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/* main.cpp
Copyright (c) 2014 by Michael Zahniser
Main function for Endless Sky, a space exploration and combat RPG.
Endless Sky 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 3 of the License, or (at your option) any later version.
Endless Sky 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
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "audio/Audio.h"
#include "Command.h"
#include "Conversation.h"
#include "DataFile.h"
#include "DataNode.h"
#include "Engine.h"
#include "Files.h"
#include "text/Font.h"
#include "FrameTimer.h"
#include "GameData.h"
#include "GameLoadingPanel.h"
#include "GameWindow.h"
#include "Logger.h"
#include "MainPanel.h"
#include "MenuPanel.h"
#include "Panel.h"
#include "PlayerInfo.h"
#include "Plugins.h"
#include "Preferences.h"
#include "PrintData.h"
#include "Screen.h"
#include "image/SpriteSet.h"
#include "shader/SpriteShader.h"
#include "TaskQueue.h"
#include "test/Test.h"
#include "test/TestContext.h"
#include "UI.h"
#ifdef _WIN32
#include "windows/TimerResolutionGuard.h"
#include "windows/WinVersion.h"
#endif
#include <chrono>
#include <iostream>
#include <map>
#include <cassert>
#include <future>
#include <exception>
#include <string>
#ifdef _WIN32
#define STRICT
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
using namespace std;
void PrintHelp();
void PrintVersion();
void GameLoop(PlayerInfo &player, TaskQueue &queue, const Conversation &conversation,
const string &testToRun, bool debugMode);
Conversation LoadConversation(const PlayerInfo &player);
void PrintTestsTable();
#ifdef _WIN32
void InitConsole();
#endif
// Entry point for the EndlessSky executable
int main(int argc, char *argv[])
{
#ifdef _WIN32
WinVersion::Init();
// Handle command-line arguments
if(argc > 1)
InitConsole();
#endif
PlayerInfo player;
Conversation conversation;
bool debugMode = false;
bool loadOnly = false;
bool checkAssets = false;
bool printTests = false;
bool printData = false;
bool noTestMute = false;
string testToRunName;
// Whether the game has encountered errors while loading.
bool hasErrors = false;
// Ensure that we log errors to the errors.txt file.
Logger::SetLogErrorCallback([&hasErrors](const string &errorMessage) {
static const string PARSING_PREFIX = "Parsing: ";
if(errorMessage.substr(0, PARSING_PREFIX.length()) != PARSING_PREFIX)
hasErrors = true;
Files::LogErrorToFile(errorMessage);
});
for(const char *const *it = argv + 1; *it; ++it)
{
string arg = *it;
if(arg == "-h" || arg == "--help")
{
PrintHelp();
return 0;
}
else if(arg == "-v" || arg == "--version")
{
PrintVersion();
return 0;
}
else if(arg == "-t" || arg == "--talk")
conversation = LoadConversation(player);
else if(arg == "-d" || arg == "--debug")
debugMode = true;
else if(arg == "-p" || arg == "--parse-save")
loadOnly = true;
else if(arg == "--parse-assets")
checkAssets = true;
else if(arg == "--test" && *++it)
testToRunName = *it;
else if(arg == "--tests")
printTests = true;
else if(arg == "--nomute")
noTestMute = true;
}
printData = PrintData::IsPrintDataArgument(argv);
Files::Init(argv);
// Whether we are running an integration test.
const bool isTesting = !testToRunName.empty();
try {
// Load plugin preferences before game data if any.
