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/* Copyright (C) 2024 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 "ps/GameSetup/GameSetup.h"
#include "graphics/GameView.h"
#include "graphics/MapReader.h"
#include "graphics/TerrainTextureManager.h"
#include "gui/CGUI.h"
#include "gui/GUIManager.h"
#include "gui/Scripting/JSInterface_GUIManager.h"
#include "i18n/L10n.h"
#include "lib/app_hooks.h"
#include "lib/config2.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/file/common/file_stats.h"
#include "lib/input.h"
#include "lib/timer.h"
#include "lobby/IXmppClient.h"
#include "network/NetServer.h"
#include "network/NetClient.h"
#include "network/NetMessage.h"
#include "network/NetMessages.h"
#include "network/scripting/JSInterface_Network.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/Paths.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/GameSetup/HWDetect.h"
#include "ps/Globals.h"
#include "ps/GUID.h"
#include "ps/Hotkey.h"
#include "ps/Joystick.h"
#include "ps/Loader.h"
#include "ps/Mod.h"
#include "ps/ModIo.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/Profiler2.h"
#include "ps/Pyrogenesis.h" // psSetLogDir
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_Game.h"
#include "ps/scripting/JSInterface_Main.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "ps/TouchInput.h"
#include "ps/UserReport.h"
#include "ps/Util.h"
#include "ps/VideoMode.h"
#include "ps/VisualReplay.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/VertexBufferManager.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptConversions.h"
#include "simulation2/Simulation2.h"
#include "simulation2/scripting/JSInterface_Simulation.h"
#include "soundmanager/scripting/JSInterface_Sound.h"
#include "soundmanager/ISoundManager.h"
#include "tools/atlas/GameInterface/GameLoop.h"
#if !(OS_WIN || OS_MACOSX || OS_ANDROID) // assume all other platforms use X11 for wxWidgets
#define MUST_INIT_X11 1
#include <X11/Xlib.h>
#else
#define MUST_INIT_X11 0
#endif
extern void RestartEngine();
#include <fstream>
#include <iostream>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string/join.hpp>
#include <boost/algorithm/string/split.hpp>
ERROR_GROUP(System);
ERROR_TYPE(System, SDLInitFailed);
ERROR_TYPE(System, VmodeFailed);
ERROR_TYPE(System, RequiredExtensionsMissing);
thread_local std::shared_ptr<ScriptContext> g_ScriptContext;
bool g_InDevelopmentCopy;
bool g_CheckedIfInDevelopmentCopy = false;
ErrorReactionInternal psDisplayError(const wchar_t* UNUSED(text), size_t UNUSED(flags))
{
// If we're fullscreen, then sometimes (at least on some particular drivers on Linux)
// displaying the error dialog hangs the desktop since the dialog box is behind the
// fullscreen window. So we just force the game to windowed mode before displaying the dialog.
// (But only if we're in the main thread, and not if we're being reentrant.)
if (Threading::IsMainThread())
{
static bool reentering = false;
if (!reentering)
{
reentering = true;
g_VideoMode.SetFullscreen(false);
reentering = false;
}
}
// We don't actually implement the error display here, so return appropriately
return ERI_NOT_IMPLEMENTED;
}
void MountMods(const Paths& paths, const std::vector<CStr>& mods)
{
OsPath modPath = paths.RData()/"mods";
OsPath modUserPath = paths.UserData()/"mods";
size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE;
size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST;
size_t priority = 0;
for (size_t i = 0; i < mods.size(); ++i)
{
priority = i + 1; // Mods are higher priority than regular mountings, which default to priority 0
OsPath modName(mods[i]);
// Only mount mods from the user path if they don't exist in the 'rdata' path.
if (DirectoryExists(modPath / modName / ""))
g_VFS->Mount(L"", modPath / modName / "", baseFlags, priority);
else
g_VFS->Mount(L"", modUserPath / modName / "", userFlags, priority);
}
// Mount the user mod last. In dev copy, mount it with a low priority. Otherwise, make it writable.
