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";
  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 (fileSystem->DirExists(pathName))
  231. success = cache->AddResourceDir(pathName);
  232. }
  233. if (!success)
  234. {
  235. LOGERRORF("Failed to add resource path '%s', check the documentation on how to set the 'resource prefix path'",
  236. resourcePaths[i].CString());
  237. return false;
  238. }
  239. }
  240. // Then add specified packages
  241. for (unsigned i = 0; i < resourcePackages.Size(); ++i)
  242. {
  243. String packageName = resourcePrefixPath + resourcePackages[i];
  244. if (fileSystem->FileExists(packageName))
  245. {
  246. if (!cache->AddPackageFile(packageName))
  247. {
  248. LOGERRORF("Failed to add resource package '%s', check the documentation on how to set the 'resource prefix path'",
  249. resourcePackages[i].CString());
  250. return false;
  251. }
  252. }
  253. else
  254. LOGDEBUGF(
  255. "Skip specified resource package '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'",
  256. resourcePackages[i].CString());
  257. }
  258. // Add auto load folders. Prioritize these (if exist) before the default folders
  259. for (unsigned i = 0; i < autoLoadPaths.Size(); ++i)
  260. {
  261. String autoLoadPath(autoLoadPaths[i]);
  262. if (!IsAbsolutePath(autoLoadPath))
  263. autoLoadPath = resourcePrefixPath + autoLoadPath;
  264. if (fileSystem->DirExists(autoLoadPath))
  265. {
  266. // Add all the subdirs (non-recursive) as resource directory
  267. Vector<String> subdirs;
  268. fileSystem->ScanDir(subdirs, autoLoadPath, "*", SCAN_DIRS, false);
  269. for (unsigned y = 0; y < subdirs.Size(); ++y)
  270. {
  271. String dir = subdirs[y];
  272. if (dir.StartsWith("."))
  273. continue;
  274. String autoResourceDir = autoLoadPath + "/" + dir;
  275. if (!cache->AddResourceDir(autoResourceDir, 0))
  276. {
  277. LOGERRORF(
  278. "Failed to add resource directory '%s' in autoload path %s, check the documentation on how to set the 'resource prefix path'",
  279. dir.CString(), autoLoadPaths[i].CString());
  280. return false;
  281. }
  282. }
  283. // Add all the found package files (non-recursive)
  284. Vector<String> paks;
  285. fileSystem->ScanDir(paks, autoLoadPath, "*.pak", SCAN_FILES, false);
  286. for (unsigned y = 0; y < paks.Size(); ++y)
  287. {
  288. String pak = paks[y];
  289. if (pak.StartsWith("."))
  290. continue;
  291. String autoPackageName = autoLoadPath + "/" + pak;
  292. if (!cache->AddPackageFile(autoPackageName, 0))
  293. {
  294. LOGERRORF(
  295. "Failed to add package file '%s' in autoload path %s, check the documentation on how to set the 'resource prefix path'",
  296. pak.CString(), autoLoadPaths[i].CString());
  297. return false;
  298. }
  299. }
  300. }
  301. else
  302. LOGDEBUGF(
  303. "Skipped autoload path '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'",
  304. autoLoadPaths[i].CString());
  305. }
  306. // Initialize graphics & audio output
  307. if (!headless_)
  308. {
  309. Graphics* graphics = GetSubsystem<Graphics>();
  310. Renderer* renderer = GetSubsystem<Renderer>();
  311. if (HasParameter(parameters, "ExternalWindow"))
  312. graphics->SetExternalWindow(GetParameter(parameters, "ExternalWindow").GetVoidPtr());
  313. graphics->SetWindowTitle(GetParameter(parameters, "WindowTitle", "Atomic").GetString());
  314. graphics->SetWindowIcon(cache->GetResource<Image>(GetParameter(parameters, "WindowIcon", String::EMPTY).GetString()));
