Engine.cpp 31 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  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 deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // 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 FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Audio/Audio.h"
  24. #include "../Core/Context.h"
  25. #include "../Core/CoreEvents.h"
  26. #include "../Core/ProcessUtils.h"
  27. #include "../Core/Profiler.h"
  28. #include "../Core/WorkQueue.h"
  29. #include "../Engine/Engine.h"
  30. #include "../Graphics/Graphics.h"
  31. #include "../Graphics/Renderer.h"
  32. #include "../IO/FileSystem.h"
  33. #include "../Input/Input.h"
  34. #include "../IO/Log.h"
  35. #include "../IO/PackageFile.h"
  36. #ifdef ATOMIC_NAVIGATION
  37. #include "../Navigation/NavigationMesh.h"
  38. #endif
  39. #ifdef ATOMIC_NETWORK
  40. #include "../Network/Network.h"
  41. #endif
  42. #ifdef ATOMIC_WEB
  43. #include "../Web/Web.h"
  44. #endif
  45. #ifdef ATOMIC_DATABASE
  46. #include "../Database/Database.h"
  47. #endif
  48. #ifdef ATOMIC_PHYSICS
  49. #include "../Physics/PhysicsWorld.h"
  50. #endif
  51. #include "../Resource/XMLFile.h"
  52. #include "../Resource/ResourceCache.h"
  53. #include "../Resource/Localization.h"
  54. #include "../Scene/Scene.h"
  55. #include "../Scene/SceneEvents.h"
  56. #include "../UI/UI.h"
  57. #ifdef ATOMIC_ATOMIC2D
  58. #include "../Atomic2D/Atomic2D.h"
  59. #endif
  60. #ifdef ATOMIC_3D
  61. #include "../Atomic3D/Atomic3D.h"
  62. #endif
  63. #if defined(EMSCRIPTEN) && defined(ATOMIC_TESTING)
  64. #include <emscripten.h>
  65. #endif
  66. #include "../DebugNew.h"
  67. #if defined(_MSC_VER) && defined(_DEBUG)
  68. // From dbgint.h
  69. #define nNoMansLandSize 4
  70. typedef struct _CrtMemBlockHeader
  71. {
  72. struct _CrtMemBlockHeader* pBlockHeaderNext;
  73. struct _CrtMemBlockHeader* pBlockHeaderPrev;
  74. char* szFileName;
  75. int nLine;
  76. size_t nDataSize;
  77. int nBlockUse;
  78. long lRequest;
  79. unsigned char gap[nNoMansLandSize];
  80. } _CrtMemBlockHeader;
  81. #endif
  82. namespace Atomic
  83. {
  84. extern const char* logLevelPrefixes[];
  85. Engine::Engine(Context* context) :
  86. Object(context),
  87. timeStep_(0.0f),
  88. timeStepSmoothing_(2),
  89. minFps_(10),
  90. #if defined(ANDROID) || defined(IOS) || defined(RPI)
  91. maxFps_(60),
  92. maxInactiveFps_(10),
  93. pauseMinimized_(true),
  94. #else
  95. maxFps_(200),
  96. maxInactiveFps_(60),
  97. pauseMinimized_(false),
  98. #endif
  99. #ifdef ATOMIC_TESTING
  100. timeOut_(0),
  101. #endif
  102. autoExit_(true),
  103. initialized_(false),
  104. exiting_(false),
  105. headless_(false),
  106. audioPaused_(false)
  107. {
  108. // Register self as a subsystem
  109. context_->RegisterSubsystem(this);
  110. // Create subsystems which do not depend on engine initialization or startup parameters
  111. context_->RegisterSubsystem(new Time(context_));
  112. context_->RegisterSubsystem(new WorkQueue(context_));
  113. #ifdef ATOMIC_PROFILING
  114. context_->RegisterSubsystem(new Profiler(context_));
  115. #endif
  116. context_->RegisterSubsystem(new FileSystem(context_));
  117. #ifdef ATOMIC_LOGGING
  118. context_->RegisterSubsystem(new Log(context_));
  119. #endif
  120. context_->RegisterSubsystem(new ResourceCache(context_));
  121. context_->RegisterSubsystem(new Localization(context_));
  122. #ifdef ATOMIC_NETWORK
  123. context_->RegisterSubsystem(new Network(context_));
