Files
OpenRA/OpenRA.Game/Game.cs
RoosterDragon bb17cfa179 Expose mod.yaml content to localisation.
Mod metadata, load screens and mod content is all now sourced from ftl files, allowing these items to be translated.

Translations are now initialized as part of ModData creation, as currently they are made available too late for the usage we need here.

The "modcontent" mod learns a new parameter for "Content.TranslationFile" - this allows a mod to provide the path of a translation file to the mod which it can load. This allows mods such as ra, cnc, d2k, ts to own the translations for their ModContent, yet still make them accessible to the modcontent mod.

CheckFluentReference learns to validate all these new fields to ensure translations have been set.
2024-10-07 12:38:40 +03:00

1012 lines
31 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Net;
using System.Runtime;
using System.Threading;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Server;
using OpenRA.Support;
using OpenRA.Widgets;
namespace OpenRA
{
public static class Game
{
[FluentReference("filename")]
const string SavedScreenshot = "notification-saved-screenshot";
public const int TimestepJankThreshold = 250; // Don't catch up for delays larger than 250ms
public static InstalledMods Mods { get; private set; }
public static ExternalMods ExternalMods { get; private set; }
public static ModData ModData;
public static Settings Settings;
public static CursorManager Cursor;
public static bool HideCursor;
static WorldRenderer worldRenderer;
static string modLaunchWrapper;
internal static OrderManager OrderManager;
static Server.Server server;
public static MersenneTwister CosmeticRandom = new(); // not synced
public static Renderer Renderer;
public static Sound Sound;
public static string EngineVersion { get; private set; }
public static LocalPlayerProfile LocalPlayerProfile;
static bool takeScreenshot = false;
static Benchmark benchmark = null;
public static event Action OnShellmapLoaded = () => { };
public static OrderManager JoinServer(ConnectionTarget endpoint, string password, bool recordReplay = true)
{
var newConnection = new NetworkConnection(endpoint);
if (recordReplay)
newConnection.StartRecording(() => TimestampedFilename());
var om = new OrderManager(newConnection);
JoinInner(om);
CurrentServerSettings.Password = password;
CurrentServerSettings.Target = endpoint;
lastConnectionState = ConnectionState.PreConnecting;
ConnectionStateChanged(OrderManager, password, newConnection);
return om;
}
public static string TimestampedFilename(bool includemilliseconds = false, string extra = "")
{
var format = includemilliseconds ? "yyyy-MM-ddTHHmmssfffZ" : "yyyy-MM-ddTHHmmssZ";
return ModData.Manifest.Id + extra + "-" + DateTime.UtcNow.ToString(format, CultureInfo.InvariantCulture);
}
static void JoinInner(OrderManager om)
{
// Refresh static classes before the game starts.
TextNotificationsManager.Clear();
UnitOrders.Clear();
// HACK: The shellmap World and OrderManager are owned by the main menu's WorldRenderer instead of Game.
// This allows us to switch Game.OrderManager from the shellmap to the new network connection when joining
// a lobby, while keeping the OrderManager that runs the shellmap intact.
// A matching check in World.Dispose (which is called by WorldRenderer.Dispose) makes sure that we dispose
// the shellmap's OM when a lobby game actually starts.
