Engine.cpp 31 KB

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  1. //
  2. // Copyright (c) 2008-2016 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/Console.h"
  30. #include "../Engine/DebugHud.h"
  31. #include "../Engine/Engine.h"
  32. #include "../Graphics/Graphics.h"
  33. #include "../Graphics/Renderer.h"
  34. #include "../IO/FileSystem.h"
  35. #include "../Input/Input.h"
  36. #include "../IO/Log.h"
  37. #include "../IO/PackageFile.h"
  38. #ifdef URHO3D_NAVIGATION
  39. #include "../Navigation/NavigationMesh.h"
  40. #endif
  41. #ifdef URHO3D_NETWORK
  42. #include "../Network/Network.h"
  43. #endif
  44. #ifdef URHO3D_DATABASE
  45. #include "../Database/Database.h"
  46. #endif
  47. #ifdef URHO3D_PHYSICS
  48. #include "../Physics/PhysicsWorld.h"
  49. #endif
  50. #include "../Resource/ResourceCache.h"
  51. #include "../Resource/Localization.h"
  52. #include "../Scene/Scene.h"
  53. #include "../Scene/SceneEvents.h"
  54. #include "../UI/UI.h"
  55. #ifdef URHO3D_URHO2D
  56. #include "../Urho2D/Urho2D.h"
  57. #endif
  58. #if defined(__EMSCRIPTEN__) && defined(URHO3D_TESTING)
  59. #include <emscripten/emscripten.h>
  60. #endif
  61. #include "../DebugNew.h"
  62. #if defined(_MSC_VER) && defined(_DEBUG)
  63. // From dbgint.h
  64. #define nNoMansLandSize 4
  65. typedef struct _CrtMemBlockHeader
  66. {
  67. struct _CrtMemBlockHeader* pBlockHeaderNext;
  68. struct _CrtMemBlockHeader* pBlockHeaderPrev;
  69. char* szFileName;
  70. int nLine;
  71. size_t nDataSize;
  72. int nBlockUse;
  73. long lRequest;
  74. unsigned char gap[nNoMansLandSize];
  75. } _CrtMemBlockHeader;
  76. #endif
  77. namespace Urho3D
  78. {
  79. extern const char* logLevelPrefixes[];
  80. Engine::Engine(Context* context) :
  81. Object(context),
  82. timeStep_(0.0f),
  83. timeStepSmoothing_(2),
  84. minFps_(10),
  85. #if defined(ANDROID) || defined(IOS) || defined(RPI)
  86. maxFps_(60),
  87. maxInactiveFps_(10),
  88. pauseMinimized_(true),
  89. #else
  90. maxFps_(200),
  91. maxInactiveFps_(60),
  92. pauseMinimized_(false),
  93. #endif
  94. #ifdef URHO3D_TESTING
  95. timeOut_(0),
  96. #endif
  97. autoExit_(true),
  98. initialized_(false),
  99. exiting_(false),
  100. headless_(false),
  101. audioPaused_(false)
  102. {
  103. // Register self as a subsystem
  104. context_->RegisterSubsystem(this);
  105. // Create subsystems which do not depend on engine initialization or startup parameters
  106. context_->RegisterSubsystem(new Time(context_));
  107. context_->RegisterSubsystem(new WorkQueue(context_));
  108. #ifdef URHO3D_PROFILING
  109. context_->RegisterSubsystem(new Profiler(context_));
  110. #endif
  111. context_->RegisterSubsystem(new FileSystem(context_));
  112. #ifdef URHO3D_LOGGING
  113. context_->RegisterSubsystem(new Log(context_));
  114. #endif
  115. context_->RegisterSubsystem(new ResourceCache(context_));
  116. context_->RegisterSubsystem(new Localization(context_));
  117. #ifdef URHO3D_NETWORK
  118. context_->RegisterSubsystem(new Network(context_));
  119. #endif
  120. #ifdef URHO3D_DATABASE
  121. context_->RegisterSubsystem(new Database(context_));
  122. #endif
  123. context_->RegisterSubsystem(new Input(context_));
  124. context_->RegisterSubsystem(new Audio(context_));
  125. context_->RegisterSubsystem(new UI(context_));
  126. // Register object factories for libraries which are not automatically registered along with subsystem creation
  127. RegisterSceneLibrary(context_);
  128. #ifdef URHO3D_PHYSICS
