Files
OpenRA/OpenRA.Game/Game.cs
2015-01-04 15:38:54 +01:00

721 lines
21 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Diagnostics;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Net;
using System.Threading;
using MaxMind.GeoIP2;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Widgets;
namespace OpenRA
{
public static class Game
{
public const int NetTickScale = 3; // 120 ms net tick for 40 ms local tick
public const int Timestep = 40;
public const int TimestepJankThreshold = 250; // Don't catch up for delays larger than 250ms
public static ModData ModData;
public static Settings Settings;
public static ICursor Cursor;
static WorldRenderer worldRenderer;
internal static OrderManager OrderManager;
static Server.Server server;
public static MersenneTwister CosmeticRandom = new MersenneTwister(); // not synced
public static Renderer Renderer;
public static bool HasInputFocus = false;
public static DatabaseReader GeoIpDatabase;
public static OrderManager JoinServer(string host, int port, string password, bool recordReplay = true)
{
IConnection connection = new NetworkConnection(host, port);
if (recordReplay)
connection = new ReplayRecorderConnection(connection, ChooseReplayFilename);
var om = new OrderManager(host, port, password, connection);
JoinInner(om);
return om;
}
static string ChooseReplayFilename()
{
return DateTime.UtcNow.ToString("OpenRA-yyyy-MM-ddTHHmmssZ");
}
static void JoinInner(OrderManager om)
{
if (OrderManager != null) OrderManager.Dispose();
OrderManager = om;
lastConnectionState = ConnectionState.PreConnecting;
ConnectionStateChanged(OrderManager);
}
public static void JoinReplay(string replayFile)
{
JoinInner(new OrderManager("<no server>", -1, "", new ReplayConnection(replayFile)));
}
static void JoinLocal()
{
JoinInner(new OrderManager("<no server>", -1, "", new EchoConnection()));
}
// More accurate replacement for Environment.TickCount
static Stopwatch stopwatch = Stopwatch.StartNew();
public static int RunTime { get { return (int)Game.stopwatch.ElapsedMilliseconds; } }
public static int RenderFrame = 0;
public static int NetFrameNumber { get { return OrderManager.NetFrameNumber; } }
public static int LocalTick { get { return OrderManager.LocalFrameNumber; } }
public static event Action<string, int> OnRemoteDirectConnect = (a, b) => { };
public static event Action<OrderManager> ConnectionStateChanged = _ => { };
static ConnectionState lastConnectionState = ConnectionState.PreConnecting;
public static int LocalClientId { get { return OrderManager.Connection.LocalClientId; } }
public static void RemoteDirectConnect(string host, int port)
{
OnRemoteDirectConnect(host, port);
}
// 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 = () => { };
internal static void StartGame(string mapUID, bool isShellmap)
{
Cursor.SetCursor(null);
BeforeGameStart();
Map map;
using (new PerfTimer("PrepareMap"))
map = ModData.PrepareMap(mapUID);
using (new PerfTimer("NewWorld"))
{
OrderManager.World = new World(map, OrderManager, isShellmap);
OrderManager.World.Timestep = Timestep;
}
if (worldRenderer != null)
worldRenderer.Dispose();
worldRenderer = new WorldRenderer(OrderManager.World);
using (new PerfTimer("LoadComplete"))
OrderManager.World.LoadComplete(worldRenderer);
if (OrderManager.GameStarted)
return;
Ui.MouseFocusWidget = null;
Ui.KeyboardFocusWidget = null;
OrderManager.LocalFrameNumber = 0;
OrderManager.LastTickTime = RunTime;
OrderManager.StartGame();
worldRenderer.RefreshPalette();
Cursor.SetCursor("default");
GC.Collect();
}
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(Platform.ResolvePath("^", "settings.yaml"), args);
}
internal static void Initialize(Arguments args)
{
Console.WriteLine("Platform is {0}", Platform.CurrentPlatform);
AppDomain.CurrentDomain.AssemblyResolve += GlobalFileSystem.ResolveAssembly;
InitializeSettings(args);
Log.AddChannel("perf", "perf.log");
Log.AddChannel("debug", "debug.log");
Log.AddChannel("sync", "syncreport.log");
Log.AddChannel("server", "server.log");
Log.AddChannel("sound", "sound.log");
Log.AddChannel("graphics", "graphics.log");
Log.AddChannel("geoip", "geoip.log");
if (Settings.Server.DiscoverNatDevices)
UPnP.TryNatDiscovery();
else
{
Settings.Server.NatDeviceAvailable = false;
Settings.Server.AllowPortForward = false;
}
try
{
GeoIpDatabase = new DatabaseReader("GeoLite2-Country.mmdb");
}
catch (Exception e)
{
Log.Write("geoip", "DatabaseReader failed: {0}", e);
}
GlobalFileSystem.Mount(Platform.GameDir); // Needed to access shaders
