mainLoop.cpp 18 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "app/mainLoop.h"
  23. #include "app/game.h"
  24. #include "platform/platformTimer.h"
  25. #include "platform/platformRedBook.h"
  26. #include "platform/platformVolume.h"
  27. #include "platform/platformMemory.h"
  28. #include "platform/platformTimer.h"
  29. #include "platform/platformNet.h"
  30. #include "platform/nativeDialogs/fileDialog.h"
  31. #include "platform/threads/thread.h"
  32. #include "core/module.h"
  33. #include "core/threadStatic.h"
  34. #include "core/iTickable.h"
  35. #include "core/stream/fileStream.h"
  36. #include "windowManager/platformWindowMgr.h"
  37. #include "core/util/journal/process.h"
  38. #include "util/fpsTracker.h"
  39. #include "console/debugOutputConsumer.h"
  40. #include "console/consoleTypes.h"
  41. #include "console/engineAPI.h"
  42. #include "gfx/bitmap/gBitmap.h"
  43. #include "gfx/gFont.h"
  44. #include "gfx/video/videoCapture.h"
  45. #include "gfx/gfxTextureManager.h"
  46. #include "sim/netStringTable.h"
  47. #include "sim/actionMap.h"
  48. #include "sim/netInterface.h"
  49. #include "util/sampler.h"
  50. #include "platform/threads/threadPool.h"
  51. // For the TickMs define... fix this for T2D...
  52. #include "T3D/gameBase/processList.h"
  53. #ifdef TORQUE_DEMO_PURCHASE
  54. #include "demo/pestTimer/pestTimer.h"
  55. #endif
  56. #ifdef TORQUE_ENABLE_VFS
  57. #include "platform/platformVFS.h"
  58. #endif
  59. DITTS( F32, gTimeScale, 1.0 );
  60. DITTS( U32, gTimeAdvance, 0 );
  61. DITTS( U32, gFrameSkip, 0 );
  62. extern S32 sgBackgroundProcessSleepTime;
  63. extern S32 sgTimeManagerProcessInterval;
  64. extern FPSTracker gFPS;
  65. TimeManager* tm = NULL;
  66. static bool gRequiresRestart = false;
  67. #ifdef TORQUE_DEBUG
  68. /// Temporary timer used to time startup times.
  69. static PlatformTimer* gStartupTimer;
  70. #endif
  71. #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
  72. StringTableEntry gMiniDumpDir;
  73. StringTableEntry gMiniDumpExec;
  74. StringTableEntry gMiniDumpParams;
  75. StringTableEntry gMiniDumpExecDir;
  76. #endif
  77. namespace engineAPI
  78. {
  79. // This is the magic switch for deciding which interop the engine
  80. // should use. It will go away when we drop the console system
  81. // entirely but for now it is necessary for several behaviors that
  82. // differ between the interops to decide what to do.
  83. bool gUseConsoleInterop = true;
  84. bool gIsInitialized = false;
  85. }
  86. // The following are some tricks to make the memory leak checker run after global
  87. // dtors have executed by placing some code in the termination segments.
  88. #if defined( TORQUE_DEBUG ) && !defined( TORQUE_DISABLE_MEMORY_MANAGER )
  89. #ifdef TORQUE_COMPILER_VISUALC
  90. # pragma data_seg( ".CRT$XTU" )
  91. static void* sCheckMemBeforeTermination = &Memory::ensureAllFreed;
  92. # pragma data_seg()
  93. #elif defined( TORQUE_COMPILER_GCC )
  94. __attribute__ ( ( destructor ) ) static void _ensureAllFreed()
  95. {
  96. Memory::ensureAllFreed();
  97. }
  98. #endif
  99. #endif
  100. // Process a time event and update all sub-processes
  101. void processTimeEvent(S32 elapsedTime)
  102. {
  103. PROFILE_START(ProcessTimeEvent);
  104. // If recording a video and not playinb back a journal, override the elapsedTime
  105. if (VIDCAP->isRecording() && !Journal::IsPlaying())
  106. elapsedTime = VIDCAP->getMsPerFrame();
  107. // cap the elapsed time to one second
  108. // if it's more than that we're probably in a bad catch-up situation
  109. if(elapsedTime > 1024)
  110. elapsedTime = 1024;
  111. U32 timeDelta;
  112. if(ATTS(gTimeAdvance))
  113. timeDelta = ATTS(gTimeAdvance);
  114. else
  115. timeDelta = (U32) (elapsedTime * ATTS(gTimeScale));
  116. Platform::advanceTime(elapsedTime);
  117. // Don't build up more time than a single tick... this makes the sim
  118. // frame rate dependent but is a useful hack for singleplayer.