  129. RegisterPhysicsLibrary(context_);
  130. #endif
  131. #ifdef URHO3D_NAVIGATION
  132. RegisterNavigationLibrary(context_);
  133. #endif
  134. SubscribeToEvent(E_EXITREQUESTED, URHO3D_HANDLER(Engine, HandleExitRequested));
  135. }
  136. Engine::~Engine()
  137. {
  138. }
  139. bool Engine::Initialize(const VariantMap& parameters)
  140. {
  141. if (initialized_)
  142. return true;
  143. URHO3D_PROFILE(InitEngine);
  144. // Set headless mode
  145. headless_ = GetParameter(parameters, "Headless", false).GetBool();
  146. // Register the rest of the subsystems
  147. if (!headless_)
  148. {
  149. context_->RegisterSubsystem(new Graphics(context_));
  150. context_->RegisterSubsystem(new Renderer(context_));
  151. }
  152. else
  153. {
  154. // Register graphics library objects explicitly in headless mode to allow them to work without using actual GPU resources
  155. RegisterGraphicsLibrary(context_);
  156. }
  157. #ifdef URHO3D_URHO2D
  158. // 2D graphics library is dependent on 3D graphics library
  159. RegisterUrho2DLibrary(context_);
  160. #endif
  161. // Start logging
  162. Log* log = GetSubsystem<Log>();
  163. if (log)
  164. {
  165. if (HasParameter(parameters, "LogLevel"))
  166. log->SetLevel(GetParameter(parameters, "LogLevel").GetInt());
  167. log->SetQuiet(GetParameter(parameters, "LogQuiet", false).GetBool());
  168. log->Open(GetParameter(parameters, "LogName", "Urho3D.log").GetString());
  169. }
  170. // Set maximally accurate low res timer
  171. GetSubsystem<Time>()->SetTimerPeriod(1);
  172. // Configure max FPS
  173. if (GetParameter(parameters, "FrameLimiter", true) == false)
  174. SetMaxFps(0);
  175. // Set amount of worker threads according to the available physical CPU cores. Using also hyperthreaded cores results in
  176. // unpredictable extra synchronization overhead. Also reserve one core for the main thread
  177. #ifdef URHO3D_THREADING
  178. unsigned numThreads = GetParameter(parameters, "WorkerThreads", true).GetBool() ? GetNumPhysicalCPUs() - 1 : 0;
  179. if (numThreads)
  180. {
  181. GetSubsystem<WorkQueue>()->CreateThreads(numThreads);
  182. URHO3D_LOGINFOF("Created %u worker thread%s", numThreads, numThreads > 1 ? "s" : "");
  183. }
  184. #endif
  185. // Add resource paths
  186. ResourceCache* cache = GetSubsystem<ResourceCache>();
  187. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  188. Vector<String> resourcePrefixPaths = GetParameter(parameters, "ResourcePrefixPaths", String::EMPTY).GetString().Split(';', true);
  189. for (unsigned i = 0; i < resourcePrefixPaths.Size(); ++i)
  190. resourcePrefixPaths[i] = AddTrailingSlash(
  191. IsAbsolutePath(resourcePrefixPaths[i]) ? resourcePrefixPaths[i] : fileSystem->GetProgramDir() + resourcePrefixPaths[i]);
  192. Vector<String> resourcePaths = GetParameter(parameters, "ResourcePaths", "Data;CoreData").GetString().Split(';');
  193. Vector<String> resourcePackages = GetParameter(parameters, "ResourcePackages").GetString().Split(';');
  194. Vector<String> autoLoadPaths = GetParameter(parameters, "AutoloadPaths", "Autoload").GetString().Split(';');
  195. for (unsigned i = 0; i < resourcePaths.Size(); ++i)
  196. {
  197. // If path is not absolute, prefer to add it as a package if possible
  198. if (!IsAbsolutePath(resourcePaths[i]))
  199. {
  200. unsigned j = 0;
  201. for (; j < resourcePrefixPaths.Size(); ++j)
  202. {
  203. String packageName = resourcePrefixPaths[j] + resourcePaths[i] + ".pak";
  204. if (fileSystem->FileExists(packageName))
  205. {
