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/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GameLoop.h"
#include "MessagePasserImpl.h"
#include "Messages.h"
#include "SharedMemory.h"
#include "Handlers/MessageHandler.h"
#include "ActorViewer.h"
#include "View.h"
#include "InputProcessor.h"
#include "graphics/TextureManager.h"
#include "gui/GUIManager.h"
#include "lib/app_hooks.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/DllLoader.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/GameSetup/Paths.h"
#include "renderer/Renderer.h"
using namespace AtlasMessage;
namespace AtlasMessage
{
extern void RegisterHandlers();
}
// Loaded from DLL:
void (*Atlas_StartWindow)(const wchar_t* type);
void (*Atlas_SetDataDirectory)(const wchar_t* path);
void (*Atlas_SetConfigDirectory)(const wchar_t* path);
void (*Atlas_SetMessagePasser)(MessagePasser*);
void (*Atlas_GLSetCurrent)(void* cavas);
void (*Atlas_GLSwapBuffers)(void* canvas);
void (*Atlas_NotifyEndOfFrame)();
void (*Atlas_DisplayError)(const wchar_t* text, size_t flags);
void (*Atlas_ReportError)();
namespace AtlasMessage
{
void* (*ShareableMallocFptr)(size_t);
void (*ShareableFreeFptr)(void*);
}
MessagePasser* AtlasMessage::g_MessagePasser = NULL;
static InputProcessor g_Input;
static GameLoopState state;
GameLoopState* g_AtlasGameLoop = &state;
static ErrorReactionInternal AtlasDisplayError(const wchar_t* text, size_t flags)
{
// TODO: after Atlas has been unloaded, don't do this
Atlas_DisplayError(text, flags);
return ERI_CONTINUE;
}
static void RendererIncrementalLoad()
{
// TODO: shouldn't duplicate this code from main.cpp
if (!CRenderer::IsInitialised())
return;
const double maxTime = 0.1f;
double startTime = timer_Time();
bool more;
do {
more = g_Renderer.GetTextureManager().MakeProgress();
}
while (more && timer_Time() - startTime < maxTime);
}
static void* RunEngine(void* data)
{
debug_SetThreadName("engine_thread");
// Set new main thread so that all the thread-safety checks pass
ThreadUtil::SetMainThread();
g_Profiler2.RegisterCurrentThread("atlasmain");
const CmdLineArgs args = *reinterpret_cast<const CmdLineArgs*>(data);
MessagePasserImpl* msgPasser = (MessagePasserImpl*)AtlasMessage::g_MessagePasser;
// Register all the handlers for message which might be passed back
RegisterHandlers();
// Override ah_display_error to pass all errors to the Atlas UI
// TODO: this doesn't work well because it doesn't pause the game thread
// and the error box is ugly, so only use it if we fix those issues
// (use INIT_HAVE_DISPLAY_ERROR init flag to test this)
AppHooks hooks = {0};
hooks.display_error = AtlasDisplayError;
app_hooks_update(&hooks);
// Disable the game's cursor rendering
extern CStrW g_CursorName;
g_CursorName = L"";
state.args = args;
state.running = true;
state.view = AtlasView::GetView_None();
state.glCanvas = NULL;
double last_activity = timer_Time();
while (state.running)
{
bool recent_activity = false;
//////////////////////////////////////////////////////////////////////////
// (TODO: Work out why these things have to be in this order (to avoid
// jumps when starting to move, etc))
// Calculate frame length
{
const double time = timer_Time();
static double last_time = time;
const double realFrameLength = time-last_time;
last_time = time;
ENSURE(realFrameLength >= 0.0);
// TODO: filter out big jumps, e.g. when having done a lot of slow
// processing in the last frame
state.realFrameLength = realFrameLength;
}
// Process the input that was received in the past
if (g_Input.ProcessInput(&state))
recent_activity = true;
//////////////////////////////////////////////////////////////////////////
{
IMessage* msg;
while ((msg = msgPasser->Retrieve()) != NULL)
{
recent_activity = true;
std::string name (msg->GetName());
msgHandlers::const_iterator it = GetMsgHandlers().find(name);
if (it != GetMsgHandlers().end())
{
it->second(msg);
}
else
{
debug_warn(L"Unrecognised message");
// CLogger might not be initialised, but this error will be sent
// to the debug output window anyway so people can still see it
LOGERROR("Unrecognised message (%s)", name.c_str());
}
if (msg->GetType() == IMessage::Query)
{
// For queries, we need to notify MessagePasserImpl::Query
// that the query has now been processed.
sem_post((sem_t*) static_cast<QueryMessage*>(msg)->m_Semaphore);
// (msg may have been destructed at this point, so don't use it again)
// It's quite possible that the querier is going to do a tiny
// bit of processing on the query results and then issue another
// query, and repeat lots of times in a loop. To avoid slowing
// that down by rendering between every query, make this
// thread yield now.