  119. if ( ATTS(gFrameSkip) )
  120. if ( timeDelta > TickMs )
  121. timeDelta = TickMs;
  122. bool tickPass;
  123. PROFILE_START(ServerProcess);
  124. tickPass = serverProcess(timeDelta);
  125. PROFILE_END();
  126. PROFILE_START(ServerNetProcess);
  127. // only send packets if a tick happened
  128. if(tickPass)
  129. GNet->processServer();
  130. // Used to indicate if server was just ticked.
  131. Con::setBoolVariable( "$pref::hasServerTicked", tickPass );
  132. PROFILE_END();
  133. PROFILE_START(SimAdvanceTime);
  134. Sim::advanceTime(timeDelta);
  135. PROFILE_END();
  136. PROFILE_START(ClientProcess);
  137. tickPass = clientProcess(timeDelta);
  138. // Used to indicate if client was just ticked.
  139. Con::setBoolVariable( "$pref::hasClientTicked", tickPass );
  140. PROFILE_END_NAMED(ClientProcess);
  141. PROFILE_START(ClientNetProcess);
  142. if(tickPass)
  143. GNet->processClient();
  144. PROFILE_END();
  145. GNet->checkTimeouts();
  146. gFPS.update();
  147. // Give the texture manager a chance to cleanup any
  148. // textures that haven't been referenced for a bit.
  149. if( GFX )
  150. TEXMGR->cleanupCache( 5 );
  151. PROFILE_END();
  152. // Update the console time
  153. Con::setFloatVariable("Sim::Time",F32(Platform::getVirtualMilliseconds()) / 1000);
  154. }
  155. void StandardMainLoop::init()
  156. {
  157. #ifdef TORQUE_DEBUG
  158. gStartupTimer = PlatformTimer::create();
  159. #endif
  160. #ifdef TORQUE_DEBUG_GUARD
  161. Memory::flagCurrentAllocs( Memory::FLAG_Global );
  162. #endif
  163. Platform::setMathControlStateKnown();
  164. // Asserts should be created FIRST
  165. PlatformAssert::create();
  166. ManagedSingleton< ThreadManager >::createSingleton();
  167. FrameAllocator::init(TORQUE_FRAME_SIZE); // See comments in torqueConfig.h
  168. // Yell if we can't initialize the network.
  169. if(!Net::init())
  170. {
  171. AssertISV(false, "StandardMainLoop::initCore - could not initialize networking!");
  172. }
  173. _StringTable::create();
  174. // Set up the resource manager and get some basic file types in it.
  175. Con::init();
  176. Platform::initConsole();
  177. NetStringTable::create();
  178. // Use debug output logging on the Xbox and OSX builds
  179. #if defined( _XBOX ) || defined( TORQUE_OS_MAC )
  180. DebugOutputConsumer::init();
  181. #endif
  182. Processor::init();
  183. Math::init();
  184. Platform::init(); // platform specific initialization
  185. RedBook::init();
  186. Platform::initConsole();
  187. ThreadPool::GlobalThreadPool::createSingleton();
  188. // Initialize modules.
  189. ModuleManager::initializeSystem();
  190. // Initialise ITickable.