  315. graphics->SetFlushGPU(GetParameter(parameters, "FlushGPU", false).GetBool());
  316. graphics->SetOrientations(GetParameter(parameters, "Orientations", "LandscapeLeft LandscapeRight").GetString());
  317. if (HasParameter(parameters, "WindowPositionX") && HasParameter(parameters, "WindowPositionY"))
  318. graphics->SetWindowPosition(GetParameter(parameters, "WindowPositionX").GetInt(),
  319. GetParameter(parameters, "WindowPositionY").GetInt());
  320. #ifdef ATOMIC_OPENGL
  321. if (HasParameter(parameters, "ForceGL2"))
  322. graphics->SetForceGL2(GetParameter(parameters, "ForceGL2").GetBool());
  323. #endif
  324. if (!graphics->SetMode(
  325. GetParameter(parameters, "WindowWidth", 0).GetInt(),
  326. GetParameter(parameters, "WindowHeight", 0).GetInt(),
  327. GetParameter(parameters, "FullScreen", true).GetBool(),
  328. GetParameter(parameters, "Borderless", false).GetBool(),
  329. GetParameter(parameters, "WindowResizable", false).GetBool(),
  330. GetParameter(parameters, "VSync", false).GetBool(),
  331. GetParameter(parameters, "TripleBuffer", false).GetBool(),
  332. GetParameter(parameters, "MultiSample", 1).GetInt()
  333. ))
  334. return false;
  335. if (HasParameter(parameters, "DumpShaders"))
  336. graphics->BeginDumpShaders(GetParameter(parameters, "DumpShaders", String::EMPTY).GetString());
  337. if (HasParameter(parameters, "RenderPath"))
  338. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
  339. renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
  340. if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
  341. renderer->SetShadowQuality(SHADOWQUALITY_LOW_16BIT);
  342. renderer->SetMaterialQuality(GetParameter(parameters, "MaterialQuality", QUALITY_HIGH).GetInt());
  343. renderer->SetTextureQuality(GetParameter(parameters, "TextureQuality", QUALITY_HIGH).GetInt());
  344. renderer->SetTextureFilterMode((TextureFilterMode)GetParameter(parameters, "TextureFilterMode", FILTER_TRILINEAR).GetInt());
  345. renderer->SetTextureAnisotropy(GetParameter(parameters, "TextureAnisotropy", 4).GetInt());
  346. if (GetParameter(parameters, "Sound", true).GetBool())
  347. {
  348. GetSubsystem<Audio>()->SetMode(
  349. GetParameter(parameters, "SoundBuffer", 100).GetInt(),
  350. GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
  351. GetParameter(parameters, "SoundStereo", true).GetBool(),
  352. GetParameter(parameters, "SoundInterpolation", true).GetBool()
  353. );
  354. }
  355. }
  356. // Init FPU state of main thread
  357. InitFPU();
  358. // Initialize input
  359. if (HasParameter(parameters, "TouchEmulation"))
  360. GetSubsystem<Input>()->SetTouchEmulation(GetParameter(parameters, "TouchEmulation").GetBool());
  361. #ifdef ATOMIC_TESTING
  362. if (HasParameter(parameters, "TimeOut"))
  363. timeOut_ = GetParameter(parameters, "TimeOut", 0).GetInt() * 1000000LL;
  364. #endif
  365. // In debug mode, check now that all factory created objects can be created without crashing
  366. #ifdef _DEBUG
  367. if (!resourcePaths.Empty())
  368. {
  369. const HashMap<StringHash, SharedPtr<ObjectFactory> >& factories = context_->GetObjectFactories();
  370. for (HashMap<StringHash, SharedPtr<ObjectFactory> >::ConstIterator i = factories.Begin(); i != factories.End(); ++i)
  371. SharedPtr<Object> object = i->second_->CreateObject();
  372. }
  373. #endif
  374. frameTimer_.Reset();
  375. LOGINFO("Initialized engine");
  376. initialized_ = true;
  377. return true;
  378. }
