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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include <SDL.h>
#include "Rendering/GL/myGL.h"
#include "LoadScreen.h"
#include "Game.h"
#include "GameVersion.h"
#include "GlobalUnsynced.h"
#include "Player.h"
#include "PlayerHandler.h"
#include "Game/UI/MouseHandler.h"
#include "Game/UI/InputReceiver.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Map/MapInfo.h"
#include "Rendering/glFont.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Textures/Bitmap.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 "System/NetProtocol.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Platform/Watchdog.h"
#include "System/Sound/ISound.h"
#include "System/Sound/SoundChannels.h"
#if !defined(HEADLESS) && !defined(NO_SOUND)
#include "System/Sound/EFX.h"
#include "System/Sound/EFXPresets.h"
#endif
#include <vector>
CONFIG(int, LoadingMT).defaultValue(-1).safemodeValue(0);
CLoadScreen* CLoadScreen::singleton = NULL;
/******************************************************************************/
CLoadScreen::CLoadScreen(const std::string& _mapName, const std::string& _modName, ILoadSaveHandler* _saveFile) :
mapName(_mapName),
modName(_modName),
saveFile(_saveFile),
netHeartbeatThread(NULL),
gameLoadThread(NULL),
mt_loading(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
mt_loading = false;
#else
const int mtCfg = configHandler->GetInt("LoadingMT");
// user override
mt_loading = (mtCfg > 0);
// runtime detect. disable for intel/mesa drivers, they crash at multithreaded OpenGL (date: Nov. 2011)
mt_loading |= (mtCfg < 0) && !globalRendering->haveMesa && !globalRendering->haveIntel;
#endif
//! Create a thread during the loading that pings the host/server, so it knows that this client is still alive/loading
netHeartbeatThread = new boost::thread(boost::bind<void, CNetProtocol, CNetProtocol*>(&CNetProtocol::UpdateLoop, net));
game = new CGame(mapName, modName, saveFile);
//FIXME: remove when LuaLoadScreen was added
{
const CTeam* team = teamHandler->Team(gu->myTeam);
assert(team);
const std::string mapStartPic(mapInfo->GetStringValue("Startpic"));
if (mapStartPic.empty())
RandomStartPicture(team->side);
else
LoadStartPicture(mapStartPic);
const std::string mapStartMusic(mapInfo->GetStringValue("Startmusic"));
if (!mapStartMusic.empty())
Channels::BGMusic.StreamPlay(mapStartMusic);
}
try {
//! Create the Game Loading Thread
if (mt_loading)
gameLoadThread = new COffscreenGLThread( boost::bind(&CGame::LoadGame, game, mapName) );
} 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());
mt_loading = false;
}
if (!mt_loading) {
LOG("LoadingScreen: single-threaded");
game->LoadGame(mapName);
}
}
CLoadScreen::~CLoadScreen()
{
// at this point, the thread running CGame::LoadGame
// has finished and deregistered itself from WatchDog
if (mt_loading && gameLoadThread)
gameLoadThread->Join();
delete gameLoadThread; gameLoadThread = NULL;
if (net)
net->loading = false;
if (netHeartbeatThread)
netHeartbeatThread->join();
delete netHeartbeatThread; netHeartbeatThread = NULL;
if (!gu->globalQuit) {
//! sending your playername to the server indicates that you are finished loading
const CPlayer* p = playerHandler->Player(gu->myPlayerNum);
net->Send(CBaseNetProtocol::Get().SendPlayerName(gu->myPlayerNum, p->name));
#ifdef SYNCCHECK
net->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 != NULL) {
*(efx->sfxProperties) = *(mapInfo->efxprops);
efx->CommitEffects();
}
#endif
game->SetupRenderingParams();
activeController = game;
}
UnloadStartPicture();
if (activeController == this)
activeController = NULL;
singleton = NULL;
}
/******************************************************************************/
void CLoadScreen::CreateInstance(const std::string& mapName, const std::string& modName, ILoadSaveHandler* saveFile)
{
assert(singleton == NULL);
singleton = new CLoadScreen(mapName, modName, saveFile);
// Init() already requires GetInstance() to work.
