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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/Input/InputHandler.h"
#include <functional>
#include <iostream>
#include <SDL.h>
#include <gflags/gflags.h>
#ifdef WIN32
//windows workarrounds
#undef KeyPress
#undef KeyRelease
#else
#include <unistd.h> // isatty
#endif
#include "Rendering/GL/myGL.h"
#include "System/SpringApp.h"
#include "aGui/Gui.h"
#include "ExternalAI/IAILibraryManager.h"
#include "Game/Benchmark.h"
#include "Game/Camera.h"
#include "Game/ClientSetup.h"
#include "Game/GameSetup.h"
#include "Game/GameVersion.h"
#include "Game/GameController.h"
#include "Game/Game.h"
#include "Game/GlobalUnsynced.h"
#include "Game/LoadScreen.h" // XInitThreads via X11/Xlib
#include "Game/PreGame.h"
#include "Game/UI/KeyBindings.h"
#include "Game/UI/KeyCodes.h"
#include "Game/UI/MouseHandler.h"
#include "Lua/LuaOpenGL.h"
#include "Lua/LuaVFSDownload.h"
#include "Menu/LuaMenuController.h"
#include "Menu/SelectMenu.h"
#include "Net/GameServer.h"
#include "Net/Protocol/NetProtocol.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Fonts/glFont.h"
#include "Rendering/GL/FBO.h"
#include "Rendering/Textures/Bitmap.h"
#include "Rendering/Textures/NamedTextures.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Misc/DefinitionTag.h" // DefType
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Projectiles/ExplosionGenerator.h"
#include "System/bitops.h"
#include "System/Exceptions.h"
#include "System/GlobalConfig.h"
#include "System/myMath.h"
#include "System/MsgStrings.h"
#include "System/SafeUtil.h"
#include "System/SpringExitCode.h"
#include "System/StartScriptGen.h"
#include "System/TimeProfiler.h"
#include "System/UriParser.h"
#include "System/StringUtil.h"
#include "System/Config/ConfigHandler.h"
#include "System/creg/creg_runtime_tests.h"
#include "System/FileSystem/ArchiveScanner.h"
#include "System/FileSystem/DataDirLocater.h"
#include "System/FileSystem/DataDirsAccess.h"
#include "System/FileSystem/FileHandler.h"
#include "System/FileSystem/FileSystem.h"
#include "System/FileSystem/FileSystemInitializer.h"
#include "System/Input/KeyInput.h"
#include "System/Input/MouseInput.h"
#include "System/Input/Joystick.h"
#include "System/Log/ConsoleSink.h"
#include "System/Log/ILog.h"
#include "System/Log/DefaultFilter.h"
#include "System/LogOutput.h"
#include "System/Platform/Battery.h"
#include "System/Platform/errorhandler.h"
#include "System/Platform/CrashHandler.h"
#include "System/Platform/Threading.h"
#include "System/Platform/Watchdog.h"
#include "System/Sound/ISound.h"
#include "System/Sync/FPUCheck.h"
#include "System/Threading/ThreadPool.h"
#include "lib/luasocket/src/restrictions.h"
CONFIG(unsigned, SetCoreAffinity).defaultValue(0).safemodeValue(1).description("Defines a bitmask indicating which CPU cores the main-thread should use.");
CONFIG(unsigned, SetCoreAffinitySim).defaultValue(0).safemodeValue(1).description("Defines a bitmask indicating which CPU cores the sim-thread should use.");
CONFIG(bool, UseLuaMemPools).defaultValue(__archBits__ == 64).description("Whether Lua VM memory allocations are made from pools.");
CONFIG(bool, UseHighResTimer).defaultValue(false).description("On Windows, sets whether Spring will use low- or high-resolution timer functions for tasks like graphical interpolation between game frames.");
CONFIG(int, PathingThreadCount).defaultValue(0).safemodeValue(1).minimumValue(0);
CONFIG(std::string, FontFile).defaultValue("fonts/FreeSansBold.otf").description("Sets the font of Spring engine text.");
CONFIG(std::string, SmallFontFile).defaultValue("fonts/FreeSansBold.otf").description("Sets the font of Spring engine small text.");
CONFIG(int, FontSize).defaultValue(23).description("Sets the font size (in pixels) of the MainMenu and more.");
CONFIG(int, SmallFontSize).defaultValue(14).description("Sets the font size (in pixels) of the engine GUIs and more.");
CONFIG(int, FontOutlineWidth).defaultValue(3).description("Sets the width of the black outline around Spring engine text, such as the title screen version number, clock, and basic UI. Does not affect LuaUI elements.");