  379. void Engine::RunFrame()
  380. {
  381. assert(initialized_);
  382. // If not headless, and the graphics subsystem no longer has a window open, assume we should exit
  383. if (!headless_ && !GetSubsystem<Graphics>()->IsInitialized())
  384. exiting_ = true;
  385. if (exiting_)
  386. return;
  387. // Note: there is a minimal performance cost to looking up subsystems (uses a hashmap); if they would be looked up several
  388. // times per frame it would be better to cache the pointers
  389. Time* time = GetSubsystem<Time>();
  390. Input* input = GetSubsystem<Input>();
  391. Audio* audio = GetSubsystem<Audio>();
  392. time->BeginFrame(timeStep_);
  393. // If pause when minimized -mode is in use, stop updates and audio as necessary
  394. if (pauseMinimized_ && input->IsMinimized())
  395. {
  396. if (audio->IsPlaying())
  397. {
  398. audio->Stop();
  399. audioPaused_ = true;
  400. }
  401. }
  402. else
  403. {
  404. // Only unpause when it was paused by the engine
  405. if (audioPaused_)
  406. {
  407. audio->Play();
  408. audioPaused_ = false;
  409. }
  410. Update();
  411. }
  412. Render();
  413. ApplyFrameLimit();
  414. time->EndFrame();
  415. }
  416. Console* Engine::CreateConsole()
  417. {
  418. return 0;
  419. /*
  420. if (headless_ || !initialized_)
  421. return 0;
  422. // Return existing console if possible
  423. Console* console = GetSubsystem<Console>();
  424. if (!console)
  425. {
  426. console = new Console(context_);
  427. context_->RegisterSubsystem(console);
  428. }
  429. return console;
  430. */
  431. }
  432. DebugHud* Engine::CreateDebugHud()
  433. {
  434. return 0;
  435. /*
  436. if (headless_ || !initialized_)
  437. return 0;
  438. // Return existing debug HUD if possible
  439. DebugHud* debugHud = GetSubsystem<DebugHud>();
  440. if (!debugHud)
  441. {
  442. debugHud = new DebugHud(context_);
  443. context_->RegisterSubsystem(debugHud);
  444. }
  445. return debugHud;
  446. */
  447. }
  448. void Engine::SetTimeStepSmoothing(int frames)
  449. {
  450. timeStepSmoothing_ = (unsigned)Clamp(frames, 1, 20);
  451. }
  452. void Engine::SetMinFps(int fps)
  453. {
  454. minFps_ = (unsigned)Max(fps, 0);
  455. }
  456. void Engine::SetMaxFps(int fps)
  457. {
  458. maxFps_ = (unsigned)Max(fps, 0);
  459. }
  460. void Engine::SetMaxInactiveFps(int fps)
  461. {
  462. maxInactiveFps_ = (unsigned)Max(fps, 0);
  463. }
  464. void Engine::SetPauseMinimized(bool enable)
  465. {
  466. pauseMinimized_ = enable;
  467. }
  468. void Engine::SetAutoExit(bool enable)
  469. {
  470. // On mobile platforms exit is mandatory if requested by the platform itself and should not be attempted to be disabled
  471. #if defined(ANDROID) || defined(IOS)
  472. enable = true;
  473. #endif
  474. autoExit_ = enable;
  475. }
  476. void Engine::SetNextTimeStep(float seconds)
  477. {
  478. timeStep_ = Max(seconds, 0.0f);
  479. }
  480. void Engine::Exit()
  481. {
  482. #if defined(IOS)
  483. // On iOS it's not legal for the application to exit on its own, instead it will be minimized with the home key
  484. #else
  485. DoExit();
  486. #endif
  487. }
  488. void Engine::DumpProfiler()
  489. {
  490. Profiler* profiler = GetSubsystem<Profiler>();
  491. if (profiler)
  492. LOGRAW(profiler->GetData(true, true) + "\n");
  493. }
  494. void Engine::DumpResources(bool dumpFileName)
  495. {
  496. #ifdef ATOMIC_LOGGING
  497. ResourceCache* cache = GetSubsystem<ResourceCache>();