  124. #endif
  125. #ifdef ATOMIC_WEB
  126. context_->RegisterSubsystem(new Web(context_));
  127. #endif
  128. #ifdef ATOMIC_DATABASE
  129. context_->RegisterSubsystem(new Database(context_));
  130. #endif
  131. context_->RegisterSubsystem(new Input(context_));
  132. context_->RegisterSubsystem(new Audio(context_));
  133. #ifdef ATOMIC_TBUI
  134. context_->RegisterSubsystem(new UI(context_));
  135. #endif
  136. // Register object factories for libraries which are not automatically registered along with subsystem creation
  137. RegisterSceneLibrary(context_);
  138. #ifdef ATOMIC_PHYSICS
  139. RegisterPhysicsLibrary(context_);
  140. #endif
  141. #ifdef ATOMIC_NAVIGATION
  142. RegisterNavigationLibrary(context_);
  143. #endif
  144. SubscribeToEvent(E_EXITREQUESTED, HANDLER(Engine, HandleExitRequested));
  145. }
  146. Engine::~Engine()
  147. {
  148. }
  149. bool Engine::Initialize(const VariantMap& parameters)
  150. {
  151. if (initialized_)
  152. return true;
  153. PROFILE(InitEngine);
  154. // Set headless mode
  155. headless_ = GetParameter(parameters, "Headless", false).GetBool();
  156. // Register the rest of the subsystems
  157. if (!headless_)
  158. {
  159. context_->RegisterSubsystem(new Graphics(context_));
  160. #ifdef ATOMIC_3D
  161. RegisterAtomic3DLibrary(context_);
  162. #endif
  163. context_->RegisterSubsystem(new Renderer(context_));
  164. }
  165. else
  166. {
  167. // Register graphics library objects explicitly in headless mode to allow them to work without using actual GPU resources
  168. RegisterGraphicsLibrary(context_);
  169. #ifdef ATOMIC_3D
  170. RegisterAtomic3DLibrary(context_);
  171. #endif
  172. }
  173. #ifdef ATOMIC_ATOMIC2D
  174. // 2D graphics library is dependent on 3D graphics library
  175. RegisterAtomic2DLibrary(context_);
  176. #endif
  177. // Start logging
  178. Log* log = GetSubsystem<Log>();
  179. if (log)
  180. {
  181. if (HasParameter(parameters, "LogLevel"))
  182. log->SetLevel(GetParameter(parameters, "LogLevel").GetInt());
  183. log->SetQuiet(GetParameter(parameters, "LogQuiet", false).GetBool());
  184. log->Open(GetParameter(parameters, "LogName", "Atomic.log").GetString());
  185. }
  186. // Set maximally accurate low res timer
  187. GetSubsystem<Time>()->SetTimerPeriod(1);
  188. // Configure max FPS
  189. if (GetParameter(parameters, "FrameLimiter", true) == false)
  190. SetMaxFps(0);
  191. // Set amount of worker threads according to the available physical CPU cores. Using also hyperthreaded cores results in
  192. // unpredictable extra synchronization overhead. Also reserve one core for the main thread
  193. unsigned numThreads = GetParameter(parameters, "WorkerThreads", true).GetBool() ? GetNumPhysicalCPUs() - 1 : 0;
  194. if (numThreads)
  195. {
  196. GetSubsystem<WorkQueue>()->CreateThreads(numThreads);
  197. LOGINFOF("Created %u worker thread%s", numThreads, numThreads > 1 ? "s" : "");
  198. }
  199. // Add resource paths
  200. ResourceCache* cache = GetSubsystem<ResourceCache>();
  201. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  202. String resourcePrefixPath =
  203. AddTrailingSlash(GetParameter(parameters, "ResourcePrefixPath", getenv("ATOMIC_PREFIX_PATH")).GetString());
  204. if (resourcePrefixPath.Empty())
  205. resourcePrefixPath = fileSystem->GetProgramDir();
  206. else if (!IsAbsolutePath(resourcePrefixPath))
  207. resourcePrefixPath = fileSystem->GetProgramDir() + resourcePrefixPath;