CONFIG(float, FontOutlineWeight).defaultValue(25.0f).description("Sets the opacity of Spring engine text, such as the title screen version number, clock, and basic UI. Does not affect LuaUI elements.");
CONFIG(int, SmallFontOutlineWidth).defaultValue(2).description("see FontOutlineWidth");
CONFIG(float, SmallFontOutlineWeight).defaultValue(10.0f).description("see FontOutlineWeight");
CONFIG(std::string, name).defaultValue(UnnamedPlayerName).description("Sets your name in the game. Since this is overridden by lobbies with your lobby username when playing, it usually only comes up when viewing replays or starting the engine directly for testing purposes.");
CONFIG(std::string, DefaultStartScript).defaultValue("").description("filename of script.txt to use when no command line parameters are specified.");
CONFIG(std::string, SplashScreenDir).defaultValue(".");
DEFINE_bool_EX (sync_version, "sync-version", false, "Display program sync version (for online gaming)");
DEFINE_bool (fullscreen, false, "Run in fullscreen mode");
DEFINE_bool (window, false, "Run in windowed mode");
DEFINE_bool (hidden, false, "Start in background (minimised, no taskbar entry)");
DEFINE_bool (nocolor, false, "Disables colorized stdout");
DEFINE_string (server, "", "Set listening IP for server");
DEFINE_bool (textureatlas, false, "Dump each finalized textureatlas in textureatlasN.tga");
DEFINE_int32 (benchmark, -1, "Enable benchmark mode (writes a benchmark.data file). The given number specifies the timespan to test.");
DEFINE_int32 (benchmarkstart, -1, "Benchmark start time in minutes.");
DEFINE_bool_EX (list_ai_interfaces, "list-ai-interfaces", false, "Dump a list of available AI Interfaces to stdout");
DEFINE_bool_EX (list_skirmish_ais, "list-skirmish-ais", false, "Dump a list of available Skirmish AIs to stdout");
DEFINE_bool_EX (list_config_vars, "list-config-vars", false, "Dump a list of config vars and meta data to stdout");
DEFINE_bool_EX (list_def_tags, "list-def-tags", false, "Dump a list of all unitdef-, weapondef-, ... tags and meta data to stdout");
DEFINE_bool_EX (list_ceg_classes, "list-ceg-classes", false, "Dump a list of available projectile classes to stdout");
DEFINE_bool_EX (test_creg, "test-creg", false, "Test if all CREG classes are completed");
DEFINE_bool (safemode, false, "Turns off many things that are known to cause problems (i.e. on PC/Mac's with lower-end graphic cards)");
DEFINE_string (config, "", "Exclusive configuration file");
DEFINE_bool (isolation, false, "Limit the data-dir (games & maps) scanner to one directory");
DEFINE_string_EX(isolation_dir, "isolation-dir", "", "Specify the isolation-mode data-dir (see --isolation)");
DEFINE_string_EX(write_dir, "write-dir", "", "Specify where Spring writes to.");
DEFINE_string (game, "", "Specify the game that will be instantly loaded");
DEFINE_string (map, "", "Specify the map that will be instantly loaded");
DEFINE_string (menu, "", "Specify a lua menu archive to be used by spring");
DEFINE_string (name, "", "Set your player name");
DEFINE_bool (oldmenu, false, "Start the old menu");
int spring::exitCode = spring::EXIT_CODE_SUCCESS;
static unsigned int numReloads = 0;
static unsigned int numKilleds = 0;
// initialize basic systems for command line help / output
static void ConsolePrintInitialize(const std::string& configSource, bool safemode)
{
spring_clock::PushTickRate(false);
spring_time::setstarttime(spring_time::gettime(true));
LOG_DISABLE();
FileSystemInitializer::PreInitializeConfigHandler(configSource, safemode);
FileSystemInitializer::InitializeLogOutput();
LOG_ENABLE();
}
#ifndef HEADLESS
static void ShowSplashScreen(const std::string& splashScreenFile)
{
CVertexArray* va = GetVertexArray();
CBitmap bmp;
// passing an empty name would cause bmp FileHandler to also
// search inside the VFS since its default mode is RAW_FIRST
if (splashScreenFile.empty() || !bmp.Load(splashScreenFile))
bmp.AllocDummy({0, 0, 0, 0});
// not constexpr to circumvent a VS bug