  206. if (cache->AddPackageFile(packageName))
  207. break;
  208. else
  209. return false; // The root cause of the error should have already been logged
  210. }
  211. String pathName = resourcePrefixPaths[j] + resourcePaths[i];
  212. if (fileSystem->DirExists(pathName))
  213. {
  214. if (cache->AddResourceDir(pathName))
  215. break;
  216. else
  217. return false;
  218. }
  219. }
  220. if (j == resourcePrefixPaths.Size())
  221. {
  222. URHO3D_LOGERRORF(
  223. "Failed to add resource path '%s', check the documentation on how to set the 'resource prefix path'",
  224. resourcePaths[i].CString());
  225. return false;
  226. }
  227. }
  228. else
  229. {
  230. String pathName = resourcePaths[i];
  231. if (fileSystem->DirExists(pathName))
  232. if (!cache->AddResourceDir(pathName))
  233. return false;
  234. }
  235. }
  236. // Then add specified packages
  237. for (unsigned i = 0; i < resourcePackages.Size(); ++i)
  238. {
  239. unsigned j = 0;
  240. for (; j < resourcePrefixPaths.Size(); ++j)
  241. {
  242. String packageName = resourcePrefixPaths[j] + resourcePackages[i];
  243. if (fileSystem->FileExists(packageName))
  244. {
  245. if (cache->AddPackageFile(packageName))
  246. break;
  247. else
  248. return false;
  249. }
  250. }
  251. if (j == resourcePrefixPaths.Size())
  252. {
  253. URHO3D_LOGERRORF(
  254. "Failed to add resource package '%s', check the documentation on how to set the 'resource prefix path'",
  255. resourcePackages[i].CString());
  256. return false;
  257. }
  258. }
  259. // Add auto load folders. Prioritize these (if exist) before the default folders
  260. for (unsigned i = 0; i < autoLoadPaths.Size(); ++i)
  261. {
  262. bool autoLoadPathExist = false;
  263. for (unsigned j = 0; j < resourcePrefixPaths.Size(); ++j)
  264. {
  265. String autoLoadPath(autoLoadPaths[i]);
  266. if (!IsAbsolutePath(autoLoadPath))
  267. autoLoadPath = resourcePrefixPaths[j] + autoLoadPath;
  268. if (fileSystem->DirExists(autoLoadPath))
  269. {
  270. autoLoadPathExist = true;
  271. // Add all the subdirs (non-recursive) as resource directory
  272. Vector<String> subdirs;
  273. fileSystem->ScanDir(subdirs, autoLoadPath, "*", SCAN_DIRS, false);
  274. for (unsigned y = 0; y < subdirs.Size(); ++y)
  275. {
  276. String dir = subdirs[y];
  277. if (dir.StartsWith("."))
  278. continue;
  279. String autoResourceDir = autoLoadPath + "/" + dir;
  280. if (!cache->AddResourceDir(autoResourceDir, 0))
  281. return false;
  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. return false;
  294. }
  295. }
  296. }
  297. // The following debug message is confusing when user is not aware of the autoload feature
  298. // Especially because the autoload feature is enabled by default without user intervention
  299. // The following extra conditional check below is to suppress unnecessary debug log entry under such default situation
  300. // The cleaner approach is to not enable the autoload by default, i.e. do not use 'Autoload' as default value for 'AutoloadPaths' engine parameter
  301. // However, doing so will break the existing applications that rely on this
  302. if (!autoLoadPathExist && (autoLoadPaths.Size() > 1 || autoLoadPaths[0] != "Autoload"))
  303. URHO3D_LOGDEBUGF(
  304. "Skipped autoload path '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'",
  305. autoLoadPaths[i].CString());
  306. }
  307. // Initialize graphics & audio output
  308. if (!headless_)
  309. {
  310. Graphics* graphics = GetSubsystem<Graphics>();