  208. Vector<String> resourcePaths = GetParameter(parameters, "ResourcePaths", "CoreData").GetString().Split(';');
  209. Vector<String> resourcePackages = GetParameter(parameters, "ResourcePackages").GetString().Split(';');
  210. Vector<String> autoLoadPaths = GetParameter(parameters, "AutoloadPaths", "Autoload").GetString().Split(';');
  211. for (unsigned i = 0; i < resourcePaths.Size(); ++i)
  212. {
  213. bool success = false;
  214. // If path is not absolute, prefer to add it as a package if possible
  215. if (!IsAbsolutePath(resourcePaths[i]))
  216. {
  217. String packageName = resourcePrefixPath + resourcePaths[i] + PAK_EXTENSION;
  218. if (fileSystem->FileExists(packageName))
  219. success = cache->AddPackageFile(packageName);
  220. if (!success)
  221. {
  222. String pathName = resourcePrefixPath + resourcePaths[i];
  223. if (fileSystem->DirExists(pathName))
  224. success = cache->AddResourceDir(pathName);
  225. }
  226. }
  227. else
  228. {
  229. String pathName = resourcePaths[i];
  230. if (pathName.EndsWith(PAK_EXTENSION) && fileSystem->FileExists(pathName))
  231. success = cache->AddPackageFile(pathName);
  232. else if (fileSystem->DirExists(pathName))
  233. success = cache->AddResourceDir(pathName);
  234. }
  235. if (!success)
  236. {
  237. LOGERRORF("Failed to add resource path '%s', check the documentation on how to set the 'resource prefix path'",
  238. resourcePaths[i].CString());
  239. return false;
  240. }
  241. }
  242. // Then add specified packages
  243. for (unsigned i = 0; i < resourcePackages.Size(); ++i)
  244. {
  245. String packageName = resourcePrefixPath + resourcePackages[i];
  246. if (fileSystem->FileExists(packageName))
  247. {
  248. if (!cache->AddPackageFile(packageName))
  249. {
  250. LOGERRORF("Failed to add resource package '%s', check the documentation on how to set the 'resource prefix path'",
  251. resourcePackages[i].CString());
  252. return false;
  253. }
  254. }
  255. else
  256. LOGDEBUGF(
  257. "Skip specified resource package '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'",
  258. resourcePackages[i].CString());
  259. }
  260. // Add auto load folders. Prioritize these (if exist) before the default folders
  261. for (unsigned i = 0; i < autoLoadPaths.Size(); ++i)
  262. {
  263. String autoLoadPath(autoLoadPaths[i]);
  264. if (!IsAbsolutePath(autoLoadPath))
  265. autoLoadPath = resourcePrefixPath + autoLoadPath;
  266. if (fileSystem->DirExists(autoLoadPath))
  267. {
  268. // Add all the subdirs (non-recursive) as resource directory
  269. Vector<String> subdirs;
  270. fileSystem->ScanDir(subdirs, autoLoadPath, "*", SCAN_DIRS, false);
  271. for (unsigned y = 0; y < subdirs.Size(); ++y)
  272. {
  273. String dir = subdirs[y];
  274. if (dir.StartsWith("."))
  275. continue;
  276. String autoResourceDir = autoLoadPath + "/" + dir;
  277. if (!cache->AddResourceDir(autoResourceDir, 0))
  278. {
  279. LOGERRORF(
  280. "Failed to add resource directory '%s' in autoload path %s, check the documentation on how to set the 'resource prefix path'",
  281. dir.CString(), autoLoadPaths[i].CString());
  282. return false;
  283. }
  284. }
  285. // Add all the found package files (non-recursive)
  286. Vector<String> paks;
  287. fileSystem->ScanDir(paks, autoLoadPath, PAK_EXTENSION, SCAN_FILES, false);
  288. for (unsigned y = 0; y < paks.Size(); ++y)
  289. {
  290. String pak = paks[y];
  291. if (pak.StartsWith("."))
