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. GetParameter(parameters, "WindowMaximized", false).GetBool()
  336. ))
  337. return false;
  338. if (HasParameter(parameters, "DumpShaders"))
  339. graphics->BeginDumpShaders(GetParameter(parameters, "DumpShaders", String::EMPTY).GetString());
  340. if (HasParameter(parameters, "RenderPath"))
  341. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
  342. renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
  343. if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
  344. renderer->SetShadowQuality(SHADOWQUALITY_LOW_16BIT);
  345. renderer->SetMaterialQuality(GetParameter(parameters, "MaterialQuality", QUALITY_HIGH).GetInt());
  346. renderer->SetTextureQuality(GetParameter(parameters, "TextureQuality", QUALITY_HIGH).GetInt());
  347. renderer->SetTextureFilterMode((TextureFilterMode)GetParameter(parameters, "TextureFilterMode", FILTER_TRILINEAR).GetInt());
  348. renderer->SetTextureAnisotropy(GetParameter(parameters, "TextureAnisotropy", 4).GetInt());
  349. if (GetParameter(parameters, "Sound", true).GetBool())
  350. {
  351. GetSubsystem<Audio>()->SetMode(
  352. GetParameter(parameters, "SoundBuffer", 100).GetInt(),
  353. GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
  354. GetParameter(parameters, "SoundStereo", true).GetBool(),
  355. GetParameter(parameters, "SoundInterpolation", true).GetBool()
  356. );
  357. }
  358. }
  359. // Init FPU state of main thread
  360. InitFPU();
  361. // Initialize input
  362. if (HasParameter(parameters, "TouchEmulation"))
  363. GetSubsystem<Input>()->SetTouchEmulation(GetParameter(parameters, "TouchEmulation").GetBool());
  364. #ifdef ATOMIC_TESTING
  365. if (HasParameter(parameters, "TimeOut"))
  366. timeOut_ = GetParameter(parameters, "TimeOut", 0).GetInt() * 1000000LL;
  367. #endif
  368. // In debug mode, check now that all factory created objects can be created without crashing
  369. #ifdef _DEBUG
  370. if (!resourcePaths.Empty())
  371. {
  372. const HashMap<StringHash, SharedPtr<ObjectFactory> >& factories = context_->GetObjectFactories();
  373. for (HashMap<StringHash, SharedPtr<ObjectFactory> >::ConstIterator i = factories.Begin(); i != factories.End(); ++i)
  374. SharedPtr<Object> object = i->second_->CreateObject();
  375. }
  376. #endif
  377. frameTimer_.Reset();
  378. LOGINFO("Initialized engine");
  379. initialized_ = true;
  380. return true;
  381. }
  382. void Engine::RunFrame()
  383. {
  384. assert(initialized_);
  385. // If not headless, and the graphics subsystem no longer has a window open, assume we should exit
  386. if (!headless_ && !GetSubsystem<Graphics>()->IsInitialized())
  387. exiting_ = true;
  388. if (exiting_)
  389. return;
  390. // Note: there is a minimal performance cost to looking up subsystems (uses a hashmap); if they would be looked up several
  391. // times per frame it would be better to cache the pointers
  392. Time* time = GetSubsystem<Time>();
  393. Input* input = GetSubsystem<Input>();
  394. Audio* audio = GetSubsystem<Audio>();
  395. time->BeginFrame(timeStep_);
  396. // If pause when minimized -mode is in use, stop updates and audio as necessary
  397. if (pauseMinimized_ && input->IsMinimized())
  398. {
  399. if (audio->IsPlaying())
  400. {
  401. audio->Stop();
