/
GameConnection.cpp
940 lines (803 loc) · 30.3 KB
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GameConnection.cpp
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#include "GameConnection.h"
#include "DiffStatus.h"
#include "DiffDoom3MapWriter.h"
#include "AutomationEngine.h"
#include "GameConnectionDialog.h"
#include "i18n.h"
#include "igame.h"
#include "icameraview.h"
#include "inode.h"
#include "imap.h"
#include "ientity.h"
#include "iselection.h"
#include "imenumanager.h"
#include "ieventmanager.h"
#include "imainframe.h"
#include "scene/Traverse.h"
#include "wxutil/Bitmap.h"
#include "util/ScopedBoolLock.h"
#include "registry/registry.h"
#include <sigc++/signal.h>
#include <sigc++/connection.h>
#include <wx/toolbar.h>
#include <wx/artprov.h>
#include <wx/process.h>
namespace gameconn
{
namespace
{
//this is how often this class "thinks" when idle
const int THINK_INTERVAL = 123;
//all ordinary requests, executed synchronously
const int TAG_GENERIC = 5;
//camera DR->TDM sync is continuous, executed asynchronously
const int TAG_CAMERA = 6;
//multistep procedure for TDM game start/restart
const int TAG_RESTART = 7;
inline std::string messagePreamble(const std::string& type) {
return fmt::format("message \"{}\"\n", type);
}
inline std::string actionPreamble(const std::string& type) {
return messagePreamble("action") + fmt::format("action \"{0}\"\n", type);
}
inline std::string queryPreamble(std::string type) {
return messagePreamble("query") + fmt::format("query \"{}\"\n", type);
}
}
GameConnection::GameConnection()
{
_engine.reset(new AutomationEngine());
}
std::string GameConnection::executeGenericRequest(const std::string& request)
{
_engine->waitForTags(TAG_GENERIC);
return _engine->executeRequestBlocking(TAG_GENERIC, request);
}
bool GameConnection::sendAnyPendingAsync()
{
if (_mapObserver.getChanges().size() && _updateMapAlways) {
//note: this is blocking
doUpdateMap();
return true;
}
return sendPendingCameraUpdate();
}
void GameConnection::think()
{
if (_engine->hasLostConnection()) {
//lost connection recently: disable everything
disconnect(true);
}
if (_engine->areTagsInProgress(1 << TAG_RESTART) != _restartInProgress) {
//restart game procedure has just ended: notify GUI
_restartInProgress = !_restartInProgress;
signal_StatusChanged.emit(0);
}
_engine->think();
if (!_engine->areTagsInProgress()) {
//doing nothing now: send async command if present
sendAnyPendingAsync();
//think now, don't delay to next frame
_engine->think();
}
}
void GameConnection::onTimerEvent(wxTimerEvent& ev)
{
if (_timerInProgress) return; // avoid double-entering
util::ScopedBoolLock guard(_timerInProgress);
think();
}
void GameConnection::setThinkLoop(bool enable)
{
if (enable && !_thinkTimer) {
_thinkTimer.reset(new wxTimer());
_thinkTimer->Bind(wxEVT_TIMER, &GameConnection::onTimerEvent, this);
_thinkTimer->Start(THINK_INTERVAL);
}
if (!enable && _thinkTimer) {
_thinkTimer->Stop();
_thinkTimer.reset();
}
}
bool GameConnection::isAlive() const
{
return _engine->isAlive();
}
bool GameConnection::connect()
{
if (_engine->isAlive())
return true; //good already: don't do anything
if (_engine->hasLostConnection())
disconnect(true); //lost connection recently: disable everything
if (!_engine->connect())
return false; //failed to connect
setThinkLoop(true);
_mapEventListener = GlobalMapModule().signal_mapEvent().connect(
sigc::mem_fun(*this, &GameConnection::onMapEvent)
);
signal_StatusChanged.emit(0);
return true;
}
void GameConnection::disconnect(bool force)
{
_autoReloadMap = false;
setAlwaysUpdateMapEnabled(false);
setUpdateMapObserverEnabled(false);
setCameraSyncEnabled(false);
_engine->disconnect(force);
assert(!_engine->isAlive() && !_engine->hasLostConnection());
setThinkLoop(false);
_mapEventListener.disconnect();
signal_StatusChanged.emit(0);
}
GameConnection::~GameConnection()
{
disconnect(true);
};
void GameConnection::restartGame(bool dmap)
{
enum Steps {
STEP_START,
STEP_ATTACH,
STEP_SETMOD,
STEP_DMAP,
STEP_SETMAP,
STEP_INGAME,
STEP_FINISHED = -1,
};
auto implementation = [this, dmap](int step) -> MultistepProcReturn {
try {
#ifdef _WIN32
static const char *TDM_EXE_NAME = "TheDarkModx64.exe";
#else
static const char *TDM_EXE_NAME = "thedarkmod.x64";
#endif
//perhaps it is not the best idea to store state in global/static variables...