g_VFS->Mount(L"", modUserPath / "user" / "", userFlags, InDevelopmentCopy() ? 0 : priority + 1);
}
void InitVfs(const CmdLineArgs& args)
{
TIMER(L"InitVfs");
const Paths paths(args);
OsPath logs(paths.Logs());
CreateDirectories(logs, 0700);
psSetLogDir(logs);
// desired location for crashlog is now known. update AppHooks ASAP
// (particularly before the following error-prone operations):
AppHooks hooks = {0};
hooks.bundle_logs = psBundleLogs;
hooks.get_log_dir = psLogDir;
hooks.display_error = psDisplayError;
app_hooks_update(&hooks);
g_VFS = CreateVfs();
const OsPath readonlyConfig = paths.RData()/"config"/"";
// Mount these dirs with highest priority so that mods can't overwrite them.
g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE, VFS_MAX_PRIORITY); // (adding XMBs to archive speeds up subsequent reads)
if (readonlyConfig != paths.Config())
g_VFS->Mount(L"config/", readonlyConfig, 0, VFS_MAX_PRIORITY-1);
g_VFS->Mount(L"config/", paths.Config(), 0, VFS_MAX_PRIORITY);
g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/"", 0, VFS_MAX_PRIORITY);
g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH, VFS_MAX_PRIORITY);
// Engine localization files (regular priority, these can be overwritten).
g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/"");
// Mods will be mounted later.
// note: don't bother with g_VFS->TextRepresentation - directories
// haven't yet been populated and are empty.
}
static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcScriptInterface, JS::HandleValue initData)
{
{
// console
TIMER(L"ps_console");
g_Console->Init();
}
// hotkeys
{
TIMER(L"ps_lang_hotkeys");
LoadHotkeys(g_ConfigDB);
}
if (!setup_gui)
{
// We do actually need *some* kind of GUI loaded, so use the
// (currently empty) Atlas one
g_GUI->SwitchPage(L"page_atlas.xml", srcScriptInterface, initData);
return;
}
// GUI uses VFS, so this must come after VFS init.
g_GUI->SwitchPage(gui_page, srcScriptInterface, initData);
}
void InitInput()
{
g_Joystick.Initialise();
// register input handlers
// This stack is constructed so the first added, will be the last
// one called. This is important, because each of the handlers
// has the potential to block events to go further down
// in the chain. I.e. the last one in the list added, is the
// only handler that can block all messages before they are
// processed.
in_add_handler(game_view_handler);
in_add_handler(CProfileViewer::InputThunk);
in_add_handler(HotkeyInputActualHandler);
// gui_handler needs to be registered after (i.e. called before!) the
// hotkey handler so that input boxes can be typed in without
// setting off hotkeys.
in_add_handler(gui_handler);
// Likewise for the console.
in_add_handler(conInputHandler);
in_add_handler(touch_input_handler);
// Should be called after scancode map update (i.e. after the global input, but before UI).
// This never blocks the event, but it does some processing necessary for hotkeys,
// which are triggered later down the input chain.
// (by calling this before the UI, we can use 'EventWouldTriggerHotkey' in the UI).
in_add_handler(HotkeyInputPrepHandler);
// These two must be called first (i.e. pushed last)
// GlobalsInputHandler deals with some important global state,
// such as which scancodes are being pressed, mouse buttons pressed, etc.
// while HotkeyStateChange updates the map of active hotkeys.
in_add_handler(GlobalsInputHandler);
in_add_handler(HotkeyStateChange);
}
static void ShutdownPs()
{
SAFE_DELETE(g_GUI);
UnloadHotkeys();
}
static void InitSDL()
{
#if OS_LINUX
// In fullscreen mode when SDL is compiled with DGA support, the mouse
// sensitivity often appears to be unusably wrong (typically too low).
// (This seems to be reported almost exclusively on Ubuntu, but can be
// reproduced on Gentoo after explicitly enabling DGA.)