  498. const HashMap<StringHash, ResourceGroup>& resourceGroups = cache->GetAllResources();
  499. LOGRAW("\n");
  500. if (dumpFileName)
  501. {
  502. LOGRAW("Used resources:\n");
  503. }
  504. for (HashMap<StringHash, ResourceGroup>::ConstIterator i = resourceGroups.Begin();
  505. i != resourceGroups.End(); ++i)
  506. {
  507. const HashMap<StringHash, SharedPtr<Resource> >& resources = i->second_.resources_;
  508. if (dumpFileName)
  509. {
  510. for (HashMap<StringHash, SharedPtr<Resource> >::ConstIterator j = resources.Begin();
  511. j != resources.End(); ++j)
  512. {
  513. LOGRAW(j->second_->GetName() + "\n");
  514. }
  515. }
  516. else
  517. {
  518. unsigned num = resources.Size();
  519. unsigned memoryUse = i->second_.memoryUse_;
  520. if (num)
  521. {
  522. LOGRAW("Resource type " + resources.Begin()->second_->GetTypeName() +
  523. ": count " + String(num) + " memory use " + String(memoryUse) + "\n");
  524. }
  525. }
  526. }
  527. if (!dumpFileName)
  528. {
  529. LOGRAW("Total memory use of all resources " + String(cache->GetTotalMemoryUse()) + "\n\n");
  530. }
  531. #endif
  532. }
  533. void Engine::DumpMemory()
  534. {
  535. #ifdef ATOMIC_LOGGING
  536. #if defined(_MSC_VER) && defined(_DEBUG)
  537. _CrtMemState state;
  538. _CrtMemCheckpoint(&state);
  539. _CrtMemBlockHeader* block = state.pBlockHeader;
  540. unsigned total = 0;
  541. unsigned blocks = 0;
  542. for (;;)
  543. {
  544. if (block && block->pBlockHeaderNext)
  545. block = block->pBlockHeaderNext;
  546. else
  547. break;
  548. }
  549. while (block)
  550. {
  551. if (block->nBlockUse > 0)
  552. {
  553. if (block->szFileName)
  554. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes, file " + String(block->szFileName) + " line " + String(block->nLine) + "\n");
  555. else
  556. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes\n");
  557. total += block->nDataSize;
  558. ++blocks;
  559. }
  560. block = block->pBlockHeaderPrev;
  561. }
  562. LOGRAW("Total allocated memory " + String(total) + " bytes in " + String(blocks) + " blocks\n\n");
  563. #else
  564. LOGRAW("DumpMemory() supported on MSVC debug mode only\n\n");
  565. #endif
  566. #endif
  567. }
  568. void Engine::Update()
  569. {
  570. PROFILE(Update);
  571. // Logic update event
  572. using namespace Update;
  573. VariantMap& eventData = GetEventDataMap();
  574. eventData[P_TIMESTEP] = timeStep_;
  575. SendEvent(E_UPDATE, eventData);
  576. // Logic post-update event
  577. SendEvent(E_POSTUPDATE, eventData);
  578. // Rendering update event
  579. SendEvent(E_RENDERUPDATE, eventData);
  580. // Post-render update event
  581. SendEvent(E_POSTRENDERUPDATE, eventData);
  582. }
  583. void Engine::Render()
  584. {
  585. if (headless_)
  586. return;
  587. PROFILE(Render);
  588. // If device is lost, BeginFrame will fail and we skip rendering
  589. Graphics* graphics = GetSubsystem<Graphics>();
  590. if (!graphics->BeginFrame())
  591. return;
  592. GetSubsystem<Renderer>()->Render();
  593. #ifdef ATOMIC_TBUI
  594. GetSubsystem<UI>()->Render();
  595. #endif
  596. graphics->EndFrame();
  597. }
  598. void Engine::ApplyFrameLimit()
  599. {
  600. if (!initialized_)
  601. return;
  602. int maxFps = maxFps_;
  603. Input* input = GetSubsystem<Input>();
  604. if (input && !input->HasFocus())
  605. maxFps = Min(maxInactiveFps_, maxFps);
  606. long long elapsed = 0;
  607. // Perform waiting loop if maximum FPS set
