Index: ps/trunk/source/ps/Game.cpp =================================================================== --- ps/trunk/source/ps/Game.cpp (revision 22991) +++ ps/trunk/source/ps/Game.cpp (revision 22992) @@ -1,469 +1,469 @@ /* Copyright (C) 2019 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 replayLog): m_World(new CWorld(this)), m_Simulation2(new CSimulation2(&m_World->GetUnitManager(), g_ScriptRuntime, m_World->GetTerrain())), m_GameView(CRenderer::IsInitialised() ? new CGameView(this) : nullptr), 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(); - if (m_ReplayLogger) + if (m_ReplayLogger && m_GameStarted) m_ReplayLogger->SaveMetadata(*m_Simulation2); 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 OsPath& replayPath) { debug_printf("Starting to replay %s\n", replayPath.string8().c_str()); m_IsVisualReplay = true; SetTurnManager(new CReplayTurnManager(*m_Simulation2, GetReplayLogger())); m_ReplayPath = replayPath; m_ReplayStream = new std::ifstream(OsString(replayPath).c_str()); std::string type; ENSURE((*m_ReplayStream >> type).good() && type == "start"); std::string line; std::getline(*m_ReplayStream, line); const ScriptInterface& scriptInterface = m_Simulation2->GetScriptInterface(); 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) { const 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(); m_Simulation2->InitGame(); } // 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->GetPageCount()) { 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(); 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); } 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->GetDisplayedColor(); } } 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; }