1 /* Copyright (C) 2018 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #include "precompiled.h"
22 #include "graphics/GameView.h"
23 #include "graphics/LOSTexture.h"
24 #include "graphics/ParticleManager.h"
25 #include "graphics/UnitManager.h"
26 #include "gui/GUIManager.h"
28 #include "lib/config2.h"
29 #include "lib/timer.h"
30 #include "network/NetClient.h"
31 #include "network/NetServer.h"
32 #include "ps/CConsole.h"
33 #include "ps/CLogger.h"
35 #include "ps/Loader.h"
36 #include "ps/LoaderThunks.h"
37 #include "ps/Profile.h"
38 #include "ps/Replay.h"
39 #include "ps/Shapes.h"
41 #include "ps/GameSetup/GameSetup.h"
42 #include "renderer/Renderer.h"
43 #include "renderer/TimeManager.h"
44 #include "renderer/WaterManager.h"
45 #include "scriptinterface/ScriptInterface.h"
46 #include "simulation2/Simulation2.h"
47 #include "simulation2/components/ICmpPlayer.h"
48 #include "simulation2/components/ICmpPlayerManager.h"
49 #include "simulation2/system/ReplayTurnManager.h"
50 #include "soundmanager/ISoundManager.h"
52 #include "tools/atlas/GameInterface/GameLoop.h"
54 extern bool g_GameRestarted
;
55 extern GameLoopState
* g_AtlasGameLoop
;
58 * Globally accessible pointer to the CGame object.
66 CGame::CGame(bool disableGraphics
, bool replayLog
):
67 m_World(new CWorld(this)),
68 m_Simulation2(new CSimulation2(&m_World
->GetUnitManager(), g_ScriptRuntime
, m_World
->GetTerrain())),
69 m_GameView(disableGraphics
? NULL
: new CGameView(this)),
76 m_IsVisualReplay(false),
79 // TODO: should use CDummyReplayLogger unless activated by cmd-line arg, perhaps?
81 m_ReplayLogger
= new CReplayLogger(m_Simulation2
->GetScriptInterface());
83 m_ReplayLogger
= new CDummyReplayLogger();
85 // Need to set the CObjectManager references after various objects have
86 // been initialised, so do it here rather than via the initialisers above.
88 m_World
->GetUnitManager().SetObjectManager(m_GameView
->GetObjectManager());
90 m_TurnManager
= new CLocalTurnManager(*m_Simulation2
, GetReplayLogger()); // this will get replaced if we're a net server/client
92 m_Simulation2
->LoadDefaultScripts();
101 // Again, the in-game call tree is going to be different to the main menu one.
102 if (CProfileManager::IsInitialised())
103 g_Profiler
.StructuralReset();
105 delete m_TurnManager
;
107 delete m_Simulation2
;
109 delete m_ReplayLogger
;
110 delete m_ReplayStream
;
113 void CGame::SetTurnManager(CTurnManager
* turnManager
)
116 delete m_TurnManager
;
118 m_TurnManager
= turnManager
;
121 m_TurnManager
->SetPlayerID(m_PlayerID
);
124 int CGame::LoadVisualReplayData()
126 ENSURE(m_IsVisualReplay
);
127 ENSURE(!m_ReplayPath
.empty());
128 ENSURE(m_ReplayStream
);
130 CReplayTurnManager
* replayTurnMgr
= static_cast<CReplayTurnManager
*>(GetTurnManager());
134 while ((*m_ReplayStream
>> type
).good())
140 *m_ReplayStream
>> turn
>> turnLength
;
141 ENSURE(turn
== currentTurn
&& "You tried to replay a commands.txt file of a rejoined client. Please use the host's file.");
142 replayTurnMgr
->StoreReplayTurnLength(currentTurn
, turnLength
);
144 else if (type
== "cmd")
147 *m_ReplayStream
>> player
;
150 std::getline(*m_ReplayStream
, line
);
151 replayTurnMgr
->StoreReplayCommand(currentTurn
, player
, line
);
153 else if (type
== "hash" || type
== "hash-quick")
155 bool quick
= (type
== "hash-quick");
156 std::string replayHash
;
157 *m_ReplayStream
>> replayHash
;
158 replayTurnMgr
->StoreReplayHash(currentTurn
, replayHash
, quick
);
160 else if (type
== "end")
163 CancelLoad(L
"Failed to load replay data (unrecognized content)");
165 SAFE_DELETE(m_ReplayStream
);
166 m_FinalReplayTurn
= currentTurn
> 0 ? currentTurn
- 1 : 0;
167 replayTurnMgr
->StoreFinalReplayTurn(m_FinalReplayTurn
);
171 bool CGame::StartVisualReplay(const OsPath
& replayPath
)
173 debug_printf("Starting to replay %s\n", replayPath
.string8().c_str());
175 m_IsVisualReplay
= true;
177 SetTurnManager(new CReplayTurnManager(*m_Simulation2
, GetReplayLogger()));
179 m_ReplayPath
= replayPath
;
180 m_ReplayStream
= new std::ifstream(OsString(replayPath
).c_str());
183 ENSURE((*m_ReplayStream
>> type
).good() && type
== "start");
186 std::getline(*m_ReplayStream
, line
);
188 const ScriptInterface
& scriptInterface
= m_Simulation2
->GetScriptInterface();
189 JSContext
* cx
= scriptInterface
.GetContext();
190 JSAutoRequest
rq(cx
);
192 JS::RootedValue
attribs(cx
);
193 scriptInterface
.ParseJSON(line
, &attribs
);
194 StartGame(&attribs
, "");
200 * Initializes the game with the set of attributes provided.
