mainLoop.cpp 19 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. #include "cinterface/cinterface.h"
  54. #include "console/script.h"
  55. #ifdef TORQUE_ENABLE_VFS
  56. #include "platform/platformVFS.h"
  57. #endif
  58. #ifndef _MODULE_MANAGER_H
  59. #include "module/moduleManager.h"
  60. #endif
  61. #ifndef _ASSET_MANAGER_H_
  62. #include "assets/assetManager.h"
  63. #endif
  64. DITTS( F32, gTimeScale, 1.0 );
  65. DITTS( U32, gTimeAdvance, 0 );
  66. DITTS( U32, gFrameSkip, 0 );
  67. extern S32 sgBackgroundProcessSleepTime;
  68. extern S32 sgTimeManagerProcessInterval;
  69. extern FPSTracker gFPS;
  70. TimeManager* tm = NULL;
  71. static bool gRequiresRestart = false;
  72. #ifdef TORQUE_DEBUG
  73. /// Temporary timer used to time startup times.
  74. static PlatformTimer* gStartupTimer;
  75. #endif
  76. #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
  77. StringTableEntry gMiniDumpDir;
  78. StringTableEntry gMiniDumpExec;
  79. StringTableEntry gMiniDumpParams;
  80. StringTableEntry gMiniDumpExecDir;
  81. #endif
  82. namespace engineAPI
  83. {
  84. // This is the magic switch for deciding which interop the engine
  85. // should use. It will go away when we drop the console system
  86. // entirely but for now it is necessary for several behaviors that
  87. // differ between the interops to decide what to do.
  88. bool gUseConsoleInterop = true;
  89. bool gIsInitialized = false;
  90. }
  91. // The following are some tricks to make the memory leak checker run after global
  92. // dtors have executed by placing some code in the termination segments.
  93. #if defined( TORQUE_DEBUG ) && !defined( TORQUE_DISABLE_MEMORY_MANAGER )
  94. #ifdef TORQUE_COMPILER_VISUALC
  95. # pragma data_seg( ".CRT$XTU" )
  96. static void* sCheckMemBeforeTermination = &Memory::ensureAllFreed;
  97. # pragma data_seg()
  98. #elif defined( TORQUE_COMPILER_GCC )
  99. __attribute__ ( ( destructor ) ) static void _ensureAllFreed()
  100. {
  101. Memory::ensureAllFreed();
  102. }
  103. #endif
  104. #endif
  105. // Process a time event and update all sub-processes
  106. void processTimeEvent(S32 elapsedTime)
  107. {
  108. PROFILE_START(ProcessTimeEvent);
  109. // If recording a video and not playinb back a journal, override the elapsedTime
  110. if (VIDCAP->isRecording() && !Journal::IsPlaying())
  111. elapsedTime = VIDCAP->getMsPerFrame();
  112. // cap the elapsed time to one second
  113. // if it's more than that we're probably in a bad catch-up situation
  114. if(elapsedTime > 1024)
  115. elapsedTime = 1024;
  116. U32 timeDelta;
  117. if(ATTS(gTimeAdvance))
  118. timeDelta = ATTS(gTimeAdvance);
  119. else
  120. timeDelta = (U32) (elapsedTime * ATTS(gTimeScale));
  121. Platform::advanceTime(elapsedTime);
  122. // Don't build up more time than a single tick... this makes the sim
  123. // frame rate dependent but is a useful hack for singleplayer.
  124. if ( ATTS(gFrameSkip) )
  125. if ( timeDelta > TickMs )
  126. timeDelta = TickMs;
  127. bool tickPass;
  128. PROFILE_START(ServerProcess);
  129. tickPass = serverProcess(timeDelta);
  130. PROFILE_END();
  131. PROFILE_START(ServerNetProcess);
  132. // only send packets if a tick happened
  133. if(tickPass)
  134. GNet->processServer();
  135. // Used to indicate if server was just ticked.
  136. Con::setBoolVariable( "$pref::hasServerTicked", tickPass );
  137. PROFILE_END();
  138. PROFILE_START(SimAdvanceTime);
  139. Sim::advanceTime(timeDelta);
  140. PROFILE_END();
  141. PROFILE_START(ClientProcess);
  142. tickPass = clientProcess(timeDelta);
  143. // Used to indicate if client was just ticked.
