/
SpringApp.cpp
1102 lines (891 loc) · 34.7 KB
/
SpringApp.cpp
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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 <SDL.h>
#include <functional>
#include <iostream>
#include <gflags/gflags.h>
#ifdef WIN32
//windows workarrounds
#undef KeyPress
#undef KeyRelease
#endif
#include "Rendering/GL/myGL.h"
#include "System/SpringApp.h"
#include "aGui/Gui.h"
#include "ExternalAI/IAILibraryManager.h"
#include "Game/Benchmark.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/PreGame.h"
#include "Game/LoadScreen.h"
#include "Game/UI/KeyBindings.h"
#include "Game/UI/KeyCodes.h"
#include "Game/UI/MouseHandler.h"
#include "Lua/LuaMenu.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/NamedTextures.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Misc/DefinitionTag.h"
#include "Sim/Misc/GlobalConstants.h"
#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/StartScriptGen.h"
#include "System/TimeProfiler.h"
#include "System/UriParser.h"
#include "System/Util.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/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/Platform/WindowManagerHelper.h"
#include "System/Sound/ISound.h"
#include "System/Sync/FPUCheck.h"
#include "System/Threading/ThreadPool.h"
#include "lib/luasocket/src/restrictions.h"
#ifdef WIN32
#include "System/Platform/Win/WinVersion.h"
#else
#include <unistd.h>
#endif
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, 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(int, FSAALevel).defaultValue(0).minimumValue(0).maximumValue(8).description("If >0 enables FullScreen AntiAliasing.");
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(bool, Fullscreen).defaultValue(true).headlessValue(false).description("Sets whether the game will run in fullscreen, as opposed to a window. For Windowed Fullscreen of Borderless Window, set this to 0, WindowBorderless to 1, and WindowPosX and WindowPosY to 0.");
CONFIG(int, XResolution).defaultValue(0).headlessValue(8).minimumValue(0).description("Sets the width of the game screen. If set to 0 Spring will autodetect the current resolution of your desktop.");
CONFIG(int, YResolution).defaultValue(0).headlessValue(8).minimumValue(0).description("Sets the height of the game screen. If set to 0 Spring will autodetect the current resolution of your desktop.");
CONFIG(int, XResolutionWindowed).defaultValue(0).headlessValue(8).minimumValue(0).description("See XResolution, just for windowed.");
CONFIG(int, YResolutionWindowed).defaultValue(0).headlessValue(8).minimumValue(0).description("See YResolution, just for windowed.");
CONFIG(int, WindowPosX).defaultValue(32).description("Sets the horizontal position of the game window, if Fullscreen is 0. When WindowBorderless is set, this should usually be 0.");
CONFIG(int, WindowPosY).defaultValue(32).description("Sets the vertical position of the game window, if Fullscreen is 0. When WindowBorderless is set, this should usually be 0.");
CONFIG(int, WindowState).defaultValue(CGlobalRendering::WINSTATE_MAXIMIZED);
CONFIG(bool, WindowBorderless).defaultValue(false).description("When set and Fullscreen is 0, will put the game in Borderless Window mode, also known as Windowed Fullscreen. When using this, it is generally best to also set WindowPosX and WindowPosY to 0");
CONFIG(bool, BlockCompositing).defaultValue(false).safemodeValue(true).description("Disables kwin compositing to fix tearing, possible fixes low FPS in windowed mode, too.");
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.");
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 (minimise, false, "Start in background (minimised)");
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");
/**
* Initializes SpringApp variables
*
* @param argc argument count
* @param argv array of argument strings
*/
SpringApp::SpringApp(int argc, char** argv)
{
// initializes configHandler which we need
std::string binaryName = argv[0];
gflags::SetUsageMessage("Usage: " + binaryName + " [options] [path_to_script.txt or demo.sdfz]");
gflags::SetVersionString(SpringVersion::GetFull());
gflags::ParseCommandLineFlags(&argc, &argv, true);
ParseCmdLine(argc, argv);
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));
}
/**
* Destroys SpringApp variables
*/
SpringApp::~SpringApp()
{
spring_clock::PopTickRate();
}
/**
* @brief Initializes the SpringApp instance
* @return whether initialization was successful
*/
bool SpringApp::Initialize()
{
assert(configHandler != nullptr);
FileSystemInitializer::InitializeLogOutput();
CLogOutput::LogConfigInfo();
CLogOutput::LogSystemInfo();
CMyMath::Init();
globalRendering = new CGlobalRendering();
globalRendering->SetFullScreen(configHandler->GetBool("Fullscreen"), FLAGS_window, FLAGS_fullscreen);
#if !(defined(WIN32) || defined(__APPLE__) || defined(HEADLESS))
// this MUST run before any other X11 call (esp. those by SDL!)