static std::string tdmDir, drModName, drMapName;
static std::string savedViewPos;
static bool savedCameraSyncEnabled, savedAutoReloadMapEnabled, savedAlwaysUpdateMapEnabled;
static wxLongLong timestampStartAttach, timestampLastTry;
static int pendingSeqno;
if (step == STEP_START) {
//fetch all settings: mission, map, TDM path
if (GlobalMapModule().isUnnamed()) {
showError("Cannot start TDM because no map file is opened.");
return {STEP_FINISHED, {}};
}
tdmDir = os::standardPathWithSlash(registry::getValue<std::string>(RKEY_ENGINE_PATH));
std::string fullModPath = registry::getValue<std::string>(RKEY_MOD_PATH);
std::string fullMapPath = GlobalMapModule().getMapName();
if (!fullModPath.empty() && strchr("/\\", fullModPath.back()))
fullModPath.pop_back();
drModName = fs::path(fullModPath).filename().string();
drMapName = fs::path(fullMapPath).filename().string();
//save enabled modes
savedCameraSyncEnabled = isCameraSyncEnabled();
savedAutoReloadMapEnabled = isAutoReloadMapEnabled();
savedAlwaysUpdateMapEnabled = isAlwaysUpdateMapEnabled();
savedViewPos = "";
if (isAlive()) {
//save current position
_engine->waitForTags(TAG_CAMERA);
savedViewPos = executeGenericRequest(composeConExecRequest("getviewpos"));
//disable modes
setCameraSyncEnabled(false);
setAutoReloadMapEnabled(false);
setAlwaysUpdateMapEnabled(false);
setUpdateMapObserverEnabled(false);
}
//save .map file
saveMapIfNeeded();
//try to attach to TDM with automation enabled
bool attached = connect();
if (!attached) {
//run new TDM process
wxExecuteEnv env;
env.cwd = tdmDir;
fs::path exeFullPath = fs::path(tdmDir);
exeFullPath.concat(TDM_EXE_NAME);
wxString cmdline = wxString::Format("%s +set com_automation 1", exeFullPath.c_str());
long res = wxExecute(cmdline, wxEXEC_ASYNC, nullptr, &env);
if (res <= 0) {
showError("Failed to run TheDarkMod executable.");
return {STEP_FINISHED, {}};
}
timestampStartAttach = wxGetUTCTimeMillis();
timestampLastTry = 0;
return {STEP_ATTACH, {}};
}
return {STEP_SETMOD, {}};
}
if (step == STEP_ATTACH) {
//attach to the new process
static const int TDM_ATTACH_TIMEOUT = 10000; //in milliseconds
static const int TDM_ATTACH_RETRY = 1000;
wxLongLong timestampNow = wxGetUTCTimeMillis();
if (timestampNow - timestampLastTry > TDM_ATTACH_RETRY) {
timestampLastTry = timestampNow;
if (connect())
return {STEP_SETMOD, {}};
}
if (timestampNow - timestampStartAttach > TDM_ATTACH_TIMEOUT) {
showError("Timeout when connecting to just started TheDarkMod process.\nMake sure the game is in main menu, has com_automation enabled, and firewall does not block it.");
return {STEP_FINISHED, {}};
}
//keep calling this step on every think
return {STEP_ATTACH, {SEQNO_WAIT_POLL}};
}
if (step == STEP_SETMOD) {
//check the current status
std::map<std::string, std::string> statusProps = executeQueryStatus();
if (statusProps["currentfm"] != drModName) {
//TDM crashes if we restart engine from in-game or immediately after stopping it
//workaround it by giving it a bit of time after stop
executeGenericRequest(composeConExecRequest("disconnect"));
wxMilliSleep(1000);
//change mission/mod and restart TDM engine
std::string request = actionPreamble("installfm") + "content:\n" + drModName + "\n";
pendingSeqno = _engine->executeRequestAsync(TAG_GENERIC, request);
return {STEP_DMAP, {pendingSeqno}};
}
pendingSeqno = 0;
return {STEP_DMAP, {}};
}
if (step == STEP_DMAP) {