// Disabling the DGA mouse appears to fix that problem, and doesn't
// have any obvious negative effects.
setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 0);
#endif
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
{
LOGERROR("SDL library initialization failed: %s", SDL_GetError());
throw PSERROR_System_SDLInitFailed();
}
atexit(SDL_Quit);
// Text input is active by default, disable it until it is actually needed.
SDL_StopTextInput();
#if SDL_VERSION_ATLEAST(2, 0, 9)
// SDL2 >= 2.0.9 defaults to 32 pixels (to support touch screens) but that can break our double-clicking.
SDL_SetHint(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS, "1");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 14) && OS_WIN
// SDL2 >= 2.0.14 Before SDL 2.0.14, this defaulted to true. In 2.0.14 they switched to false
// breaking the behavior on Windows.
// https://github.com/libsdl-org/SDL/commit/1947ca7028ab165cc3e6cbdb0b4b7c4db68d1710
// https://github.com/libsdl-org/SDL/issues/5033
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "1");
#endif
#if OS_MACOSX
// Some Mac mice only have one button, so they can't right-click
// but SDL2 can emulate that with Ctrl+Click
bool macMouse = false;
CFG_GET_VAL("macmouse", macMouse);
SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, macMouse ? "1" : "0");
#endif
}
static void ShutdownSDL()
{
SDL_Quit();
}
void EndGame()
{
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_Game);
if (CRenderer::IsInitialised())
{
ISoundManager::CloseGame();
g_Renderer.GetSceneRenderer().ResetState();
}
}
void ShutdownNetworkAndUI()
{
const bool hasRenderer = CRenderer::IsInitialised();
EndGame();
SAFE_DELETE(g_XmppClient);
SAFE_DELETE(g_ModIo);
ShutdownPs();
if (hasRenderer)
{
TIMER_BEGIN(L"shutdown Renderer");
delete &g_Renderer;
TIMER_END(L"shutdown Renderer");
}
g_RenderingOptions.ClearHooks();
g_Profiler2.ShutdownGPU();
if (hasRenderer)
g_VideoMode.Shutdown();
TIMER_BEGIN(L"shutdown SDL");
ShutdownSDL();
TIMER_END(L"shutdown SDL");
TIMER_BEGIN(L"shutdown UserReporter");
g_UserReporter.Deinitialize();
TIMER_END(L"shutdown UserReporter");
// Cleanup curl now that g_ModIo and g_UserReporter have been shutdown.
curl_global_cleanup();
delete &g_L10n;
}
void ShutdownConfigAndSubsequent()
{
TIMER_BEGIN(L"shutdown ConfigDB");
CConfigDB::Shutdown();
TIMER_END(L"shutdown ConfigDB");
SAFE_DELETE(g_Console);
// This is needed to ensure that no callbacks from the JSAPI try to use
// the profiler when it's already destructed
g_ScriptContext.reset();
// resource
// first shut down all resource owners, and then the handle manager.
TIMER_BEGIN(L"resource modules");
ISoundManager::SetEnabled(false);
g_VFS.reset();
file_stats_dump();
TIMER_END(L"resource modules");
TIMER_BEGIN(L"shutdown misc");
timer_DisplayClientTotals();
CNetHost::Deinitialize();
// should be last, since the above use them
delete &g_Profiler;
delete &g_ProfileViewer;
SAFE_DELETE(g_ScriptStatsTable);
TIMER_END(L"shutdown misc");
}
#if OS_UNIX
static void FixLocales()
{
#if OS_MACOSX || OS_BSD
// OS X requires a UTF-8 locale in LC_CTYPE so that *wprintf can handle
// wide characters. Peculiarly the string "UTF-8" seems to be acceptable
// despite not being a real locale, and it's conveniently language-agnostic,
// so use that.
setlocale(LC_CTYPE, "UTF-8");
#endif
// On misconfigured systems with incorrect locale settings, we'll die
// with a C++ exception when some code (e.g. Boost) tries to use locales.
