Torque3D/Engine/source/app/mainLoop.cpp
2023-09-13 10:33:20 +02:00

658 lines
19 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "app/mainLoop.h"
#include "app/game.h"
#include "platform/platformTimer.h"
#include "platform/platformRedBook.h"
#include "platform/platformVolume.h"
#include "platform/platformMemory.h"
#include "platform/platformTimer.h"
#include "platform/platformNet.h"
#include "platform/nativeDialogs/fileDialog.h"
#include "platform/threads/thread.h"
#include "core/module.h"
#include "core/threadStatic.h"
#include "core/iTickable.h"
#include "core/stream/fileStream.h"
#include "windowManager/platformWindowMgr.h"
#include "core/util/journal/process.h"
#include "util/fpsTracker.h"
#include "console/debugOutputConsumer.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gfx/bitmap/gBitmap.h"
#include "gfx/gFont.h"
#include "gfx/video/videoCapture.h"
#include "gfx/gfxTextureManager.h"
#include "sim/netStringTable.h"
#include "sim/actionMap.h"
#include "sim/netInterface.h"
#include "util/sampler.h"
#include "platform/threads/threadPool.h"
// For the TickMs define... fix this for T2D...
#include "T3D/gameBase/processList.h"
#include "cinterface/cinterface.h"
#include "console/script.h"
#ifdef TORQUE_ENABLE_VFS
#include "platform/platformVFS.h"
#endif
#ifndef _MODULE_MANAGER_H
#include "module/moduleManager.h"
#endif
#ifndef _ASSET_MANAGER_H_
#include "assets/assetManager.h"
#endif
DITTS( F32, gTimeScale, 1.0 );
DITTS( U32, gTimeAdvance, 0 );
DITTS( U32, gFrameSkip, 0 );
extern S32 sgBackgroundProcessSleepTime;
extern S32 sgTimeManagerProcessInterval;
extern FPSTracker gFPS;
TimeManager* tm = NULL;
static bool gRequiresRestart = false;
#ifdef TORQUE_DEBUG
/// Temporary timer used to time startup times.
static PlatformTimer* gStartupTimer;
#endif
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
StringTableEntry gMiniDumpDir;
StringTableEntry gMiniDumpExec;
StringTableEntry gMiniDumpParams;
StringTableEntry gMiniDumpExecDir;
#endif
namespace engineAPI
{
// This is the magic switch for deciding which interop the engine
// should use. It will go away when we drop the console system
// entirely but for now it is necessary for several behaviors that
// differ between the interops to decide what to do.
bool gUseConsoleInterop = true;
bool gIsInitialized = false;
}
// The following are some tricks to make the memory leak checker run after global
// dtors have executed by placing some code in the termination segments.
#if defined( TORQUE_DEBUG ) && !defined( TORQUE_DISABLE_MEMORY_MANAGER )
#ifdef TORQUE_COMPILER_VISUALC
# pragma data_seg( ".CRT$XTU" )
static void* sCheckMemBeforeTermination = &Memory::ensureAllFreed;
# pragma data_seg()
#elif defined( TORQUE_COMPILER_GCC )
__attribute__ ( ( destructor ) ) static void _ensureAllFreed()
{
Memory::ensureAllFreed();
}
#endif
#endif
// Process a time event and update all sub-processes
void processTimeEvent(S32 elapsedTime)
{
PROFILE_START(ProcessTimeEvent);
// If recording a video and not playinb back a journal, override the elapsedTime
if (VIDCAP->isRecording() && !Journal::IsPlaying())
elapsedTime = VIDCAP->getMsPerFrame();
// cap the elapsed time to one second
// if it's more than that we're probably in a bad catch-up situation
if(elapsedTime > 1024)
elapsedTime = 1024;
U32 timeDelta;
if(ATTS(gTimeAdvance))
timeDelta = ATTS(gTimeAdvance);
else
timeDelta = (U32) (elapsedTime * ATTS(gTimeScale));
Platform::advanceTime(elapsedTime);
// Don't build up more time than a single tick... this makes the sim
// frame rate dependent but is a useful hack for singleplayer.
if ( ATTS(gFrameSkip) )
if ( timeDelta > TickMs )
timeDelta = TickMs;
bool tickPass;
PROFILE_START(ServerProcess);
tickPass = serverProcess(timeDelta);
PROFILE_END();
PROFILE_START(ServerNetProcess);
// only send packets if a tick happened
if(tickPass)
GNet->processServer();
// Used to indicate if server was just ticked.
Con::setBoolVariable( "$pref::hasServerTicked", tickPass );
PROFILE_END();
PROFILE_START(SimAdvanceTime);
Sim::advanceTime(timeDelta);
PROFILE_END();
PROFILE_START(ClientProcess);
tickPass = clientProcess(timeDelta);
// Used to indicate if client was just ticked.