  608. if (maxFps)
  609. {
  610. PROFILE(ApplyFrameLimit);
  611. long long targetMax = 1000000LL / maxFps;
  612. for (;;)
  613. {
  614. elapsed = frameTimer_.GetUSec(false);
  615. if (elapsed >= targetMax)
  616. break;
  617. // Sleep if 1 ms or more off the frame limiting goal
  618. if (targetMax - elapsed >= 1000LL)
  619. {
  620. unsigned sleepTime = (unsigned)((targetMax - elapsed) / 1000LL);
  621. Time::Sleep(sleepTime);
  622. }
  623. }
  624. }
  625. elapsed = frameTimer_.GetUSec(true);
  626. #ifdef ATOMIC_TESTING
  627. if (timeOut_ > 0)
  628. {
  629. timeOut_ -= elapsed;
  630. if (timeOut_ <= 0)
  631. Exit();
  632. }
  633. #endif
  634. // If FPS lower than minimum, clamp elapsed time
  635. if (minFps_)
  636. {
  637. long long targetMin = 1000000LL / minFps_;
  638. if (elapsed > targetMin)
  639. elapsed = targetMin;
  640. }
  641. // Perform timestep smoothing
  642. timeStep_ = 0.0f;
  643. lastTimeSteps_.Push(elapsed / 1000000.0f);
  644. if (lastTimeSteps_.Size() > timeStepSmoothing_)
  645. {
  646. // If the smoothing configuration was changed, ensure correct amount of samples
  647. lastTimeSteps_.Erase(0, lastTimeSteps_.Size() - timeStepSmoothing_);
  648. for (unsigned i = 0; i < lastTimeSteps_.Size(); ++i)
  649. timeStep_ += lastTimeSteps_[i];
  650. timeStep_ /= lastTimeSteps_.Size();
  651. }
  652. else
  653. timeStep_ = lastTimeSteps_.Back();
  654. }
  655. VariantMap Engine::ParseParameters(const Vector<String>& arguments)
  656. {
  657. VariantMap ret;
  658. for (unsigned i = 0; i < arguments.Size(); ++i)
  659. {
  660. if (arguments[i].Length() > 1 && arguments[i][0] == '-')
  661. {
  662. String argument = arguments[i].Substring(1).ToLower();
  663. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  664. if (argument == "headless")
  665. ret["Headless"] = true;
  666. else if (argument == "nolimit")
  667. ret["FrameLimiter"] = false;
  668. else if (argument == "flushgpu")
  669. ret["FlushGPU"] = true;
  670. else if (argument == "gl2")
  671. ret["ForceGL2"] = true;
  672. else if (argument == "landscape")
  673. ret["Orientations"] = "LandscapeLeft LandscapeRight " + ret["Orientations"].GetString();
  674. else if (argument == "portrait")
  675. ret["Orientations"] = "Portrait PortraitUpsideDown " + ret["Orientations"].GetString();
  676. else if (argument == "nosound")
  677. ret["Sound"] = false;
  678. else if (argument == "noip")
  679. ret["SoundInterpolation"] = false;
  680. else if (argument == "mono")
  681. ret["SoundStereo"] = false;
  682. else if (argument == "prepass")
  683. ret["RenderPath"] = "RenderPaths/Prepass.xml";
  684. else if (argument == "deferred")
  685. ret["RenderPath"] = "RenderPaths/Deferred.xml";
  686. else if (argument == "renderpath" && !value.Empty())
  687. {
  688. ret["RenderPath"] = value;
  689. ++i;
  690. }
  691. else if (argument == "noshadows")
  692. ret["Shadows"] = false;
  693. else if (argument == "lqshadows")
  694. ret["LowQualityShadows"] = true;
  695. else if (argument == "nothreads")
  696. ret["WorkerThreads"] = false;
  697. else if (argument == "v")
  698. ret["VSync"] = true;
  699. else if (argument == "t")
  700. ret["TripleBuffer"] = true;
  701. else if (argument == "w")
  702. ret["FullScreen"] = false;
  703. else if (argument == "s")
  704. ret["WindowResizable"] = true;
  705. else if (argument == "borderless")
  706. ret["Borderless"] = true;
  707. else if (argument == "q")
  708. ret["LogQuiet"] = true;