//handle response of mission/mod request
if (pendingSeqno) {
std::string response = _engine->getResponse(pendingSeqno);
if (response != "done") {
showError("Failed to change installed mission in TheDarkMod.\nMake sure ?DR mission? is configured properly and game version is 2.09 or above.");
return {STEP_FINISHED, {}};
}
}
//recheck currently installed FM just to be sure
std::map<std::string, std::string> statusProps = executeQueryStatus();
if (statusProps["currentfm"] != drModName) {
showError(fmt::format("Installed mission is {} despite trying to change it.", statusProps["currentfm"]));
return {STEP_FINISHED, {}};
}
if (dmap) {
//run dmap command
std::string request = composeConExecRequest("dmap " + drMapName);
pendingSeqno = _engine->executeRequestAsync(TAG_GENERIC, request);
return {STEP_SETMAP, {pendingSeqno}};
}
pendingSeqno = 0;
return {STEP_SETMAP, {}};
}
if (step == STEP_SETMAP) {
//handle response of dmap command
if (pendingSeqno) {
std::string response = _engine->getResponse(pendingSeqno);
if (response.find("ERROR:") != std::string::npos) {
showError("Dmap printed error.\nPlease look at TheDarkMod console.");
return {STEP_FINISHED, {}};
}
}
//start map
std::string request = composeConExecRequest("map " + drMapName);
pendingSeqno = _engine->executeRequestAsync(TAG_GENERIC, request);
return {STEP_INGAME, {pendingSeqno}};
}
if (step == STEP_INGAME) {
//don't care what was written to console while loading map =)
std::string response = _engine->getResponse(pendingSeqno);
//last check: everything should match!
std::map<std::string, std::string> statusProps = executeQueryStatus();
if (statusProps["currentfm"] != drModName) {
showError(fmt::format("Installed mission is still {}.", statusProps["currentfm"]));
return {STEP_FINISHED, {}};
}
if (statusProps["mapname"] != drMapName) {
showError(fmt::format("Active map is {} despite trying to start the map.", statusProps["mapname"]));
return {STEP_FINISHED, {}};
}
if (statusProps["guiactive"] != "") {
showError(fmt::format("GUI {} is active while we expect the game to start", statusProps["guiactive"]));
return {STEP_FINISHED, {}};
}
//confirm player is ready
std::string waitUntilReady = executeGetCvarValue("tdm_player_wait_until_ready");
if (waitUntilReady != "0") {
//button0 is "attack" button
//numbers in parens mean: hold for 100 gameplay milliseconds (time is stopped at waiting screen)
std::string request = actionPreamble("gamectrl") + "content:\n" + "timemode \"game\"\n" + "button0 (1 1 0 0 0 0.1)\n";
response = executeGenericRequest(request);
}
if (!savedViewPos.empty()) {
//force god/noclip/notarget on
enableGhostMode();
//restore camera position
std::string request = composeConExecRequest(fmt::format("setviewpos {}", savedViewPos));
response = executeGenericRequest(request);
}
//enable back all the modes
setCameraSyncEnabled(savedCameraSyncEnabled);
setAutoReloadMapEnabled(savedAutoReloadMapEnabled);
//if user has changed something, don't enable "update map" mode to avoid desync
if (!GlobalMapModule().isModified()) {
setUpdateMapObserverEnabled(true);
setAlwaysUpdateMapEnabled(savedAlwaysUpdateMapEnabled);
}
return {STEP_FINISHED, {}};
}
}
catch(const DisconnectException&) {
//connection was lost unexpectedly during some step
//most likely user has closed TDM while it was still being prepared
showError("Game restart failed: connection lost unexpectedly.");