  191. #ifdef TORQUE_TGB_ONLY
  192. ITickable::init( 4 );
  193. #endif
  194. #ifdef TORQUE_ENABLE_VFS
  195. // [tom, 10/28/2006] Load the VFS here so that it stays loaded
  196. Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
  197. gResourceManager->addVFSRoot(vfs);
  198. #endif
  199. Con::addVariable("timeScale", TypeF32, &ATTS(gTimeScale), "Animation time scale.\n"
  200. "@ingroup platform");
  201. Con::addVariable("timeAdvance", TypeS32, &ATTS(gTimeAdvance), "The speed at which system processing time advances.\n"
  202. "@ingroup platform");
  203. Con::addVariable("frameSkip", TypeS32, &ATTS(gFrameSkip), "Sets the number of frames to skip while rendering the scene.\n"
  204. "@ingroup platform");
  205. Con::setVariable( "defaultGame", StringTable->insert("scripts") );
  206. Con::addVariable( "_forceAllMainThread", TypeBool, &ThreadPool::getForceAllMainThread(), "Force all work items to execute on main thread. turns this into a single-threaded system. Primarily useful to find whether malfunctions are caused by parallel execution or not.\n"
  207. "@ingroup platform" );
  208. #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
  209. Con::addVariable("MiniDump::Dir", TypeString, &gMiniDumpDir);
  210. Con::addVariable("MiniDump::Exec", TypeString, &gMiniDumpExec);
  211. Con::addVariable("MiniDump::Params", TypeString, &gMiniDumpParams);
  212. Con::addVariable("MiniDump::ExecDir", TypeString, &gMiniDumpExecDir);
  213. #endif
  214. ActionMap* globalMap = new ActionMap;
  215. globalMap->registerObject("GlobalActionMap");
  216. Sim::getActiveActionMapSet()->pushObject(globalMap);
  217. // Do this before we init the process so that process notifiees can get the time manager
  218. tm = new TimeManager;
  219. tm->timeEvent.notify(&::processTimeEvent);
  220. Sampler::init();
  221. // Hook in for UDP notification
  222. Net::smPacketReceive.notify(GNet, &NetInterface::processPacketReceiveEvent);
  223. #ifdef TORQUE_DEMO_PURCHASE
  224. PestTimerinit();
  225. #endif
  226. #ifdef TORQUE_DEBUG_GUARD
  227. Memory::flagCurrentAllocs( Memory::FLAG_Static );
  228. #endif
  229. }
  230. void StandardMainLoop::shutdown()
  231. {
  232. delete tm;
  233. preShutdown();
  234. // Shut down modules.
  235. ModuleManager::shutdownSystem();
  236. ThreadPool::GlobalThreadPool::deleteSingleton();
  237. #ifdef TORQUE_ENABLE_VFS
  238. closeEmbeddedVFSArchive();
  239. #endif
  240. RedBook::destroy();
  241. Platform::shutdown();
  242. #if defined( _XBOX ) || defined( TORQUE_OS_MAC )
  243. DebugOutputConsumer::destroy();
  244. #endif
  245. NetStringTable::destroy();
  246. Con::shutdown();
  247. _StringTable::destroy();
  248. FrameAllocator::destroy();
  249. Net::shutdown();
  250. Sampler::destroy();
  251. ManagedSingleton< ThreadManager >::deleteSingleton();
  252. // asserts should be destroyed LAST
  253. PlatformAssert::destroy();
  254. #if defined( TORQUE_DEBUG ) && !defined( TORQUE_DISABLE_MEMORY_MANAGER )
  255. Memory::validate();
  256. #endif
  257. }
  258. void StandardMainLoop::preShutdown()
  259. {
  260. #ifdef TORQUE_TOOLS
  261. // Tools are given a chance to do pre-quit processing
  262. // - This is because for tools we like to do things such
  263. // as prompting to save changes before shutting down
  264. // and onExit is packaged which means we can't be sure
  265. // where in the shutdown namespace chain we are when using
  266. // onExit since some components of the tools may already be
  267. // destroyed that may be vital to saving changes to avoid
  268. // loss of work [1/5/2007 justind]
  269. if( Con::isFunction("onPreExit") )
  270. Con::executef( "onPreExit");
  271. #endif
  272. //exec the script onExit() function
  273. if ( Con::isFunction( "onExit" ) )
  274. Con::executef("onExit");
  275. }
  276. bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
  277. {
  278. // Allow the window manager to process command line inputs; this is
  279. // done to let web plugin functionality happen in a fairly transparent way.
  280. PlatformWindowManager::get()->processCmdLineArgs(argc, argv);
  281. Process::handleCommandLine( argc, argv );
  282. // Set up the command line args for the console scripts...