  311. Renderer* renderer = GetSubsystem<Renderer>();
  312. if (HasParameter(parameters, "ExternalWindow"))
  313. graphics->SetExternalWindow(GetParameter(parameters, "ExternalWindow").GetVoidPtr());
  314. graphics->SetWindowTitle(GetParameter(parameters, "WindowTitle", "Urho3D").GetString());
  315. graphics->SetWindowIcon(cache->GetResource<Image>(GetParameter(parameters, "WindowIcon", String::EMPTY).GetString()));
  316. graphics->SetFlushGPU(GetParameter(parameters, "FlushGPU", false).GetBool());
  317. graphics->SetOrientations(GetParameter(parameters, "Orientations", "LandscapeLeft LandscapeRight").GetString());
  318. if (HasParameter(parameters, "WindowPositionX") && HasParameter(parameters, "WindowPositionY"))
  319. graphics->SetWindowPosition(GetParameter(parameters, "WindowPositionX").GetInt(),
  320. GetParameter(parameters, "WindowPositionY").GetInt());
  321. #ifdef URHO3D_OPENGL
  322. if (HasParameter(parameters, "ForceGL2"))
  323. graphics->SetForceGL2(GetParameter(parameters, "ForceGL2").GetBool());
  324. #endif
  325. if (!graphics->SetMode(
  326. GetParameter(parameters, "WindowWidth", 0).GetInt(),
  327. GetParameter(parameters, "WindowHeight", 0).GetInt(),
  328. GetParameter(parameters, "FullScreen", true).GetBool(),
  329. GetParameter(parameters, "Borderless", false).GetBool(),
  330. GetParameter(parameters, "WindowResizable", false).GetBool(),
  331. GetParameter(parameters, "VSync", false).GetBool(),
  332. GetParameter(parameters, "TripleBuffer", false).GetBool(),
  333. GetParameter(parameters, "MultiSample", 1).GetInt()
  334. ))
  335. return false;
  336. if (HasParameter(parameters, "DumpShaders"))
  337. graphics->BeginDumpShaders(GetParameter(parameters, "DumpShaders", String::EMPTY).GetString());
  338. if (HasParameter(parameters, "RenderPath"))
  339. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
  340. renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
  341. if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
  342. renderer->SetShadowQuality(SHADOWQUALITY_SIMPLE_16BIT);
  343. renderer->SetMaterialQuality(GetParameter(parameters, "MaterialQuality", QUALITY_HIGH).GetInt());
  344. renderer->SetTextureQuality(GetParameter(parameters, "TextureQuality", QUALITY_HIGH).GetInt());
  345. renderer->SetTextureFilterMode((TextureFilterMode)GetParameter(parameters, "TextureFilterMode", FILTER_TRILINEAR).GetInt());
  346. renderer->SetTextureAnisotropy(GetParameter(parameters, "TextureAnisotropy", 4).GetInt());
  347. if (GetParameter(parameters, "Sound", true).GetBool())
  348. {
  349. GetSubsystem<Audio>()->SetMode(
  350. GetParameter(parameters, "SoundBuffer", 100).GetInt(),
  351. GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
  352. GetParameter(parameters, "SoundStereo", true).GetBool(),
  353. GetParameter(parameters, "SoundInterpolation", true).GetBool()
  354. );
  355. }
  356. }
  357. // Init FPU state of main thread
  358. InitFPU();
  359. // Initialize input
  360. if (HasParameter(parameters, "TouchEmulation"))
  361. GetSubsystem<Input>()->SetTouchEmulation(GetParameter(parameters, "TouchEmulation").GetBool());
  362. #ifdef URHO3D_TESTING
  363. if (HasParameter(parameters, "TimeOut"))
  364. timeOut_ = GetParameter(parameters, "TimeOut", 0).GetInt() * 1000000LL;
  365. #endif
  366. // In debug mode, check now that all factory created objects can be created without crashing
  367. #ifdef _DEBUG
  368. if (!resourcePaths.Empty())
  369. {
  370. const HashMap<StringHash, SharedPtr<ObjectFactory> >& factories = context_->GetObjectFactories();