if (OrderManager?.World == null || OrderManager.World.Type != WorldType.Shellmap)
OrderManager?.Dispose();
OrderManager = om;
}
public static void JoinReplay(string replayFile)
{
JoinInner(new OrderManager(new ReplayConnection(replayFile)));
}
static void JoinLocal()
{
JoinInner(new OrderManager(new EchoConnection()));
// Add a spectator client for the local player
// On the shellmap this player is controlling the map via scripted orders
OrderManager.LobbyInfo.Clients.Add(new Session.Client
{
Index = OrderManager.Connection.LocalClientId,
Name = Settings.Player.Name,
PreferredColor = Settings.Player.Color,
Color = Settings.Player.Color,
Faction = "Random",
SpawnPoint = 0,
Team = 0,
State = Session.ClientState.Ready
});
}
// More accurate replacement for Environment.TickCount
static readonly Stopwatch Stopwatch = Stopwatch.StartNew();
public static long RunTime => Stopwatch.ElapsedMilliseconds;
public static int RenderFrame = 0;
public static int NetFrameNumber => OrderManager.NetFrameNumber;
public static int LocalTick => OrderManager.LocalFrameNumber;
public static event Action<ConnectionTarget> OnRemoteDirectConnect = _ => { };
public static event Action<OrderManager, string, NetworkConnection> ConnectionStateChanged = (om, pass, conn) => { };
static ConnectionState lastConnectionState = ConnectionState.PreConnecting;
public static int LocalClientId => OrderManager.Connection.LocalClientId;
public static void RemoteDirectConnect(ConnectionTarget endpoint)
{
OnRemoteDirectConnect(endpoint);
}
// Hacky workaround for orderManager visibility
public static Widget OpenWindow(World world, string widget)
{
return Ui.OpenWindow(widget, new WidgetArgs() { { "world", world }, { "orderManager", OrderManager }, { "worldRenderer", worldRenderer } });
}
// Who came up with the great idea of making these things
// impossible for the things that want them to access them directly?
public static Widget OpenWindow(string widget, WidgetArgs args)
{
return Ui.OpenWindow(widget, new WidgetArgs(args)
{
{ "world", worldRenderer.World },
{ "orderManager", OrderManager },
{ "worldRenderer", worldRenderer },
});
}
// Load a widget with world, orderManager, worldRenderer args, without adding it to the widget tree
public static Widget LoadWidget(World world, string id, Widget parent, WidgetArgs args)
{
return ModData.WidgetLoader.LoadWidget(new WidgetArgs(args)
{
{ "world", world },
{ "orderManager", OrderManager },
{ "worldRenderer", worldRenderer },
}, parent, id);
}
public static event Action LobbyInfoChanged = () => { };
internal static void SyncLobbyInfo()
{
LobbyInfoChanged();
}
public static event Action BeforeGameStart = () => { };
public static event Action AfterGameStart = () => { };
internal static void StartGame(string mapUID, WorldType type)
{
// Dispose of the old world before creating a new one.
worldRenderer?.Dispose();
Cursor.SetCursor(null);
BeforeGameStart();
using (new PerfTimer("NewWorld"))
OrderManager.World = new World(mapUID, ModData, OrderManager, type);
OrderManager.World.GameOver += FinishBenchmark;
worldRenderer = new WorldRenderer(ModData, OrderManager.World);
// Proactively collect memory during loading to reduce peak memory.
GC.Collect();
using (new PerfTimer("LoadComplete"))
OrderManager.World.LoadComplete(worldRenderer);
// Proactively collect memory during loading to reduce peak memory.
GC.Collect();
if (OrderManager.GameStarted)
return;
Ui.MouseFocusWidget = null;
Ui.KeyboardFocusWidget = null;
OrderManager.StartGame();
worldRenderer.RefreshPalette();
Cursor.SetCursor(ChromeMetrics.Get<string>("DefaultCursor"));
// Now loading is completed, now is the ideal time to run a GC and compact the LOH.
// - All the temporary garbage created during loading can be collected.
// - Live objects are likely to live for the length of the game or longer,
// thus promoting them into a higher generation is not an issue.
// - We can remove any fragmentation in the LOH caused by temporary loading garbage.
// - A loading screen is visible, so a delay won't matter to the user.
// Much better to clean up now then to drop frames during gameplay for GC pauses.
GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
GC.Collect();
// PostLoadComplete is designed for anything that should trigger at the very end of loading.
// e.g. audio notifications that the game is starting.