Con::setBoolVariable( "$pref::hasClientTicked", tickPass );
PROFILE_END_NAMED(ClientProcess);
PROFILE_START(ClientNetProcess);
if(tickPass)
GNet->processClient();
PROFILE_END();
GNet->checkTimeouts();
gFPS.update();
// Give the texture manager a chance to cleanup any
// textures that haven't been referenced for a bit.
if( GFX )
TEXMGR->cleanupCache( 5 );
PROFILE_END();
// Update the console time
Con::setFloatVariable("Sim::Time",F32(Platform::getVirtualMilliseconds()) / 1000);
}
void StandardMainLoop::init()
{
#ifdef TORQUE_DEBUG
gStartupTimer = PlatformTimer::create();
#endif
#ifdef TORQUE_DEBUG_GUARD
Memory::flagCurrentAllocs( Memory::FLAG_Global );
#endif
Platform::setMathControlStateKnown();
// Asserts should be created FIRST
PlatformAssert::create();
ManagedSingleton< ThreadManager >::createSingleton();
FrameAllocator::init(TORQUE_FRAME_SIZE); // See comments in torqueConfig.h
// Yell if we can't initialize the network.
if(!Net::init())
{
AssertISV(false, "StandardMainLoop::initCore - could not initialize networking!");
}
_StringTable::create();
// Set up the resource manager and get some basic file types in it.
Con::init();
Platform::initConsole();
NetStringTable::create();
// Use debug output logging on the Xbox and OSX builds
#if defined( _XBOX ) || defined( TORQUE_OS_MAC )
DebugOutputConsumer::init();
#endif
// init Filesystem first, so we can actually log errors for all components that follow
Platform::FS::InstallFileSystems(); // install all drives for now until we have everything using the volume stuff
Platform::FS::MountDefaults();
// Set our working directory.
Torque::FS::SetCwd( "game:/" );
// Set our working directory.
Platform::setCurrentDirectory( Platform::getMainDotCsDir() );
Processor::init();
Math::init();
Platform::init(); // platform specific initialization
RedBook::init();
Platform::initConsole();
ThreadPool::GlobalThreadPool::createSingleton();
// Set engineAPI initialized to true
engineAPI::gIsInitialized = true;
// Initialize modules.
EngineModuleManager::initializeSystem();
// Initialise ITickable.
#ifdef TORQUE_TGB_ONLY
ITickable::init( 4 );
#endif
#ifdef TORQUE_ENABLE_VFS
// [tom, 10/28/2006] Load the VFS here so that it stays loaded
Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
gResourceManager->addVFSRoot(vfs);
#endif
Con::addVariable("timeScale", TypeF32, &ATTS(gTimeScale), "Animation time scale.\n"
"@ingroup platform");
Con::addVariable("timeAdvance", TypeS32, &ATTS(gTimeAdvance), "The speed at which system processing time advances.\n"
"@ingroup platform");
Con::addVariable("frameSkip", TypeS32, &ATTS(gFrameSkip), "Sets the number of frames to skip while rendering the scene.\n"
"@ingroup platform");
Con::setVariable( "defaultGame", StringTable->insert("scripts") );
Con::addVariable( "_forceAllMainThread", TypeBool, &ThreadPool::getForceAllMainThread(), "Force all work items to execute on main thread. turns this into a single-threaded system. Primarily useful to find whether malfunctions are caused by parallel execution or not.\n"
"@ingroup platform" );
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
Con::addVariable("MiniDump::Dir", TypeString, &gMiniDumpDir);
Con::addVariable("MiniDump::Exec", TypeString, &gMiniDumpExec);
Con::addVariable("MiniDump::Params", TypeString, &gMiniDumpParams);
Con::addVariable("MiniDump::ExecDir", TypeString, &gMiniDumpExecDir);
#endif
// Register the module manager.
ModuleDatabase.registerObject("ModuleDatabase");
// Register the asset database.
AssetDatabase.registerObject("AssetDatabase");
// Register the asset database as a module listener.
ModuleDatabase.addListener(&AssetDatabase);
ActionMap* globalMap = new ActionMap;
globalMap->registerObject("GlobalActionMap");
Sim::getActiveActionMapSet()->pushObject(globalMap);
// Do this before we init the process so that process notifiees can get the time manager
tm = new TimeManager;
tm->timeEvent.notify(&::processTimeEvent);
// Start up the Input Event Manager
INPUTMGR->start();
Sampler::init();
// Hook in for UDP notification
Net::getPacketReceiveEvent().notify(GNet, &NetInterface::processPacketReceiveEvent);
#ifdef TORQUE_DEBUG_GUARD
Memory::flagCurrentAllocs( Memory::FLAG_Static );
#endif
}
void StandardMainLoop::shutdown()
{
// Stop the Input Event Manager
INPUTMGR->stop();
delete tm;
preShutdown();
// Unregister the module database.
