1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <SDL.h>
#include <boost/thread.hpp>
#include "Rendering/GL/myGL.h"
#include "LoadScreen.h"
#include "Game.h"
#include "GameVersion.h"
#include "GlobalUnsynced.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Game/UI/MouseHandler.h"
#include "Game/UI/InputReceiver.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Lua/LuaIntro.h"
#include "Map/MapInfo.h"
#include "Rendering/Fonts/glFont.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Textures/Bitmap.h"
#include "Rendering/Textures/NamedTextures.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Path/IPathManager.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/Exceptions.h"
#include "System/Sync/FPUCheck.h"
#include "System/Log/ILog.h"
#include "Net/Protocol/NetProtocol.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Platform/Watchdog.h"
#include "System/Platform/Threading.h"
#include "System/Sound/ISound.h"
#include "System/Sound/ISoundChannels.h"
#if !defined(HEADLESS) && !defined(NO_SOUND)
#include "System/Sound/OpenAL/EFX.h"
#include "System/Sound/OpenAL/EFXPresets.h"
#endif
#include <vector>
CONFIG(int, LoadingMT).defaultValue(-1).safemodeValue(0);
CONFIG(bool, ShowLoadMessages).defaultValue(true);
CLoadScreen* CLoadScreen::singleton = nullptr;
/******************************************************************************/
CLoadScreen::CLoadScreen(const std::string& _mapName, const std::string& _modName, ILoadSaveHandler* _saveFile) :
mapName(_mapName),
modName(_modName),
saveFile(_saveFile),
netHeartbeatThread(nullptr),
gameLoadThread(nullptr),
mtLoading(true),
showMessages(true),
startupTexture(0),
aspectRatio(1.0f),
last_draw(0)
{
}
void CLoadScreen::Init()
{
activeController = this;
//! hide the cursor until we are ingame
SDL_ShowCursor(SDL_DISABLE);
//! When calling this function, mod archives have to be loaded
//! and gu->myPlayerNum has to be set.
skirmishAIHandler.LoadPreGame();
#ifdef HEADLESS
mtLoading = false;
showMessages = false;
#else
const int mtCfg = configHandler->GetInt("LoadingMT");
// user override
mtLoading = (mtCfg > 0);
// runtime detect. disable for intel/mesa drivers, they crash at multithreaded OpenGL (date: Nov. 2011)
mtLoading |= (mtCfg < 0) && !globalRendering->haveMesa && !globalRendering->haveIntel;
showMessages = configHandler->GetBool("ShowLoadMessages");
#endif
//! Create a thread during the loading that pings the host/server, so it knows that this client is still alive/loading
clientNet->KeepUpdating(true);
netHeartbeatThread = new boost::thread();
*netHeartbeatThread = Threading::CreateNewThread(boost::bind<void, CNetProtocol, CNetProtocol*>(&CNetProtocol::UpdateLoop, clientNet));
game = new CGame(mapName, modName, saveFile);
// new stuff
CLuaIntro::LoadFreeHandler();
// old stuff
if (LuaIntro == nullptr) {
const CTeam* team = teamHandler->Team(gu->myTeam);
const std::string mapStartPic(mapInfo->GetStringValue("Startpic"));
const std::string mapStartMusic(mapInfo->GetStringValue("Startmusic"));
assert(team != nullptr);
if (mapStartPic.empty()) {
RandomStartPicture(team->GetSide());
} else {
LoadStartPicture(mapStartPic);
}
if (!mapStartMusic.empty())
Channels::BGMusic->StreamPlay(mapStartMusic);
}
try {
//! Create the Game Loading Thread
if (mtLoading) {
CglFont::threadSafety = true;
gameLoadThread = new COffscreenGLThread(boost::bind(&CGame::LoadGame, game, mapName, true));
}
} catch (const opengl_error& gle) {
LOG_L(L_WARNING, "Offscreen GL Context creation failed, "
"falling back to single-threaded loading. The problem was: %s",
gle.what());
mtLoading = false;
}
if (!mtLoading) {
LOG("LoadingScreen: single-threaded");
game->LoadGame(mapName, false);
}
}
CLoadScreen::~CLoadScreen()
{
assert(!gameLoadThread); // ensure we stopped
if (clientNet != nullptr)
clientNet->KeepUpdating(false);
if (netHeartbeatThread != nullptr)
netHeartbeatThread->join();
SafeDelete(netHeartbeatThread);
if (!gu->globalQuit)
activeController = game;
if (activeController == this)
activeController = nullptr;
if (LuaIntro != nullptr) {
Draw(); // one last frame
LuaIntro->Shutdown();
}
CLuaIntro::FreeHandler();
if (!gu->globalQuit) {
//! sending your playername to the server indicates that you are finished loading
const CPlayer* p = playerHandler->Player(gu->myPlayerNum);
clientNet->Send(CBaseNetProtocol::Get().SendPlayerName(gu->myPlayerNum, p->name));
#ifdef SYNCCHECK
clientNet->Send(CBaseNetProtocol::Get().SendPathCheckSum(gu->myPlayerNum, pathManager->GetPathCheckSum()));
#endif
mouse->ShowMouse();
#if !defined(HEADLESS) && !defined(NO_SOUND)
// sound is initialized at this point,
// but EFX support is *not* guaranteed
if (efx != nullptr) {
*(efx->sfxProperties) = *(mapInfo->efxprops);
efx->CommitEffects();
}
#endif
}
UnloadStartPicture();
singleton = nullptr;
}
/******************************************************************************/
void CLoadScreen::CreateInstance(const std::string& mapName, const std::string& modName, ILoadSaveHandler* saveFile)
{
assert(singleton == nullptr);
singleton = new CLoadScreen(mapName, modName, saveFile);
// Init() already requires GetInstance() to work.