OrderManager.World.PostLoadComplete(worldRenderer);
AfterGameStart();
}
public static void RestartGame()
{
var replay = OrderManager.Connection as ReplayConnection;
var replayName = replay?.Filename;
var lobbyInfo = OrderManager.LobbyInfo;
// Reseed the RNG so this isn't an exact repeat of the last game
lobbyInfo.GlobalSettings.RandomSeed = CosmeticRandom.Next();
// Note: the map may have been changed on disk outside the game, changing its UID.
// Use the updated UID if we have tracked the update instead of failing.
lobbyInfo.GlobalSettings.Map = ModData.MapCache.GetUpdatedMap(lobbyInfo.GlobalSettings.Map);
if (lobbyInfo.GlobalSettings.Map == null)
{
Disconnect();
Ui.ResetAll();
LoadShellMap();
return;
}
var orders = new[]
{
Order.Command($"sync_lobby {lobbyInfo.Serialize()}"),
Order.Command("startgame")
};
// Disconnect from the current game
Disconnect();
Ui.ResetAll();
// Restart the game with the same replay/mission
if (replay != null)
JoinReplay(replayName);
else
CreateAndStartLocalServer(lobbyInfo.GlobalSettings.Map, orders);
}
public static void CreateAndStartLocalServer(string mapUID, IEnumerable<Order> setupOrders)
{
OrderManager om = null;
void LobbyReady()
{
LobbyInfoChanged -= LobbyReady;
foreach (var o in setupOrders)
om.IssueOrder(o);
}
LobbyInfoChanged += LobbyReady;
om = JoinServer(CreateLocalServer(mapUID), "");
}
public static bool IsHost
{
get
{
var id = OrderManager.Connection.LocalClientId;
var client = OrderManager.LobbyInfo.ClientWithIndex(id);
return client != null && client.IsAdmin;
}
}
static Modifiers modifiers;
public static Modifiers GetModifierKeys() { return modifiers; }
internal static void HandleModifierKeys(Modifiers mods) { modifiers = mods; }
public static void InitializeSettings(Arguments args)
{
Settings = new Settings(Path.Combine(Platform.SupportDir, "settings.yaml"), args);
}
public static RunStatus InitializeAndRun(string[] args)
{
Initialize(new Arguments(args));
// Proactively collect memory during loading to reduce peak memory.
GC.Collect();
return Run();
}
static void Initialize(Arguments args)
{
var engineDirArg = args.GetValue("Engine.EngineDir", null);
if (!string.IsNullOrEmpty(engineDirArg))
Platform.OverrideEngineDir(engineDirArg);
var supportDirArg = args.GetValue("Engine.SupportDir", null);
if (!string.IsNullOrEmpty(supportDirArg))
Platform.OverrideSupportDir(supportDirArg);
Console.WriteLine($"Platform is {Platform.CurrentPlatform} ({Platform.CurrentArchitecture})");
// Load the engine version as early as possible so it can be written to exception logs
try
{
EngineVersion = File.ReadAllText(Path.Combine(Platform.EngineDir, "VERSION")).Trim();
}
catch { }
if (string.IsNullOrEmpty(EngineVersion))
EngineVersion = "Unknown";
Console.WriteLine($"Engine version is {EngineVersion}");
Console.WriteLine($"Runtime: {Platform.RuntimeVersion}");
// Special case handling of Game.Mod argument: if it matches a real filesystem path
// then we use this to override the mod search path, and replace it with the mod id
var modID = args.GetValue("Game.Mod", null);
var explicitModPaths = Array.Empty<string>();
if (modID != null && (File.Exists(modID) || Directory.Exists(modID)))
{
explicitModPaths = new[] { modID };
modID = Path.GetFileNameWithoutExtension(modID);
}
InitializeSettings(args);
Log.AddChannel("perf", "perf.log");
Log.AddChannel("debug", "debug.log");
Log.AddChannel("server", "server.log", true);
Log.AddChannel("sound", "sound.log");
Log.AddChannel("graphics", "graphics.log");
Log.AddChannel("geoip", "geoip.log");
Log.AddChannel("nat", "nat.log");
Log.AddChannel("client", "client.log");
var platforms = new[] { Settings.Game.Platform, "Default", null };
foreach (var p in platforms)
{
if (p == null)
throw new InvalidOperationException("Failed to initialize platform-integration library. Check graphics.log for details.");
Settings.Game.Platform = p;
try
{
var platform = CreatePlatform(p);
Renderer = new Renderer(platform, Settings.Graphics);
Sound = new Sound(platform, Settings.Sound);
break;
}
catch (Exception e)
{
Log.Write("graphics", $"{e}");
Console.WriteLine("Renderer initialization failed. Check graphics.log for details.");
Renderer?.Dispose();
Sound?.Dispose();
}
}
Nat.Initialize();
var modSearchArg = args.GetValue("Engine.ModSearchPaths", null);
var modSearchPaths = modSearchArg != null ?
