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