ModuleDatabase.unregisterObject();
// Unregister the asset database.
AssetDatabase.unregisterObject();
// Shut down modules.
EngineModuleManager::shutdownSystem();
ThreadPool::GlobalThreadPool::deleteSingleton();
#ifdef TORQUE_ENABLE_VFS
closeEmbeddedVFSArchive();
#endif
RedBook::destroy();
Platform::shutdown();
#if defined( _XBOX ) || defined( TORQUE_OS_MAC )
DebugOutputConsumer::destroy();
#endif
NetStringTable::destroy();
Con::shutdown();
_StringTable::destroy();
FrameAllocator::destroy();
Net::shutdown();
Sampler::destroy();
ManagedSingleton< ThreadManager >::deleteSingleton();
// asserts should be destroyed LAST
PlatformAssert::destroy();
#if defined( TORQUE_DEBUG ) && !defined( TORQUE_DISABLE_MEMORY_MANAGER )
Memory::validate();
#endif
}
void StandardMainLoop::preShutdown()
{
#ifdef TORQUE_TOOLS
// Tools are given a chance to do pre-quit processing
// - This is because for tools we like to do things such
// as prompting to save changes before shutting down
// and onExit is packaged which means we can't be sure
// where in the shutdown namespace chain we are when using
// onExit since some components of the tools may already be
// destroyed that may be vital to saving changes to avoid
// loss of work [1/5/2007 justind]
if( Con::isFunction("onPreExit") )
Con::executef( "onPreExit");
#endif
//exec the script onExit() function
if ( Con::isFunction( "onExit" ) )
Con::executef("onExit");
}
bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
{
// Allow the window manager to process command line inputs; this is
// done to let web plugin functionality happen in a fairly transparent way.
PlatformWindowManager::get()->processCmdLineArgs(argc, argv);
Process::handleCommandLine( argc, argv );
// Set up the command line args for the console scripts...
Con::setIntVariable("Game::argc", argc);
U32 i;
for (i = 0; i < argc; i++)
Con::setVariable(avar("Game::argv%d", i), argv[i]);
#ifdef TORQUE_PLAYER
if(argc > 2 && dStricmp(argv[1], "-project") == 0)
{
char playerPath[1024];
Platform::makeFullPathName(argv[2], playerPath, sizeof(playerPath));
Platform::setCurrentDirectory(playerPath);
argv += 2;
argc -= 2;
// Re-locate the game:/ asset mount.
Torque::FS::Unmount( "game" );
Torque::FS::Mount( "game", Platform::FS::createNativeFS( playerPath ) );
}
#endif
// Executes an entry script file. This is "main.tscript"
// by default, but any file name (with no whitespace
// in it) may be run if it is specified as the first
// command-line parameter. The script used, default
// or otherwise, is not compiled and is loaded here
// directly because the resource system restricts
// access to the "root" directory.
bool foundExternalMain = false;
CInterface::CallMain(&foundExternalMain);
if (foundExternalMain)
return true;
#ifdef TORQUE_ENABLE_VFS
Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
bool useVFS = vfs != NULL;
#endif
Stream *mainCsStream = NULL;
// The working filestream.
FileStream str;
const char *defaultScriptName = "main." TORQUE_SCRIPT_EXTENSION;
bool useDefaultScript = true;
// Check if any command-line parameters were passed (the first is just the app name).
if (argc > 1)
{
// If so, check if the first parameter is a file to open.
if ( (String::compare(argv[1], "") != 0 ) && (str.open(argv[1], Torque::FS::File::Read)) )
{
// If it opens, we assume it is the script to run.