  371. for (HashMap<StringHash, SharedPtr<ObjectFactory> >::ConstIterator i = factories.Begin(); i != factories.End(); ++i)
  372. SharedPtr<Object> object = i->second_->CreateObject();
  373. }
  374. #endif
  375. frameTimer_.Reset();
  376. URHO3D_LOGINFO("Initialized engine");
  377. initialized_ = true;
  378. return true;
  379. }
  380. void Engine::RunFrame()
  381. {
  382. assert(initialized_);
  383. // If not headless, and the graphics subsystem no longer has a window open, assume we should exit
  384. if (!headless_ && !GetSubsystem<Graphics>()->IsInitialized())
  385. exiting_ = true;
  386. if (exiting_)
  387. return;
  388. // Note: there is a minimal performance cost to looking up subsystems (uses a hashmap); if they would be looked up several
  389. // times per frame it would be better to cache the pointers
  390. Time* time = GetSubsystem<Time>();
  391. Input* input = GetSubsystem<Input>();
  392. Audio* audio = GetSubsystem<Audio>();
  393. time->BeginFrame(timeStep_);
  394. // If pause when minimized -mode is in use, stop updates and audio as necessary
  395. if (pauseMinimized_ && input->IsMinimized())
  396. {
  397. if (audio->IsPlaying())
  398. {
  399. audio->Stop();
  400. audioPaused_ = true;
  401. }
  402. }
  403. else
  404. {
  405. // Only unpause when it was paused by the engine
  406. if (audioPaused_)
  407. {
  408. audio->Play();
  409. audioPaused_ = false;
  410. }
  411. Update();
  412. }
  413. Render();
  414. ApplyFrameLimit();
  415. time->EndFrame();
  416. }
  417. Console* Engine::CreateConsole()
  418. {
  419. if (headless_ || !initialized_)
  420. return 0;
  421. // Return existing console if possible
  422. Console* console = GetSubsystem<Console>();
  423. if (!console)
  424. {
  425. console = new Console(context_);
  426. context_->RegisterSubsystem(console);
  427. }
  428. return console;
  429. }
  430. DebugHud* Engine::CreateDebugHud()
  431. {
  432. if (headless_ || !initialized_)
  433. return 0;
  434. // Return existing debug HUD if possible
  435. DebugHud* debugHud = GetSubsystem<DebugHud>();
  436. if (!debugHud)
  437. {
  438. debugHud = new DebugHud(context_);
  439. context_->RegisterSubsystem(debugHud);
  440. }
  441. return debugHud;
  442. }
  443. void Engine::SetTimeStepSmoothing(int frames)
  444. {
  445. timeStepSmoothing_ = (unsigned)Clamp(frames, 1, 20);
  446. }
  447. void Engine::SetMinFps(int fps)
  448. {
  449. minFps_ = (unsigned)Max(fps, 0);
  450. }
  451. void Engine::SetMaxFps(int fps)
  452. {
  453. maxFps_ = (unsigned)Max(fps, 0);
  454. }
  455. void Engine::SetMaxInactiveFps(int fps)
  456. {
  457. maxInactiveFps_ = (unsigned)Max(fps, 0);
  458. }
  459. void Engine::SetPauseMinimized(bool enable)
  460. {
  461. pauseMinimized_ = enable;
  462. }
  463. void Engine::SetAutoExit(bool enable)
  464. {
  465. // On mobile platforms exit is mandatory if requested by the platform itself and should not be attempted to be disabled
  466. #if defined(ANDROID) || defined(IOS)
  467. enable = true;
  468. #endif
  469. autoExit_ = enable;
  470. }
  471. void Engine::SetNextTimeStep(float seconds)
  472. {
  473. timeStep_ = Max(seconds, 0.0f);
  474. }
  475. void Engine::Exit()
  476. {
  477. #if defined(IOS)
  478. // On iOS it's not legal for the application to exit on its own, instead it will be minimized with the home key
  479. #else
  480. DoExit();
  481. #endif
  482. }
  483. void Engine::DumpProfiler()
  484. {
