (!g_CheckedIfInDevelopmentCopy) { g_InDevelopmentCopy = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK); g_CheckedIfInDevelopmentCopy = true; } return g_InDevelopmentCopy; } Index: ps/trunk/source/ps/GameSetup/GameSetup.h =================================================================== --- ps/trunk/source/ps/GameSetup/GameSetup.h (revision 19644) +++ ps/trunk/source/ps/GameSetup/GameSetup.h (revision 19645) @@ -1,94 +1,95 @@ -/* Copyright (C) 2014 Wildfire Games. +/* Copyright (C) 2017 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 . */ #ifndef INCLUDED_GAMESETUP #define INCLUDED_GAMESETUP // // GUI integration // // display progress / description in loading screen extern void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task); extern void Render(); /** * initialize global modules that are be needed before Init. * must be called from the very beginning of main. **/ extern void EarlyInit(); enum InitFlags { // avoid setting a video mode / initializing OpenGL; assume that has // already been done and everything is ready for rendering. // needed by map editor because it creates its own window. INIT_HAVE_VMODE = 1, // skip initializing the in-game GUI. // needed by map editor because it uses its own GUI. INIT_NO_GUI = 2, // avoid setting display_error app hook // needed by map editor because it has its own wx error display INIT_HAVE_DISPLAY_ERROR = 4, // initialize the mod folders from command line parameters INIT_MODS = 8, // mount the public mod // needed by the map editor as "mod" does not provide everything it needs INIT_MODS_PUBLIC = 16 }; enum ShutdownFlags { // start shutdown from config down // needed for loading mods as specified in the config // without having to go through a full init-shutdown cycle SHUTDOWN_FROM_CONFIG = 1 }; /** * enable/disable rendering of the GUI (intended mainly for screenshots) */ extern void RenderGui(bool RenderingState); extern void RenderLogger(bool RenderingState); /** * enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style */ extern void RenderCursor(bool RenderingState); class CmdLineArgs; class Paths; extern std::vector& GetMods(const CmdLineArgs& args, int flags); extern void MountMods(const Paths& paths, const std::vector& mods); /** * Returns true if successful, false if mods changed and restart_engine was called. * In the latter case the caller should call Shutdown() with SHUTDOWN_FROM_CONFIG. */ extern bool Init(const CmdLineArgs& args, int flags); extern void InitGraphics(const CmdLineArgs& args, int flags); +extern void InitNonVisual(const CmdLineArgs& args); extern void Shutdown(int flags); extern void CancelLoad(const CStrW& message); extern bool InDevelopmentCopy(); #endif // INCLUDED_GAMESETUP Index: ps/trunk/source/simulation2/components/ICmpPlayer.cpp =================================================================== --- ps/trunk/source/simulation2/components/ICmpPlayer.cpp (revision 19644) +++ ps/trunk/source/simulation2/components/ICmpPlayer.cpp (revision 19645) @@ -1,62 +1,67 @@ -/* Copyright (C) 2011 Wildfire Games. +/* Copyright (C) 2017 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 . */ #include "precompiled.h" #include "ICmpPlayer.h" #include "maths/FixedVector3D.h" #include "simulation2/system/InterfaceScripted.h" #include "simulation2/scripting/ScriptComponent.h" #include "ps/Shapes.h" BEGIN_INTERFACE_WRAPPER(Player) END_INTERFACE_WRAPPER(Player) class CCmpPlayerScripted : public ICmpPlayer { public: DEFAULT_SCRIPT_WRAPPER(PlayerScripted) virtual CColor GetColor() { return m_Script.Call("GetColor"); } virtual std::wstring GetCiv() { return m_Script.Call("GetCiv"); } virtual CFixedVector3D GetStartingCameraPos() { return m_Script.Call("GetStartingCameraPos"); } virtual CFixedVector3D GetStartingCameraRot() { return m_Script.Call("GetStartingCameraRot"); } virtual bool HasStartingCamera() { return m_Script.Call("HasStartingCamera"); } + + virtual std::string GetState() + { + return m_Script.Call("GetState"); + } }; REGISTER_COMPONENT_SCRIPT_WRAPPER(PlayerScripted) Index: ps/trunk/source/simulation2/components/ICmpPlayer.h =================================================================== --- ps/trunk/source/simulation2/components/ICmpPlayer.h (revision 19644) +++ ps/trunk/source/simulation2/components/ICmpPlayer.h (revision 19645) @@ -1,44 +1,46 @@ -/* Copyright (C) 2011 Wildfire Games. +/* Copyright (C) 2017 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 . */ #ifndef INCLUDED_ICMPPLAYER #define INCLUDED_ICMPPLAYER #include "simulation2/system/Interface.h" struct CColor; class CFixedVector3D; /** * Player data. - * (This interface only includes the functions needed by native code for loading maps, - * and for minimap rendering; most player interaction is handled by scripts instead.) + * (This interface includes the functions needed by native code for loading maps, + * and for minimap rendering; most player interaction is handled by scripts instead. + * Also includes some functions needed for the non visual autostart.) */ class ICmpPlayer : public IComponent { public: virtual CColor GetColor() = 0; virtual std::wstring GetCiv() = 0; virtual CFixedVector3D GetStartingCameraPos() = 0; virtual CFixedVector3D GetStartingCameraRot() = 0; virtual bool HasStartingCamera() = 0; + virtual std::string GetState() = 0; DECLARE_INTERFACE_TYPE(Player) }; #endif // INCLUDED_ICMPPLAYER