Plugins::LoadSettings();
TaskQueue queue;
// Begin loading the game data.
bool isConsoleOnly = loadOnly || printTests || printData;
auto dataFuture = GameData::BeginLoad(queue, player, isConsoleOnly, debugMode,
isConsoleOnly || checkAssets || (isTesting && !debugMode));
// If we are not using the UI, or performing some automated task, we should load
// all data now.
if(isConsoleOnly || checkAssets || isTesting)
dataFuture.wait();
if(isTesting && !GameData::Tests().Has(testToRunName))
{
Logger::LogError("Test \"" + testToRunName + "\" not found.");
return 1;
}
if(printData)
{
PrintData::Print(argv, player);
return 0;
}
if(printTests)
{
PrintTestsTable();
return 0;
}
if(loadOnly || checkAssets)
{
if(checkAssets)
{
Audio::LoadSounds(GameData::Sources());
while(GameData::GetProgress() < 1.)
{
queue.ProcessSyncTasks();
std::this_thread::yield();
}
if(GameData::IsLoaded())
{
// Now that we have finished loading all the basic sprites and sounds, we can look for invalid file paths,
// e.g. due to capitalization errors or other typos.
SpriteSet::CheckReferences();
Audio::CheckReferences(true);
}
}
// Set the game's initial internal state.
GameData::FinishLoading();
// Reference check the universe, as known to the player. If no player found,
// then check the default state of the universe.
if(!player.LoadRecent())
GameData::CheckReferences();
cout << "Parse completed with " << (hasErrors ? "at least one" : "no") << " error(s)." << endl;
if(checkAssets)
Audio::Quit();
return hasErrors;
}
assert(!isConsoleOnly && "Attempting to use UI when only data was loaded!");
Preferences::Load();
// Load global conditions:
DataFile globalConditions(Files::Config() / "global conditions.txt");
for(const DataNode &node : globalConditions)
if(node.Token(0) == "conditions")
GameData::GlobalConditions().Load(node);
if(!GameWindow::Init(isTesting && !debugMode))
return 1;
GameData::LoadSettings();
#ifdef _WIN32
TimerResolutionGuard windowsTimerGuard;
#endif
if(!isTesting || debugMode)
{
GameData::LoadShaders();
// Show something other than a blank window.
GameWindow::Step();
}
Audio::Init(GameData::Sources());
if(isTesting && !noTestMute)
Audio::SetVolume(0, SoundCategory::MASTER);
// This is the main loop where all the action begins.
GameLoop(player, queue, conversation, testToRunName, debugMode);
}
catch(Test::known_failure_tag)
{
// This is not an error. Simply exit successfully.
}
catch(const exception &error)
{
Audio::Quit();
GameWindow::ExitWithError(error.what(), !isTesting);
return 1;
}
// Remember the window state and preferences if quitting normally.
Preferences::Set("maximized", GameWindow::IsMaximized());
Preferences::Set("fullscreen", GameWindow::IsFullscreen());
Screen::SetRaw(GameWindow::Width(), GameWindow::Height());
Preferences::Save();
Plugins::Save();
Audio::Quit();
GameWindow::Quit();
return 0;
}
void GameLoop(PlayerInfo &player, TaskQueue &queue, const Conversation &conversation,
const string &testToRunName, bool debugMode)
{
// gamePanels is used for the main panel where you fly your spaceship.
// All other game content related dialogs are placed on top of the gamePanels.
// If there are both menuPanels and gamePanels, then the menuPanels take
// priority over the gamePanels. The gamePanels will not be shown until
// the stack of menuPanels is empty.
UI gamePanels;
// menuPanels is used for the panels related to pilot creation, preferences,
// game loading and game saving.
UI menuPanels;
// Whether the game data is done loading. This is used to trigger any
// tests to run.
bool dataFinishedLoading = false;
menuPanels.Push(new GameLoadingPanel(player, queue, conversation, gamePanels, dataFinishedLoading));
bool showCursor = true;
int cursorTime = 0;
int frameRate = 60;
FrameTimer timer(frameRate);
bool isDebugPaused = false;
bool isFastForward = false;
// If fast forwarding, keep track of whether the current frame should be drawn.
int skipFrame = 0;
// Limit how quickly full-screen mode can be toggled.
int toggleTimeout = 0;
// Data to track progress of testing if/when a test is running.