  144. Con::setBoolVariable( "$pref::hasClientTicked", tickPass );
  145. PROFILE_END_NAMED(ClientProcess);
  146. PROFILE_START(ClientNetProcess);
  147. if(tickPass)
  148. GNet->processClient();
  149. PROFILE_END();
  150. GNet->checkTimeouts();
  151. gFPS.update();
  152. // Give the texture manager a chance to cleanup any
  153. // textures that haven't been referenced for a bit.
  154. if( GFX )
  155. TEXMGR->cleanupCache( 5 );
  156. PROFILE_END();
  157. // Update the console time
  158. Con::setFloatVariable("Sim::Time",F32(Platform::getVirtualMilliseconds()) / 1000);
  159. }
  160. void StandardMainLoop::init()
  161. {
  162. #ifdef TORQUE_DEBUG
  163. gStartupTimer = PlatformTimer::create();
  164. #endif
  165. #ifdef TORQUE_DEBUG_GUARD
  166. Memory::flagCurrentAllocs( Memory::FLAG_Global );
  167. #endif
  168. Platform::setMathControlStateKnown();
  169. // Asserts should be created FIRST
  170. PlatformAssert::create();
  171. ManagedSingleton< ThreadManager >::createSingleton();
  172. FrameAllocator::init(TORQUE_FRAME_SIZE); // See comments in torqueConfig.h
  173. // Yell if we can't initialize the network.
  174. if(!Net::init())
  175. {
  176. AssertISV(false, "StandardMainLoop::initCore - could not initialize networking!");
  177. }
  178. _StringTable::create();
  179. // Set up the resource manager and get some basic file types in it.
  180. Con::init();
  181. Platform::initConsole();
  182. NetStringTable::create();
  183. // Use debug output logging on the Xbox and OSX builds
  184. #if defined( _XBOX ) || defined( TORQUE_OS_MAC )
  185. DebugOutputConsumer::init();
  186. #endif
  187. // init Filesystem first, so we can actually log errors for all components that follow
  188. Platform::FS::InstallFileSystems(); // install all drives for now until we have everything using the volume stuff
  189. Platform::FS::MountDefaults();
  190. // Set our working directory.
  191. Torque::FS::SetCwd( "game:/" );
  192. // Set our working directory.
  193. Platform::setCurrentDirectory( Platform::getMainDotCsDir() );
  194. Processor::init();
  195. Math::init();
  196. Platform::init(); // platform specific initialization
  197. RedBook::init();
  198. Platform::initConsole();
  199. ThreadPool::GlobalThreadPool::createSingleton();
  200. // Set engineAPI initialized to true
  201. engineAPI::gIsInitialized = true;
  202. // Initialize modules.
  203. EngineModuleManager::initializeSystem();
  204. // Initialise ITickable.
  205. #ifdef TORQUE_TGB_ONLY
  206. ITickable::init( 4 );
  207. #endif
  208. #ifdef TORQUE_ENABLE_VFS
  209. // [tom, 10/28/2006] Load the VFS here so that it stays loaded
  210. Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
  211. gResourceManager->addVFSRoot(vfs);
  212. #endif
  213. Con::addVariable("timeScale", TypeF32, &ATTS(gTimeScale), "Animation time scale.\n"
  214. "@ingroup platform");
  215. Con::addVariable("timeAdvance", TypeS32, &ATTS(gTimeAdvance), "The speed at which system processing time advances.\n"
  216. "@ingroup platform");
  217. Con::addVariable("frameSkip", TypeS32, &ATTS(gFrameSkip), "Sets the number of frames to skip while rendering the scene.\n"
  218. "@ingroup platform");
  219. Con::setVariable( "defaultGame", StringTable->insert("scripts") );
  220. 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"
  221. "@ingroup platform" );
  222. #if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
  223. Con::addVariable("MiniDump::Dir", TypeString, &gMiniDumpDir);
  224. Con::addVariable("MiniDump::Exec", TypeString, &gMiniDumpExec);
  225. Con::addVariable("MiniDump::Params", TypeString, &gMiniDumpParams);
  226. Con::addVariable("MiniDump::ExecDir", TypeString, &gMiniDumpExecDir);
  227. #endif
  228. // Register the module manager.
