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LoadScreen.cpp
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LoadScreen.cpp
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <SDL.h>
#include <functional>
#include "Rendering/GL/myGL.h"
#include "LoadScreen.h"
#include "Game.h"
#include "GlobalUnsynced.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Game/UI/MouseHandler.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Lua/LuaIntro.h"
#include "Lua/LuaMenu.h"
#include "Map/MapInfo.h"
#include "Rendering/Fonts/glFont.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Textures/NamedTextures.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Path/IPathManager.h"
#include "System/Config/ConfigHandler.h"
#include "System/Exceptions.h"
#include "System/Sync/FPUCheck.h"
#include "System/Log/ILog.h"
#include "Net/Protocol/NetProtocol.h"
#include "System/Matrix44f.h"
#include "System/SafeUtil.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Platform/Watchdog.h"
#include "System/Platform/Threading.h"
#include "System/Sound/ISound.h"
#include "System/Sound/ISoundChannels.h"
#if !defined(HEADLESS) && !defined(NO_SOUND)
#include "System/Sound/OpenAL/EFX.h"
#include "System/Sound/OpenAL/EFXPresets.h"
#endif
#include <vector>
CONFIG(int, LoadingMT).defaultValue(0).safemodeValue(0);
CLoadScreen* CLoadScreen::singleton = nullptr;
CLoadScreen::CLoadScreen(const std::string& _mapName, const std::string& _modName, ILoadSaveHandler* _saveFile)
: saveFile(_saveFile)
, mapName(_mapName)
, modName(_modName)
, mtLoading(true)
, lastDrawTime(0)
{
}
CLoadScreen::~CLoadScreen()
{
// Kill() must have been called first, such that the loading
// thread can not access singleton while its dtor is running
assert(!gameLoadThread.joinable());
if (clientNet != nullptr)
clientNet->KeepUpdating(false);
if (netHeartbeatThread.joinable())
netHeartbeatThread.join();
if (!gu->globalQuit) {
activeController = game;
if (luaMenu != nullptr)
luaMenu->ActivateGame();
}
if (activeController == this)
activeController = nullptr;
}
bool CLoadScreen::Init()
{
activeController = this;
// hide the cursor until we are ingame
SDL_ShowCursor(SDL_DISABLE);
// When calling this function, mod archives have to be loaded
// and gu->myPlayerNum has to be set.
skirmishAIHandler.LoadPreGame();
#ifdef HEADLESS
mtLoading = false;
#else
const int mtCfg = configHandler->GetInt("LoadingMT");
// user override
mtLoading = (mtCfg > 0);
// runtime detect. disable for intel/mesa drivers, they crash at multithreaded OpenGL (date: Nov. 2011)
mtLoading |= (mtCfg < 0) && !globalRendering->haveMesa && !globalRendering->haveIntel;
#endif
// Create a thread during the loading that pings the host/server, so it knows that this client is still alive/loading
clientNet->KeepUpdating(true);
netHeartbeatThread = std::move(spring::thread(Threading::CreateNewThread(std::bind(&CNetProtocol::UpdateLoop, clientNet))));
game = new CGame(mapName, modName, saveFile);
if (mtLoading) {
try {
// create the game-loading thread; rebinds primary context to hidden window
CglFont::threadSafety = true;
gameLoadThread = std::move(COffscreenGLThread(std::bind(&CGame::LoadGame, game, mapName)));
while (!Watchdog::HasThread(WDT_LOAD));
} catch (const opengl_error& gle) {
LOG_L(L_WARNING, "[LoadScreen::%s] offscreen GL context creation failed (error: \"%s\")", __func__, gle.what());
mtLoading = false;
CglFont::threadSafety = false;
}
}
// LuaIntro must be loaded and killed in the same thread (main)
// and bound context (secondary) that CLoadScreen::Draw runs in
//
// note that it has access to gl.LoadFont (which creates a user
// data wrapping a local font) but also to gl.*Text (which uses
// the global font), the latter will cause problems in GL4
CLuaIntro::LoadFreeHandler();
if (mtLoading)
return true;
LOG("[LoadScreen::%s] single-threaded", __func__);
game->LoadGame(mapName);
return false;
}
void CLoadScreen::Kill()
{
if (mtLoading && !gameLoadThread.joinable())
return;