// we need it to make calls to X11 threadsafe
if (!XInitThreads()) {
LOG_L(L_FATAL, "Xlib is not thread safe");
return false;
}
#endif
#if defined(WIN32) && defined(__GNUC__)
// load QTCreator's gdb helper dll; a variant of this should also work on other OSes
{
// don't display a dialog box if gdb helpers aren't found
UINT olderrors = SetErrorMode(SEM_FAILCRITICALERRORS);
if (LoadLibrary("gdbmacros.dll")) {
LOG_L(L_DEBUG, "QT Creator's gdbmacros.dll loaded");
}
SetErrorMode(olderrors);
}
#endif
// Initialize crash reporting
CrashHandler::Install();
good_fpu_control_registers(__FUNCTION__);
// GlobalConfig
GlobalConfig::Instantiate();
// Create Window
if (!InitWindow(("Spring " + SpringVersion::GetSync()).c_str())) {
SDL_Quit();
return false;
}
// Init OpenGL
globalRendering->PostInit();
InitOpenGL();
// Install Watchdog (must happen after time epoch is set)
Watchdog::Install();
Watchdog::RegisterThread(WDT_MAIN, true);
// ArchiveScanner uses for_mt --> needs thread-count set
// (employ all available threads, then switch to default)
ThreadPool::SetMaximumThreadCount();
FileSystemInitializer::Initialize();
ThreadPool::SetDefaultThreadCount();
// 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();
LoadFonts();
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;
}
/**
* @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");
// the crash reporter should be catching errors, not SDL
if ((SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) == -1)) {
LOG_L(L_FATAL, "Could not initialize SDL: %s", SDL_GetError());
return false;
}
PrintAvailableResolutions();
SDL_DisableScreenSaver();
if (!globalRendering->CreateSDLWindow(title)) {
LOG_L(L_FATAL, "Failed to set SDL video mode: %s", SDL_GetError());
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>();
if (FLAGS_minimise) {
SDL_HideWindow(globalRendering->window);
}
// any other thread spawned from the main-process should be `unknown`
Threading::SetThreadName("unknown");
return true;
}
// origin for our coordinates is the bottom left corner
void SpringApp::GetDisplayGeometry()
{
#ifdef HEADLESS
globalRendering->screenSizeX = 8;
globalRendering->screenSizeY = 8;
globalRendering->winSizeX = 8;
globalRendering->winSizeY = 8;
globalRendering->winPosX = 0;
globalRendering->winPosY = 0;
globalRendering->UpdateViewPortGeometry();
return;
#else
SDL_Rect screenSize;
SDL_GetDisplayBounds(SDL_GetWindowDisplayIndex(globalRendering->window), &screenSize);
globalRendering->screenSizeX = screenSize.w;
globalRendering->screenSizeY = screenSize.h;
SDL_GetWindowSize(globalRendering->window, &globalRendering->winSizeX, &globalRendering->winSizeY);
SDL_GetWindowPosition(globalRendering->window, &globalRendering->winPosX, &globalRendering->winPosY);
globalRendering->UpdateViewPortGeometry();
//XXX SDL2 is crap ...
// Reading window state fails if it is changed via the window manager, like clicking on the titlebar (2013)
// https://bugzilla.libsdl.org/show_bug.cgi?id=1508 & https://bugzilla.libsdl.org/show_bug.cgi?id=2282
// happens on linux too!