singleton->Init();
if (!singleton->mt_loading) {
game->SetupRenderingParams();
CLoadScreen::DeleteInstance();
}
}
void CLoadScreen::DeleteInstance()
{
delete singleton;
singleton = NULL;
}
/******************************************************************************/
void CLoadScreen::ResizeEvent()
{
//eventHandler.ViewResize();
}
int CLoadScreen::KeyPressed(unsigned short k, bool isRepeat)
{
//! try the input receivers
/*std::deque<CInputReceiver*>& inputReceivers = GetInputReceivers();
std::deque<CInputReceiver*>::iterator ri;
for (ri = inputReceivers.begin(); ri != inputReceivers.end(); ++ri) {
CInputReceiver* recv = *ri;
if (recv && recv->KeyPressed(k, isRepeat)) {
return 0;
}
}*/
return 0;
}
int CLoadScreen::KeyReleased(unsigned short k)
{
//! try the input receivers
/*std::deque<CInputReceiver*>& inputReceivers = GetInputReceivers();
std::deque<CInputReceiver*>::iterator ri;
for (ri = inputReceivers.begin(); ri != inputReceivers.end(); ++ri) {
CInputReceiver* recv = *ri;
if (recv && recv->KeyReleased(k)) {
return 0;
}
}*/
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->finishedLoading) {
CLoadScreen::DeleteInstance();
}
return true;
}
bool CLoadScreen::Draw()
{
//! Limit the Frames Per Second to not lock a singlethreaded CPU from loading the game
if (mt_loading) {
spring_time now = spring_gettime();
unsigned diff_ms = spring_tomsecs(now - last_draw);
static unsigned min_frame_time = 40; //! 40ms = 25FPS
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);
ClearScreen();
float xDiv = 0.0f;
float yDiv = 0.0f;
const float ratioComp = globalRendering->aspectRatio / aspectRatio;
if (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();
}
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->SetOutlineColor(0.0f,0.0f,0.0f,0.65f);
font->SetTextColor(1.0f,1.0f,1.0f,1.0f);
#ifdef USE_GML
font->glFormat(0.5f,0.06f, globalRendering->viewSizeY / 35.0f, FONT_OUTLINE | FONT_CENTER | FONT_NORM,
"Spring %s (%d threads)", SpringVersion::GetFull().c_str(), GML::ThreadCount());
#else
font->glFormat(0.5f,0.06f, globalRendering->viewSizeY / 35.0f, FONT_OUTLINE | FONT_CENTER | FONT_NORM,
"Spring %s", SpringVersion::GetFull().c_str());
#endif
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 (!mt_loading)
SDL_GL_SwapBuffers();
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();
//! 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 (!mt_loading)
Draw();
}
/******************************************************************************/
static void AppendStringVec(vector<string>& dst, const vector<string>& src)
{
for (int i = 0; i < (int)src.size(); i++) {
dst.push_back(src[i]);
}
}
static string SelectPicture(const std::string& dir, const std::string& prefix)
{
std::vector<string> pics;
AppendStringVec(pics, CFileHandler::FindFiles(dir, prefix + "*"));
//! add 'allside_' pictures if we don't have a prefix
if (!prefix.empty()) {
AppendStringVec(pics, CFileHandler::FindFiles(dir, "allside_*"));
}
if (pics.empty()) {
return "";
}
return pics[gu->usRandInt() % pics.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)) {
throw content_error("Could not load startpicture from file " + name);
}
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 = newX / ratioComp;
} else {
newY = newY * ratioComp;
}
bm = bm.CreateRescaled((int) newX, (int) newY);
}
startupTexture = bm.CreateTexture(false);
}
void CLoadScreen::UnloadStartPicture()
{
if (startupTexture) {
glDeleteTextures(1, &startupTexture);
}
startupTexture = 0;
}
/******************************************************************************/
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