201 * Makes calls to initialize the game view, world, and simulation objects.
202 * Calls are made to facilitate progress reporting of the initialization.
204 void CGame::RegisterInit(const JS::HandleValue attribs
, const std::string
& savedState
)
206 const ScriptInterface
& scriptInterface
= m_Simulation2
->GetScriptInterface();
207 JSContext
* cx
= scriptInterface
.GetContext();
208 JSAutoRequest
rq(cx
);
210 m_InitialSavedState
= savedState
;
211 m_IsSavedGame
= !savedState
.empty();
213 m_Simulation2
->SetInitAttributes(attribs
);
216 scriptInterface
.GetProperty(attribs
, "mapType", mapType
);
219 if (scriptInterface
.HasProperty(attribs
, "gameSpeed") && scriptInterface
.GetProperty(attribs
, "gameSpeed", speed
))
222 LDR_BeginRegistering();
224 RegMemFun(m_Simulation2
, &CSimulation2::ProgressiveLoad
, L
"Simulation init", 1000);
226 // RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization
227 // overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default
228 // values. At the minute, it's just lighting settings, but could be extended to store camera position.
229 // Storing lighting settings in the game view seems a little odd, but it's no big deal; maybe move it at
230 // some point to be stored in the world object?
232 m_GameView
->RegisterInit();
234 if (mapType
== "random")
236 // Load random map attributes
237 std::wstring scriptFile
;
238 JS::RootedValue
settings(cx
);
240 scriptInterface
.GetProperty(attribs
, "script", scriptFile
);
241 scriptInterface
.GetProperty(attribs
, "settings", &settings
);
243 m_World
->RegisterInitRMS(scriptFile
, scriptInterface
.GetJSRuntime(), settings
, m_PlayerID
);
247 std::wstring mapFile
;
248 JS::RootedValue
settings(cx
);
249 scriptInterface
.GetProperty(attribs
, "map", mapFile
);
250 scriptInterface
.GetProperty(attribs
, "settings", &settings
);
252 m_World
->RegisterInit(mapFile
, scriptInterface
.GetJSRuntime(), settings
, m_PlayerID
);
255 RegMemFun(g_Renderer
.GetSingletonPtr()->GetWaterManager(), &WaterManager::LoadWaterTextures
, L
"LoadWaterTextures", 80);
258 RegMemFun(this, &CGame::LoadInitialState
, L
"Loading game", 1000);
260 if (m_IsVisualReplay
)
261 RegMemFun(this, &CGame::LoadVisualReplayData
, L
"Loading visual replay data", 1000);
263 LDR_EndRegistering();
266 int CGame::LoadInitialState()
268 ENSURE(m_IsSavedGame
);
269 ENSURE(!m_InitialSavedState
.empty());
272 m_InitialSavedState
.swap(state
); // deletes the original to save a bit of memory
274 std::stringstream
stream(state
);
276 bool ok
= m_Simulation2
->DeserializeState(stream
);
279 CancelLoad(L
"Failed to load saved game state. It might have been\nsaved with an incompatible version of the game.");
287 * Game initialization has been completed. Set game started flag and start the session.