TestContext testContext;
if(!testToRunName.empty())
testContext = TestContext(GameData::Tests().Get(testToRunName));
const bool isHeadless = (testContext.CurrentTest() && !debugMode);
auto ProcessEvents = [&menuPanels, &gamePanels, &player, &cursorTime, &toggleTimeout, &debugMode, &isDebugPaused,
&isFastForward]
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
UI &activeUI = (menuPanels.IsEmpty() ? gamePanels : menuPanels);
// If the mouse moves, reset the cursor movement timeout.
if(event.type == SDL_MOUSEMOTION)
cursorTime = 0;
if(debugMode && event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_BACKQUOTE)
{
isDebugPaused = !isDebugPaused;
if(isDebugPaused)
Audio::Pause();
else
Audio::Resume();
}
else if(event.type == SDL_KEYDOWN && menuPanels.IsEmpty()
&& Command(event.key.keysym.sym).Has(Command::MENU)
&& !gamePanels.IsEmpty() && gamePanels.Top()->IsInterruptible())
{
// User pressed the Menu key.
menuPanels.Push(shared_ptr<Panel>(
new MenuPanel(player, gamePanels)));
UI::PlaySound(UI::UISound::NORMAL);
}
else if(event.type == SDL_QUIT)
menuPanels.Quit();
else if(event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
// The window has been resized. Adjust the raw screen size
// and the OpenGL viewport to match. The order (window first, then UI panels)
// matters as window changes can adjust the zoom factor.
GameWindow::AdjustViewport();
menuPanels.AdjustViewport();
gamePanels.AdjustViewport();
}
else if(event.type == SDL_KEYDOWN && !toggleTimeout
&& (Command(event.key.keysym.sym).Has(Command::FULLSCREEN)
|| (event.key.keysym.sym == SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT))))
{
toggleTimeout = 30;
Preferences::ToggleScreenMode();
}
else if(activeUI.Handle(event))
{
// The UI handled the event.
}
else if(event.type == SDL_KEYDOWN && !event.key.repeat
&& (Command(event.key.keysym.sym).Has(Command::FASTFORWARD))
&& !Command(SDLK_CAPSLOCK).Has(Command::FASTFORWARD))
{
isFastForward = !isFastForward;
}
}
// Special case: If fastforward is on capslock, update on mod state and not
// on keypress.
if(Command(SDLK_CAPSLOCK).Has(Command::FASTFORWARD))
isFastForward = SDL_GetModState() & KMOD_CAPS;
};
// Game loop when running the game normally.
if(!testContext.CurrentTest())
{
while(!menuPanels.IsDone())
{
if(toggleTimeout)
--toggleTimeout;
chrono::steady_clock::time_point start = chrono::steady_clock::now();
ProcessEvents();
SDL_Keymod mod = SDL_GetModState();
Font::ShowUnderlines(mod & KMOD_ALT);
// In full-screen mode, hide the cursor if inactive for ten seconds,
// but only if the player is flying around in the main view.
bool inFlight = (menuPanels.IsEmpty() && gamePanels.Root() == gamePanels.Top());
++cursorTime;
bool shouldShowCursor = (!GameWindow::IsFullscreen() || cursorTime < 600 || !inFlight);
if(shouldShowCursor != showCursor)
{
showCursor = shouldShowCursor;
SDL_ShowCursor(showCursor);
}
// Switch off fast-forward if the player is not in flight or flight-related screen
// (for example when the boarding dialog shows up or when the player lands). The player
// can switch fast-forward on again when flight is resumed.
bool allowFastForward = !gamePanels.IsEmpty() && gamePanels.Top()->AllowsFastForward();
if(Preferences::Has("Interrupt fast-forward") && !inFlight && isFastForward && !allowFastForward)
isFastForward = false;
// Tell all the panels to step forward, then draw them.
((!isDebugPaused && menuPanels.IsEmpty()) ? gamePanels : menuPanels).StepAll();
// Caps lock slows the frame rate in debug mode.