  402. audioPaused_ = true;
  403. }
  404. }
  405. else
  406. {
  407. // Only unpause when it was paused by the engine
  408. if (audioPaused_)
  409. {
  410. audio->Play();
  411. audioPaused_ = false;
  412. }
  413. Update();
  414. }
  415. Render();
  416. ApplyFrameLimit();
  417. time->EndFrame();
  418. }
  419. Console* Engine::CreateConsole()
  420. {
  421. return 0;
  422. /*
  423. if (headless_ || !initialized_)
  424. return 0;
  425. // Return existing console if possible
  426. Console* console = GetSubsystem<Console>();
  427. if (!console)
  428. {
  429. console = new Console(context_);
  430. context_->RegisterSubsystem(console);
  431. }
  432. return console;
  433. */
  434. }
  435. DebugHud* Engine::CreateDebugHud()
  436. {
  437. return 0;
  438. /*
  439. if (headless_ || !initialized_)
  440. return 0;
  441. // Return existing debug HUD if possible
  442. DebugHud* debugHud = GetSubsystem<DebugHud>();
  443. if (!debugHud)
  444. {
  445. debugHud = new DebugHud(context_);
  446. context_->RegisterSubsystem(debugHud);
  447. }
  448. return debugHud;
  449. */
  450. }
  451. void Engine::SetTimeStepSmoothing(int frames)
  452. {
  453. timeStepSmoothing_ = (unsigned)Clamp(frames, 1, 20);
  454. }
  455. void Engine::SetMinFps(int fps)
  456. {
  457. minFps_ = (unsigned)Max(fps, 0);
  458. }
  459. void Engine::SetMaxFps(int fps)
  460. {
  461. maxFps_ = (unsigned)Max(fps, 0);
  462. }
  463. void Engine::SetMaxInactiveFps(int fps)
  464. {
  465. maxInactiveFps_ = (unsigned)Max(fps, 0);
  466. }
  467. void Engine::SetPauseMinimized(bool enable)
  468. {
  469. pauseMinimized_ = enable;
  470. }
  471. void Engine::SetAutoExit(bool enable)
  472. {
  473. // On mobile platforms exit is mandatory if requested by the platform itself and should not be attempted to be disabled
  474. #if defined(ANDROID) || defined(IOS)
  475. enable = true;
  476. #endif
  477. autoExit_ = enable;
  478. }
  479. void Engine::SetNextTimeStep(float seconds)
  480. {
  481. timeStep_ = Max(seconds, 0.0f);
  482. }
  483. void Engine::Exit()
  484. {
  485. #if defined(IOS)
  486. // On iOS it's not legal for the application to exit on its own, instead it will be minimized with the home key
  487. #else
  488. DoExit();
  489. #endif
  490. }
  491. void Engine::DumpProfiler()
  492. {
  493. Profiler* profiler = GetSubsystem<Profiler>();
  494. if (profiler)
  495. LOGRAW(profiler->GetData(true, true) + "\n");
  496. }
  497. void Engine::DumpResources(bool dumpFileName)
  498. {
  499. #ifdef ATOMIC_LOGGING
  500. ResourceCache* cache = GetSubsystem<ResourceCache>();
  501. const HashMap<StringHash, ResourceGroup>& resourceGroups = cache->GetAllResources();
  502. LOGRAW("\n");
  503. if (dumpFileName)
  504. {
  505. LOGRAW("Used resources:\n");
  506. }
  507. for (HashMap<StringHash, ResourceGroup>::ConstIterator i = resourceGroups.Begin();
  508. i != resourceGroups.End(); ++i)
  509. {
  510. const HashMap<StringHash, SharedPtr<Resource> >& resources = i->second_.resources_;
  511. if (dumpFileName)
  512. {
  513. for (HashMap<StringHash, SharedPtr<Resource> >::ConstIterator j = resources.Begin();
  514. j != resources.End(); ++j)
  515. {
  516. LOGRAW(j->second_->GetName() + "\n");
  517. }
  518. }
  519. else
  520. {