const int state = WindowManagerHelper::GetWindowState(globalRendering->window);
globalRendering->winState = CGlobalRendering::WINSTATE_DEFAULT;
if (state & SDL_WINDOW_MAXIMIZED) {
globalRendering->winState = CGlobalRendering::WINSTATE_MAXIMIZED;
} else
if (state & SDL_WINDOW_MINIMIZED) {
globalRendering->winState = CGlobalRendering::WINSTATE_MINIMIZED;
}
#endif
}
/**
* Saves position of the window, if we are not in full-screen mode
*/
void SpringApp::SaveWindowPosition()
{
#ifndef HEADLESS
if (globalRendering->fullScreen) {
return;
}
GetDisplayGeometry();
if (globalRendering->winState == CGlobalRendering::WINSTATE_DEFAULT) {
configHandler->Set("WindowPosX", globalRendering->winPosX);
configHandler->Set("WindowPosY", globalRendering->winPosY);
configHandler->Set("WindowState", globalRendering->winState);
configHandler->Set("XResolutionWindowed", globalRendering->winSizeX);
configHandler->Set("YResolutionWindowed", globalRendering->winSizeY);
} else
if (globalRendering->winState == CGlobalRendering::WINSTATE_MINIMIZED) {
// don't automatically save minimized states
} else {
configHandler->Set("WindowState", globalRendering->winState);
}
#endif
}
void SpringApp::SetupViewportGeometry()
{
GetDisplayGeometry();
globalRendering->SetDualScreenParams();
globalRendering->UpdateViewPortGeometry();
globalRendering->UpdatePixelGeometry();
const int vpx = globalRendering->viewPosX;
const int vpy = globalRendering->winSizeY - globalRendering->viewSizeY - globalRendering->viewPosY;
if (agui::gui != nullptr) {
agui::gui->UpdateScreenGeometry(globalRendering->viewSizeX, globalRendering->viewSizeY, vpx, vpy);
}
glViewport(globalRendering->viewPosX, globalRendering->viewPosY, globalRendering->viewSizeX, globalRendering->viewSizeY);
gluPerspective(45.0f, globalRendering->aspectRatio, 2.8f, CGlobalRendering::MAX_VIEW_RANGE);
}
/**
* Initializes OpenGL
*/
void SpringApp::InitOpenGL()
{
globalRendering->UpdateGLConfigs();
// setup viewport
SetupViewportGeometry();
// Initialize some GL states
glShadeModel(GL_SMOOTH);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
#ifdef GL_ARB_clip_control
// avoid precision loss with default DR transform
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
#endif
if (globalRendering->EnableFSAA()) {
glEnable(GL_MULTISAMPLE);
} else {
glDisable(GL_MULTISAMPLE);
}
// FFP model lighting
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
// Clear Window
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(globalRendering->window);
// Print Final Mode (call after SetupViewportGeometry, which updates viewSizeX/Y)
SDL_DisplayMode dmode;
SDL_GetWindowDisplayMode(globalRendering->window, &dmode);
bool isBorderless = (SDL_GetWindowFlags(globalRendering->window) & SDL_WINDOW_BORDERLESS) != 0;
LOG("[%s] video mode set to %ix%i:%ibit @%iHz %s", __FUNCTION__, globalRendering->viewSizeX, globalRendering->viewSizeY, SDL_BITSPERPIXEL(dmode.format), dmode.refresh_rate, globalRendering->fullScreen ? (isBorderless ? "(borderless)" : "") : "(windowed)");
}
void SpringApp::LoadFonts()
{
// Initialize font
const std::string fontFile = configHandler->GetString("FontFile");
const std::string smallFontFile = configHandler->GetString("SmallFontFile");
const int fontSize = configHandler->GetInt("FontSize");
const int smallFontSize = configHandler->GetInt("SmallFontSize");
const int outlineWidth = configHandler->GetInt("FontOutlineWidth");
const float outlineWeight = configHandler->GetFloat("FontOutlineWeight");
const int smallOutlineWidth = configHandler->GetInt("SmallFontOutlineWidth");
const float smallOutlineWeight = configHandler->GetFloat("SmallFontOutlineWeight");
SafeDelete(font);
SafeDelete(smallFont);
font = CglFont::LoadFont(fontFile, fontSize, outlineWidth, outlineWeight);
smallFont = CglFont::LoadFont(smallFontFile, smallFontSize, smallOutlineWidth, smallOutlineWeight);
const static std::string installBroken = ", installation of spring broken? did you run make install?";
if (!font) {
throw content_error(std::string("Failed to load FontFile: ") + fontFile + installBroken);
}
if (!smallFont) {
throw content_error(std::string("Failed to load SmallFontFile: ") + smallFontFile + installBroken);
}
}
// 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();
}
/**
* @return whether commandline parsing was successful
*
* Parse command line arguments
*/
void SpringApp::ParseCmdLine(int argc, char* argv[])
{
#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) {
const int res = CCustomExplosionGenerator::OutputProjectileClassInfo() ? EXIT_SUCCESS : EXIT_FAILURE;
exit(res);
}
// Runtime Tests
if (FLAGS_test_creg) {
#ifdef USING_CREG
exit(creg::RuntimeTest() ? EXIT_SUCCESS : EXIT_FAILURE);
#else
LOG_L(L_ERROR, "Creg is not enabled!\n");
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);
}
//LOG("[%s] command-line args: \"%s\"", __FUNCTION__, cmdline->GetCmdLine().c_str());
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;
}
if (argc >= 2) {
inputFile = argv[1];
}
}
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->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", __FUNCTION__, 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 (luaMenuController->Valid() && luaMenuController->Activate())
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);
// Lua shutdown functions need to access 'game' but SafeDelete sets it to NULL.