FieldLoader.GetValue<string[]>("Engine.ModsPath", modSearchArg) :
new[] { Path.Combine(Platform.EngineDir, "mods") };
Mods = new InstalledMods(modSearchPaths, explicitModPaths);
Console.WriteLine("Internal mods:");
foreach (var mod in Mods)
Console.WriteLine($"\t{mod.Key} ({mod.Value.Metadata.Version})");
modLaunchWrapper = args.GetValue("Engine.LaunchWrapper", null);
ExternalMods = new ExternalMods();
if (modID != null && Mods.TryGetValue(modID, out _))
{
var launchPath = args.GetValue("Engine.LaunchPath", null);
var launchArgs = new List<string>();
// Sanitize input from platform-specific launchers
// Process.Start requires paths to not be quoted, even if they contain spaces
if (launchPath != null && launchPath[0] == '"' && launchPath.Last() == '"')
launchPath = launchPath[1..^1];
// Metadata registration requires an explicit launch path
if (launchPath != null)
ExternalMods.Register(Mods[modID], launchPath, launchArgs, ModRegistration.User);
ExternalMods.ClearInvalidRegistrations(ModRegistration.User);
}
Console.WriteLine("External mods:");
foreach (var mod in ExternalMods)
Console.WriteLine($"\t{mod.Key} ({mod.Value.Version})");
InitializeMod(modID, args);
}
public static IPlatform CreatePlatform(string platformName)
{
var rendererPath = Path.Combine(Platform.BinDir, "OpenRA.Platforms." + platformName + ".dll");
#if NET5_0_OR_GREATER
var loader = new AssemblyLoader(rendererPath);
var platformType = loader.LoadDefaultAssembly().GetTypes().SingleOrDefault(t => typeof(IPlatform).IsAssignableFrom(t));
#else
// NOTE: This is currently the only use of System.Reflection in this file, so would give an unused using error if we import it above
var assembly = System.Reflection.Assembly.LoadFile(rendererPath);
var platformType = assembly.GetTypes().SingleOrDefault(t => typeof(IPlatform).IsAssignableFrom(t));
#endif
if (platformType == null)
throw new InvalidOperationException("Platform dll must include exactly one IPlatform implementation.");
return (IPlatform)platformType.GetConstructor(Type.EmptyTypes).Invoke(null);
}
public static void InitializeMod(string mod, Arguments args)
{
// Clear static state if we have switched mods
LobbyInfoChanged = () => { };
ConnectionStateChanged = (om, p, conn) => { };
BeforeGameStart = () => { };
OnRemoteDirectConnect = endpoint => { };
delayedActions = new ActionQueue();
Ui.ResetAll();
worldRenderer?.Dispose();
worldRenderer = null;
server?.Shutdown();
OrderManager?.Dispose();
if (ModData != null)
{
ModData.ModFiles.UnmountAll();
ModData.Dispose();
}
ModData = null;
if (mod == null)
throw new InvalidOperationException("Game.Mod argument missing.");
if (!Mods.ContainsKey(mod))
throw new InvalidOperationException($"Unknown or invalid mod '{mod}'.");