}
return {STEP_FINISHED, {}};
};
_engine->executeMultistepProc(TAG_RESTART, implementation, STEP_START);
_restartInProgress = true;
signal_StatusChanged.emit(0);
//even if TDM is not yet started, we need our engine's think loop
//because otherwise this multistep procedure won't start
setThinkLoop(true);
}
bool GameConnection::isGameRestarting() const
{
return _restartInProgress;
}
//-------------------------------------------------------------
std::string GameConnection::composeConExecRequest(std::string consoleLine)
{
//remove trailing spaces/EOLs
while (!consoleLine.empty() && isspace(consoleLine.back()))
consoleLine.pop_back();
return actionPreamble("conexec") + "content:\n" + consoleLine + "\n";
}
void GameConnection::executeSetTogglableFlag(const std::string &toggleCommand, bool enable, const std::string &offKeyword)
{
std::string text = composeConExecRequest(toggleCommand);
int attempt;
for (attempt = 0; attempt < 2; attempt++) {
std::string response = executeGenericRequest(text);
bool isEnabled = (response.find(offKeyword) == std::string::npos);
if (enable == isEnabled)
break;
//wrong state: toggle it again
}
assert(attempt < 2); //two toggles not enough?...
}
std::string GameConnection::executeGetCvarValue(const std::string &cvarName, std::string *defaultValue)
{
std::string text = composeConExecRequest(cvarName);
std::string response = executeGenericRequest(text);
//parse response (imagine how easy that would be with regex...)
while (response.size() && isspace(response.back()))
response.pop_back();
std::string expLeft = fmt::format("\"{0}\" is:\"", cvarName);
std::string expMid = "\" default:\"";
std::string expRight = "\"";
int posLeft = response.find(expLeft);
int posMid = response.find(expMid);
if (posLeft < 0 || posMid < 0) {
rError() << fmt::format("ExecuteGetCvarValue: can't parse value of {0}", cvarName);
return "";
}
int posLeftEnd = posLeft + expLeft.size();
int posMidEnd = posMid + expMid.size();
int posRight = response.size() - expRight.size();
std::string currValue = response.substr(posLeftEnd, posMid - posLeftEnd);
std::string defValue = response.substr(posMidEnd, posRight - posMidEnd);
//return results
if (defaultValue)
*defaultValue = defValue;
return currValue;
}
std::map<std::string, std::string> GameConnection::executeQueryStatus()
{
std::string request = queryPreamble("status") + "content:\n";
std::string response = executeGenericRequest(request);
std::map<std::string, std::string> statusProps;
int pos = 0;
while (1) {
int eolPos = response.find('\n', pos);
if (eolPos < 0)
break;
int spacePos = response.find(' ', pos);
if (spacePos >= eolPos) {
rError() << fmt::format("ExecuteQueryStatus: can't parse response");
return {};
}
std::string key = response.substr(pos, spacePos - pos);
std::string value = response.substr((spacePos + 1), eolPos - (spacePos + 1));
pos = eolPos + 1;
statusProps[key] = value;
}
return statusProps;
}
void GameConnection::updateCamera()
{
try {
auto& camera = GlobalCameraManager().getActiveView();
Vector3 orig = camera.getCameraOrigin();
Vector3 angles = camera.getCameraAngles();
_cameraOutData[0] = orig;
_cameraOutData[1] = angles;
//note: the update is not necessarily sent right now
_cameraOutPending = true;
}
catch (const std::runtime_error&) {
// no camera
}
think();
}
bool GameConnection::sendPendingCameraUpdate()
{
if (_cameraOutPending) {