if (luaIntro != nullptr)
luaIntro->Shutdown();
CLuaIntro::FreeHandler();
// at this point, the thread running CGame::LoadGame
// has finished and deregistered itself from WatchDog
gameLoadThread.join();
CglFont::threadSafety = false;
}
/******************************************************************************/
static void FinishedLoading()
{
if (gu->globalQuit)
return;
// send our playername to the server to indicate we finished loading
const CPlayer* p = playerHandler.Player(gu->myPlayerNum);
clientNet->Send(CBaseNetProtocol::Get().SendPlayerName(gu->myPlayerNum, p->name));
#ifdef SYNCCHECK
clientNet->Send(CBaseNetProtocol::Get().SendPathCheckSum(gu->myPlayerNum, pathManager->GetPathCheckSum()));
#endif
mouse->ShowMouse();
#if !defined(HEADLESS) && !defined(NO_SOUND)
// NB: sound is initialized at this point, but EFX support is *not* guaranteed
efx.CommitEffects(mapInfo->efxprops);
#endif
}
void CLoadScreen::CreateDeleteInstance(const std::string& mapName, const std::string& modName, ILoadSaveHandler* saveFile)
{
if (CreateInstance(mapName, modName, saveFile))
return;
// not mtLoading, LoadGame has completed and we can go
DeleteInstance();
FinishedLoading();
}
bool CLoadScreen::CreateInstance(const std::string& mapName, const std::string& modName, ILoadSaveHandler* saveFile)
{
assert(singleton == nullptr);
singleton = new CLoadScreen(mapName, modName, saveFile);
// returns true when mtLoading, false otherwise
return (singleton->Init());
}
void CLoadScreen::DeleteInstance()
{
if (singleton == nullptr)
return;
singleton->Kill();
spring::SafeDelete(singleton);
}
/******************************************************************************/
void CLoadScreen::ResizeEvent()
{
if (luaIntro != nullptr)
luaIntro->ViewResize();
}
int CLoadScreen::KeyPressed(int k, bool isRepeat)
{
//FIXME add mouse events
if (luaIntro != nullptr)
luaIntro->KeyPress(k, isRepeat);
return 0;
}
int CLoadScreen::KeyReleased(int k)
{
if (luaIntro != nullptr)
luaIntro->KeyRelease(k);
return 0;
}
bool CLoadScreen::Update()
{
if (luaIntro != nullptr) {
// keep checking this while we are the active controller
std::lock_guard<spring::recursive_mutex> lck(mutex);
for (const auto& pair: loadMessages) {
good_fpu_control_registers(pair.first.c_str());
luaIntro->LoadProgress(pair.first, pair.second);
}
loadMessages.clear();
}
if (game->IsFinishedLoading()) {
CLoadScreen::DeleteInstance();
FinishedLoading();
return true;
}
// without this call the window manager would think the window is unresponsive and thus ask for hard kill
if (!mtLoading)
SDL_PollEvent(nullptr);
return true;
}
bool CLoadScreen::Draw()
{
// limit FPS via sleep to not lock a singlethreaded CPU from loading the game
if (mtLoading) {
const spring_time now = spring_gettime();
const unsigned diffTime = spring_tomsecs(now - lastDrawTime);
constexpr unsigned wantedFPS = 50;
constexpr unsigned minFrameTime = 1000 / wantedFPS;
if (diffTime < minFrameTime)
spring_sleep(spring_msecs(minFrameTime - diffTime));
lastDrawTime = now;
}
// let LuaMenu keep the lobby connection alive
if (luaMenu != nullptr)
luaMenu->Update();
if (luaIntro != nullptr) {
luaIntro->Update();
luaIntro->DrawGenesis();
ClearScreen();
luaIntro->DrawLoadScreen();
}
if (!mtLoading)
globalRendering->SwapBuffers(true, false);
return true;
}
/******************************************************************************/
/******************************************************************************/
void CLoadScreen::SetLoadMessage(const std::string& text, bool replaceLast)
{
Watchdog::ClearTimer(WDT_LOAD);
std::lock_guard<spring::recursive_mutex> lck(mutex);
loadMessages.emplace_back(text, replaceLast);
LOG("[LoadScreen::%s] text=\"%s\"", __func__, text.c_str());
LOG_CLEANUP();
// be paranoid about FPU state for the loading thread since some
// external library might reset it (main thread state is checked
// in ::Update)
good_fpu_control_registers(text.c_str());
if (mtLoading)
return;
Update();
Draw();
}