  292. continue;
  293. String autoPackageName = autoLoadPath + "/" + pak;
  294. if (!cache->AddPackageFile(autoPackageName, 0))
  295. {
  296. LOGERRORF(
  297. "Failed to add package file '%s' in autoload path %s, check the documentation on how to set the 'resource prefix path'",
  298. pak.CString(), autoLoadPaths[i].CString());
  299. return false;
  300. }
  301. }
  302. }
  303. else
  304. LOGDEBUGF(
  305. "Skipped autoload path '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'",
  306. autoLoadPaths[i].CString());
  307. }
  308. // Initialize graphics & audio output
  309. if (!headless_)
  310. {
  311. Graphics* graphics = GetSubsystem<Graphics>();
  312. Renderer* renderer = GetSubsystem<Renderer>();
  313. if (HasParameter(parameters, "ExternalWindow"))
  314. graphics->SetExternalWindow(GetParameter(parameters, "ExternalWindow").GetVoidPtr());
  315. graphics->SetWindowTitle(GetParameter(parameters, "WindowTitle", "Atomic").GetString());
  316. graphics->SetWindowIcon(cache->GetResource<Image>(GetParameter(parameters, "WindowIcon", String::EMPTY).GetString()));
  317. graphics->SetFlushGPU(GetParameter(parameters, "FlushGPU", false).GetBool());
  318. graphics->SetOrientations(GetParameter(parameters, "Orientations", "LandscapeLeft LandscapeRight").GetString());
  319. if (HasParameter(parameters, "WindowPositionX") && HasParameter(parameters, "WindowPositionY"))
  320. graphics->SetWindowPosition(GetParameter(parameters, "WindowPositionX").GetInt(),
  321. GetParameter(parameters, "WindowPositionY").GetInt());
  322. #ifdef ATOMIC_OPENGL
  323. if (HasParameter(parameters, "ForceGL2"))
  324. graphics->SetForceGL2(GetParameter(parameters, "ForceGL2").GetBool());
  325. #endif
  326. if (!graphics->SetMode(
  327. GetParameter(parameters, "WindowWidth", 0).GetInt(),
  328. GetParameter(parameters, "WindowHeight", 0).GetInt(),
  329. GetParameter(parameters, "FullScreen", true).GetBool(),
  330. GetParameter(parameters, "Borderless", false).GetBool(),
  331. GetParameter(parameters, "WindowResizable", false).GetBool(),
  332. GetParameter(parameters, "VSync", false).GetBool(),
  333. GetParameter(parameters, "TripleBuffer", false).GetBool(),
  334. GetParameter(parameters, "MultiSample", 1).GetInt()
  335. ))
  336. return false;
  337. if (HasParameter(parameters, "DumpShaders"))
  338. graphics->BeginDumpShaders(GetParameter(parameters, "DumpShaders", String::EMPTY).GetString());
  339. if (HasParameter(parameters, "RenderPath"))
  340. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
  341. renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
  342. if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
  343. renderer->SetShadowQuality(SHADOWQUALITY_LOW_16BIT);
  344. renderer->SetMaterialQuality(GetParameter(parameters, "MaterialQuality", QUALITY_HIGH).GetInt());
  345. renderer->SetTextureQuality(GetParameter(parameters, "TextureQuality", QUALITY_HIGH).GetInt());
  346. renderer->SetTextureFilterMode((TextureFilterMode)GetParameter(parameters, "TextureFilterMode", FILTER_TRILINEAR).GetInt());
  347. renderer->SetTextureAnisotropy(GetParameter(parameters, "TextureAnisotropy", 4).GetInt());
  348. if (GetParameter(parameters, "Sound", true).GetBool())
  349. {
  350. GetSubsystem<Audio>()->SetMode(
  351. GetParameter(parameters, "SoundBuffer", 100).GetInt(),
  352. GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
  353. GetParameter(parameters, "SoundStereo", true).GetBool(),
  354. GetParameter(parameters, "SoundInterpolation", true).GetBool()
  355. );
  356. }
  357. }
  358. // Init FPU state of main thread
  359. InitFPU();
  360. // Initialize input
  361. if (HasParameter(parameters, "TouchEmulation"))