  229. ModuleDatabase.registerObject("ModuleDatabase");
  230. // Register the asset database.
  231. AssetDatabase.registerObject("AssetDatabase");
  232. // Register the asset database as a module listener.
  233. ModuleDatabase.addListener(&AssetDatabase);
  234. ActionMap* globalMap = new ActionMap;
  235. globalMap->registerObject("GlobalActionMap");
  236. Sim::getActiveActionMapSet()->pushObject(globalMap);
  237. // Do this before we init the process so that process notifiees can get the time manager
  238. tm = new TimeManager;
  239. tm->timeEvent.notify(&::processTimeEvent);
  240. // Start up the Input Event Manager
  241. INPUTMGR->start();
  242. Sampler::init();
  243. // Hook in for UDP notification
  244. Net::getPacketReceiveEvent().notify(GNet, &NetInterface::processPacketReceiveEvent);
  245. #ifdef TORQUE_DEBUG_GUARD
  246. Memory::flagCurrentAllocs( Memory::FLAG_Static );
  247. #endif
  248. }
  249. void StandardMainLoop::shutdown()
  250. {
  251. // Stop the Input Event Manager
  252. INPUTMGR->stop();
  253. delete tm;
  254. preShutdown();
  255. // Unregister the module database.
  256. ModuleDatabase.unregisterObject();
  257. // Unregister the asset database.
  258. AssetDatabase.unregisterObject();
  259. // Shut down modules.
  260. EngineModuleManager::shutdownSystem();
  261. ThreadPool::GlobalThreadPool::deleteSingleton();
  262. #ifdef TORQUE_ENABLE_VFS
  263. closeEmbeddedVFSArchive();
  264. #endif
  265. RedBook::destroy();
  266. Platform::shutdown();
  267. #if defined( _XBOX ) || defined( TORQUE_OS_MAC )
  268. DebugOutputConsumer::destroy();
  269. #endif
  270. NetStringTable::destroy();
  271. Con::shutdown();
  272. _StringTable::destroy();
  273. FrameAllocator::destroy();
  274. Net::shutdown();
  275. Sampler::destroy();
  276. ManagedSingleton< ThreadManager >::deleteSingleton();
  277. // asserts should be destroyed LAST
  278. PlatformAssert::destroy();
  279. #if defined( TORQUE_DEBUG ) && !defined( TORQUE_DISABLE_MEMORY_MANAGER )
  280. Memory::validate();
  281. #endif
  282. }
  283. void StandardMainLoop::preShutdown()
  284. {
  285. #ifdef TORQUE_TOOLS
  286. // Tools are given a chance to do pre-quit processing
  287. // - This is because for tools we like to do things such
  288. // as prompting to save changes before shutting down
  289. // and onExit is packaged which means we can't be sure
  290. // where in the shutdown namespace chain we are when using
  291. // onExit since some components of the tools may already be
  292. // destroyed that may be vital to saving changes to avoid
  293. // loss of work [1/5/2007 justind]
  294. if( Con::isFunction("onPreExit") )
  295. Con::executef( "onPreExit");
  296. #endif
  297. //exec the script onExit() function
  298. if ( Con::isFunction( "onExit" ) )
  299. Con::executef("onExit");
  300. }
  301. bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
  302. {
  303. // Allow the window manager to process command line inputs; this is
  304. // done to let web plugin functionality happen in a fairly transparent way.
  305. PlatformWindowManager::get()->processCmdLineArgs(argc, argv);
  306. Process::handleCommandLine( argc, argv );
  307. // Set up the command line args for the console scripts...
  308. Con::setIntVariable("Game::argc", argc);
  309. U32 i;
  310. for (i = 0; i < argc; i++)
  311. Con::setVariable(avar("Game::argv%d", i), argv[i]);
  312. #ifdef TORQUE_PLAYER
  313. if(argc > 2 && dStricmp(argv[1], "-project") == 0)
  314. {
  315. char playerPath[1024];
  316. Platform::makeFullPathName(argv[2], playerPath, sizeof(playerPath));
  317. Platform::setCurrentDirectory(playerPath);
  318. argv += 2;
  319. argc -= 2;
  320. // Re-locate the game:/ asset mount.