singleton->Init();
if (!singleton->mtLoading) {
CLoadScreen::DeleteInstance();
}
}
void CLoadScreen::DeleteInstance()
{
if (singleton) {
singleton->Stop();
}
SafeDelete(singleton);
}
/******************************************************************************/
void CLoadScreen::ResizeEvent()
{
if (LuaIntro != nullptr)
LuaIntro->ViewResize();
}
int CLoadScreen::KeyPressed(int k, bool isRepeat)
{
//FIXME add mouse events
if (LuaIntro != nullptr)
LuaIntro->KeyPress(k, isRepeat);
return 0;
}
int CLoadScreen::KeyReleased(int k)
{
if (LuaIntro != nullptr)
LuaIntro->KeyRelease(k);
return 0;
}
bool CLoadScreen::Update()
{
{
//! cause of `curLoadMessage`
boost::recursive_mutex::scoped_lock lck(mutex);
//! Stuff that needs to be done regularly while loading.
good_fpu_control_registers(curLoadMessage.c_str());
}
if (game->IsFinishedLoading()) {
CLoadScreen::DeleteInstance();
return true;
}
if (!mtLoading) {
// without this call the window manager would think the window is unresponsive and thus asks for hard kill
SDL_PollEvent(nullptr);
}
CNamedTextures::Update();
return true;
}
bool CLoadScreen::Draw()
{
//! Limit the Frames Per Second to not lock a singlethreaded CPU from loading the game
if (mtLoading) {
spring_time now = spring_gettime();
unsigned diff_ms = spring_tomsecs(now - last_draw);
static const unsigned wantedFPS = 50;
static const unsigned min_frame_time = 1000 / wantedFPS;
if (diff_ms < min_frame_time) {
spring_time nap = spring_msecs(min_frame_time - diff_ms);
spring_sleep(nap);
}
last_draw = now;
}
//! cause of `curLoadMessage`
boost::recursive_mutex::scoped_lock lck(mutex);
if (LuaIntro != nullptr) {
LuaIntro->Update();
LuaIntro->DrawGenesis();
ClearScreen();
LuaIntro->DrawLoadScreen();
} else {
ClearScreen();
float xDiv = 0.0f;
float yDiv = 0.0f;
const float ratioComp = globalRendering->aspectRatio / aspectRatio;
if (math::fabs(ratioComp - 1.0f) < 0.01f) { //! ~= 1
//! show Load-Screen full screen
//! nothing to do
} else if (ratioComp > 1.0f) {
//! show Load-Screen on part of the screens X-Axis only
xDiv = (1.0f - (1.0f / ratioComp)) * 0.5f;
} else {
//! show Load-Screen on part of the screens Y-Axis only
yDiv = (1.0f - ratioComp) * 0.5f;
}
//! Draw loading screen & print load msg.