// To avoid death, we'll detect the problem here and warn the user and
// reset to the default C locale.
// For informing the user of the problem, use the list of env vars that
// glibc setlocale looks at. (LC_ALL is checked first, and LANG last.)
const char* const LocaleEnvVars[] = {
"LC_ALL",
"LC_COLLATE",
"LC_CTYPE",
"LC_MONETARY",
"LC_NUMERIC",
"LC_TIME",
"LC_MESSAGES",
"LANG"
};
try
{
// this constructor is similar to setlocale(LC_ALL, ""),
// but instead of returning NULL, it throws runtime_error
// when the first locale env variable found contains an invalid value
std::locale("");
}
catch (std::runtime_error&)
{
LOGWARNING("Invalid locale settings");
for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++)
{
if (char* envval = getenv(LocaleEnvVars[i]))
LOGWARNING(" %s=\"%s\"", LocaleEnvVars[i], envval);
else
LOGWARNING(" %s=\"(unset)\"", LocaleEnvVars[i]);
}
// We should set LC_ALL since it overrides LANG
if (setenv("LC_ALL", std::locale::classic().name().c_str(), 1))
debug_warn(L"Invalid locale settings, and unable to set LC_ALL env variable.");
else
LOGWARNING("Setting LC_ALL env variable to: %s", getenv("LC_ALL"));
}
}
#else
static void FixLocales()
{
// Do nothing on Windows
}
#endif
void EarlyInit()
{
// If you ever want to catch a particular allocation:
//_CrtSetBreakAlloc(232647);
Threading::SetMainThread();
debug_SetThreadName("main");
// add all debug_printf "tags" that we are interested in:
debug_filter_add("TIMER");
debug_filter_add("FILES");
timer_Init();
// initialise profiler early so it can profile startup,
// but only after LatchStartTime
g_Profiler2.Initialise();
FixLocales();
// Because we do GL calls from a secondary thread, Xlib needs to
// be told to support multiple threads safely.
// This is needed for Atlas, but we have to call it before any other
// Xlib functions (e.g. the ones used when drawing the main menu
// before launching Atlas)
#if MUST_INIT_X11
int status = XInitThreads();
if (status == 0)
debug_printf("Error enabling thread-safety via XInitThreads\n");
#endif
// Initialise the low-quality rand function
srand(time(NULL)); // NOTE: this rand should *not* be used for simulation!
}
bool Autostart(const CmdLineArgs& args);
/**
* Returns true if the user has intended to start a visual replay from command line.
*/
bool AutostartVisualReplay(const std::string& replayFile);
bool Init(const CmdLineArgs& args, int flags)
{
new CProfileViewer;
new CProfileManager; // before any script code
g_ScriptStatsTable = new CScriptStatsTable;
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
// Set up the console early, so that debugging
// messages can be logged to it. (The console's size
// and fonts are set later in InitPs())
g_Console = new CConsole();
// g_ConfigDB, command line args, globals
CONFIG_Init(args);
// Using a global object for the context is a workaround until Simulation and AI use
// their own threads and also their own contexts.
const int contextSize = 384 * 1024 * 1024;
const int heapGrowthBytesGCTrigger = 12 * 1024 * 1024;
g_ScriptContext = ScriptContext::CreateContext(contextSize, heapGrowthBytesGCTrigger);
// On the first Init (INIT_MODS), check for command-line arguments
// or use the default mods from the config and enable those.