Console.WriteLine($"Loading mod: {mod}");
Sound.StopVideo();
ModData = new ModData(Mods[mod], Mods, true);
LocalPlayerProfile = new LocalPlayerProfile(Path.Combine(Platform.SupportDir, Settings.Game.AuthProfile), ModData.Manifest.Get<PlayerDatabase>());
if (!ModData.LoadScreen.BeforeLoad())
return;
ModData.InitializeLoaders(ModData.DefaultFileSystem);
Renderer.InitializeFonts(ModData);
using (new PerfTimer("LoadMaps"))
ModData.MapCache.LoadMaps();
var grid = ModData.Manifest.Contains<MapGrid>() ? ModData.Manifest.Get<MapGrid>() : null;
Renderer.InitializeDepthBuffer(grid);
Cursor?.Dispose();
Cursor = new CursorManager(ModData.CursorProvider, ModData.Manifest.CursorSheetSize);
var metadata = ModData.Manifest.Metadata;
if (!string.IsNullOrEmpty(metadata.WindowTitleTranslated))
Renderer.Window.SetWindowTitle(metadata.WindowTitleTranslated);
PerfHistory.Items["render"].HasNormalTick = false;
PerfHistory.Items["batches"].HasNormalTick = false;
PerfHistory.Items["render_world"].HasNormalTick = false;
PerfHistory.Items["render_widgets"].HasNormalTick = false;
PerfHistory.Items["render_flip"].HasNormalTick = false;
PerfHistory.Items["terrain_lighting"].HasNormalTick = false;
JoinLocal();
ModData.LoadScreen.StartGame(args);
}
public static void LoadEditor(string mapUid)
{
JoinLocal();
StartGame(mapUid, WorldType.Editor);
}
public static void LoadShellMap()
{
var shellmap = ChooseShellmap();
using (new PerfTimer("StartGame"))
{
StartGame(shellmap, WorldType.Shellmap);
OnShellmapLoaded();
}
}
static string ChooseShellmap()
{
var shellmaps = ModData.MapCache
.Where(m => m.Status == MapStatus.Available && m.Visibility.HasFlag(MapVisibility.Shellmap))
.Select(m => m.Uid);
var shellmap = shellmaps.RandomOrDefault(CosmeticRandom);
if (shellmap == null)
throw new InvalidDataException("No valid shellmaps available");
return shellmap;
}
public static void SwitchToExternalMod(ExternalMod mod, string[] launchArguments = null, Action onFailed = null)
{
try
{
var path = mod.LaunchPath;
var args = launchArguments != null ? mod.LaunchArgs.Append(launchArguments) : mod.LaunchArgs;
if (modLaunchWrapper != null)
{
path = modLaunchWrapper;
args = new[] { mod.LaunchPath }.Concat(args);
}
var p = Process.Start(path, args.Select(a => "\"" + a + "\"").JoinWith(" "));
if (p == null || p.HasExited)
onFailed();
else
{
p.Close();
Exit();
}
}
catch (Exception e)
{
Log.Write("debug", "Failed to switch to external mod.");
Log.Write("debug", "Error was: " + e.Message);
onFailed();
}
}
static RunStatus state = RunStatus.Running;
public static event Action OnQuit = () => { };
// Note: These delayed actions should only be used by widgets or disposing objects
// - things that depend on a particular world should be queuing them on the world actor.
