^needs to be confused as well now Code: // not for any PCH effort, but instead for the (common) definitions // included there. #define MINIMAL_PCH 2 #include "lib/precompiled.h" #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/sdl.h" #include "lib/res/sound/snd_mgr.h" #include "ps/ArchiveBuilder.h" #include "ps/CConsole.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/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 "graphics/Camera.h" #include "graphics/GameView.h" #include "graphics/TextureManager.h" #include "gui/GUIManager.h" #include "renderer/Renderer.h" #include "scripting/ScriptingHost.h" #include "simulation2/Simulation2.h" 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; // main app message handler static InReaction MainInputHandler(const SDL_Event_* ev) { switch(ev->ev.type) { case SDL_ACTIVEEVENT: if (ev->ev.active.state == SDL_APPMOUSEFOCUS) { // Tell renderer not to render cursor if mouse focus is lost // this restores system cursor, until/if focus is regained if (!ev->ev.active.gain) RenderCursor(false); else RenderCursor(true); } break; case SDL_QUIT: kill_mainloop(); break; case SDL_VIDEORESIZE: g_ResizedW = ev->ev.resize.w; g_ResizedH = ev->ev.resize.h; break; case SDL_HOTKEYDOWN: std::string hotkey = static_cast<const char*>(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.enable") { g_Profiler2.EnableGPU(); g_Profiler2.EnableHTTP(); return IN_HANDLED; } break; } return IN_PASS; } // dispatch all pending events to the various receivers. static void PumpEvents() { PROFILE3("dispatch events"); SDL_Event_ ev; while (SDL_PollEvent(&ev.ev)) { PROFILE2("event"); if (g_GUI) { std::string data = g_GUI->GetScriptInterface().StringifyJSON( ScriptInterface::ToJSVal(g_GUI->GetScriptInterface().GetContext(), ev)); PROFILE2_ATTR("%s", data.c_str()); } in_dispatch_event(&ev); } } // return indication of whether archive is currently being built; this is // used to prevent reloading during that time (see call site). static bool ProgressiveBuildArchive() { ONCE(g_GUI->SendEventToAll("archivebuildercomplete")); return false; #if 0 int ret = vfs_opt_auto_build("../logs/trace.txt", "mods/official/official%02d.zip", "mods/official/mini%02d.zip"); if(ret == INFO::ALL_COMPLETE) { // nothing to do; will return false below } else if(ret < 0) DEBUG_DISPLAY_ERROR(L"Archive build failed"); else if(ret == INFO::OK) g_GUI.SendEventToAll("archivebuildercomplete"); // in progress else { int percent = (int)ret; g_ScriptingHost.SetGlobal("g_ArchiveBuilderProgress", INT_TO_JSVAL(percent)); g_GUI.SendEventToAll("archivebuilderprogress"); return true; } return false; #endif } 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 TimeSinceLastFrame = 1.0 / g_frequencyFilter->SmoothedFrequency(); #endif ENSURE(TimeSinceLastFrame > 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); } // TODO: throttling: limit update and render frequency to the minimum. // this is mostly relevant for "inactive" state, so that other windows // get enough CPU time, but it's always nice for power+thermal management. bool is_building_archive = ProgressiveBuildArchive(); // this scans for changed files/directories and reloads them, thus // allowing hotloading (changes are immediately assimilated in-game). // must not be done during archive building because it changes the // archive file each iteration, but keeps it locked; reloading // would trigger a warning because the file can't be opened. if(!is_building_archive) 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(TimeSinceLastFrame); g_Game->GetView()->Update(float(TimeSinceLastFrame)); CCamera* camera = g_Game->GetView()->GetCamera(); CMatrix3D& orientation = camera->m_Orientation; float* pos = &orientation._data[12]; float* dir = &orientation._data[8]; float* up = &orientation._data[4]; // HACK: otherwise sound effects are L/R flipped. No idea what else // is going wrong, because the listener and camera are supposed to // coincide in position and orientation. float down[3] = { -up[0], -up[1], -up[2] }; { PROFILE3("sound update"); if (snd_update(pos, dir, down) < 0) debug_printf(L"snd_update failed\n"); } } else { PROFILE3("sound update (0)"); if (snd_update(0, 0, 0) < 0) debug_printf(L"snd_update (pos=0 version) failed\n"); } // Immediately flush any messages produced by simulation code if (g_NetClient) g_NetClient->Flush(); g_UserReporter.Update(); g_Console->Update(TimeSinceLastFrame); ogl_WarnIfError(); if(need_render) { Render(); PROFILE3("swap buffers"); SDL_GL_SwapBuffers(); } ogl_WarnIfError(); g_Profiler.Frame(); g_GameRestarted = false; } 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() { } // 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; } // 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); // We need to initialise libxml2 in the main thread before // any thread uses it. So initialise it here before we // might run Atlas. CXeromyces::Startup(); // run Atlas (if requested via args) bool ran_atlas = ATLAS_RunIfOnCmdLine(args, false); // Atlas handles the whole init/shutdown/etc sequence by itself; // when we get here, it has exited and we're done. if(ran_atlas) return; // run non-visual simulation replay if requested if (args.Has("replay")) { snd_disable(true); Paths paths(args); g_VFS = CreateVfs(20 * MiB); g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); g_VFS->Mount(L"", paths.RData()/"mods"/"public", VFS_MOUNT_MUST_EXIST); { CReplayPlayer replay; replay.Load(args.Get("replay")); replay.Replay(); } 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()); builder.Build(zip); CXeromyces::Terminate(); return; } const double res = timer_Resolution(); g_frequencyFilter = CreateFrequencyFilter(res, 30.0); // run the game Init(args, 0); InitGraphics(args, 0); MainControllerInit(); while(!quit) Frame(); Shutdown(0); ScriptingHost::FinalShutdown(); // this can't go in Shutdown() because that could be called multiple times per process, so stick it here instead MainControllerShutdown(); if (restart_in_atlas) { ATLAS_RunIfOnCmdLine(args, true); return; } // Shut down libxml2 (done here to match the Startup call) CXeromyces::Terminate(); } int main(int argc, char* argv[]) { EarlyInit(); // must come at beginning of main RunGameOrAtlas(argc, const_cast<const char**>(argv)); // Shut down profiler initialised by EarlyInit g_Profiler2.Shutdown(); return EXIT_SUCCESS; } *hug*