// Slowing eases in and out over a couple of frames.
if((mod & KMOD_CAPS) && inFlight && debugMode)
{
if(frameRate > 10)
{
frameRate = max(frameRate - 5, 10);
timer.SetFrameRate(frameRate);
}
}
else
{
if(frameRate < 60)
{
frameRate = min(frameRate + 5, 60);
timer.SetFrameRate(frameRate);
}
if(isFastForward && inFlight)
{
skipFrame = (skipFrame + 1) % 3;
if(skipFrame)
continue;
}
}
Audio::Step(isFastForward);
// Events in this frame may have cleared out the menu, in which case
// we should draw the game panels instead:
(menuPanels.IsEmpty() ? gamePanels : menuPanels).DrawAll();
MainPanel *mainPanel = static_cast<MainPanel *>(gamePanels.Root().get());
if(mainPanel && mainPanel->GetEngine().IsPaused())
SpriteShader::Draw(SpriteSet::Get("ui/paused"), Screen::TopLeft() + Point(10., 10.));
else if(isFastForward)
SpriteShader::Draw(SpriteSet::Get("ui/fast forward"), Screen::TopLeft() + Point(10., 10.));
GameWindow::Step();
// Lock the game loop to 60 FPS.
timer.Wait();
// If the player ended this frame in-game, count the elapsed time as played time.
if(menuPanels.IsEmpty())
player.AddPlayTime(chrono::steady_clock::now() - start);
}
}
// Game loop when running the game as part of an integration test.
else
{
int integrationStepCounter = 0;
while(!menuPanels.IsDone())
{
ProcessEvents();
// Handle any integration test steps.
if(dataFinishedLoading)
{
// Run a single integration step every 30 frames.
integrationStepCounter = (integrationStepCounter + 1) % 30;
if(!integrationStepCounter)
{
assert(!gamePanels.IsEmpty() && "main panel missing?");
// The main panel is always at the root of the game panels.
MainPanel *mainPanel = static_cast<MainPanel *>(gamePanels.Root().get());
// The engine needs to have finished calculating the current frame so
// that it is safe to run any additional processing here.
if(menuPanels.IsEmpty())
mainPanel->GetEngine().Wait();
// The current test that is running, if any.
const Test *runningTest = testContext.CurrentTest();
assert(runningTest && "no running test while running an integration test?");
Command command;
runningTest->Step(testContext, player, command);
// Send any commands to the engine, if it is active.
if(menuPanels.IsEmpty())
mainPanel->GetEngine().GiveCommand(command);
}
}
// Tell all the panels to step forward, then draw them.
(menuPanels.IsEmpty() ? gamePanels : menuPanels).StepAll();
if(!isHeadless)
{
Audio::Step(isFastForward);
// Events in this frame may have cleared out the menu, in which case
// we should draw the game panels instead:
(menuPanels.IsEmpty() ? gamePanels : menuPanels).DrawAll();
GameWindow::Step();
// When we perform automated testing, then we run the game by default as quickly as possible.
// Except when not in headless mode so that the user can follow along.
timer.Wait();
}
}
}
// If player quit while landed on a planet, save the game if there are changes.