  521. unsigned num = resources.Size();
  522. unsigned memoryUse = i->second_.memoryUse_;
  523. if (num)
  524. {
  525. LOGRAW("Resource type " + resources.Begin()->second_->GetTypeName() +
  526. ": count " + String(num) + " memory use " + String(memoryUse) + "\n");
  527. }
  528. }
  529. }
  530. if (!dumpFileName)
  531. {
  532. LOGRAW("Total memory use of all resources " + String(cache->GetTotalMemoryUse()) + "\n\n");
  533. }
  534. #endif
  535. }
  536. void Engine::DumpMemory()
  537. {
  538. #ifdef ATOMIC_LOGGING
  539. #if defined(_MSC_VER) && defined(_DEBUG)
  540. _CrtMemState state;
  541. _CrtMemCheckpoint(&state);
  542. _CrtMemBlockHeader* block = state.pBlockHeader;
  543. unsigned total = 0;
  544. unsigned blocks = 0;
  545. for (;;)
  546. {
  547. if (block && block->pBlockHeaderNext)
  548. block = block->pBlockHeaderNext;
  549. else
  550. break;
  551. }
  552. while (block)
  553. {
  554. if (block->nBlockUse > 0)
  555. {
  556. if (block->szFileName)
  557. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes, file " + String(block->szFileName) + " line " + String(block->nLine) + "\n");
  558. else
  559. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes\n");
  560. total += block->nDataSize;
  561. ++blocks;
  562. }
  563. block = block->pBlockHeaderPrev;
  564. }
  565. LOGRAW("Total allocated memory " + String(total) + " bytes in " + String(blocks) + " blocks\n\n");
  566. #else
  567. LOGRAW("DumpMemory() supported on MSVC debug mode only\n\n");
  568. #endif
  569. #endif
  570. }
  571. void Engine::Update()
  572. {
  573. PROFILE(Update);
  574. // Logic update event
  575. using namespace Update;
  576. VariantMap& eventData = GetEventDataMap();
  577. eventData[P_TIMESTEP] = timeStep_;
  578. SendEvent(E_UPDATE, eventData);
  579. // Logic post-update event
  580. SendEvent(E_POSTUPDATE, eventData);
  581. // Rendering update event
  582. SendEvent(E_RENDERUPDATE, eventData);
  583. // Post-render update event
  584. SendEvent(E_POSTRENDERUPDATE, eventData);
  585. }
  586. void Engine::Render()
  587. {
  588. if (headless_)
  589. return;
  590. PROFILE(Render);
  591. // If device is lost, BeginFrame will fail and we skip rendering
  592. Graphics* graphics = GetSubsystem<Graphics>();
  593. if (!graphics->BeginFrame())
  594. return;
  595. GetSubsystem<Renderer>()->Render();
  596. #ifdef ATOMIC_TBUI
  597. GetSubsystem<UI>()->Render();
  598. #endif
  599. graphics->EndFrame();
  600. }
  601. void Engine::ApplyFrameLimit()
  602. {
  603. if (!initialized_)
  604. return;
  605. int maxFps = maxFps_;
  606. Input* input = GetSubsystem<Input>();
  607. if (input && !input->HasFocus())
  608. maxFps = Min(maxInactiveFps_, maxFps);
  609. long long elapsed = 0;
  610. // Perform waiting loop if maximum FPS set
  611. if (maxFps)
  612. {
  613. PROFILE(ApplyFrameLimit);
  614. long long targetMax = 1000000LL / maxFps;
  615. for (;;)
  616. {
  617. elapsed = frameTimer_.GetUSec(false);
  618. if (elapsed >= targetMax)
  619. break;
  620. // Sleep if 1 ms or more off the frame limiting goal
  621. if (targetMax - elapsed >= 1000LL)
  622. {
  623. unsigned sleepTime = (unsigned)((targetMax - elapsed) / 1000LL);
  624. Time::Sleep(sleepTime);
  625. }
  626. }
  627. }
  628. elapsed = frameTimer_.GetUSec(true);