291 PSRETURN
CGame::ReallyStartGame()
293 JSContext
* cx
= m_Simulation2
->GetScriptInterface().GetContext();
294 JSAutoRequest
rq(cx
);
296 // Call the script function InitGame only for new games, not saved games
299 // Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
300 // that needs to be done before setting up the AI and shouldn't be done in Atlas
301 if (!g_AtlasGameLoop
->running
)
302 m_Simulation2
->PreInitGame();
304 m_Simulation2
->InitGame();
307 // We need to do an initial Interpolate call to set up all the models etc,
308 // because Update might never interpolate (e.g. if the game starts paused)
309 // and we could end up rendering before having set up any models (so they'd
315 // Render a frame to begin loading assets
316 if (CRenderer::IsInitialised())
320 g_NetClient
->LoadFinished();
322 // Call the reallyStartGame GUI function, but only if it exists
323 if (g_GUI
&& g_GUI
->HasPages())
325 JS::RootedValue
global(cx
, g_GUI
->GetActiveGUI()->GetGlobalObject());
326 if (g_GUI
->GetActiveGUI()->GetScriptInterface()->HasProperty(global
, "reallyStartGame"))
327 g_GUI
->GetActiveGUI()->GetScriptInterface()->CallFunctionVoid(global
, "reallyStartGame");
330 debug_printf("GAME STARTED, ALL INIT COMPLETE\n");
332 // The call tree we've built for pregame probably isn't useful in-game.
333 if (CProfileManager::IsInitialised())
334 g_Profiler
.StructuralReset();
336 g_GameRestarted
= true;
341 int CGame::GetPlayerID()
346 void CGame::SetPlayerID(player_id_t playerID
)
348 m_PlayerID
= playerID
;
349 m_ViewedPlayerID
= playerID
;
352 m_TurnManager
->SetPlayerID(m_PlayerID
);
355 int CGame::GetViewedPlayerID()
357 return m_ViewedPlayerID
;
360 void CGame::SetViewedPlayerID(player_id_t playerID
)
362 m_ViewedPlayerID
= playerID
;
365 void CGame::StartGame(JS::MutableHandleValue attribs
, const std::string
& savedState
)
368 m_ReplayLogger
->StartGame(attribs
);
370 RegisterInit(attribs
, savedState
);
373 // TODO: doInterpolate is optional because Atlas interpolates explicitly,
374 // so that it has more control over the update rate. The game might want to
375 // do the same, and then doInterpolate should be redundant and removed.
377 void CGame::Update(const double deltaRealTime
, bool doInterpolate
)
379 if (m_Paused
|| !m_TurnManager
)
382 const double deltaSimTime
= deltaRealTime
* m_SimRate
;
386 // To avoid confusing the profiler, we need to trigger the new turn
387 // while we're not nested inside any PROFILE blocks
388 if (m_TurnManager
->WillUpdate(deltaSimTime
))
391 // At the normal sim rate, we currently want to render at least one
392 // frame per simulation turn, so let maxTurns be 1. But for fast-forward
393 // sim rates we want to allow more, so it's not bounded by framerate,
394 // so just use the sim rate itself as the number of turns per frame.
395 size_t maxTurns
= (size_t)m_SimRate
;
397 if (m_TurnManager
->Update(deltaSimTime
, maxTurns
))
400 PROFILE3("gui sim update");
401 g_GUI
->SendEventToAll("SimulationUpdate");
404 GetView()->GetLOSTexture().MakeDirty();
407 if (CRenderer::IsInitialised())
408 g_Renderer
.GetTimeManager().Update(deltaSimTime
);
413 m_TurnManager
->Interpolate(deltaSimTime
, deltaRealTime
);
415 if ( g_SoundManager
)
416 g_SoundManager
->IdleTask();
420 void CGame::Interpolate(float simFrameLength
, float realFrameLength
)
425 m_TurnManager
->Interpolate(simFrameLength
, realFrameLength
);
429 static CColor
BrokenColor(0.3f
, 0.3f
, 0.3f
, 1.0f
);
431 void CGame::CachePlayerColors()
433 m_PlayerColors
.clear();
435 CmpPtr
<ICmpPlayerManager
> cmpPlayerManager(*m_Simulation2
, SYSTEM_ENTITY
);
436 if (!cmpPlayerManager
)
439 int numPlayers
= cmpPlayerManager
->GetNumPlayers();
440 m_PlayerColors
.resize(numPlayers
);
442 for (int i
= 0; i
< numPlayers
; ++i
)
444 CmpPtr
<ICmpPlayer
> cmpPlayer(*m_Simulation2
, cmpPlayerManager
->GetPlayerByID(i
));
446 m_PlayerColors
[i
] = BrokenColor
;
448 m_PlayerColors
[i
] = cmpPlayer
->GetDisplayedColor();
453 CColor
CGame::GetPlayerColor(player_id_t player
) const
455 if (player
< 0 || player
>= (int)m_PlayerColors
.size())
458 return m_PlayerColors
[player
];
461 bool CGame::IsGameFinished() const
463 for (const std::pair
<entity_id_t
, IComponent
*>& p
: m_Simulation2
->GetEntitiesWithInterface(IID_Player
))
465 CmpPtr
<ICmpPlayer
> cmpPlayer(*m_Simulation2
, p
.first
);
466 if (cmpPlayer
&& cmpPlayer
->GetState() == "won")