// On later engine restarts (e.g. the mod selector), we will skip this path,
// to avoid overwriting the newly selected mods.
if (flags & INIT_MODS)
{
ScriptInterface modInterface("Engine", "Mod", g_ScriptContext);
g_Mods.UpdateAvailableMods(modInterface);
std::vector<CStr> mods;
if (args.Has("mod"))
mods = args.GetMultiple("mod");
else
{
CStr modsStr;
CFG_GET_VAL("mod.enabledmods", modsStr);
boost::split(mods, modsStr, boost::algorithm::is_space(), boost::token_compress_on);
}
if (!g_Mods.EnableMods(mods, flags & INIT_MODS_PUBLIC))
{
// In non-visual mode, fail entirely.
if (args.Has("autostart-nonvisual"))
{
LOGERROR("Trying to start with incompatible mods: %s.", boost::algorithm::join(g_Mods.GetIncompatibleMods(), ", "));
return false;
}
}
}
// If there are incompatible mods, switch to the mod selector so players can resolve the problem.
if (g_Mods.GetIncompatibleMods().empty())
MountMods(Paths(args), g_Mods.GetEnabledMods());
else
MountMods(Paths(args), { "mod" });
// Special command-line mode to dump the entity schemas instead of running the game.
// (This must be done after loading VFS etc, but should be done before wasting time
// on anything else.)
if (args.Has("dumpSchema"))
{
CSimulation2 sim{NULL, *g_ScriptContext, NULL};
sim.LoadDefaultScripts();
std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
f << sim.GenerateSchema();
debug_printf("Generated entity.rng\n");
return false;
}
CNetHost::Initialize();
#if CONFIG2_AUDIO
if (!args.Has("autostart-nonvisual") && !g_DisableAudio)
ISoundManager::CreateSoundManager();
#endif
new L10n;
// Optionally start profiler HTTP output automatically
// (By default it's only enabled by a hotkey, for security/performance)
bool profilerHTTPEnable = false;
CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable);
if (profilerHTTPEnable)
g_Profiler2.EnableHTTP();
// Initialise everything except Win32 sockets (because our networking
// system already inits those)
curl_global_init(CURL_GLOBAL_ALL & ~CURL_GLOBAL_WIN32);
if (!g_Quickstart)
g_UserReporter.Initialize(); // after config
PROFILE2_EVENT("Init finished");
return true;
}
void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& installedMods,
ScriptContext& scriptContext, ScriptInterface& scriptInterface)
{
const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;
if(setup_vmode)
{
InitSDL();
if (!g_VideoMode.InitSDL())
throw PSERROR_System_VmodeFailed(); // abort startup
}
RunHardwareDetection(!g_Quickstart, g_VideoMode.GetBackendDevice());
// Optionally start profiler GPU timings automatically
// (By default it's only enabled by a hotkey, for performance/compatibility)
bool profilerGPUEnable = false;
CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable);
if (profilerGPUEnable)
g_Profiler2.EnableGPU();
if(g_DisableAudio)
ISoundManager::SetEnabled(false);
g_GUI = new CGUIManager{scriptContext, scriptInterface};
CStr8 renderPath = "default";
CFG_GET_VAL("renderpath", renderPath);
if (RenderPathEnum::FromString(renderPath) == FIXED)
{
// It doesn't make sense to continue working here, because we're not
// able to display anything.
DEBUG_DISPLAY_FATAL_ERROR(
L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
L" The game does not support pre-shader graphics cards."
L" You are advised to try installing newer drivers and/or upgrade your graphics card."
L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
);
}
g_RenderingOptions.ReadConfigAndSetupHooks();
// create renderer
new CRenderer(g_VideoMode.GetBackendDevice());
InitInput();
// TODO: Is this the best place for this?
if (VfsDirectoryExists(L"maps/"))
g_Xeromyces.AddValidator(g_VFS, "map", "maps/scenario.rng");
try
{
if (!AutostartVisualReplay(args.Get("replay-visual")) && !Autostart(args))
{
const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
ScriptRequest rq{g_GUI->GetScriptInterface()};
JS::RootedValue data(rq.cx);
Script::CreateObject(rq, &data, "isStartup", true);
if (!installedMods.empty())
Script::SetProperty(rq, data, "installedMods", installedMods);
InitPs(setup_gui, installedMods.empty() ? L"page_pregame.xml" : L"page_modmod.xml", &g_GUI->GetScriptInterface(), data);
}
}
catch (PSERROR_Game_World_MapLoadFailed& e)
{
// Map Loading failed
// Start the engine so we have a GUI
InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue);
// Call script function to do the actual work
// (delete game data, switch GUI page, show error, etc.)