  629. #ifdef ATOMIC_TESTING
  630. if (timeOut_ > 0)
  631. {
  632. timeOut_ -= elapsed;
  633. if (timeOut_ <= 0)
  634. Exit();
  635. }
  636. #endif
  637. // If FPS lower than minimum, clamp elapsed time
  638. if (minFps_)
  639. {
  640. long long targetMin = 1000000LL / minFps_;
  641. if (elapsed > targetMin)
  642. elapsed = targetMin;
  643. }
  644. // Perform timestep smoothing
  645. timeStep_ = 0.0f;
  646. lastTimeSteps_.Push(elapsed / 1000000.0f);
  647. if (lastTimeSteps_.Size() > timeStepSmoothing_)
  648. {
  649. // If the smoothing configuration was changed, ensure correct amount of samples
  650. lastTimeSteps_.Erase(0, lastTimeSteps_.Size() - timeStepSmoothing_);
  651. for (unsigned i = 0; i < lastTimeSteps_.Size(); ++i)
  652. timeStep_ += lastTimeSteps_[i];
  653. timeStep_ /= lastTimeSteps_.Size();
  654. }
  655. else
  656. timeStep_ = lastTimeSteps_.Back();
  657. }
  658. VariantMap Engine::ParseParameters(const Vector<String>& arguments)
  659. {
  660. VariantMap ret;
  661. for (unsigned i = 0; i < arguments.Size(); ++i)
  662. {
  663. if (arguments[i].Length() > 1 && arguments[i][0] == '-')
  664. {
  665. String argument = arguments[i].Substring(1).ToLower();
  666. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  667. if (argument == "headless")
  668. ret["Headless"] = true;
  669. else if (argument == "nolimit")
  670. ret["FrameLimiter"] = false;
  671. else if (argument == "flushgpu")
  672. ret["FlushGPU"] = true;
  673. else if (argument == "gl2")
  674. ret["ForceGL2"] = true;
  675. else if (argument == "landscape")
  676. ret["Orientations"] = "LandscapeLeft LandscapeRight " + ret["Orientations"].GetString();
  677. else if (argument == "portrait")
  678. ret["Orientations"] = "Portrait PortraitUpsideDown " + ret["Orientations"].GetString();
  679. else if (argument == "nosound")
  680. ret["Sound"] = false;
  681. else if (argument == "noip")
  682. ret["SoundInterpolation"] = false;
  683. else if (argument == "mono")
  684. ret["SoundStereo"] = false;
  685. else if (argument == "prepass")
  686. ret["RenderPath"] = "RenderPaths/Prepass.xml";
  687. else if (argument == "deferred")
  688. ret["RenderPath"] = "RenderPaths/Deferred.xml";
  689. else if (argument == "renderpath" && !value.Empty())
  690. {
  691. ret["RenderPath"] = value;
  692. ++i;
  693. }
  694. else if (argument == "noshadows")
  695. ret["Shadows"] = false;
  696. else if (argument == "lqshadows")
  697. ret["LowQualityShadows"] = true;
  698. else if (argument == "nothreads")
  699. ret["WorkerThreads"] = false;
  700. else if (argument == "v")
  701. ret["VSync"] = true;
  702. else if (argument == "t")
  703. ret["TripleBuffer"] = true;
  704. else if (argument == "w")
  705. ret["FullScreen"] = false;
  706. else if (argument == "s")
  707. ret["WindowResizable"] = true;
  708. else if (argument == "borderless")
  709. ret["Borderless"] = true;
  710. else if (argument == "q")
  711. ret["LogQuiet"] = true;
  712. else if (argument == "log" && !value.Empty())
  713. {
  714. unsigned logLevel = GetStringListIndex(value.CString(), logLevelPrefixes, M_MAX_UNSIGNED);
  715. if (logLevel != M_MAX_UNSIGNED)
  716. {
  717. ret["LogLevel"] = logLevel;
  718. ++i;
  719. }
  720. }
  721. else if (argument == "logname" && !value.Empty())