  485. Profiler* profiler = GetSubsystem<Profiler>();
  486. if (profiler)
  487. URHO3D_LOGRAW(profiler->PrintData(true, true) + "\n");
  488. }
  489. void Engine::DumpResources(bool dumpFileName)
  490. {
  491. #ifdef URHO3D_LOGGING
  492. ResourceCache* cache = GetSubsystem<ResourceCache>();
  493. const HashMap<StringHash, ResourceGroup>& resourceGroups = cache->GetAllResources();
  494. URHO3D_LOGRAW("\n");
  495. if (dumpFileName)
  496. {
  497. URHO3D_LOGRAW("Used resources:\n");
  498. for (HashMap<StringHash, ResourceGroup>::ConstIterator i = resourceGroups.Begin();
  499. i != resourceGroups.End(); ++i)
  500. {
  501. const HashMap<StringHash, SharedPtr<Resource> >& resources = i->second_.resources_;
  502. if (dumpFileName)
  503. {
  504. for (HashMap<StringHash, SharedPtr<Resource> >::ConstIterator j = resources.Begin();
  505. j != resources.End(); ++j)
  506. URHO3D_LOGRAW(j->second_->GetName() + "\n");
  507. }
  508. }
  509. }
  510. else
  511. URHO3D_LOGRAW(cache->PrintMemoryUsage());
  512. #endif
  513. }
  514. void Engine::DumpMemory()
  515. {
  516. #ifdef URHO3D_LOGGING
  517. #if defined(_MSC_VER) && defined(_DEBUG)
  518. _CrtMemState state;
  519. _CrtMemCheckpoint(&state);
  520. _CrtMemBlockHeader* block = state.pBlockHeader;
  521. unsigned total = 0;
  522. unsigned blocks = 0;
  523. for (;;)
  524. {
  525. if (block && block->pBlockHeaderNext)
  526. block = block->pBlockHeaderNext;
  527. else
  528. break;
  529. }
  530. while (block)
  531. {
  532. if (block->nBlockUse > 0)
  533. {
  534. if (block->szFileName)
  535. URHO3D_LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes, file " + String(block->szFileName) + " line " + String(block->nLine) + "\n");
  536. else
  537. URHO3D_LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes\n");
  538. total += block->nDataSize;
  539. ++blocks;
  540. }
  541. block = block->pBlockHeaderPrev;
  542. }
  543. URHO3D_LOGRAW("Total allocated memory " + String(total) + " bytes in " + String(blocks) + " blocks\n\n");
  544. #else
  545. URHO3D_LOGRAW("DumpMemory() supported on MSVC debug mode only\n\n");
  546. #endif
  547. #endif
  548. }
  549. void Engine::Update()
  550. {
  551. URHO3D_PROFILE(Update);
  552. // Logic update event
  553. using namespace Update;
  554. VariantMap& eventData = GetEventDataMap();
  555. eventData[P_TIMESTEP] = timeStep_;
  556. SendEvent(E_UPDATE, eventData);
  557. // Logic post-update event
  558. SendEvent(E_POSTUPDATE, eventData);
  559. // Rendering update event
  560. SendEvent(E_RENDERUPDATE, eventData);
  561. // Post-render update event
  562. SendEvent(E_POSTRENDERUPDATE, eventData);
  563. }
  564. void Engine::Render()
  565. {
  566. if (headless_)
  567. return;
  568. URHO3D_PROFILE(Render);
  569. // If device is lost, BeginFrame will fail and we skip rendering
  570. Graphics* graphics = GetSubsystem<Graphics>();
  571. if (!graphics->BeginFrame())
  572. return;
  573. GetSubsystem<Renderer>()->Render();
  574. GetSubsystem<UI>()->Render();
  575. graphics->EndFrame();
  576. }
  577. void Engine::ApplyFrameLimit()
  578. {
  579. if (!initialized_)
  580. return;
  581. unsigned maxFps = maxFps_;
  582. Input* input = GetSubsystem<Input>();
  583. if (input && !input->HasFocus())
  584. maxFps = Min(maxInactiveFps_, maxFps);
  585. long long elapsed = 0;
  586. #ifndef __EMSCRIPTEN__
  587. // Perform waiting loop if maximum FPS set
  588. if (maxFps)
  589. {
  590. URHO3D_PROFILE(ApplyFrameLimit);
  591. long long targetMax = 1000000LL / maxFps;
  592. for (;;)