CancelLoad(CStr(e.what()).FromUTF8());
}
}
bool InitNonVisual(const CmdLineArgs& args)
{
return Autostart(args);
}
/**
* Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON
* data from it.
* The scenario map format is used for scenario and skirmish map types (random
* games do not use a "map" (format) but a small JavaScript program which
* creates a map on the fly). It contains a section to initialize the game
* setup screen.
* @param mapPath Absolute path (from VFS root) to the map file to peek in.
* @return ScriptSettings in JSON format extracted from the map.
*/
CStr8 LoadSettingsOfScenarioMap(const VfsPath &mapPath)
{
CXeromyces mapFile;
const char *pathToSettings[] =
{
"Scenario", "ScriptSettings", "" // Path to JSON data in map
};
Status loadResult = mapFile.Load(g_VFS, mapPath);
if (INFO::OK != loadResult)
{
LOGERROR("LoadSettingsOfScenarioMap: Unable to load map file '%s'", mapPath.string8());
throw PSERROR_Game_World_MapLoadFailed("Unable to load map file, check the path for typos.");
}
XMBElement mapElement = mapFile.GetRoot();
// Select the ScriptSettings node in the map file...
for (int i = 0; pathToSettings[i][0]; ++i)
{
int childId = mapFile.GetElementID(pathToSettings[i]);
XMBElementList nodes = mapElement.GetChildNodes();
auto it = std::find_if(nodes.begin(), nodes.end(), [&childId](const XMBElement& child) {
return child.GetNodeName() == childId;
});
if (it != nodes.end())
mapElement = *it;
}
// ... they contain a JSON document to initialize the game setup
// screen
return mapElement.GetText();
}
// TODO: this essentially duplicates the CGUI logic to load directory or scripts.
// NB: this won't make sure to not double-load scripts, unlike the GUI.
void AutostartLoadScript(const ScriptInterface& scriptInterface, const VfsPath& path)
{
if (path.IsDirectory())
{
VfsPaths pathnames;
vfs::GetPathnames(g_VFS, path, L"*.js", pathnames);
for (const VfsPath& file : pathnames)
scriptInterface.LoadGlobalScriptFile(file);
}
else
scriptInterface.LoadGlobalScriptFile(path);
}
// TODO: this essentially duplicates the CGUI function
CParamNode GetTemplate(const std::string& templateName)
{
// This is very cheap to create so let's just do it every time.
CTemplateLoader templateLoader;
const CParamNode& templateRoot = templateLoader.GetTemplateFileData(templateName).GetOnlyChild();
if (!templateRoot.IsOk())
LOGERROR("Invalid template found for '%s'", templateName.c_str());
return templateRoot;
}
/**
* Autostart arguments are parsed in javascript for convenience and moddability.
* This C++ part only handles the following arguments:
* -autostart=MAP to enable regular autostart / host mode autostart
* -autostart-client=IP to enable 'MP client' autostart.
* -autostart-host to enable 'MP host' autostart.
* -autostart-nonvisual to start in non-visual mode.
* TODO: it might be nice to move these to JS too.
*/
bool Autostart(const CmdLineArgs& args)
{
if (!args.Has("autostart-client") && !args.Has("autostart"))
return false;
// Create some scriptinterface to store the js values for the settings.
ScriptInterface scriptInterface("Engine", "Game Setup", g_ScriptContext);
ScriptRequest rq(scriptInterface);
// We use the javascript gameSettings to handle options, but that requires running JS.
// Since we don't want to use the full Gui manager, we load an entrypoint script
// that can run the priviledged "LoadScript" function, and then call the appropriate function.