  709. else if (argument == "log" && !value.Empty())
  710. {
  711. unsigned logLevel = GetStringListIndex(value.CString(), logLevelPrefixes, M_MAX_UNSIGNED);
  712. if (logLevel != M_MAX_UNSIGNED)
  713. {
  714. ret["LogLevel"] = logLevel;
  715. ++i;
  716. }
  717. }
  718. else if (argument == "x" && !value.Empty())
  719. {
  720. ret["WindowWidth"] = ToInt(value);
  721. ++i;
  722. }
  723. else if (argument == "y" && !value.Empty())
  724. {
  725. ret["WindowHeight"] = ToInt(value);
  726. ++i;
  727. }
  728. else if (argument == "m" && !value.Empty())
  729. {
  730. ret["MultiSample"] = ToInt(value);
  731. ++i;
  732. }
  733. else if (argument == "b" && !value.Empty())
  734. {
  735. ret["SoundBuffer"] = ToInt(value);
  736. ++i;
  737. }
  738. else if (argument == "r" && !value.Empty())
  739. {
  740. ret["SoundMixRate"] = ToInt(value);
  741. ++i;
  742. }
  743. else if (argument == "pp" && !value.Empty())
  744. {
  745. ret["ResourcePrefixPath"] = value;
  746. ++i;
  747. }
  748. else if (argument == "p" && !value.Empty())
  749. {
  750. ret["ResourcePaths"] = value;
  751. ++i;
  752. }
  753. else if (argument == "pf" && !value.Empty())
  754. {
  755. ret["ResourcePackages"] = value;
  756. ++i;
  757. }
  758. else if (argument == "ap" && !value.Empty())
  759. {
  760. ret["AutoloadPaths"] = value;
  761. ++i;
  762. }
  763. else if (argument == "ds" && !value.Empty())
  764. {
  765. ret["DumpShaders"] = value;
  766. ++i;
  767. }
  768. else if (argument == "mq" && !value.Empty())
  769. {
  770. ret["MaterialQuality"] = ToInt(value);
  771. ++i;
  772. }
  773. else if (argument == "tq" && !value.Empty())
  774. {
  775. ret["TextureQuality"] = ToInt(value);
  776. ++i;
  777. }
  778. else if (argument == "tf" && !value.Empty())
  779. {
  780. ret["TextureFilterMode"] = ToInt(value);
  781. ++i;
  782. }
  783. else if (argument == "af" && !value.Empty())
  784. {
  785. ret["TextureFilterMode"] = FILTER_ANISOTROPIC;
  786. ret["TextureAnisotropy"] = ToInt(value);
  787. ++i;
  788. }
  789. else if (argument == "touch")
  790. ret["TouchEmulation"] = true;
  791. #ifdef ATOMIC_TESTING
  792. else if (argument == "timeout" && !value.Empty())
  793. {
  794. ret["TimeOut"] = ToInt(value);
  795. ++i;
  796. }
  797. #endif
  798. }
  799. }
  800. return ret;
  801. }
  802. bool Engine::HasParameter(const VariantMap& parameters, const String& parameter)
  803. {
  804. StringHash nameHash(parameter);
  805. return parameters.Find(nameHash) != parameters.End();
  806. }
  807. const Variant& Engine::GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue)
  808. {
  809. StringHash nameHash(parameter);
  810. VariantMap::ConstIterator i = parameters.Find(nameHash);
  811. return i != parameters.End() ? i->second_ : defaultValue;
  812. }
  813. void Engine::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  814. {
  815. if (autoExit_)
  816. {
  817. // Do not call Exit() here, as it contains mobile platform -specific tests to not exit.
  818. // If we do receive an exit request from the system on those platforms, we must comply
  819. DoExit();
  820. }
  821. }
  822. void Engine::DoExit()
  823. {
  824. Graphics* graphics = GetSubsystem<Graphics>();
  825. if (graphics)
  826. graphics->Close();
  827. exiting_ = true;
  828. #if defined(EMSCRIPTEN) && defined(ATOMIC_TESTING)
  829. emscripten_force_exit(EXIT_SUCCESS); // Some how this is required to signal emrun to stop
  830. #endif
  831. }
  832. }