  593. {
  594. elapsed = frameTimer_.GetUSec(false);
  595. if (elapsed >= targetMax)
  596. break;
  597. // Sleep if 1 ms or more off the frame limiting goal
  598. if (targetMax - elapsed >= 1000LL)
  599. {
  600. unsigned sleepTime = (unsigned)((targetMax - elapsed) / 1000LL);
  601. Time::Sleep(sleepTime);
  602. }
  603. }
  604. }
  605. #endif
  606. elapsed = frameTimer_.GetUSec(true);
  607. #ifdef URHO3D_TESTING
  608. if (timeOut_ > 0)
  609. {
  610. timeOut_ -= elapsed;
  611. if (timeOut_ <= 0)
  612. Exit();
  613. }
  614. #endif
  615. // If FPS lower than minimum, clamp elapsed time
  616. if (minFps_)
  617. {
  618. long long targetMin = 1000000LL / minFps_;
  619. if (elapsed > targetMin)
  620. elapsed = targetMin;
  621. }
  622. // Perform timestep smoothing
  623. timeStep_ = 0.0f;
  624. lastTimeSteps_.Push(elapsed / 1000000.0f);
  625. if (lastTimeSteps_.Size() > timeStepSmoothing_)
  626. {
  627. // If the smoothing configuration was changed, ensure correct amount of samples
  628. lastTimeSteps_.Erase(0, lastTimeSteps_.Size() - timeStepSmoothing_);
  629. for (unsigned i = 0; i < lastTimeSteps_.Size(); ++i)
  630. timeStep_ += lastTimeSteps_[i];
  631. timeStep_ /= lastTimeSteps_.Size();
  632. }
  633. else
  634. timeStep_ = lastTimeSteps_.Back();
  635. }
  636. VariantMap Engine::ParseParameters(const Vector<String>& arguments)
  637. {
  638. VariantMap ret;
  639. // Pre-initialize the parameters with environment variable values when they are set
  640. if (const char* paths = getenv("URHO3D_PREFIX_PATH"))
  641. ret["ResourcePrefixPaths"] = paths;
  642. for (unsigned i = 0; i < arguments.Size(); ++i)
  643. {
  644. if (arguments[i].Length() > 1 && arguments[i][0] == '-')
  645. {
  646. String argument = arguments[i].Substring(1).ToLower();
  647. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  648. if (argument == "headless")
  649. ret["Headless"] = true;
  650. else if (argument == "nolimit")
  651. ret["FrameLimiter"] = false;
  652. else if (argument == "flushgpu")
  653. ret["FlushGPU"] = true;
  654. else if (argument == "gl2")
  655. ret["ForceGL2"] = true;
  656. else if (argument == "landscape")
  657. ret["Orientations"] = "LandscapeLeft LandscapeRight " + ret["Orientations"].GetString();
  658. else if (argument == "portrait")
  659. ret["Orientations"] = "Portrait PortraitUpsideDown " + ret["Orientations"].GetString();
  660. else if (argument == "nosound")
  661. ret["Sound"] = false;
  662. else if (argument == "noip")
  663. ret["SoundInterpolation"] = false;
  664. else if (argument == "mono")
  665. ret["SoundStereo"] = false;
  666. else if (argument == "prepass")
  667. ret["RenderPath"] = "RenderPaths/Prepass.xml";
  668. else if (argument == "deferred")
  669. ret["RenderPath"] = "RenderPaths/Deferred.xml";
  670. else if (argument == "renderpath" && !value.Empty())
  671. {
  672. ret["RenderPath"] = value;
  673. ++i;
  674. }
  675. else if (argument == "noshadows")
  676. ret["Shadows"] = false;
  677. else if (argument == "lqshadows")
  678. ret["LowQualityShadows"] = true;
  679. else if (argument == "nothreads")
  680. ret["WorkerThreads"] = false;
  681. else if (argument == "v")
  682. ret["VSync"] = true;
  683. else if (argument == "t")
  684. ret["TripleBuffer"] = true;
  685. else if (argument == "w")
  686. ret["FullScreen"] = false;
  687. else if (argument == "s")
  688. ret["WindowResizable"] = true;
  689. else if (argument == "borderless")
  690. ret["Borderless"] = true;
  691. else if (argument == "q")