  283. Con::setIntVariable("Game::argc", argc);
  284. U32 i;
  285. for (i = 0; i < argc; i++)
  286. Con::setVariable(avar("Game::argv%d", i), argv[i]);
  287. Platform::FS::InstallFileSystems(); // install all drives for now until we have everything using the volume stuff
  288. Platform::FS::MountDefaults();
  289. // Set our working directory.
  290. Torque::FS::SetCwd( "game:/" );
  291. // Set our working directory.
  292. Platform::setCurrentDirectory( Platform::getMainDotCsDir() );
  293. #ifdef TORQUE_PLAYER
  294. if(argc > 2 && dStricmp(argv[1], "-project") == 0)
  295. {
  296. char playerPath[1024];
  297. Platform::makeFullPathName(argv[2], playerPath, sizeof(playerPath));
  298. Platform::setCurrentDirectory(playerPath);
  299. argv += 2;
  300. argc -= 2;
  301. // Re-locate the game:/ asset mount.
  302. Torque::FS::Unmount( "game" );
  303. Torque::FS::Mount( "game", Platform::FS::createNativeFS( playerPath ) );
  304. }
  305. #endif
  306. // Executes an entry script file. This is "main.cs"
  307. // by default, but any file name (with no whitespace
  308. // in it) may be run if it is specified as the first
  309. // command-line parameter. The script used, default
  310. // or otherwise, is not compiled and is loaded here
  311. // directly because the resource system restricts
  312. // access to the "root" directory.
  313. #ifdef TORQUE_ENABLE_VFS
  314. Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
  315. bool useVFS = vfs != NULL;
  316. #endif
  317. Stream *mainCsStream = NULL;
  318. // The working filestream.
  319. FileStream str;
  320. const char *defaultScriptName = "main.cs";
  321. bool useDefaultScript = true;
  322. // Check if any command-line parameters were passed (the first is just the app name).
  323. if (argc > 1)
  324. {
  325. // If so, check if the first parameter is a file to open.
  326. if ( (dStrcmp(argv[1], "") != 0 ) && (str.open(argv[1], Torque::FS::File::Read)) )
  327. {
  328. // If it opens, we assume it is the script to run.
  329. useDefaultScript = false;
  330. #ifdef TORQUE_ENABLE_VFS
  331. useVFS = false;
  332. #endif
  333. mainCsStream = &str;
  334. }
  335. }
  336. if (useDefaultScript)
  337. {
  338. bool success = false;
  339. #ifdef TORQUE_ENABLE_VFS
  340. if(useVFS)
  341. success = (mainCsStream = vfs->openFile(defaultScriptName, Zip::ZipArchive::Read)) != NULL;
  342. else
  343. #endif
  344. success = str.open(defaultScriptName, Torque::FS::File::Read);
  345. #if defined( TORQUE_DEBUG ) && defined (TORQUE_TOOLS) && !defined( _XBOX )
  346. if (!success)
  347. {
  348. OpenFileDialog ofd;
  349. FileDialogData &fdd = ofd.getData();
  350. fdd.mFilters = StringTable->insert("Main Entry Script (main.cs)|main.cs|");
  351. fdd.mTitle = StringTable->insert("Locate Game Entry Script");
  352. // Get the user's selection
  353. if( !ofd.Execute() )
  354. return false;
  355. // Process and update CWD so we can run the selected main.cs
  356. S32 pathLen = dStrlen( fdd.mFile );
  357. FrameTemp<char> szPathCopy( pathLen + 1);
  358. dStrcpy( szPathCopy, fdd.mFile );
  359. //forwardslash( szPathCopy );
  360. const char *path = dStrrchr(szPathCopy, '/');
  361. if(path)
  362. {
  363. U32 len = path - (const char*)szPathCopy;
  364. szPathCopy[len+1] = 0;
  365. Platform::setCurrentDirectory(szPathCopy);
  366. // Re-locate the game:/ asset mount.
  367. Torque::FS::Unmount( "game" );
  368. Torque::FS::Mount( "game", Platform::FS::createNativeFS( ( const char* ) szPathCopy ) );
  369. success = str.open(fdd.mFile, Torque::FS::File::Read);
  370. if(success)
  371. defaultScriptName = fdd.mFile;
  372. }
  373. }
  374. #endif
  375. if( !success )
  376. {
  377. char msg[1024];
  378. dSprintf(msg, sizeof(msg), "Failed to open \"%s\".", defaultScriptName);
  379. Platform::AlertOK("Error", msg);
  380. #ifdef TORQUE_ENABLE_VFS
  381. closeEmbeddedVFSArchive();
  382. #endif
  383. return false;
  384. }
  385. #ifdef TORQUE_ENABLE_VFS
  386. if(! useVFS)
  387. #endif
  388. mainCsStream = &str;
  389. }
  390. // This should rarely happen, but lets deal with
  391. // it gracefully if it does.