// https://developercommunity.visualstudio.com/content/problem/10720/constexpr-function-accessing-character-array-leads.html
const char* fmtStrs[5] = {
"[Initializing Virtual File System]",
"* archives scanned: %u",
"* scantime elapsed: %.1fms",
"Spring %s",
"This program is distributed under the GNU General Public License, see doc/LICENSE for more info",
};
char versionStrBuf[512];
memset(versionStrBuf, 0, sizeof(versionStrBuf));
snprintf(versionStrBuf, sizeof(versionStrBuf), fmtStrs[3], (SpringVersion::GetFull()).c_str());
const unsigned int splashTex = bmp.CreateTexture();
const unsigned int fontFlags = FONT_NORM | FONT_SCALE;
const float4 color = {1.0f, 1.0f, 1.0f, 1.0f};
const float4 coors = {0.5f, 0.175f, 0.8f, 0.04f}; // x, y, scale, space
const float textWidth[3] = {font->GetTextWidth(fmtStrs[0]), font->GetTextWidth(fmtStrs[4]), font->GetTextWidth(versionStrBuf)};
const float normWidth[3] = {
textWidth[0] * globalRendering->pixelX * font->GetSize() * coors.z,
textWidth[1] * globalRendering->pixelX * font->GetSize() * coors.z,
textWidth[2] * globalRendering->pixelX * font->GetSize() * coors.z,
};
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
for (spring_time t0 = spring_now(), t1 = t0; !FileSystemInitializer::Initialized(); t1 = spring_now()) {
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, splashTex);
va->Initialize();
va->AddVertex2dT({ZeroVector.x, 1.0f - ZeroVector.y}, {0.0f, 0.0f});
va->AddVertex2dT({ UpVector.x, 1.0f - UpVector.y}, {0.0f, 1.0f});
va->AddVertex2dT({ XYVector.x, 1.0f - XYVector.y}, {1.0f, 1.0f});
va->AddVertex2dT({ RgtVector.x, 1.0f - RgtVector.y}, {1.0f, 0.0f});
va->DrawArray2dT(GL_QUADS);
font->Begin();
font->SetTextColor(color.x, color.y, color.z, color.w);
font->glFormat(coors.x - (normWidth[0] * 0.500f), coors.y , coors.z, fontFlags, fmtStrs[0]);
font->glFormat(coors.x - (normWidth[0] * 0.475f), coors.y - (coors.w * coors.z * 1.0f), coors.z, fontFlags, fmtStrs[1], CArchiveScanner::GetNumScannedArchives());
font->glFormat(coors.x - (normWidth[0] * 0.475f), coors.y - (coors.w * coors.z * 2.0f), coors.z, fontFlags, fmtStrs[2], (t1 - t0).toMilliSecsf());
font->End();
// always render Spring's license notice
font->Begin();
font->SetOutlineColor(0.0f, 0.0f, 0.0f, 0.65f);
font->SetTextColor(color.x, color.y, color.z, color.w);
font->glFormat(coors.x - (normWidth[2] * 0.5f), coors.y * 0.5f - (coors.w * coors.z * 1.0f), coors.z, fontFlags | FONT_OUTLINE, versionStrBuf);
font->glFormat(coors.x - (normWidth[1] * 0.5f), coors.y * 0.5f - (coors.w * coors.z * 2.0f), coors.z, fontFlags | FONT_OUTLINE, fmtStrs[4]);
font->End();
globalRendering->SwapBuffers(true, true);
// prevent WM's from assuming the window is unresponsive and
// (in recent versions of Windows) generating a kill-request
SDL_PollEvent(nullptr);
}
glPopAttrib();
glDeleteTextures(1, &splashTex);
}
#endif
/**
* Initializes SpringApp variables
*
* @param argc argument count
* @param argv array of argument strings
*/
SpringApp::SpringApp(int argc, char** argv)
{
// initializes configHandler which we need
gflags::SetUsageMessage("Usage: " + std::string(argv[0]) + " [options] [path_to_script.txt or demo.sdfz]");
gflags::SetVersionString(SpringVersion::GetFull());
gflags::ParseCommandLineFlags(&argc, &argv, true);
ParseCmdLine(argc, argv);
FileSystemInitializer::InitializeLogOutput();
spring_clock::PushTickRate(configHandler->GetBool("UseHighResTimer"));
// set the Spring "epoch" to be whatever value the first
// call to gettime() returns, should not be 0 (can safely
// be done before SDL_Init, we are not using SDL_GetTicks
// as our clock anymore)
spring_time::setstarttime(spring_time::gettime(true));
CLogOutput::LogConfigInfo();
CLogOutput::LogSystemInfo();
// gu does not exist yet, pre-seed for ShowSplashScreen
guRNG.Seed(CGlobalUnsyncedRNG::rng_val_type(&argc));
}
/**
* Destroys SpringApp variables
*/
SpringApp::~SpringApp()
{
spring_clock::PopTickRate();
}
/**
* @brief Initializes the SpringApp instance
* @return whether initialization was successful
*/
bool SpringApp::Init()