  362. GetSubsystem<Input>()->SetTouchEmulation(GetParameter(parameters, "TouchEmulation").GetBool());
  363. #ifdef ATOMIC_TESTING
  364. if (HasParameter(parameters, "TimeOut"))
  365. timeOut_ = GetParameter(parameters, "TimeOut", 0).GetInt() * 1000000LL;
  366. #endif
  367. // In debug mode, check now that all factory created objects can be created without crashing
  368. #ifdef _DEBUG
  369. if (!resourcePaths.Empty())
  370. {
  371. const HashMap<StringHash, SharedPtr<ObjectFactory> >& factories = context_->GetObjectFactories();
  372. for (HashMap<StringHash, SharedPtr<ObjectFactory> >::ConstIterator i = factories.Begin(); i != factories.End(); ++i)
  373. SharedPtr<Object> object = i->second_->CreateObject();
  374. }
  375. #endif
  376. frameTimer_.Reset();
  377. LOGINFO("Initialized engine");
  378. initialized_ = true;
  379. return true;
  380. }
  381. void Engine::RunFrame()
  382. {
  383. assert(initialized_);
  384. // If not headless, and the graphics subsystem no longer has a window open, assume we should exit
  385. if (!headless_ && !GetSubsystem<Graphics>()->IsInitialized())
  386. exiting_ = true;
  387. if (exiting_)
  388. return;
  389. // Note: there is a minimal performance cost to looking up subsystems (uses a hashmap); if they would be looked up several
  390. // times per frame it would be better to cache the pointers
  391. Time* time = GetSubsystem<Time>();
  392. Input* input = GetSubsystem<Input>();
  393. Audio* audio = GetSubsystem<Audio>();
  394. time->BeginFrame(timeStep_);
  395. // If pause when minimized -mode is in use, stop updates and audio as necessary
  396. if (pauseMinimized_ && input->IsMinimized())
  397. {
  398. if (audio->IsPlaying())
  399. {
  400. audio->Stop();
  401. audioPaused_ = true;
  402. }
  403. }
  404. else
  405. {
  406. // Only unpause when it was paused by the engine
  407. if (audioPaused_)
  408. {
  409. audio->Play();
  410. audioPaused_ = false;
  411. }
  412. Update();
  413. }
  414. Render();
  415. ApplyFrameLimit();
  416. time->EndFrame();
  417. }
  418. Console* Engine::CreateConsole()
  419. {
  420. return 0;
  421. /*
  422. if (headless_ || !initialized_)
  423. return 0;
  424. // Return existing console if possible
  425. Console* console = GetSubsystem<Console>();
  426. if (!console)
  427. {
  428. console = new Console(context_);
  429. context_->RegisterSubsystem(console);
  430. }
  431. return console;
  432. */
  433. }
  434. DebugHud* Engine::CreateDebugHud()
  435. {
  436. return 0;
  437. /*
  438. if (headless_ || !initialized_)
  439. return 0;
  440. // Return existing debug HUD if possible
  441. DebugHud* debugHud = GetSubsystem<DebugHud>();
  442. if (!debugHud)
  443. {
  444. debugHud = new DebugHud(context_);
  445. context_->RegisterSubsystem(debugHud);
  446. }
  447. return debugHud;
  448. */
  449. }
  450. void Engine::SetTimeStepSmoothing(int frames)
  451. {
  452. timeStepSmoothing_ = (unsigned)Clamp(frames, 1, 20);
  453. }
  454. void Engine::SetMinFps(int fps)
  455. {
  456. minFps_ = (unsigned)Max(fps, 0);
  457. }
  458. void Engine::SetMaxFps(int fps)
  459. {
  460. maxFps_ = (unsigned)Max(fps, 0);
  461. }
  462. void Engine::SetMaxInactiveFps(int fps)
  463. {
  464. maxInactiveFps_ = (unsigned)Max(fps, 0);
  465. }
  466. void Engine::SetPauseMinimized(bool enable)
  467. {
  468. pauseMinimized_ = enable;
  469. }
  470. void Engine::SetAutoExit(bool enable)
  471. {
  472. // On mobile platforms exit is mandatory if requested by the platform itself and should not be attempted to be disabled
  473. #if defined(ANDROID) || defined(IOS)
  474. enable = true;
  475. #endif
  476. autoExit_ = enable;
  477. }
  478. void Engine::SetNextTimeStep(float seconds)
  479. {