  392. if ( mainCsStream == NULL )
  393. return false;
  394. U32 size = mainCsStream->getStreamSize();
  395. char *script = new char[size + 1];
  396. mainCsStream->read(size, script);
  397. #ifdef TORQUE_ENABLE_VFS
  398. if(useVFS)
  399. vfs->closeFile(mainCsStream);
  400. else
  401. #endif
  402. str.close();
  403. script[size] = 0;
  404. char buffer[1024], *ptr;
  405. Platform::makeFullPathName(useDefaultScript ? defaultScriptName : argv[1], buffer, sizeof(buffer), Platform::getCurrentDirectory());
  406. ptr = dStrrchr(buffer, '/');
  407. if(ptr != NULL)
  408. *ptr = 0;
  409. Platform::setMainDotCsDir(buffer);
  410. Platform::setCurrentDirectory(buffer);
  411. Con::evaluate(script, false, useDefaultScript ? defaultScriptName : argv[1]);
  412. delete[] script;
  413. #ifdef TORQUE_ENABLE_VFS
  414. closeEmbeddedVFSArchive();
  415. #endif
  416. return true;
  417. }
  418. bool StandardMainLoop::doMainLoop()
  419. {
  420. #ifdef TORQUE_DEBUG
  421. if( gStartupTimer )
  422. {
  423. Con::printf( "Started up in %.2f seconds...",
  424. F32( gStartupTimer->getElapsedMs() ) / 1000.f );
  425. SAFE_DELETE( gStartupTimer );
  426. }
  427. #endif
  428. bool keepRunning = true;
  429. // while(keepRunning)
  430. {
  431. tm->setBackgroundThreshold(mClamp(sgBackgroundProcessSleepTime, 1, 200));
  432. tm->setForegroundThreshold(mClamp(sgTimeManagerProcessInterval, 1, 200));
  433. // update foreground/background status
  434. if(WindowManager->getFirstWindow())
  435. {
  436. static bool lastFocus = false;
  437. bool newFocus = ( WindowManager->getFocusedWindow() != NULL );
  438. if(lastFocus != newFocus)
  439. {
  440. #ifndef TORQUE_SHIPPING
  441. Con::printf("Window focus status changed: focus: %d", newFocus);
  442. if (!newFocus)
  443. Con::printf(" Using background sleep time: %u", Platform::getBackgroundSleepTime());
  444. #endif
  445. #ifdef TORQUE_OS_MAC
  446. if (newFocus)
  447. WindowManager->getFirstWindow()->show();
  448. #endif
  449. lastFocus = newFocus;
  450. }
  451. #ifndef TORQUE_OS_MAC
  452. // under the web plugin do not sleep the process when the child window loses focus as this will cripple the browser perfomance
  453. if (!Platform::getWebDeployment())
  454. tm->setBackground(!newFocus);
  455. else
  456. tm->setBackground(false);
  457. #else
  458. tm->setBackground(false);
  459. #endif
  460. }
  461. else
  462. {
  463. tm->setBackground(false);
  464. }
  465. PROFILE_START(MainLoop);
  466. Sampler::beginFrame();
  467. if(!Process::processEvents())
  468. keepRunning = false;
  469. ThreadPool::processMainThreadWorkItems();
  470. Sampler::endFrame();
  471. PROFILE_END_NAMED(MainLoop);
  472. #ifdef TORQUE_DEMO_PURCHASE
  473. CheckTimer();
  474. CheckBlocker();
  475. #endif
  476. }
  477. return keepRunning;
  478. }
  479. void StandardMainLoop::setRestart(bool restart )
  480. {
  481. gRequiresRestart = restart;
  482. }
  483. bool StandardMainLoop::requiresRestart()
  484. {
  485. return gRequiresRestart;
  486. }