  692. ret["LogQuiet"] = true;
  693. else if (argument == "log" && !value.Empty())
  694. {
  695. unsigned logLevel = GetStringListIndex(value.CString(), logLevelPrefixes, M_MAX_UNSIGNED);
  696. if (logLevel != M_MAX_UNSIGNED)
  697. {
  698. ret["LogLevel"] = logLevel;
  699. ++i;
  700. }
  701. }
  702. else if (argument == "x" && !value.Empty())
  703. {
  704. ret["WindowWidth"] = ToInt(value);
  705. ++i;
  706. }
  707. else if (argument == "y" && !value.Empty())
  708. {
  709. ret["WindowHeight"] = ToInt(value);
  710. ++i;
  711. }
  712. else if (argument == "m" && !value.Empty())
  713. {
  714. ret["MultiSample"] = ToInt(value);
  715. ++i;
  716. }
  717. else if (argument == "b" && !value.Empty())
  718. {
  719. ret["SoundBuffer"] = ToInt(value);
  720. ++i;
  721. }
  722. else if (argument == "r" && !value.Empty())
  723. {
  724. ret["SoundMixRate"] = ToInt(value);
  725. ++i;
  726. }
  727. else if (argument == "pp" && !value.Empty())
  728. {
  729. ret["ResourcePrefixPaths"] = value;
  730. ++i;
  731. }
  732. else if (argument == "p" && !value.Empty())
  733. {
  734. ret["ResourcePaths"] = value;
  735. ++i;
  736. }
  737. else if (argument == "pf" && !value.Empty())
  738. {
  739. ret["ResourcePackages"] = value;
  740. ++i;
  741. }
  742. else if (argument == "ap" && !value.Empty())
  743. {
  744. ret["AutoloadPaths"] = value;
  745. ++i;
  746. }
  747. else if (argument == "ds" && !value.Empty())
  748. {
  749. ret["DumpShaders"] = value;
  750. ++i;
  751. }
  752. else if (argument == "mq" && !value.Empty())
  753. {
  754. ret["MaterialQuality"] = ToInt(value);
  755. ++i;
  756. }
  757. else if (argument == "tq" && !value.Empty())
  758. {
  759. ret["TextureQuality"] = ToInt(value);
  760. ++i;
  761. }
  762. else if (argument == "tf" && !value.Empty())
  763. {
  764. ret["TextureFilterMode"] = ToInt(value);
  765. ++i;
  766. }
  767. else if (argument == "af" && !value.Empty())
  768. {
  769. ret["TextureFilterMode"] = FILTER_ANISOTROPIC;
  770. ret["TextureAnisotropy"] = ToInt(value);
  771. ++i;
  772. }
  773. else if (argument == "touch")
  774. ret["TouchEmulation"] = true;
  775. #ifdef URHO3D_TESTING
  776. else if (argument == "timeout" && !value.Empty())
  777. {
  778. ret["TimeOut"] = ToInt(value);
  779. ++i;
  780. }
  781. #endif
  782. }
  783. }
  784. return ret;
  785. }
  786. bool Engine::HasParameter(const VariantMap& parameters, const String& parameter)
  787. {
  788. StringHash nameHash(parameter);
  789. return parameters.Find(nameHash) != parameters.End();
  790. }
  791. const Variant& Engine::GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue)
  792. {
  793. StringHash nameHash(parameter);
  794. VariantMap::ConstIterator i = parameters.Find(nameHash);
  795. return i != parameters.End() ? i->second_ : defaultValue;
  796. }
  797. void Engine::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  798. {
  799. if (autoExit_)
  800. {
  801. // Do not call Exit() here, as it contains mobile platform -specific tests to not exit.
  802. // If we do receive an exit request from the system on those platforms, we must comply
  803. DoExit();
  804. }
  805. }
  806. void Engine::DoExit()
  807. {
  808. Graphics* graphics = GetSubsystem<Graphics>();
  809. if (graphics)
  810. graphics->Close();
  811. exiting_ = true;
  812. #if defined(__EMSCRIPTEN__) && defined(URHO3D_TESTING)
  813. emscripten_force_exit(EXIT_SUCCESS); // Some how this is required to signal emrun to stop
  814. #endif
  815. }
  816. }