static volatile ActionQueue delayedActions = new();
public static void RunAfterTick(Action a) { delayedActions.Add(a, RunTime); }
public static void RunAfterDelay(int delayMilliseconds, Action a) { delayedActions.Add(a, RunTime + delayMilliseconds); }
static void TakeScreenshotInner()
{
using (new PerfTimer("Renderer.SaveScreenshot"))
{
var mod = ModData.Manifest.Metadata;
var directory = Path.Combine(Platform.SupportDir, "Screenshots", ModData.Manifest.Id, mod.Version);
Directory.CreateDirectory(directory);
var filename = TimestampedFilename(true);
var path = Path.Combine(directory, string.Concat(filename, ".png"));
Log.Write("debug", "Taking screenshot " + path);
Renderer.SaveScreenshot(path);
TextNotificationsManager.Debug(FluentProvider.GetString(SavedScreenshot, "filename", filename));
}
}
static void InnerLogicTick(OrderManager orderManager)
{
var tick = RunTime;
var world = orderManager.World;
if (Ui.LastTickTime.ShouldAdvance(tick))
{
Ui.LastTickTime.AdvanceTickTime(tick);
Sync.RunUnsynced(world, Ui.Tick);
Cursor.Tick();
}
if (orderManager.LastTickTime.ShouldAdvance(tick))
{
if (orderManager.GameStarted && orderManager.LocalFrameNumber == 0)
PerfHistory.Reset(); // Remove history that occurred whilst the new game was loading.
using (var sample = new PerfSample("tick_time"))
{
orderManager.LastTickTime.AdvanceTickTime(tick);
Sound.Tick();
Sync.RunUnsynced(world, orderManager.TickImmediate);
if (world == null)
{
if (orderManager.GameStarted)
PerfHistory.Reset(); // Remove old history when a new game starts.
return;
}
if (orderManager.TryTick())
{
Sync.RunUnsynced(world, () => world.OrderGenerator.Tick(world));
world.Tick();
PerfHistory.Tick();
}
// Wait until we have done our first world Tick before TickRendering
if (orderManager.LocalFrameNumber > 0)
Sync.RunUnsynced(world, () => world.TickRender(worldRenderer));
}
benchmark?.Tick(LocalTick);
}
}
static void LogicTick()
{
PerformDelayedActions();
if (OrderManager.Connection is NetworkConnection nc && nc.ConnectionState != lastConnectionState)
{
lastConnectionState = nc.ConnectionState;
ConnectionStateChanged(OrderManager, null, nc);
}
InnerLogicTick(OrderManager);
if (worldRenderer != null && OrderManager.World != worldRenderer.World)
InnerLogicTick(worldRenderer.World.OrderManager);
}
public static void PerformDelayedActions()
{
delayedActions.PerformActions(RunTime);
}
public static void TakeScreenshot()
{
takeScreenshot = true;
}
static void RenderTick()
{
using (new PerfSample("render"))
{
++RenderFrame;
// Prepare renderables (i.e. render voxels) before calling BeginFrame
using (new PerfSample("render_prepare"))
{
worldRenderer?.BeginFrame();
// World rendering is disabled while the loading screen is displayed
if (worldRenderer != null && !worldRenderer.World.IsLoadingGameSave)
{
worldRenderer.Viewport.Tick();
worldRenderer.PrepareRenderables();
}
Ui.PrepareRenderables();
worldRenderer?.EndFrame();
}
// worldRenderer is null during the initial install/download screen
// World rendering is disabled while the loading screen is displayed
// Use worldRenderer.World instead of OrderManager.World to avoid a rendering mismatch while processing orders
if (worldRenderer != null && !worldRenderer.World.IsLoadingGameSave)
{
Renderer.BeginWorld(worldRenderer.Viewport.Rectangle);
Sound.SetListenerPosition(worldRenderer.Viewport.CenterPosition);
using (new PerfSample("render_world"))
worldRenderer.Draw();
}
using (new PerfSample("render_widgets"))
{
Renderer.BeginUI();
if (worldRenderer != null && !worldRenderer.World.IsLoadingGameSave)
worldRenderer.DrawAnnotations();
Ui.Draw();
if (ModData != null && ModData.CursorProvider != null)
{
if (HideCursor)
Cursor.SetCursor(null);
else
{
Cursor.SetCursor(Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default");
Cursor.Render(Renderer);
}
}
}
using (new PerfSample("render_flip"))
Renderer.EndFrame(new DefaultInputHandler(OrderManager.World));
if (takeScreenshot)
{
takeScreenshot = false;
TakeScreenshotInner();
}
}
PerfHistory.Items["render"].Tick();
PerfHistory.Items["batches"].Tick();
PerfHistory.Items["render_world"].Tick();
PerfHistory.Items["render_widgets"].Tick();
PerfHistory.Items["render_flip"].Tick();
PerfHistory.Items["terrain_lighting"].Tick();
}
static void Loop()
{
// The game loop mainly does two things: logic updates and
// drawing on the screen.