std::string text = composeConExecRequest(fmt::format(
"setviewpos {:0.3f} {:0.3f} {:0.3f} {:0.3f} {:0.3f} {:0.3f}",
_cameraOutData[0].x(), _cameraOutData[0].y(), _cameraOutData[0].z(),
-_cameraOutData[1].x(), _cameraOutData[1].y(), _cameraOutData[1].z()
));
_engine->executeRequestAsync(TAG_CAMERA, text);
_cameraOutPending = false;
return true;
}
return false;
}
void GameConnection::enableGhostMode()
{
executeSetTogglableFlag("god", true, "OFF");
executeSetTogglableFlag("noclip", true, "OFF");
executeSetTogglableFlag("notarget", true, "OFF");
}
void GameConnection::setCameraSyncEnabled(bool enable)
{
try {
if (!enable) {
_cameraChangedSignal.disconnect();
}
if (enable) {
enableGhostMode();
_cameraChangedSignal.disconnect();
_cameraChangedSignal = GlobalCameraManager().signal_cameraChanged().connect(
sigc::mem_fun(this, &GameConnection::updateCamera)
);
//sync camera location right now
updateCamera();
_engine->waitForTags(1 << TAG_CAMERA);
}
signal_StatusChanged.emit(0);
}
catch (const DisconnectException&) {
//disconnected: will be handled during next think
}
}
bool GameConnection::isCameraSyncEnabled() const
{
return !_cameraChangedSignal.empty();
}
void GameConnection::backSyncCamera()
{
try {
_engine->waitForTags();
std::string text = executeGenericRequest(composeConExecRequest("getviewpos"));
Vector3 orig, angles;
if (sscanf(text.c_str(), "%lf%lf%lf%lf%lf%lf", &orig.x(), &orig.y(), &orig.z(), &angles.x(), &angles.y(), &angles.z()) == 6) {
try {
auto& camera = GlobalCameraManager().getActiveView();
angles.x() *= -1.0;
camera.setOriginAndAngles(orig, angles);
}
catch (const std::runtime_error&) {
// no camera view
}
}
}
catch (const DisconnectException&) {
//disconnected: will be handled during next think
return;
}
}
void GameConnection::togglePauseGame()
{
try {
std::string value = executeGetCvarValue("g_stopTime");
std::string oppositeValue = (value == "0" ? "1" : "0");
std::string text = composeConExecRequest(fmt::format("g_stopTime {}", oppositeValue));
executeGenericRequest(text);
}
catch (const DisconnectException&) {
//disconnected: will be handled during next think
return;
}
}
void GameConnection::respawnSelectedEntities()
{
try {
std::set<std::string> selectedEntityNames;
GlobalSelectionSystem().foreachSelected([&](const scene::INodePtr &node) {
//Node_isEntity
if (Entity* entity = Node_getEntity(node)) {
const std::string &name = entity->getKeyValue("name");
if (!name.empty()) {
selectedEntityNames.insert(name);
}
}
});
std::string command;
for (const std::string &name : selectedEntityNames)
command += "respawn " + name + "\n";
std::string text = composeConExecRequest(command);
executeGenericRequest(text);
}
catch (const DisconnectException&) {
//disconnected: will be handled during next think
return;
}
}
void GameConnection::reloadMap()
{
try {
std::string text = composeConExecRequest("reloadMap nocheck");
executeGenericRequest(text);
if (!GlobalMapModule().isModified()) {
//TDM has reloaded .map file while we have no local changes
//it means all three version of the map are in sync
//so we can enable "update map" mode without fear for confusion
setUpdateMapObserverEnabled(true);
}
else {
//TDM has reloaded .map file but we have local changes
//next "update map" will send diff based on our modified version
//but it will be applied on top of TDM's state (which is different)
//better disable the mode to avoid confusion!