  321. Torque::FS::Unmount( "game" );
  322. Torque::FS::Mount( "game", Platform::FS::createNativeFS( playerPath ) );
  323. }
  324. #endif
  325. // Executes an entry script file. This is "main.tscript"
  326. // by default, but any file name (with no whitespace
  327. // in it) may be run if it is specified as the first
  328. // command-line parameter. The script used, default
  329. // or otherwise, is not compiled and is loaded here
  330. // directly because the resource system restricts
  331. // access to the "root" directory.
  332. bool foundExternalMain = false;
  333. CInterface::CallMain(&foundExternalMain);
  334. if (foundExternalMain)
  335. return true;
  336. #ifdef TORQUE_ENABLE_VFS
  337. Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
  338. bool useVFS = vfs != NULL;
  339. #endif
  340. Stream *mainCsStream = NULL;
  341. // The working filestream.
  342. FileStream str;
  343. const char *defaultScriptName = "main." TORQUE_SCRIPT_EXTENSION;
  344. bool useDefaultScript = true;
  345. // Check if any command-line parameters were passed (the first is just the app name).
  346. if (argc > 1)
  347. {
  348. // If so, check if the first parameter is a file to open.
  349. if ( (String::compare(argv[1], "") != 0 ) && (str.open(argv[1], Torque::FS::File::Read)) )
  350. {
  351. // If it opens, we assume it is the script to run.
  352. useDefaultScript = false;
  353. #ifdef TORQUE_ENABLE_VFS
  354. useVFS = false;
  355. #endif
  356. mainCsStream = &str;
  357. }
  358. }
  359. if (useDefaultScript)
  360. {
  361. bool success = false;
  362. #ifdef TORQUE_ENABLE_VFS
  363. if(useVFS)
  364. success = (mainCsStream = vfs->openFile(defaultScriptName, Zip::ZipArchive::Read)) != NULL;
  365. else
  366. #endif
  367. success = str.open(defaultScriptName, Torque::FS::File::Read);
  368. #if defined( TORQUE_DEBUG ) && defined (TORQUE_TOOLS) && !defined(TORQUE_DEDICATED) && !defined( _XBOX )
  369. if (!success)
  370. {
  371. OpenFileDialog ofd;
  372. FileDialogData &fdd = ofd.getData();
  373. fdd.mFilters = StringTable->insert("Main Entry Script (main." TORQUE_SCRIPT_EXTENSION ")|main." TORQUE_SCRIPT_EXTENSION "|");
  374. fdd.mTitle = StringTable->insert("Locate Game Entry Script");
  375. // Get the user's selection
  376. if( !ofd.Execute() )
  377. return false;
  378. // Process and update CWD so we can run the selected main.tscript
  379. S32 pathLen = dStrlen( fdd.mFile );
  380. FrameTemp<char> szPathCopy( pathLen + 1);
  381. dStrcpy( szPathCopy, fdd.mFile, pathLen + 1 );
  382. //forwardslash( szPathCopy );
  383. const char *path = dStrrchr(szPathCopy, '/');
  384. if(path)
  385. {
  386. U32 len = path - (const char*)szPathCopy;
  387. szPathCopy[len+1] = 0;
  388. Platform::setCurrentDirectory(szPathCopy);
  389. // Re-locate the game:/ asset mount.
  390. Torque::FS::Unmount( "game" );
  391. Torque::FS::Mount( "game", Platform::FS::createNativeFS( ( const char* ) szPathCopy ) );
  392. success = str.open(fdd.mFile, Torque::FS::File::Read);
  393. if(success)
  394. defaultScriptName = fdd.mFile;
  395. }
  396. }
  397. #endif
  398. if( !success )
  399. {
  400. char msg[1024];
  401. dSprintf(msg, sizeof(msg), "Failed to open \"%s\".", defaultScriptName);
  402. Platform::AlertOK("Error", msg);
  403. #ifdef TORQUE_ENABLE_VFS
  404. closeEmbeddedVFSArchive();
  405. #endif
  406. return false;
  407. }
  408. #ifdef TORQUE_ENABLE_VFS
  409. if(! useVFS)
  410. #endif
  411. mainCsStream = &str;
  412. }
  413. // This should rarely happen, but lets deal with
  414. // it gracefully if it does.