{
CMyMath::Init();
LuaMemPool::InitStatic(configHandler->GetBool("UseLuaMemPools"));
globalRendering = new CGlobalRendering();
globalRendering->SetFullScreen(FLAGS_window, FLAGS_fullscreen);
if (!InitPlatformLibs())
return false;
good_fpu_control_registers(__func__);
// GlobalConfig
GlobalConfig::Instantiate();
// Install Watchdog (must happen after time epoch is set)
Watchdog::Install();
Watchdog::RegisterThread(WDT_MAIN, true);
// Create Window
if (!InitWindow(("Spring " + SpringVersion::GetSync()).c_str())) {
SDL_Quit();
return false;
}
// Init OpenGL
globalRendering->PostInit();
globalRendering->UpdateGLConfigs();
globalRendering->UpdateGLGeometry();
globalRendering->InitGLState();
CCamera::InitializeStatic();
UpdateInterfaceGeometry();
LoadFonts();
ClearScreen();
if (!InitFileSystem())
return false;
// Multithreading & Affinity
Threading::SetThreadName("spring-main"); // set default threadname for pstree
Threading::SetThreadScheduler();
mouseInput = IMouseInput::GetInstance();
input.AddHandler(std::bind(&SpringApp::MainEventHandler, this, std::placeholders::_1));
// Global structures
gs = new CGlobalSynced();
gu = new CGlobalUnsynced();
// GUIs
agui::InitGui();
keyCodes = new CKeyCodes();
CNamedTextures::Init();
LuaOpenGL::Init();
ISound::Initialize();
InitJoystick();
// Lua socket restrictions
luaSocketRestrictions = new CLuaSocketRestrictions();
battery = new CBattery();
LuaVFSDownload::Init();
// Create CGameSetup and CPreGame objects
Startup();
return true;
}
bool SpringApp::InitPlatformLibs()
{
#if !(defined(WIN32) || defined(__APPLE__) || defined(HEADLESS))
// MUST run before any other X11 call (including
// those by SDL) to make calls to X11 threadsafe
if (!XInitThreads()) {
LOG_L(L_FATAL, "[SpringApp::%s] Xlib is not threadsafe", __func__);
return false;
}
#endif
#if defined(WIN32) && defined(__GNUC__)
// load QTCreator's gdb helper dll; a variant of this should also work on other OSes
{
// surpress dialog box if gdb helpers aren't found
const UINT oldErrorMode = SetErrorMode(SEM_FAILCRITICALERRORS);
if (LoadLibrary("gdbmacros.dll"))
LOG_L(L_DEBUG, "[SpringApp::%s] QTCreator's gdbmacros.dll loaded", __func__);
SetErrorMode(oldErrorMode);
}
#endif
return true;
}
bool SpringApp::InitFileSystem()
{
bool ret = false;
// ArchiveScanner uses for_mt, so must set a thread-count
// (employ all available threads, then switch to default)
ThreadPool::SetMaximumThreadCount();
#ifndef HEADLESS
// threaded initialization s.t. the window gets CPU time
// FileSystem is mostly self-contained, don't need locks
// (at this point neither the platform CWD nor data-dirs
// have been set yet by FSI, can only use absolute paths)
const std::string cwd = std::move(FileSystem::EnsurePathSepAtEnd(FileSystemAbstraction::GetCwd()));
const std::string ssd = std::move(FileSystem::EnsurePathSepAtEnd(configHandler->GetString("SplashScreenDir")));
std::vector<std::string> splashScreenFiles(dataDirsAccess.FindFiles(FileSystem::IsAbsolutePath(ssd)? ssd: cwd + ssd, "*.{png,jpg}", 0));
spring::thread fsInitThread(FileSystemInitializer::InitializeThr, &ret);
if (!splashScreenFiles.empty()) {
ShowSplashScreen(splashScreenFiles[ guRNG.NextInt(splashScreenFiles.size()) ]);
} else {
ShowSplashScreen("");
}
fsInitThread.join();
#else
FileSystemInitializer::InitializeThr(&ret);
#endif
ThreadPool::SetDefaultThreadCount();
// see InputHandler::PushEvents
streflop::streflop_init<streflop::Simple>();
return ret;
}
/**
* @return whether window initialization succeeded
* @param title char* string with window title
*
* Initializes the game window
*/
bool SpringApp::InitWindow(const char* title)
{
// SDL will cause a creation of gpu-driver thread that will clone its name from the starting threads (= this one = mainthread)
Threading::SetThreadName("gpu-driver");
// raises an error-prompt in case of failure
if (!globalRendering->CreateWindowAndContext(title, FLAGS_hidden))
return false;
// Something in SDL_SetVideoMode (OpenGL drivers?) messes with the FPU control word.
// Set single precision floating point math.