  480. timeStep_ = Max(seconds, 0.0f);
  481. }
  482. void Engine::Exit()
  483. {
  484. #if defined(IOS)
  485. // On iOS it's not legal for the application to exit on its own, instead it will be minimized with the home key
  486. #else
  487. DoExit();
  488. #endif
  489. }
  490. void Engine::DumpProfiler()
  491. {
  492. Profiler* profiler = GetSubsystem<Profiler>();
  493. if (profiler)
  494. LOGRAW(profiler->GetData(true, true) + "\n");
  495. }
  496. void Engine::DumpResources(bool dumpFileName)
  497. {
  498. #ifdef ATOMIC_LOGGING
  499. ResourceCache* cache = GetSubsystem<ResourceCache>();
  500. const HashMap<StringHash, ResourceGroup>& resourceGroups = cache->GetAllResources();
  501. LOGRAW("\n");
  502. if (dumpFileName)
  503. {
  504. LOGRAW("Used resources:\n");
  505. }
  506. for (HashMap<StringHash, ResourceGroup>::ConstIterator i = resourceGroups.Begin();
  507. i != resourceGroups.End(); ++i)
  508. {
  509. const HashMap<StringHash, SharedPtr<Resource> >& resources = i->second_.resources_;
  510. if (dumpFileName)
  511. {
  512. for (HashMap<StringHash, SharedPtr<Resource> >::ConstIterator j = resources.Begin();
  513. j != resources.End(); ++j)
  514. {
  515. LOGRAW(j->second_->GetName() + "\n");
  516. }
  517. }
  518. else
  519. {
  520. unsigned num = resources.Size();
  521. unsigned memoryUse = i->second_.memoryUse_;
  522. if (num)
  523. {
  524. LOGRAW("Resource type " + resources.Begin()->second_->GetTypeName() +
  525. ": count " + String(num) + " memory use " + String(memoryUse) + "\n");
  526. }
  527. }
  528. }
  529. if (!dumpFileName)
  530. {
  531. LOGRAW("Total memory use of all resources " + String(cache->GetTotalMemoryUse()) + "\n\n");
  532. }
  533. #endif
  534. }
  535. void Engine::DumpMemory()
  536. {
  537. #ifdef ATOMIC_LOGGING
  538. #if defined(_MSC_VER) && defined(_DEBUG)
  539. _CrtMemState state;
  540. _CrtMemCheckpoint(&state);
  541. _CrtMemBlockHeader* block = state.pBlockHeader;
  542. unsigned total = 0;
  543. unsigned blocks = 0;
  544. for (;;)
  545. {
  546. if (block && block->pBlockHeaderNext)
  547. block = block->pBlockHeaderNext;
  548. else
  549. break;
  550. }
  551. while (block)
  552. {
  553. if (block->nBlockUse > 0)
  554. {
  555. if (block->szFileName)
  556. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes, file " + String(block->szFileName) + " line " + String(block->nLine) + "\n");
  557. else
  558. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes\n");
  559. total += block->nDataSize;
  560. ++blocks;
  561. }
  562. block = block->pBlockHeaderPrev;
  563. }
  564. LOGRAW("Total allocated memory " + String(total) + " bytes in " + String(blocks) + " blocks\n\n");
  565. #else
  566. LOGRAW("DumpMemory() supported on MSVC debug mode only\n\n");
  567. #endif
  568. #endif
  569. }
  570. void Engine::Update()
  571. {
  572. PROFILE(Update);
  573. // Logic update event
  574. using namespace Update;
  575. VariantMap& eventData = GetEventDataMap();
  576. eventData[P_TIMESTEP] = timeStep_;
  577. SendEvent(E_UPDATE, eventData);
  578. // Logic post-update event
  579. SendEvent(E_POSTUPDATE, eventData);
  580. // Rendering update event
  581. SendEvent(E_RENDERUPDATE, eventData);
  582. // Post-render update event
  583. SendEvent(E_POSTRENDERUPDATE, eventData);
  584. }
  585. void Engine::Render()
  586. {
  587. if (headless_)
  588. return;
  589. PROFILE(Render);
  590. // If device is lost, BeginFrame will fail and we skip rendering
  591. Graphics* graphics = GetSubsystem<Graphics>();
  592. if (!graphics->BeginFrame())
  593. return;
  594. GetSubsystem<Renderer>()->Render();
  595. #ifdef ATOMIC_TBUI
  596. GetSubsystem<UI>()->Render();
  597. #endif