if (startupTexture) {
glBindTexture(GL_TEXTURE_2D,startupTexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f + xDiv, 0.0f + yDiv);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f + xDiv, 1.0f - yDiv);
glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f - xDiv, 1.0f - yDiv);
glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f - xDiv, 0.0f + yDiv);
glEnd();
}
if (showMessages) {
font->Begin();
font->SetTextColor(0.5f,0.5f,0.5f,0.9f);
font->glPrint(0.1f,0.9f, globalRendering->viewSizeY / 35.0f, FONT_NORM,
oldLoadMessages);
font->SetTextColor(0.9f,0.9f,0.9f,0.9f);
float posy = font->GetTextNumLines(oldLoadMessages) * font->GetLineHeight() * globalRendering->viewSizeY / 35.0f;
font->glPrint(0.1f,0.9f - posy * globalRendering->pixelY, globalRendering->viewSizeY / 35.0f, FONT_NORM,
curLoadMessage);
font->End();
}
}
// Always render Spring's license notice
font->Begin();
font->SetOutlineColor(0.0f,0.0f,0.0f,0.65f);
font->SetTextColor(1.0f,1.0f,1.0f,1.0f);
font->glFormat(0.5f,0.06f, globalRendering->viewSizeY / 35.0f, FONT_OUTLINE | FONT_CENTER | FONT_NORM,
"Spring %s", SpringVersion::GetFull().c_str());
font->glFormat(0.5f,0.02f, globalRendering->viewSizeY / 50.0f, FONT_OUTLINE | FONT_CENTER | FONT_NORM,
"This program is distributed under the GNU General Public License, see license.html for more info");
font->End();
if (!mtLoading)
SDL_GL_SwapWindow(globalRendering->window);
return true;
}
/******************************************************************************/
/******************************************************************************/
void CLoadScreen::SetLoadMessage(const std::string& text, bool replace_lastline)
{
Watchdog::ClearTimer(WDT_LOAD);
boost::recursive_mutex::scoped_lock lck(mutex);
if (!replace_lastline) {
if (oldLoadMessages.empty()) {
oldLoadMessages = curLoadMessage;
} else {
oldLoadMessages += "\n" + curLoadMessage;
}
}
curLoadMessage = text;
LOG("%s", text.c_str());
LOG_CLEANUP();
if (LuaIntro)
LuaIntro->LoadProgress(text, replace_lastline);
//! Check the FPU state (needed for synced computations),
//! some external libraries which get linked during loading might reset those.
//! Here it is done for the loading thread, for the mainthread it is done in CLoadScreen::Update()
good_fpu_control_registers(curLoadMessage.c_str());
if (!mtLoading) {
Update();
Draw();
}
}
/******************************************************************************/
static string SelectPicture(const std::string& dir, const std::string& prefix)
{
std::vector<std::string> prefPics = std::move(CFileHandler::FindFiles(dir, prefix + "*"));
std::vector<std::string> sidePics;
//! add 'allside_' pictures if we don't have a prefix
if (!prefix.empty()) {
sidePics = std::move(CFileHandler::FindFiles(dir, "allside_*"));
prefPics.insert(prefPics.end(), sidePics.begin(), sidePics.end());
}
if (prefPics.empty())
return "";
return prefPics[gu->RandInt() % prefPics.size()];
}
void CLoadScreen::RandomStartPicture(const std::string& sidePref)
{
if (startupTexture)
return;
const std::string picDir = "bitmaps/loadpictures/";
std::string name;
if (!sidePref.empty())
name = SelectPicture(picDir, sidePref + "_");
if (name.empty())
name = SelectPicture(picDir, "");
if (name.empty() || (name.rfind(".db") == name.size() - 3))
return; // no valid pictures
LoadStartPicture(name);
}
void CLoadScreen::LoadStartPicture(const std::string& name)
{
CBitmap bm;
if (!bm.Load(name)) {
LOG_L(L_WARNING, "[%s] could not load \"%s\" (wrong format?)", __FUNCTION__, name.c_str());
return;
}
aspectRatio = (float)bm.xsize / bm.ysize;
if ((bm.xsize > globalRendering->viewSizeX) || (bm.ysize > globalRendering->viewSizeY)) {
float newX = globalRendering->viewSizeX;
float newY = globalRendering->viewSizeY;
// Make smaller but preserve aspect ratio.
// The resulting resolution will make it fill one axis of the
// screen, and be smaller or equal to the screen on the other axis.
const float ratioComp = globalRendering->aspectRatio / aspectRatio;
if (ratioComp > 1.0f) {
newX /= ratioComp;
} else {
newY *= ratioComp;
}
bm = bm.CreateRescaled((int) newX, (int) newY);
}
startupTexture = bm.CreateTexture();
}
void CLoadScreen::UnloadStartPicture()
{
if (startupTexture)
glDeleteTextures(1, &startupTexture);
startupTexture = 0;
}
void CLoadScreen::Stop()
{
if (gameLoadThread)
{
// at this point, the thread running CGame::LoadGame
// has finished and deregistered itself from WatchDog
if (mtLoading && gameLoadThread) {
gameLoadThread->Join();
CglFont::threadSafety = false;
}
SafeDelete(gameLoadThread);
}
}
/******************************************************************************/
|