streflop::streflop_init<streflop::Simple>();
// any other thread spawned from the main-process should be `unknown`
Threading::SetThreadName("unknown");
return true;
}
/**
* Saves position of the window, if we are not in full-screen mode
*/
void SpringApp::SaveWindowPosAndSize()
{
globalRendering->ReadWindowPosAndSize();
globalRendering->SaveWindowPosAndSize();
}
void SpringApp::UpdateInterfaceGeometry()
{
const int vpx = globalRendering->viewPosX;
const int vpy = globalRendering->winSizeY - globalRendering->viewSizeY - globalRendering->viewPosY;
if (agui::gui == nullptr)
return;
agui::gui->UpdateScreenGeometry(globalRendering->viewSizeX, globalRendering->viewSizeY, vpx, vpy);
}
void SpringApp::LoadFonts()
{
// Initialize font
const std::string largeFontFile = configHandler->GetString( "FontFile");
const std::string smallFontFile = configHandler->GetString("SmallFontFile");
const static std::string installBroken = "\", did you forget to run make install?";
const int largeFontSize = configHandler->GetInt( "FontSize");
const int smallFontSize = configHandler->GetInt("SmallFontSize");
const int largeOutlineWidth = configHandler->GetInt( "FontOutlineWidth");
const int smallOutlineWidth = configHandler->GetInt("SmallFontOutlineWidth");
const float largeOutlineWeight = configHandler->GetFloat( "FontOutlineWeight");
const float smallOutlineWeight = configHandler->GetFloat("SmallFontOutlineWeight");
spring::SafeDelete(font);
spring::SafeDelete(smallFont);
font = CglFont::LoadFont(largeFontFile, largeFontSize, largeOutlineWidth, largeOutlineWeight);
smallFont = CglFont::LoadFont(smallFontFile, smallFontSize, smallOutlineWidth, smallOutlineWeight);
if (font == nullptr)
throw content_error("Failed to load FontFile \"" + largeFontFile + installBroken);
if (smallFont == nullptr)
throw content_error("Failed to load SmallFontFile \"" + smallFontFile + installBroken);
}
/**
* @return whether commandline parsing was successful
*
* Parse command line arguments
*/
void SpringApp::ParseCmdLine(int argc, char* argv[])
{
if (argc >= 2)
inputFile = argv[1];
#ifndef WIN32
if (!FLAGS_nocolor && (getenv("SPRING_NOCOLOR") == NULL)) {
// don't colorize, if our output is piped to a diff tool or file
if (isatty(fileno(stdout)))
log_console_colorizedOutput(true);
}
#endif
if (FLAGS_sync_version) {
// Note, the missing "Spring " is intentionally to make it compatible with `spring-dedicated --sync-version`
std::cout << SpringVersion::GetSync() << std::endl;
exit(EXIT_SUCCESS);
}
if (FLAGS_isolation)
dataDirLocater.SetIsolationMode(true);
if (!FLAGS_isolation_dir.empty()) {
dataDirLocater.SetIsolationMode(true);
dataDirLocater.SetIsolationModeDir(FLAGS_isolation_dir);
}
if (!FLAGS_write_dir.empty())
dataDirLocater.SetWriteDir(FLAGS_write_dir);
// Interface Documentations in JSON-Format
if (FLAGS_list_config_vars) {
ConfigVariable::OutputMetaDataMap();
exit(EXIT_SUCCESS);
}
if (FLAGS_list_def_tags) {
DefType::OutputTagMap();
exit(EXIT_SUCCESS);
}
if (FLAGS_list_ceg_classes)
exit(CCustomExplosionGenerator::OutputProjectileClassInfo() ? EXIT_SUCCESS : EXIT_FAILURE);
// Runtime Tests
if (FLAGS_test_creg) {
#ifdef USING_CREG
exit(creg::RuntimeTest() ? EXIT_SUCCESS : EXIT_FAILURE);
#else
LOG_L(L_ERROR, "[SpringApp::%s] CREG is not enabled!\n", __func__);
exit(EXIT_FAILURE); //Do not fail tests
#endif
}
// mutually exclusive options that cause spring to quit immediately
if (FLAGS_list_ai_interfaces) {
ConsolePrintInitialize(FLAGS_config, FLAGS_safemode);
IAILibraryManager::OutputAIInterfacesInfo();
exit(EXIT_SUCCESS);
}
else if (FLAGS_list_skirmish_ais) {
ConsolePrintInitialize(FLAGS_config, FLAGS_safemode);
IAILibraryManager::OutputSkirmishAIInfo();
exit(EXIT_SUCCESS);
}
// if this fails, configHandler remains null
FileSystemInitializer::PreInitializeConfigHandler(FLAGS_config, FLAGS_safemode);
if (FLAGS_textureatlas)
CTextureAtlas::SetDebug(true);
if (!FLAGS_name.empty())
configHandler->SetString("name", StringReplace(FLAGS_name, " ", "_"));
if (FLAGS_benchmark > 0) {
CBenchmark::enabled = true;
if (FLAGS_benchmarkstart > 0)
CBenchmark::startFrame = FLAGS_benchmarkstart * 60 * GAME_SPEED;
CBenchmark::endFrame = CBenchmark::startFrame + FLAGS_benchmark * 60 * GAME_SPEED;
}
}
CGameController* SpringApp::LoadSaveFile(const std::string& saveFile)
{
const std::string& ext = FileSystem::GetExtension(saveFile);
if (ext != "ssf" && ext != "slsf")