setUpdateMapObserverEnabled(false);
}
}
catch (const DisconnectException&) {
//disconnected: will be handled during next think
return;
}
}
void GameConnection::onMapEvent(IMap::MapEvent ev)
{
if (ev == IMap::MapSaved && _autoReloadMap) {
reloadMap();
_mapObserver.clear();
}
if (ev == IMap::MapLoading || ev == IMap::MapUnloading) {
disconnect();
}
}
void GameConnection::setAutoReloadMapEnabled(bool enable)
{
if (enable && !_engine->isAlive())
return;
_autoReloadMap = enable;
signal_StatusChanged.emit(0);
}
bool GameConnection::isAutoReloadMapEnabled() const
{
return _autoReloadMap;
}
void GameConnection::saveMapIfNeeded()
{
if (GlobalMapModule().isModified())
GlobalCommandSystem().executeCommand("SaveMap");
}
bool GameConnection::isUpdateMapObserverEnabled() const
{
return _mapObserver.isEnabled();
}
void GameConnection::setUpdateMapObserverEnabled(bool enable)
{
_mapObserver.setEnabled(enable);
if (!enable)
setAlwaysUpdateMapEnabled(false);
signal_StatusChanged.emit(0);
}
void GameConnection::setAlwaysUpdateMapEnabled(bool enable)
{
if (enable) {
if (!_engine->isAlive())
return;
if (enable)
setUpdateMapObserverEnabled(true);
}
_updateMapAlways = enable;
signal_StatusChanged.emit(0);
}
bool GameConnection::isAlwaysUpdateMapEnabled() const
{
return _updateMapAlways;
}
/**
* stgatilov: Saves only entities with specified names to in-memory map patch.
* This diff is intended to be consumed by TheDarkMod automation for HotReload purposes.
* TODO: What about patches and brushes?
*/
std::string saveMapDiff(const DiffEntityStatuses& entityStatuses)
{
auto root = GlobalSceneGraph().root();
std::set<scene::INode*> subsetNodes;
root->foreachNode([&](const scene::INodePtr& node) {
if (entityStatuses.count(node->name()))
subsetNodes.insert(node.get());
return true;
});
std::ostringstream outStream;
outStream << "// diff " << entityStatuses.size() << std::endl;
DiffDoom3MapWriter writer(entityStatuses);
//write removal stubs (no actual spawnargs)
for (const auto& pNS : entityStatuses) {
const auto& name = pNS.first;
const auto& status = pNS.second;
assert(status.isModified()); //(don't put untouched entities into map)
if (status.isRemoved())
writer.writeRemoveEntityStub(name, outStream);
}
//write added/modified entities as usual
{
registry::ScopedKeyChanger progressDisabler(RKEY_MAP_SUPPRESS_LOAD_STATUS_DIALOG, true);
// Hack: disable recalculateBrushWindings for this export
registry::ScopedKeyChanger<std::string> guard("MapExporter_IgnoreBrushes", "yes");
// Get a scoped exporter class
auto exporter = GlobalMapModule().createMapExporter(writer, root, outStream);
exporter->exportMap(root, scene::traverseSubset(subsetNodes));
// end the life of the exporter instance here to finish the scene
}
return outStream.str();
}
void GameConnection::doUpdateMap()
{
try {
if (!_engine->isAlive())
return; //no connection, don't even try
// Get map diff
std::string diff = saveMapDiff(_mapObserver.getChanges());
if (diff.empty()) {
return; //TODO: fail
}
std::string response = executeGenericRequest(actionPreamble("reloadmap-diff") + "content:\n" + diff);
if (response.find("HotReload: SUCCESS") != std::string::npos) {
//success: clear current diff, so that we don't reapply it next time
_mapObserver.clear();
}
}
catch (const DisconnectException&) {
//disconnected: will be handled during next think
return;
}
}
//-------------------------------------------------------------
const std::string& GameConnection::getName() const
{
static std::string _name("GameConnection");