  722. {
  723. ret["LogName"] = value;
  724. ++i;
  725. }
  726. else if (argument == "x" && !value.Empty())
  727. {
  728. ret["WindowWidth"] = ToInt(value);
  729. ++i;
  730. }
  731. else if (argument == "y" && !value.Empty())
  732. {
  733. ret["WindowHeight"] = ToInt(value);
  734. ++i;
  735. }
  736. else if (argument == "m" && !value.Empty())
  737. {
  738. ret["MultiSample"] = ToInt(value);
  739. ++i;
  740. }
  741. else if (argument == "b" && !value.Empty())
  742. {
  743. ret["SoundBuffer"] = ToInt(value);
  744. ++i;
  745. }
  746. else if (argument == "r" && !value.Empty())
  747. {
  748. ret["SoundMixRate"] = ToInt(value);
  749. ++i;
  750. }
  751. else if (argument == "pp" && !value.Empty())
  752. {
  753. ret["ResourcePrefixPath"] = value;
  754. ++i;
  755. }
  756. else if (argument == "p" && !value.Empty())
  757. {
  758. ret["ResourcePaths"] = value;
  759. ++i;
  760. }
  761. else if (argument == "pf" && !value.Empty())
  762. {
  763. ret["ResourcePackages"] = value;
  764. ++i;
  765. }
  766. else if (argument == "ap" && !value.Empty())
  767. {
  768. ret["AutoloadPaths"] = value;
  769. ++i;
  770. }
  771. else if (argument == "ds" && !value.Empty())
  772. {
  773. ret["DumpShaders"] = value;
  774. ++i;
  775. }
  776. else if (argument == "mq" && !value.Empty())
  777. {
  778. ret["MaterialQuality"] = ToInt(value);
  779. ++i;
  780. }
  781. else if (argument == "tq" && !value.Empty())
  782. {
  783. ret["TextureQuality"] = ToInt(value);
  784. ++i;
  785. }
  786. else if (argument == "tf" && !value.Empty())
  787. {
  788. ret["TextureFilterMode"] = ToInt(value);
  789. ++i;
  790. }
  791. else if (argument == "af" && !value.Empty())
  792. {
  793. ret["TextureFilterMode"] = FILTER_ANISOTROPIC;
  794. ret["TextureAnisotropy"] = ToInt(value);
  795. ++i;
  796. }
  797. else if (argument == "touch")
  798. ret["TouchEmulation"] = true;
  799. #ifdef ATOMIC_TESTING
  800. else if (argument == "timeout" && !value.Empty())
  801. {
  802. ret["TimeOut"] = ToInt(value);
  803. ++i;
  804. }
  805. #endif
  806. }
  807. }
  808. return ret;
  809. }
  810. bool Engine::HasParameter(const VariantMap& parameters, const String& parameter)
  811. {
  812. StringHash nameHash(parameter);
  813. return parameters.Find(nameHash) != parameters.End();
  814. }
  815. const Variant& Engine::GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue)
  816. {
  817. StringHash nameHash(parameter);
  818. VariantMap::ConstIterator i = parameters.Find(nameHash);
  819. return i != parameters.End() ? i->second_ : defaultValue;
  820. }
  821. void Engine::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  822. {
  823. if (autoExit_)
  824. {
  825. // Do not call Exit() here, as it contains mobile platform -specific tests to not exit.
  826. // If we do receive an exit request from the system on those platforms, we must comply
  827. DoExit();
  828. }
  829. }
  830. void Engine::DoExit()
  831. {
  832. Graphics* graphics = GetSubsystem<Graphics>();
  833. if (graphics)
  834. graphics->Close();
  835. exiting_ = true;
  836. #if defined(EMSCRIPTEN) && defined(ATOMIC_TESTING)
  837. emscripten_force_exit(EXIT_SUCCESS); // Some how this is required to signal emrun to stop
  838. #endif
  839. }
  840. }