if(player.GetPlanet() && gamePanels.CanSave())
player.Save();
}
void PrintHelp()
{
cerr << endl;
cerr << "Command line options:" << endl;
cerr << " -h, --help: print this help message." << endl;
cerr << " -v, --version: print version information." << endl;
cerr << " -t, --talk: read and display a conversation from STDIN." << endl;
cerr << " -r, --resources <path>: load resources from given directory." << endl;
cerr << " -c, --config <path>: save user's files to given directory." << endl;
cerr << " -d, --debug: turn on debugging features (e.g. Caps Lock slows down instead of speeds up)." << endl;
cerr << " -p, --parse-save: load the most recent saved game and inspect it for content errors." << endl;
cerr << " --parse-assets: load all game data, images, and sounds,"
" and the latest save game, and inspect data for errors." << endl;
cerr << " --tests: print table of available tests, then exit." << endl;
cerr << " --test <name>: run given test from resources directory." << endl;
cerr << " --nomute: don't mute the game while running tests." << endl;
PrintData::Help();
cerr << endl;
cerr << "Report bugs to: <https://github.com/endless-sky/endless-sky/issues>" << endl;
cerr << "Home page: <https://endless-sky.github.io>" << endl;
cerr << endl;
}
void PrintVersion()
{
cerr << endl;
cerr << "Endless Sky ver. 0.10.16" << endl;
cerr << "License GPLv3+: GNU GPL version 3 or later: <https://gnu.org/licenses/gpl.html>" << endl;
cerr << "This is free software: you are free to change and redistribute it." << endl;
cerr << "There is NO WARRANTY, to the extent permitted by law." << endl;
cerr << endl;
cerr << GameWindow::SDLVersions() << endl;
cerr << endl;
}
Conversation LoadConversation(const PlayerInfo &player)
{
const ConditionsStore *conditions = &player.Conditions();
Conversation conversation;
DataFile file(cin);
for(const DataNode &node : file)
if(node.Token(0) == "conversation")
{
conversation.Load(node, conditions);
break;
}
map<string, string> subs = {
{"<bunks>", "[N]"},
{"<cargo>", "[N tons of Commodity]"},
{"<commodity>", "[Commodity]"},
{"<date>", "[Day Mon Year]"},
{"<day>", "[The Nth of Month]"},
{"<destination>", "[Planet in the Star system]"},
{"<fare>", "[N passengers]"},
{"<first>", "[First]"},
{"<last>", "[Last]"},
{"<origin>", "[Origin Planet]"},
{"<passengers>", "[your passengers]"},
{"<planet>", "[Planet]"},
{"<ship>", "[Ship]"},
{"<model>", "[Ship Model]"},
{"<flagship>", "[Flagship]"},
{"<flagship model>", "[Flagship Model]"},
{"<system>", "[Star]"},
{"<tons>", "[N tons]"}
};
return conversation.Instantiate(subs);
}
// This prints out the list of tests that are available and their status
// (active/missing feature/known failure)..
void PrintTestsTable()
{
for(auto &it : GameData::Tests())
if(it.second.GetStatus() != Test::Status::PARTIAL
&& it.second.GetStatus() != Test::Status::BROKEN)
cout << it.second.Name() << '\n';
cout.flush();
}
#ifdef _WIN32
void InitConsole()
{
const int UNINITIALIZED = -2;
bool redirectStdout = _fileno(stdout) == UNINITIALIZED;
bool redirectStderr = _fileno(stderr) == UNINITIALIZED;
bool redirectStdin = _fileno(stdin) == UNINITIALIZED;
// Bail if stdin, stdout, and stderr are already initialized (e.g. writing to a file)
if(!redirectStdout && !redirectStderr && !redirectStdin)
return;
// Bail if we fail to attach to the console
if(!AttachConsole(ATTACH_PARENT_PROCESS) && !AllocConsole())
return;
// Perform console redirection.
if(redirectStdout)
{
FILE *fstdout = nullptr;
freopen_s(&fstdout, "CONOUT$", "w", stdout);
if(fstdout)
setvbuf(stdout, nullptr, _IOFBF, 4096);
}
if(redirectStderr)
{
FILE *fstderr = nullptr;
freopen_s(&fstderr, "CONOUT$", "w", stderr);
if(fstderr)
setvbuf(stderr, nullptr, _IOLBF, 1024);
}
if(redirectStdin)
{
FILE *fstdin = nullptr;
freopen_s(&fstdin, "CONIN$", "r", stdin);
if(fstdin)
setvbuf(stdin, nullptr, _IONBF, 0);
}
}
#endif
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