// ---
// We ideally want the logic to run every 'Timestep' ms and
// rendering to be done at 'MaxFramerate', so 1000 / MaxFramerate ms.
// Any additional free time is used in 'Sleep' so we don't
// consume more CPU/GPU resources than necessary.
// ---
// In case logic or rendering takes more time than the ideal
// and we're getting behind, we can skip rendering some frames
// but there's a fail-safe minimum FPS to make sure the screen
// gets updated at least that often.
// ---
// TODO: Separate world/UI rendering
// It would be nice to separate the world rendering from the UI rendering
// so that we can update the UI more often than the world. This would
// help make the game playable (mouse/controls) even in low world
// framerates.
// It's not possible at the moment because the render buffer is cleared
// before rendering and we don't keep the last rendered world buffer.
// When the logic has fallen behind by this much, skip the pending
// updates and start fresh.
// For example, if we want to update logic every 10 ms but each loop
// temporarily takes 100 ms, the 'nextLogic' timestamp will be too low
// and the current timestamp ('now') will have moved on. Even if the
// update time returns to normal, it will take a long time to catch up
// (if ever).
// This also means that the 'logicInterval' cannot be longer than this
// value.
const int MaxLogicTicksBehind = 250;
// Try to maintain at least this many FPS during replays, even if it slows down logic.
// However, if the user has enabled a framerate limit that is even lower
// than this, then that limit will be used.
const int MinReplayFps = 10;
// Timestamps for when the next logic and rendering should run
var nextLogic = RunTime;
var nextRender = RunTime;
var forcedNextRender = RunTime;
var renderBeforeNextTick = false;
while (state == RunStatus.Running)
{
var logicInterval = Ui.Timestep;
var logicWorld = worldRenderer?.World;
// ReplayTimestep = 0 means the replay is paused: we need to keep logicInterval as UI.Timestep to avoid breakage
if (logicWorld != null && (!logicWorld.IsReplay || logicWorld.ReplayTimestep != 0))
logicInterval = logicWorld == OrderManager.World ? OrderManager.SuggestedTimestep : logicWorld.Timestep;
// Ideal time between screen updates
var renderInterval = logicInterval;
if (!Settings.Graphics.CapFramerateToGameFps)
{
var maxFramerate = Settings.Graphics.CapFramerate ? Settings.Graphics.MaxFramerate.Clamp(1, 1000) : 1000;
renderInterval = 1000 / maxFramerate;
}
// Tick as fast as possible while restoring game saves, capping rendering at 5 FPS
if (OrderManager.World != null && OrderManager.World.IsLoadingGameSave)
{
logicInterval = 1;
renderInterval = 200;
}
var now = RunTime;
// If the logic has fallen behind too much, skip it and catch up
if (now - nextLogic > MaxLogicTicksBehind)
nextLogic = now;
// When's the next update (logic or render)
var nextUpdate = Math.Min(nextLogic, nextRender);
if (now >= nextUpdate)
{
var forceRender = renderBeforeNextTick || now >= forcedNextRender;
if (now >= nextLogic && !renderBeforeNextTick)
{
nextLogic += logicInterval;
LogicTick();
// Force at least one render per tick during regular gameplay
if (OrderManager.World != null && !OrderManager.World.IsLoadingGameSave && !OrderManager.World.IsReplay)
renderBeforeNextTick = true;
}
var haveSomeTimeUntilNextLogic = now < nextLogic;
var isTimeToRender = now >= nextRender;
if (!Renderer.WindowIsSuspended && ((isTimeToRender && haveSomeTimeUntilNextLogic) || forceRender))
{
nextRender = now + renderInterval;
// Pick the minimum allowed FPS (the lower between 'minReplayFPS'
// and the user's max frame rate) and convert it to maximum time
// allowed between screen updates.