// ~CGame also calls this, which does not matter because handlers are gone by then
game->KillLua();
LOG("[SpringApp::%s][3]", __func__);
// kill sound here; thread might access readMap which is deleted by ~CGame
ISound::Shutdown();
LOG("[SpringApp::%s][4]", __func__);
SafeDelete(game);
SafeDelete(pregame);
LOG("[SpringApp::%s][5]", __func__);
// no-op if we are not the server
SafeDelete(gameServer);
// PreGame allocates clientNet, so we need to delete our old connection
SafeDelete(clientNet);
LOG("[SpringApp::%s][6]", __func__);
LuaVFSDownload::Free();
SafeDelete(battery);
clientSetup.reset(new ClientSetup());
LOG("[SpringApp::%s][7]", __func__);
// note: technically we only need to use RemoveArchive
FileSystemInitializer::Cleanup(false);
FileSystemInitializer::Initialize();
LOG("[SpringApp::%s][8]", __func__);
CNamedTextures::Kill();
CNamedTextures::Init();
LuaOpenGL::Free();
LuaOpenGL::Init();
// normally not needed, but would allow switching fonts
// LoadFonts();
LOG("[SpringApp::%s][9]", __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]", __func__);
if (script.empty()) {
// if no script, drop back to menu
LoadSpringMenu();
} else {
activeController = RunScript(script);
}
LOG("[SpringApp::%s][13]", __func__);
}
/**
* @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, seemingly upsets some drivers not to
globalRendering->SwapBuffers(swap);
return retc;
}
/**
* Executes the application
* (contains main game loop)
*/
int SpringApp::Run()
{
try {
if (!Initialize())
return -1;
}
CATCH_SPRING_ERRORS
while (!gu->globalQuit) {
Watchdog::ClearTimer(WDT_MAIN);
input.PushEvents();
if (gu->globalReload) {
// copy; reloadScript is cleared by ResetState
Reload(gu->reloadScript);
} else {
if (!Update()) {
break;
}
}
}
SaveWindowPosition();
ShutDown();
LOG("[SpringApp::%s] exitCode=%d", __FUNCTION__, GetExitCode());
return (GetExitCode());
}
/**
* Deallocates and shuts down game
*/
void SpringApp::ShutDown()
{
// if a thread crashes *during* first SA::Run-->SA::ShutDown
// then main::Run will call us again via ErrorMessageBox (not
// a good idea)
static unsigned int numCalls = 0;
if ((numCalls++) != 0)
return;
if (gu != NULL)
gu->globalQuit = true;
LOG("[SpringApp::%s][1]", __FUNCTION__);
ThreadPool::SetThreadCount(0);
LOG("[SpringApp::%s][2]", __FUNCTION__);
LuaVFSDownload::Free(true);
// see ::Reload
if (game != nullptr)
game->KillLua();
// see ::Reload
ISound::Shutdown();
SafeDelete(game);
SafeDelete(pregame);
CLuaMenu::FreeHandler();
SafeDelete(luaMenuController);
LOG("[SpringApp::%s][3]", __FUNCTION__);
SafeDelete(clientNet);
SafeDelete(gameServer);
SafeDelete(gameSetup);
LOG("[SpringApp::%s][4]", __FUNCTION__);
CLoadScreen::DeleteInstance();
FreeJoystick();
LOG("[SpringApp::%s][5]", __FUNCTION__);
SafeDelete(keyCodes);
agui::FreeGui();
SafeDelete(font);
SafeDelete(smallFont);
CNamedTextures::Kill(true);
GlobalConfig::Deallocate();
IMouseInput::FreeInstance(mouseInput);
LOG("[SpringApp::%s][6]", __FUNCTION__);
SDL_SetWindowGrab(globalRendering->window, SDL_FALSE);
WindowManagerHelper::SetIconSurface();
globalRendering->DestroySDLWindow();
SDL_Quit();
LOG("[SpringApp::%s][7]", __FUNCTION__);
SafeDelete(gs);
SafeDelete(gu);
SafeDelete(globalRendering);
SafeDelete(luaSocketRestrictions);
// also gets rid of configHandler
FileSystemInitializer::Cleanup();
DataDirLocater::FreeInstance();
LOG("[SpringApp::%s][8]", __FUNCTION__);
Watchdog::DeregisterThread(WDT_MAIN);
Watchdog::Uninstall();
LOG("[SpringApp::%s][9]", __FUNCTION__);
}
bool SpringApp::MainEventHandler(const SDL_Event& event)
{
switch (event.type) {
case SDL_WINDOWEVENT: {
switch (event.window.event) {
case SDL_WINDOWEVENT_MOVED: {
SaveWindowPosition();
} break;
//case SDL_WINDOWEVENT_RESIZED: //this is event is always preceded by:
case SDL_WINDOWEVENT_SIZE_CHANGED: {
Watchdog::ClearTimer(WDT_MAIN, true);
SaveWindowPosition();
InitOpenGL();
activeController->ResizeEvent();
mouseInput->InstallWndCallback();
} break;
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_SHOWN: {