throw content_error(std::string("Unknown save extension: ") + ext);
clientSetup->isHost = true;
pregame = new CPreGame(clientSetup);
pregame->LoadSavefile(saveFile, ext == "ssf");
return pregame;
}
CGameController* SpringApp::LoadDemoFile(const std::string& demoFile)
{
const std::string& ext = FileSystem::GetExtension(demoFile);
if (ext != "sdfz")
throw content_error(std::string("Unknown demo extension: ") + ext);
clientSetup->isHost = true;
clientSetup->myPlayerName += " (spec)";
pregame = new CPreGame(clientSetup);
pregame->LoadDemo(demoFile);
return pregame;
}
CGameController* SpringApp::RunScript(const std::string& buf)
{
try {
clientSetup.reset(new ClientSetup());
clientSetup->LoadFromStartScript(buf);
} catch (const content_error& err) {
throw content_error(std::string("Invalid script file\n") + err.what());
}
if (!clientSetup->demoFile.empty())
return LoadDemoFile(clientSetup->demoFile);
if (!clientSetup->saveFile.empty())
return LoadSaveFile(clientSetup->saveFile);
// LoadFromStartScript overrides all values so reset cmdline defined ones
if (!FLAGS_server.empty()) {
clientSetup->hostIP = FLAGS_server;
clientSetup->isHost = true;
}
clientSetup->SanityCheck();
pregame = new CPreGame(clientSetup);
if (clientSetup->isHost)
pregame->LoadSetupscript(buf);
return pregame;
}
void SpringApp::StartScript(const std::string& script)
{
// startscript
LOG("[%s] Loading StartScript from: %s", __func__, script.c_str());
CFileHandler fh(script, SPRING_VFS_PWD_ALL);
if (!fh.FileExists())
throw content_error("Setup-script does not exist in given location: " + script);
std::string buf;
if (!fh.LoadStringData(buf))
throw content_error("Setup-script cannot be read: " + script);
activeController = RunScript(buf);
}
void SpringApp::LoadSpringMenu()
{
const std::string vfsScript = "defaultstartscript.txt";
const std::string& cfgScript = configHandler->GetString("DefaultStartScript");
const std::string& startScript = (cfgScript.empty() && CFileHandler::FileExists(vfsScript, SPRING_VFS_PWD_ALL))? vfsScript: cfgScript;
// bypass default menu if we have a valid LuaMenu handler
if (CLuaMenuController::ActivateInstance(""))
return;
if (FLAGS_oldmenu || startScript.empty()) {
// old menu
#ifdef HEADLESS
handleerror(nullptr,
"The headless version of the engine can not be run in interactive mode.\n"
"Please supply a start-script, save- or demo-file.", "ERROR", MBF_OK | MBF_EXCL);
#endif
// not a memory-leak: SelectMenu deletes itself on start
activeController = new SelectMenu(clientSetup);
} else {
// run custom menu from game and map
StartScript(startScript);
}
}
/**
* Initializes instance of GameSetup
*/
void SpringApp::Startup()
{
// bash input
const std::string& extension = FileSystem::GetExtension(inputFile);
// note: avoid any .get() leaks between here and GameServer!
clientSetup.reset(new ClientSetup());
// create base client-setup
if (!FLAGS_server.empty()) {
clientSetup->hostIP = FLAGS_server;
clientSetup->isHost = true;
}
clientSetup->myPlayerName = configHandler->GetString("name");
clientSetup->SanityCheck();
luaMenuController = new CLuaMenuController(FLAGS_menu);
// no argument (either game is given or show selectmenu)
if (inputFile.empty()) {
clientSetup->isHost = true;
if ((!FLAGS_game.empty()) && (!FLAGS_map.empty())) {
// --game and --map directly specified, try to run them
activeController = RunScript(StartScriptGen::CreateMinimalSetup(FLAGS_game, FLAGS_map));
return;
}
LoadSpringMenu();
return;
}
// process given argument
if (inputFile.find("spring://") == 0) {
// url (syntax: spring://username:password@host:port)
if (!ParseSpringUri(inputFile, clientSetup->myPlayerName, clientSetup->myPasswd, clientSetup->hostIP, clientSetup->hostPort))
throw content_error("invalid url specified: " + inputFile);
clientSetup->isHost = false;
pregame = new CPreGame(clientSetup);
} else if (extension == "sdfz") {
LoadDemoFile(inputFile);
} else if (extension == "slsf" || extension == "ssf") {
LoadSaveFile(inputFile);
} else {
StartScript(inputFile);
}
}
void SpringApp::Reload(const std::string script)
{
LOG("[SpringApp::%s][1]", __func__);
// get rid of any running worker threads
ThreadPool::SetThreadCount(0);
ThreadPool::SetDefaultThreadCount();
LOG("[SpringApp::%s][2]", __func__);
if (gameServer != nullptr)
gameServer->SetReloading(true);
if (clientNet != nullptr)
clientNet->SetDemoRecorder(nullptr);
// Lua shutdown functions need to access 'game' but spring::SafeDelete sets it to NULL.