  598. graphics->EndFrame();
  599. }
  600. void Engine::ApplyFrameLimit()
  601. {
  602. if (!initialized_)
  603. return;
  604. int maxFps = maxFps_;
  605. Input* input = GetSubsystem<Input>();
  606. if (input && !input->HasFocus())
  607. maxFps = Min(maxInactiveFps_, maxFps);
  608. long long elapsed = 0;
  609. // Perform waiting loop if maximum FPS set
  610. if (maxFps)
  611. {
  612. PROFILE(ApplyFrameLimit);
  613. long long targetMax = 1000000LL / maxFps;
  614. for (;;)
  615. {
  616. elapsed = frameTimer_.GetUSec(false);
  617. if (elapsed >= targetMax)
  618. break;
  619. // Sleep if 1 ms or more off the frame limiting goal
  620. if (targetMax - elapsed >= 1000LL)
  621. {
  622. unsigned sleepTime = (unsigned)((targetMax - elapsed) / 1000LL);
  623. Time::Sleep(sleepTime);
  624. }
  625. }
  626. }
  627. elapsed = frameTimer_.GetUSec(true);
  628. #ifdef ATOMIC_TESTING
  629. if (timeOut_ > 0)
  630. {
  631. timeOut_ -= elapsed;
  632. if (timeOut_ <= 0)
  633. Exit();
  634. }
  635. #endif
  636. // If FPS lower than minimum, clamp elapsed time
  637. if (minFps_)
  638. {
  639. long long targetMin = 1000000LL / minFps_;
  640. if (elapsed > targetMin)
  641. elapsed = targetMin;
  642. }
  643. // Perform timestep smoothing
  644. timeStep_ = 0.0f;
  645. lastTimeSteps_.Push(elapsed / 1000000.0f);
  646. if (lastTimeSteps_.Size() > timeStepSmoothing_)
  647. {
  648. // If the smoothing configuration was changed, ensure correct amount of samples
  649. lastTimeSteps_.Erase(0, lastTimeSteps_.Size() - timeStepSmoothing_);
  650. for (unsigned i = 0; i < lastTimeSteps_.Size(); ++i)
  651. timeStep_ += lastTimeSteps_[i];
  652. timeStep_ /= lastTimeSteps_.Size();
  653. }
  654. else
  655. timeStep_ = lastTimeSteps_.Back();
  656. }
  657. VariantMap Engine::ParseParameters(const Vector<String>& arguments)
  658. {
  659. VariantMap ret;
  660. for (unsigned i = 0; i < arguments.Size(); ++i)
  661. {
  662. if (arguments[i].Length() > 1 && arguments[i][0] == '-')
  663. {
  664. String argument = arguments[i].Substring(1).ToLower();
  665. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  666. if (argument == "headless")
  667. ret["Headless"] = true;
  668. else if (argument == "nolimit")
  669. ret["FrameLimiter"] = false;
  670. else if (argument == "flushgpu")
  671. ret["FlushGPU"] = true;
  672. else if (argument == "gl2")
  673. ret["ForceGL2"] = true;
  674. else if (argument == "landscape")
  675. ret["Orientations"] = "LandscapeLeft LandscapeRight " + ret["Orientations"].GetString();
  676. else if (argument == "portrait")
  677. ret["Orientations"] = "Portrait PortraitUpsideDown " + ret["Orientations"].GetString();
  678. else if (argument == "nosound")
  679. ret["Sound"] = false;
  680. else if (argument == "noip")
  681. ret["SoundInterpolation"] = false;
  682. else if (argument == "mono")
  683. ret["SoundStereo"] = false;
  684. else if (argument == "prepass")
  685. ret["RenderPath"] = "RenderPaths/Prepass.xml";
  686. else if (argument == "deferred")
  687. ret["RenderPath"] = "RenderPaths/Deferred.xml";
  688. else if (argument == "renderpath" && !value.Empty())
  689. {
  690. ret["RenderPath"] = value;
  691. ++i;
  692. }
  693. else if (argument == "noshadows")
  694. ret["Shadows"] = false;
  695. else if (argument == "lqshadows")
  696. ret["LowQualityShadows"] = true;
  697. else if (argument == "nothreads")
  698. ret["WorkerThreads"] = false;
  699. else if (argument == "v")
  700. ret["VSync"] = true;
  701. else if (argument == "t")
  702. ret["TripleBuffer"] = true;
  703. else if (argument == "w")
  704. ret["FullScreen"] = false;
  705. else if (argument == "s")
  706. ret["WindowResizable"] = true;
  707. else if (argument == "borderless")