  415. if ( mainCsStream == NULL )
  416. return false;
  417. U32 size = mainCsStream->getStreamSize();
  418. char *script = new char[size + 1];
  419. mainCsStream->read(size, script);
  420. #ifdef TORQUE_ENABLE_VFS
  421. if(useVFS)
  422. vfs->closeFile(mainCsStream);
  423. else
  424. #endif
  425. str.close();
  426. script[size] = 0;
  427. char buffer[1024], *ptr;
  428. Platform::makeFullPathName(useDefaultScript ? defaultScriptName : argv[1], buffer, sizeof(buffer), Platform::getCurrentDirectory());
  429. ptr = dStrrchr(buffer, '/');
  430. if(ptr != NULL)
  431. *ptr = 0;
  432. Platform::setMainDotCsDir(buffer);
  433. Platform::setCurrentDirectory(buffer);
  434. Con::setVariable("TorqueScriptFileExtension", TORQUE_SCRIPT_EXTENSION);
  435. Con::evaluate(script, false, useDefaultScript ? defaultScriptName : argv[1]);
  436. delete[] script;
  437. #ifdef TORQUE_ENABLE_VFS
  438. closeEmbeddedVFSArchive();
  439. #endif
  440. return true;
  441. }
  442. bool StandardMainLoop::doMainLoop()
  443. {
  444. #ifdef TORQUE_DEBUG
  445. if( gStartupTimer )
  446. {
  447. Con::printf( "Started up in %.2f seconds...",
  448. F32( gStartupTimer->getElapsedMs() ) / 1000.f );
  449. SAFE_DELETE( gStartupTimer );
  450. }
  451. #endif
  452. bool keepRunning = true;
  453. // while(keepRunning)
  454. {
  455. tm->setBackgroundThreshold(mClamp(sgBackgroundProcessSleepTime, 1, 200));
  456. tm->setForegroundThreshold(mClamp(sgTimeManagerProcessInterval, 1, 200));
  457. // update foreground/background status
  458. if(WindowManager->getFirstWindow())
  459. {
  460. static bool lastFocus = false;
  461. bool newFocus = ( WindowManager->getFocusedWindow() != NULL );
  462. if(lastFocus != newFocus)
  463. {
  464. #ifndef TORQUE_SHIPPING
  465. Con::printf("Window focus status changed: focus: %d", newFocus);
  466. if (!newFocus)
  467. Con::printf(" Using background sleep time: %u", Platform::getBackgroundSleepTime());
  468. #endif
  469. #ifdef TORQUE_OS_MAC
  470. if (newFocus)
  471. WindowManager->getFirstWindow()->show();
  472. #endif
  473. lastFocus = newFocus;
  474. }
  475. // under the web plugin do not sleep the process when the child window loses focus as this will cripple the browser perfomance
  476. if (!Platform::getWebDeployment())
  477. tm->setBackground(!newFocus);
  478. else
  479. tm->setBackground(false);
  480. }
  481. else
  482. {
  483. tm->setBackground(false);
  484. }
  485. PROFILE_START(MainLoop);
  486. Sampler::beginFrame();
  487. if(!Process::processEvents())
  488. keepRunning = false;
  489. ThreadPool::processMainThreadWorkItems();
  490. Sampler::endFrame();
  491. ConsoleValue::resetConversionBuffer();
  492. PROFILE_END_NAMED(MainLoop);
  493. }
  494. return keepRunning;
  495. }
  496. S32 StandardMainLoop::getReturnStatus()
  497. {
  498. return Process::getReturnStatus();
  499. }
  500. void StandardMainLoop::setRestart(bool restart )
  501. {
  502. gRequiresRestart = restart;
  503. }
  504. bool StandardMainLoop::requiresRestart()
  505. {
  506. return gRequiresRestart;
  507. }