// ~CGame also calls this, which does not matter because handlers are gone by then
game->KillLua(false);
LOG("[SpringApp::%s][3]", __func__);
// kill sound here; thread might access readMap which is deleted by ~CGame
ISound::Shutdown();
LOG("[SpringApp::%s][4]", __func__);
// PreGame allocates clientNet, so we need to delete our old connection
spring::SafeDelete(game);
spring::SafeDelete(pregame);
spring::SafeDelete(clientNet);
// no-op if we are not the server
spring::SafeDelete(gameServer);
LOG("[SpringApp::%s][5]", __func__);
// do not stop running downloads when reloading
LuaVFSDownload::Free(false);
spring::SafeDelete(battery);
LOG("[SpringApp::%s][6]", __func__);
#if 0
// note: technically we only need to use RemoveArchive
FileSystemInitializer::Cleanup(false);
FileSystemInitializer::Initialize();
#else
// do not cleanup+reinit; LuaVFS thread might see NULL while scanner is temporarily gone
// handling that in ScanAllDirs would leave the archive-cache incomplete, which also has
// implications for sync
FileSystemInitializer::Reload();
#endif
LOG("[SpringApp::%s][7]", __func__);
CNamedTextures::Kill();
CNamedTextures::Init();
LuaOpenGL::Free();
LuaOpenGL::Init();
// normally not needed, but would allow switching fonts
// LoadFonts();
LOG("[SpringApp::%s][8]", __func__);
// reload sounds.lua in case we switched to a different game
ISound::Initialize();
// make sure all old EventClients are really gone (safety)
eventHandler.ResetState();
battery = new CBattery();
LuaVFSDownload::Init();
LOG("[SpringApp::%s][10]", __func__);
gu->ResetState();
gs->ResetState();
profiler.ResetState();
modInfo.ResetState();
LOG("[SpringApp::%s][11]", __func__);
// must hold or we would loop forever
assert(!gu->globalReload);
luaMenuController->Reset();
// clean changed configs
configHandler->Update();
LOG("[SpringApp::%s][12] #script=%lu", __func__, (unsigned long) script.size());
if (script.empty()) {
// if no script, drop back to menu
LoadSpringMenu();
} else {
activeController = RunScript(script);
}
LOG("[SpringApp::%s][13] numReloads=%u\n\n\n", __func__, ++numReloads);
}
/**
* @return return code of ActiveController::Update
*/
bool SpringApp::Update()
{
bool retc = true;
bool swap = true;
configHandler->Update();
#if 0
if (activeController == nullptr)
return true;
if (!activeController->Update())
return false;
if (!activeController->Draw())
return true;
#else
// sic; Update can set the controller to null
retc = ( activeController == nullptr || activeController->Update());
swap = (retc && activeController != nullptr && activeController->Draw());
#endif
// always swap by default, not doing so can upset some drivers
globalRendering->SwapBuffers(swap, false);
return retc;
}
/**
* Executes the application
* (contains main game loop)
*/
int SpringApp::Run()
{
Threading::Error* thrErr = nullptr;
// initialize crash reporting
CrashHandler::Install();
// note: exceptions thrown by other threads are *not* caught here
try {
if (!Init())
return spring::EXIT_CODE_FAILURE;
while (!gu->globalQuit) {
Watchdog::ClearTimer(WDT_MAIN);
input.PushEvents();
if (gu->globalReload) {
// copy; reloadScript is cleared by ResetState
Reload(gu->reloadScript);
} else {
gu->globalQuit |= (!Update());
}
}
} CATCH_SPRING_ERRORS
// no exception from main, check if some other thread interrupted our regular loop
// in case one did, ErrorMessageBox will call ShutDown and forcibly exit the process
if ((thrErr = Threading::GetThreadError()) != nullptr)
ErrorMessageBox(" [thread] " + thrErr->message, thrErr->caption, thrErr->flags);
try {
if (globalRendering != nullptr) {
SaveWindowPosAndSize();
Kill(true);
}
} CATCH_SPRING_ERRORS
// no exception from main, but a thread might have thrown *during* ShutDown
if ((thrErr = Threading::GetThreadError()) != nullptr)
ErrorMessageBox(" [thread] " + thrErr->message, thrErr->caption, thrErr->flags);
// cleanup signal handlers, etc
CrashHandler::Remove();
return spring::exitCode;
}
int SpringApp::PostKill(const Threading::Error& e)
{
if (e.Empty()) {
if (Threading::IsMainThread())
return (Watchdog::DeregisterThread(WDT_MAIN));
if (Threading::IsGameLoadThread())
return (Watchdog::DeregisterThread(WDT_LOAD));
if (Threading::IsAudioThread())
return (Watchdog::DeregisterThread(WDT_AUDIO));
return 0;
}
if (Threading::IsMainThread())
return -1;
// checked by Run() after Init()
Threading::SetThreadError(e);
if (gu == nullptr)
return 0;
return (gu->globalQuit = true);
}
/**
* Deallocates and shuts down engine
*/
void SpringApp::Kill(bool fromRun)
{
assert(Threading::IsMainThread());
if (numKilleds > 0) {
assert(!fromRun);
return;
}
if (!fromRun)