  708. ret["Borderless"] = true;
  709. else if (argument == "q")
  710. ret["LogQuiet"] = true;
  711. else if (argument == "log" && !value.Empty())
  712. {
  713. unsigned logLevel = GetStringListIndex(value.CString(), logLevelPrefixes, M_MAX_UNSIGNED);
  714. if (logLevel != M_MAX_UNSIGNED)
  715. {
  716. ret["LogLevel"] = logLevel;
  717. ++i;
  718. }
  719. }
  720. else if (argument == "logname" && !value.Empty())
  721. {
  722. ret["LogName"] = value;
  723. ++i;
  724. }
  725. else if (argument == "x" && !value.Empty())
  726. {
  727. ret["WindowWidth"] = ToInt(value);
  728. ++i;
  729. }
  730. else if (argument == "y" && !value.Empty())
  731. {
  732. ret["WindowHeight"] = ToInt(value);
  733. ++i;
  734. }
  735. else if (argument == "m" && !value.Empty())
  736. {
  737. ret["MultiSample"] = ToInt(value);
  738. ++i;
  739. }
  740. else if (argument == "b" && !value.Empty())
  741. {
  742. ret["SoundBuffer"] = ToInt(value);
  743. ++i;
  744. }
  745. else if (argument == "r" && !value.Empty())
  746. {
  747. ret["SoundMixRate"] = ToInt(value);
  748. ++i;
  749. }
  750. else if (argument == "pp" && !value.Empty())
  751. {
  752. ret["ResourcePrefixPath"] = value;
  753. ++i;
  754. }
  755. else if (argument == "p" && !value.Empty())
  756. {
  757. ret["ResourcePaths"] = value;
  758. ++i;
  759. }
  760. else if (argument == "pf" && !value.Empty())
  761. {
  762. ret["ResourcePackages"] = value;
  763. ++i;
  764. }
  765. else if (argument == "ap" && !value.Empty())
  766. {
  767. ret["AutoloadPaths"] = value;
  768. ++i;
  769. }
  770. else if (argument == "ds" && !value.Empty())
  771. {
  772. ret["DumpShaders"] = value;
  773. ++i;
  774. }
  775. else if (argument == "mq" && !value.Empty())
  776. {
  777. ret["MaterialQuality"] = ToInt(value);
  778. ++i;
  779. }
  780. else if (argument == "tq" && !value.Empty())
  781. {
  782. ret["TextureQuality"] = ToInt(value);
  783. ++i;
  784. }
  785. else if (argument == "tf" && !value.Empty())
  786. {
  787. ret["TextureFilterMode"] = ToInt(value);
  788. ++i;
  789. }
  790. else if (argument == "af" && !value.Empty())
  791. {
  792. ret["TextureFilterMode"] = FILTER_ANISOTROPIC;
  793. ret["TextureAnisotropy"] = ToInt(value);
  794. ++i;
  795. }
  796. else if (argument == "touch")
  797. ret["TouchEmulation"] = true;
  798. #ifdef ATOMIC_TESTING
  799. else if (argument == "timeout" && !value.Empty())
  800. {
  801. ret["TimeOut"] = ToInt(value);
  802. ++i;
  803. }
  804. #endif
  805. }
  806. }
  807. return ret;
  808. }
  809. bool Engine::HasParameter(const VariantMap& parameters, const String& parameter)
  810. {
  811. StringHash nameHash(parameter);
  812. return parameters.Find(nameHash) != parameters.End();
  813. }
  814. const Variant& Engine::GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue)
  815. {
  816. StringHash nameHash(parameter);
  817. VariantMap::ConstIterator i = parameters.Find(nameHash);
  818. return i != parameters.End() ? i->second_ : defaultValue;
  819. }
  820. void Engine::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  821. {
  822. if (autoExit_)
  823. {
  824. // Do not call Exit() here, as it contains mobile platform -specific tests to not exit.
  825. // If we do receive an exit request from the system on those platforms, we must comply
  826. DoExit();
  827. }
  828. }
  829. void Engine::DoExit()
  830. {
  831. Graphics* graphics = GetSubsystem<Graphics>();
  832. if (graphics)
  833. graphics->Close();
  834. exiting_ = true;
  835. #if defined(EMSCRIPTEN) && defined(ATOMIC_TESTING)
  836. emscripten_force_exit(EXIT_SUCCESS); // Some how this is required to signal emrun to stop
  837. #endif
  838. }
  839. }