// We do this before rendering to include the time rendering takes
// in this interval.
var maxRenderInterval = Math.Max(1000 / MinReplayFps, renderInterval);
forcedNextRender = now + maxRenderInterval;
RenderTick();
renderBeforeNextTick = false;
}
// Simulate a render tick if it was time to render but we skip actually rendering
if (Renderer.WindowIsSuspended && isTimeToRender)
{
// Make sure that nextUpdate is set to a proper minimum interval
nextRender = now + renderInterval;
// Still process SDL events to allow a restore to come through
Renderer.Window.PumpInput(new NullInputHandler());
// Ensure that we still logic tick despite not rendering
renderBeforeNextTick = false;
}
}
else
Thread.Sleep((int)(nextUpdate - now));
}
}
static RunStatus Run()
{
if (Settings.Graphics.MaxFramerate < 1)
{
Settings.Graphics.MaxFramerate = new GraphicSettings().MaxFramerate;
Settings.Graphics.CapFramerate = false;
}
try
{
Loop();
}
finally
{
// Ensure that the active replay is properly saved
OrderManager?.Dispose();
}
worldRenderer?.Dispose();
ModData.Dispose();
ChromeProvider.Deinitialize();
Sound.Dispose();
Renderer.Dispose();
OnQuit();
return state;
}
public static void Exit()
{
state = RunStatus.Success;
}
public static void Disconnect()
{
OrderManager.World?.TraitDict.PrintReport();
OrderManager.Dispose();
CloseServer();
JoinLocal();
}
public static void CloseServer()
{
server?.Shutdown();
}
public static T CreateObject<T>(string name)
{
return ModData.ObjectCreator.CreateObject<T>(name);
}
public static ConnectionTarget CreateServer(ServerSettings settings)
{
var endpoints = new List<IPEndPoint>
{
new(IPAddress.IPv6Any, settings.ListenPort),
new(IPAddress.Any, settings.ListenPort)
};
server = new Server.Server(endpoints, settings, ModData, ServerType.Multiplayer);
return server.GetEndpointForLocalConnection();
}
public static ConnectionTarget CreateLocalServer(string map, bool isSkirmish = false)
{
var settings = new ServerSettings()
{
Name = "Skirmish Game",
Map = map,
AdvertiseOnline = false
};
// Always connect to local games using the same loopback connection
// Exposing multiple endpoints introduces a race condition on the client's PlayerIndex (sometimes 0, sometimes 1)
// This would break the Restart button, which relies on the PlayerIndex always being the same for local servers
var endpoints = new List<IPEndPoint>
{
new(IPAddress.Loopback, 0)
};
server = new Server.Server(endpoints, settings, ModData, isSkirmish ? ServerType.Skirmish : ServerType.Local);
return server.GetEndpointForLocalConnection();
}
public static bool IsCurrentWorld(World world)
{
return OrderManager != null && OrderManager.World == world && !world.Disposing;
}
public static bool SetClipboardText(string text)
{
return Renderer.Window.SetClipboardText(text);
}
public static void BenchmarkMode(string prefix)
{
benchmark = new Benchmark(prefix);
}
public static void LoadMap(string launchMap)
{
var orders = new List<Order>
{
Order.Command("option gamespeed default"),
Order.Command($"state {Session.ClientState.Ready}")
};
var map = ModData.MapCache.SingleOrDefault(m => m.Uid == launchMap || Path.GetFileName(m.PackageName) == launchMap);
if (map == null)
throw new ArgumentException($"Could not find map '{launchMap}'.");
CreateAndStartLocalServer(map.Uid, orders);
}
public static void FinishBenchmark()
{
if (benchmark != null)
{
benchmark.Write();
Exit();
}
}
}
public static class CurrentServerSettings
{
public static string Password;
public static ConnectionTarget Target;
public static ExternalMod ServerExternalMod;
}
}