Watchdog::ClearTimer();
numKilleds += 1;
LOG("[SpringApp::%s][1] fromRun=%d", __func__, fromRun);
ThreadPool::SetThreadCount(0);
LOG("[SpringApp::%s][2]", __func__);
LuaVFSDownload::Free(true);
// see ::Reload
if (game != nullptr)
game->KillLua(false);
// write the demo before destroying game, such that it can not
// be affected by a crash in any of the Game::Kill* functions
if (clientNet != nullptr)
clientNet->SetDemoRecorder(nullptr);
// see ::Reload
ISound::Shutdown();
spring::SafeDelete(game);
spring::SafeDelete(pregame);
spring::SafeDelete(luaMenuController);
LuaMemPool::KillStatic();
LOG("[SpringApp::%s][3]", __func__);
spring::SafeDelete(clientNet);
spring::SafeDelete(gameServer);
spring::SafeDelete(gameSetup);
LOG("[SpringApp::%s][4] font=%p", __func__, font);
spring::SafeDelete(keyCodes);
agui::FreeGui();
spring::SafeDelete(font);
spring::SafeDelete(smallFont);
LOG("[SpringApp::%s][5]", __func__);
CNamedTextures::Kill(true);
GlobalConfig::Deallocate();
FreeJoystick();
IMouseInput::FreeInstance(mouseInput);
LOG("[SpringApp::%s][6]", __func__);
spring::SafeDelete(gs);
spring::SafeDelete(gu);
LOG("[SpringApp::%s][7]", __func__);
spring::SafeDelete(globalRendering);
spring::SafeDelete(luaSocketRestrictions);
// also gets rid of configHandler
FileSystemInitializer::Cleanup();
DataDirLocater::FreeInstance();
ThreadPool::ClearExtJobs();
LOG("[SpringApp::%s][8]", __func__);
Watchdog::DeregisterThread(WDT_MAIN);
Watchdog::Uninstall();
LOG("[SpringApp::%s][9]", __func__);
numKilleds -= 1;
}
bool SpringApp::MainEventHandler(const SDL_Event& event)
{
switch (event.type) {
case SDL_WINDOWEVENT: {
switch (event.window.event) {
case SDL_WINDOWEVENT_MOVED: {
SaveWindowPosAndSize();
} break;
// case SDL_WINDOWEVENT_RESIZED: // always preceded by CHANGED
case SDL_WINDOWEVENT_SIZE_CHANGED: {
Watchdog::ClearTimer(WDT_MAIN, true);
SaveWindowPosAndSize();
globalRendering->UpdateGLConfigs();
globalRendering->UpdateGLGeometry();
globalRendering->InitGLState();
UpdateInterfaceGeometry();
activeController->ResizeEvent();
mouseInput->InstallWndCallback();
} break;
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_SHOWN: {
// reactivate sounds and other
globalRendering->active = true;
if (ISound::IsInitialized())
sound->Iconified(false);
if (globalRendering->fullScreen)
FBO::GLContextReinit();
} break;
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_HIDDEN: {
// deactivate sounds and other
globalRendering->active = false;
if (ISound::IsInitialized())
sound->Iconified(true);
if (globalRendering->fullScreen)
FBO::GLContextLost();
} break;
case SDL_WINDOWEVENT_FOCUS_GAINED: {
// update keydown table
KeyInput::Update(0, ((keyBindings != nullptr)? keyBindings->GetFakeMetaKey(): -1));
} break;
case SDL_WINDOWEVENT_FOCUS_LOST: {
Watchdog::ClearTimer(WDT_MAIN, true);
// SDL has some bug and does not update modstate on alt+tab/minimize etc.
//FIXME check if still happens with SDL2 (2013)
SDL_SetModState((SDL_Keymod)(SDL_GetModState() & (KMOD_NUM | KMOD_CAPS | KMOD_MODE)));
// release all keyboard keys
KeyInput::ReleaseAllKeys();
if (mouse != nullptr) {
// simulate mouse release to prevent hung buttons
for (int i = 1; i <= NUM_BUTTONS; ++i) {
if (!mouse->buttons[i].pressed)
continue;
SDL_Event event;
event.type = event.button.type = SDL_MOUSEBUTTONUP;
event.button.state = SDL_RELEASED;
event.button.which = 0;
event.button.button = i;
event.button.x = -1;
event.button.y = -1;
SDL_PushEvent(&event);
}
// unlock mouse
if (mouse->locked)
mouse->ToggleMiddleClickScroll();
}
// and make sure to un-capture mouse
if (SDL_GetWindowGrab(globalRendering->window))
SDL_SetWindowGrab(globalRendering->window, SDL_FALSE);
break;
}
case SDL_WINDOWEVENT_CLOSE: {
gu->globalQuit = true;
break;
}
};
} break;
case SDL_QUIT: {
gu->globalQuit = true;
} break;
case SDL_TEXTEDITING: {
//FIXME don't known when this is called
} break;
case SDL_TEXTINPUT: {
if (activeController != nullptr)
activeController->TextInput(event.text.text);
} break;
case SDL_KEYDOWN: {
KeyInput::Update(event.key.keysym.sym, ((keyBindings != nullptr)? keyBindings->GetFakeMetaKey(): -1));
if (activeController != nullptr)
activeController->KeyPressed(KeyInput::GetNormalizedKeySymbol(event.key.keysym.sym), event.key.repeat);
} break;
case SDL_KEYUP: {
KeyInput::Update(event.key.keysym.sym, ((keyBindings != nullptr)? keyBindings->GetFakeMetaKey(): -1));
if (activeController != nullptr) {
activeController->ignoreNextChar = false;
activeController->KeyReleased(KeyInput::GetNormalizedKeySymbol(event.key.keysym.sym));
}
} break;
};
return false;
}
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