SDL_Delay(0);
}
else
{
// For non-queries, we need to delete the object, since we
// took ownership of it.
AtlasMessage::ShareableDelete(msg);
}
}
}
// Exit, if desired
if (! state.running)
break;
//////////////////////////////////////////////////////////////////////////
// Do per-frame processing:
ReloadChangedFiles();
RendererIncrementalLoad();
// Pump SDL events (e.g. hotkeys)
SDL_Event_ ev;
while (in_poll_event(&ev))
in_dispatch_event(&ev);
if (g_GUI)
g_GUI->TickObjects();
state.view->Update(state.realFrameLength);
state.view->Render();
if (CProfileManager::IsInitialised())
g_Profiler.Frame();
double time = timer_Time();
if (recent_activity)
last_activity = time;
// Be nice to the processor (by sleeping lots) if we're not doing anything
// useful, and nice to the user (by just yielding to other threads) if we are
bool yield = (time - last_activity > 0.5);
// But make sure we aren't doing anything interesting right now, where
// the user wants to see the screen updating even though they're not
// interacting with it
if (state.view->WantsHighFramerate())
yield = false;
if (yield) // if there was no recent activity...
{
double sleepUntil = time + 0.5; // only redraw at 2fps
while (time < sleepUntil)
{
// To minimise latency when the user starts doing stuff, only
// sleep for a short while, then check if anything's happened,
// then go back to sleep
// (TODO: This should probably be done with something like semaphores)
Atlas_NotifyEndOfFrame(); // (TODO: rename to NotifyEndOfQuiteShortProcessingPeriodSoPleaseSendMeNewMessages or something)
SDL_Delay(50);
if (!msgPasser->IsEmpty())
break;
time = timer_Time();
}
}
else
{
Atlas_NotifyEndOfFrame();
SDL_Delay(0);
}
}
return NULL;
}
bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll)
{
// Load required symbols from the DLL
try
{
dll.LoadSymbol("Atlas_StartWindow", Atlas_StartWindow);
dll.LoadSymbol("Atlas_SetMessagePasser", Atlas_SetMessagePasser);
dll.LoadSymbol("Atlas_SetDataDirectory", Atlas_SetDataDirectory);
dll.LoadSymbol("Atlas_SetConfigDirectory", Atlas_SetConfigDirectory);
dll.LoadSymbol("Atlas_GLSetCurrent", Atlas_GLSetCurrent);
dll.LoadSymbol("Atlas_GLSwapBuffers", Atlas_GLSwapBuffers);
dll.LoadSymbol("Atlas_NotifyEndOfFrame", Atlas_NotifyEndOfFrame);
dll.LoadSymbol("Atlas_DisplayError", Atlas_DisplayError);
dll.LoadSymbol("Atlas_ReportError", Atlas_ReportError);
dll.LoadSymbol("ShareableMalloc", ShareableMallocFptr);
dll.LoadSymbol("ShareableFree", ShareableFreeFptr);
}
catch (PSERROR_DllLoader&)
{
debug_warn(L"Failed to initialise DLL");
return false;
}
// Construct a message passer for communicating with Atlas
// (here so that its scope lasts beyond the game thread)
MessagePasserImpl msgPasser;
AtlasMessage::g_MessagePasser = &msgPasser;
// Pass our message handler to Atlas
Atlas_SetMessagePasser(&msgPasser);
// Tell Atlas the location of the data directory
const Paths paths(args);
Atlas_SetDataDirectory(paths.RData().string().c_str());
// Tell Atlas the location of the user config directory
Atlas_SetConfigDirectory(paths.Config().string().c_str());
// Run the engine loop in a new thread
pthread_t engineThread;
pthread_create(&engineThread, NULL, RunEngine, reinterpret_cast<void*>(const_cast<CmdLineArgs*>(&args)));
// Start Atlas UI on main thread
// (required for wxOSX/Cocoa compatibility - see http://trac.wildfiregames.com/ticket/500)
Atlas_StartWindow(L"ScenarioEditor");
// Wait for the engine to exit
pthread_join(engineThread, NULL);
// TODO: delete all remaining messages, to avoid memory leak warnings
// Restore main thread
ThreadUtil::SetMainThread();
// Clean up
AtlasView::DestroyViews();
AtlasMessage::g_MessagePasser = NULL;
return true;
}
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