return _name;
}
const StringSet& GameConnection::getDependencies() const
{
static StringSet _dependencies {
MODULE_CAMERA_MANAGER, MODULE_COMMANDSYSTEM, MODULE_MAP,
MODULE_SCENEGRAPH, MODULE_SELECTIONSYSTEM, MODULE_EVENTMANAGER,
MODULE_MENUMANAGER, MODULE_MAINFRAME
};
return _dependencies;
}
void GameConnection::initialiseModule(const IApplicationContext& ctx)
{
// Show/hide GUI window
GlobalCommandSystem().addCommand(
"GameConnectionDialogToggle",
gameconn::GameConnectionDialog::toggleDialog
);
GlobalMenuManager().add(
"main/map", "GameConnectionDialog",
ui::menu::ItemType::Item, _("Game Connection..."), "",
"GameConnectionDialogToggle"
);
// Restart game
GlobalCommandSystem().addCommand(
"GameConnectionRestartGame",
[this](const cmd::ArgumentList& args) {
bool dmap = false;
for (int i = 0; i < args.size(); i++)
if (args[i].getString() == "dmap")
dmap = true;
restartGame(dmap);
}
);
// Camera sync
_event_toggleCameraSync = GlobalEventManager().addAdvancedToggle(
"GameConnectionToggleCameraSync",
[this](bool v) {
bool oldEnabled = isCameraSyncEnabled();
setCameraSyncEnabled(v);
return isCameraSyncEnabled() != oldEnabled;
}
);
GlobalCommandSystem().addCommand(
"GameConnectionBackSyncCamera",
[this](const cmd::ArgumentList&) {
backSyncCamera();
}
);
_event_backSyncCamera = GlobalEventManager().addCommand(
"GameConnectionBackSyncCamera", "GameConnectionBackSyncCamera", false
);
// Reload map
GlobalCommandSystem().addCommand(
"GameConnectionReloadMap",
[this](const cmd::ArgumentList&) {
reloadMap();
}
);
GlobalEventManager().addAdvancedToggle(
"GameConnectionToggleAutoMapReload",
[this](bool v) {
bool oldEnabled = isAutoReloadMapEnabled();
setAutoReloadMapEnabled(v);
return isAutoReloadMapEnabled() != oldEnabled;
}
);
// Update map
GlobalCommandSystem().addCommand(
"GameConnectionUpdateMap",
[this](const cmd::ArgumentList&) {
doUpdateMap();
}
);
GlobalEventManager().addAdvancedToggle(
"GameConnectionToggleAutoMapUpdate",
[this](bool v) {
bool oldEnabled = isAlwaysUpdateMapEnabled();
setAlwaysUpdateMapEnabled(v);
return isAlwaysUpdateMapEnabled() != oldEnabled;
}
);
// Respawn selected
GlobalCommandSystem().addCommand(
"GameConnectionRespawnSelected",
[this](const cmd::ArgumentList&) {
respawnSelectedEntities();
}
);
// Pause game
GlobalCommandSystem().addCommand(
"GameConnectionPauseGame",
[this](const cmd::ArgumentList&) {
togglePauseGame();
}
);
// Toolbar button(s)
GlobalMainFrame().signal_MainFrameConstructed().connect(
sigc::mem_fun(this, &GameConnection::addToolbarItems)
);
}
void GameConnection::shutdownModule()
{
disconnect(true);
}
void GameConnection::addToolbarItems()
{
wxToolBar* camTB = GlobalMainFrame().getToolbar(IMainFrame::Toolbar::CAMERA);
if (camTB)
{
// Separate GameConnection tools from regular camera tools
camTB->AddSeparator();
// Add toggles for the camera sync functions
auto camSyncT = camTB->AddTool(
wxID_ANY, "L", wxutil::GetLocalBitmap("CameraSync.png"),
_("Enable game camera sync with DarkRadiant camera"),
wxITEM_CHECK
);
_event_toggleCameraSync->connectToolItem(camSyncT);
auto camSyncBackT = camTB->AddTool(
wxID_ANY, "B", wxutil::GetLocalBitmap("CameraSyncBack.png"),
_("Move camera to current game position")
);
_event_backSyncCamera->connectToolItem(camSyncBackT);
camTB->Realize();
}
}
}
extern "C" void DARKRADIANT_DLLEXPORT RegisterModule(IModuleRegistry& registry)
{
module::performDefaultInitialisation(registry);
registry.registerModule(std::make_shared<gameconn::GameConnection>());
}