useDefaultScript = false;
#ifdef TORQUE_ENABLE_VFS
useVFS = false;
#endif
mainCsStream = &str;
}
}
if (useDefaultScript)
{
bool success = false;
#ifdef TORQUE_ENABLE_VFS
if(useVFS)
success = (mainCsStream = vfs->openFile(defaultScriptName, Zip::ZipArchive::Read)) != NULL;
else
#endif
success = str.open(defaultScriptName, Torque::FS::File::Read);
#if defined( TORQUE_DEBUG ) && defined (TORQUE_TOOLS) && !defined(TORQUE_DEDICATED) && !defined( _XBOX )
if (!success)
{
OpenFileDialog ofd;
FileDialogData &fdd = ofd.getData();
fdd.mFilters = StringTable->insert("Main Entry Script (main." TORQUE_SCRIPT_EXTENSION ")|main." TORQUE_SCRIPT_EXTENSION "|");
fdd.mTitle = StringTable->insert("Locate Game Entry Script");
// Get the user's selection
if( !ofd.Execute() )
return false;
// Process and update CWD so we can run the selected main.tscript
S32 pathLen = dStrlen( fdd.mFile );
FrameTemp<char> szPathCopy( pathLen + 1);
dStrcpy( szPathCopy, fdd.mFile, pathLen + 1 );
//forwardslash( szPathCopy );
const char *path = dStrrchr(szPathCopy, '/');
if(path)
{
U32 len = path - (const char*)szPathCopy;
szPathCopy[len+1] = 0;
Platform::setCurrentDirectory(szPathCopy);
// Re-locate the game:/ asset mount.
Torque::FS::Unmount( "game" );
Torque::FS::Mount( "game", Platform::FS::createNativeFS( ( const char* ) szPathCopy ) );
success = str.open(fdd.mFile, Torque::FS::File::Read);
if(success)
defaultScriptName = fdd.mFile;
}
}
#endif
if( !success )
{
char msg[1024];
dSprintf(msg, sizeof(msg), "Failed to open \"%s\".", defaultScriptName);
Platform::AlertOK("Error", msg);
#ifdef TORQUE_ENABLE_VFS
closeEmbeddedVFSArchive();
#endif
return false;
}
#ifdef TORQUE_ENABLE_VFS
if(! useVFS)
#endif
mainCsStream = &str;
}
// This should rarely happen, but lets deal with
// it gracefully if it does.
if ( mainCsStream == NULL )
return false;
U32 size = mainCsStream->getStreamSize();
char *script = new char[size + 1];
mainCsStream->read(size, script);
#ifdef TORQUE_ENABLE_VFS
if(useVFS)
vfs->closeFile(mainCsStream);
else
#endif
str.close();
script[size] = 0;
char buffer[1024], *ptr;
Platform::makeFullPathName(useDefaultScript ? defaultScriptName : argv[1], buffer, sizeof(buffer), Platform::getCurrentDirectory());
ptr = dStrrchr(buffer, '/');
if(ptr != NULL)
*ptr = 0;
Platform::setMainDotCsDir(buffer);
Platform::setCurrentDirectory(buffer);
Con::setVariable("TorqueScriptFileExtension", TORQUE_SCRIPT_EXTENSION);
Con::evaluate(script, false, useDefaultScript ? defaultScriptName : argv[1]);
delete[] script;
#ifdef TORQUE_ENABLE_VFS
closeEmbeddedVFSArchive();
#endif
return true;
}
bool StandardMainLoop::doMainLoop()
{
#ifdef TORQUE_DEBUG
if( gStartupTimer )
{
Con::printf( "Started up in %.2f seconds...",
F32( gStartupTimer->getElapsedMs() ) / 1000.f );
SAFE_DELETE( gStartupTimer );
}
#endif
bool keepRunning = true;
// while(keepRunning)
{
tm->setBackgroundThreshold(mClamp(sgBackgroundProcessSleepTime, 1, 200));
tm->setForegroundThreshold(mClamp(sgTimeManagerProcessInterval, 1, 200));
// update foreground/background status
if(WindowManager->getFirstWindow())
{
static bool lastFocus = false;
bool newFocus = ( WindowManager->getFocusedWindow() != NULL );
if(lastFocus != newFocus)
{
#ifndef TORQUE_SHIPPING
Con::printf("Window focus status changed: focus: %d", newFocus);
if (!newFocus)
Con::printf(" Using background sleep time: %u", Platform::getBackgroundSleepTime());
#endif
#ifdef TORQUE_OS_MAC
if (newFocus)
WindowManager->getFirstWindow()->show();
#endif
lastFocus = newFocus;
}
// under the web plugin do not sleep the process when the child window loses focus as this will cripple the browser perfomance
if (!Platform::getWebDeployment())
tm->setBackground(!newFocus);
else
tm->setBackground(false);
}
else
{
tm->setBackground(false);
}
PROFILE_START(MainLoop);
Sampler::beginFrame();
if(!Process::processEvents())
keepRunning = false;
ThreadPool::processMainThreadWorkItems();
Sampler::endFrame();
ConsoleValue::resetConversionBuffer();
PROFILE_END_NAMED(MainLoop);
}
return keepRunning;
}
S32 StandardMainLoop::getReturnStatus()
{
return Process::getReturnStatus();
}
void StandardMainLoop::setRestart(bool restart )
{
gRequiresRestart = restart;
}
bool StandardMainLoop::requiresRestart()
{
return gRequiresRestart;
}