ScriptFunction::Register<&AutostartLoadScript>(rq, "LoadScript");
// Load the entire folder to allow mods to extend the entrypoint without copying the whole file.
AutostartLoadScript(scriptInterface, VfsPath(L"autostart/"));
// Provide some required functions to the script.
if (args.Has("autostart-nonvisual"))
ScriptFunction::Register<&GetTemplate>(rq, "GetTemplate");
else
{
JSI_GUIManager::RegisterScriptFunctions(rq);
// TODO: this loads pregame, which is hardcoded to exist by various code paths. That ought be changed.
InitPs(false, L"page_pregame.xml", &g_GUI->GetScriptInterface(), JS::UndefinedHandleValue);
}
JSI_Game::RegisterScriptFunctions(rq);
JSI_Main::RegisterScriptFunctions(rq);
JSI_Simulation::RegisterScriptFunctions(rq);
JSI_VFS::RegisterScriptFunctions_ReadWriteAnywhere(rq);
JSI_Network::RegisterScriptFunctions(rq);
JS::RootedValue cmdLineArgs(rq.cx);
Script::ToJSVal(rq, &cmdLineArgs, args);
if (args.Has("autostart-client") || args.Has("autostart-host"))
{
// Pass the default port if undefined, to avoid duplicating it in JS.
if (!Script::HasProperty(rq, cmdLineArgs, "autostart-port"))
Script::SetProperty(rq, cmdLineArgs, "autostart-port", PS_DEFAULT_PORT);
JS::RootedValue global(rq.cx, rq.globalValue());
if (!ScriptFunction::CallVoid(rq, global, args.Has("autostart-client") ? "autostartClient" : "autostartHost", cmdLineArgs, true))
return false;
bool shouldQuit = false;
while (!shouldQuit)
{
g_NetClient->Poll();
ScriptFunction::Call(rq, global, "onTick", shouldQuit);
std::this_thread::sleep_for(std::chrono::microseconds(200));
}
}
else
{
JS::RootedValue global(rq.cx, rq.globalValue());
if (!ScriptFunction::CallVoid(rq, global, "autostartHost", cmdLineArgs, false))
return false;
}
if (args.Has("autostart-nonvisual"))
{
LDR_NonprogressiveLoad();
g_Game->ReallyStartGame();
}
return true;
}
bool AutostartVisualReplay(const std::string& replayFile)
{
if (!FileExists(OsPath(replayFile)))
return false;
g_Game = new CGame(false);
g_Game->SetPlayerID(-1);
g_Game->StartVisualReplay(replayFile);
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue attrs(rq.cx, g_Game->GetSimulation2()->GetInitAttributes());
JS::RootedValue playerAssignments(rq.cx);
Script::CreateObject(rq, &playerAssignments);
JS::RootedValue localPlayer(rq.cx);
Script::CreateObject(rq, &localPlayer, "player", g_Game->GetPlayerID());
Script::SetProperty(rq, playerAssignments, "local", localPlayer);
JS::RootedValue sessionInitData(rq.cx);
Script::CreateObject(
rq,
&sessionInitData,
"attribs", attrs,
"playerAssignments", playerAssignments);
InitPs(true, L"page_loading.xml", &scriptInterface, sessionInitData);
return true;
}
void CancelLoad(const CStrW& message)
{
std::shared_ptr<ScriptInterface> pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface();
ScriptRequest rq(pScriptInterface);
JS::RootedValue global(rq.cx, rq.globalValue());
LDR_Cancel();
if (g_GUI &&
g_GUI->GetPageCount() &&
Script::HasProperty(rq, global, "cancelOnLoadGameError"))
ScriptFunction::CallVoid(rq, global, "cancelOnLoadGameError", message);
}
bool InDevelopmentCopy()
{
if (!g_CheckedIfInDevelopmentCopy)
{
g_InDevelopmentCopy = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK);
g_CheckedIfInDevelopmentCopy = true;
}
return g_InDevelopmentCopy;
}
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