var renderers = new[] { Settings.Graphics.Renderer, "Sdl2", null };
foreach (var r in renderers)
{
if (r == null)
throw new InvalidOperationException("No suitable renderers were found. Check graphics.log for details.");
Settings.Graphics.Renderer = r;
try
{
Renderer = new Renderer(Settings.Graphics, Settings.Server);
break;
}
catch (Exception e)
{
Log.Write("graphics", "{0}", e);
Console.WriteLine("Renderer initialization failed. Fallback in place. Check graphics.log for details.");
}
}
try
{
Sound.Create(Settings.Sound.Engine);
}
catch (Exception e)
{
Log.Write("sound", "{0}", e);
Console.WriteLine("Creating the sound engine failed. Fallback in place. Check sound.log for details.");
Settings.Sound.Engine = "Null";
Sound.Create(Settings.Sound.Engine);
}
Console.WriteLine("Available mods:");
foreach (var mod in ModMetadata.AllMods)
Console.WriteLine("\t{0}: {1} ({2})", mod.Key, mod.Value.Title, mod.Value.Version);
InitializeMod(Settings.Game.Mod, args);
if (Settings.Server.DiscoverNatDevices)
RunAfterDelay(Settings.Server.NatDiscoveryTimeout, UPnP.StoppingNatDiscovery);
}
public static void InitializeMod(string mod, Arguments args)
{
// Clear static state if we have switched mods
LobbyInfoChanged = () => { };
ConnectionStateChanged = om => { };
BeforeGameStart = () => { };
OnRemoteDirectConnect = (a, b) => { };
delayedActions = new ActionQueue();
Ui.ResetAll();
if (worldRenderer != null)
worldRenderer.Dispose();
worldRenderer = null;
if (server != null)
server.Shutdown();
if (OrderManager != null)
OrderManager.Dispose();
if (ModData != null)
ModData.Dispose();
ModData = null;
// Fall back to default if the mod doesn't exist
if (!ModMetadata.AllMods.ContainsKey(mod))
mod = new GameSettings().Mod;
Console.WriteLine("Loading mod: {0}", mod);
Settings.Game.Mod = mod;
Sound.StopMusic();
Sound.StopVideo();
Sound.Initialize();
ModData = new ModData(mod, true);
Renderer.InitializeFonts(ModData.Manifest);
ModData.InitializeLoaders();
using (new PerfTimer("LoadMaps"))
ModData.MapCache.LoadMaps();
if (Settings.Graphics.HardwareCursors)
{
try
{
Cursor = new HardwareCursor(ModData.CursorProvider);
}
catch (Exception e)
{
Log.Write("debug", "Failed to initialize hardware cursors. Falling back to software cursors.");
Log.Write("debug", "Error was: " + e.Message);
Console.WriteLine("Failed to initialize hardware cursors. Falling back to software cursors.");
Console.WriteLine("Error was: " + e.Message);
Cursor = new SoftwareCursor(ModData.CursorProvider);
Settings.Graphics.HardwareCursors = false;
}
}
else
Cursor = new SoftwareCursor(ModData.CursorProvider);
PerfHistory.Items["render"].HasNormalTick = false;
PerfHistory.Items["batches"].HasNormalTick = false;
PerfHistory.Items["render_widgets"].HasNormalTick = false;
PerfHistory.Items["render_flip"].HasNormalTick = false;
JoinLocal();
if (Settings.Server.Dedicated)
{
while (true)
{
Settings.Server.Map = WidgetUtils.ChooseInitialMap(Settings.Server.Map);
Settings.Save();
CreateServer(new ServerSettings(Settings.Server));
while (true)
{
Thread.Sleep(100);
if (server.State == Server.ServerState.GameStarted && server.Conns.Count < 1)
{
Console.WriteLine("No one is playing, shutting down...");
server.Shutdown();
break;
}
}
if (Settings.Server.DedicatedLoop)
{
Console.WriteLine("Starting a new server instance...");
ModData.MapCache.LoadMaps();
continue;
}
break;
}
Environment.Exit(0);
}
else
ModData.LoadScreen.StartGame(args);
}
public static void LoadShellMap()
{
var shellmap = ChooseShellmap();
using (new PerfTimer("StartGame"))
StartGame(shellmap, true);
}
static string ChooseShellmap()
{
var shellmaps = ModData.MapCache
.Where(m => m.Status == MapStatus.Available && m.Map.Visibility.HasFlag(MapVisibility.Shellmap))
.Select(m => m.Uid);
if (!shellmaps.Any())
throw new InvalidDataException("No valid shellmaps available");
return shellmaps.Random(CosmeticRandom);
}
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 worldactor.
static ActionQueue delayedActions = new ActionQueue();
public static void RunAfterTick(Action a) { delayedActions.Add(a); }
public static void RunAfterDelay(int delay, Action a) { delayedActions.Add(a, delay); }
static void InnerLogicTick(OrderManager orderManager)
{
var tick = RunTime;
var world = orderManager.World;
var uiTickDelta = tick - Ui.LastTickTime;
if (uiTickDelta >= Timestep)
{
// Explained below for the world tick calculation
var integralTickTimestep = (uiTickDelta / Timestep) * Timestep;
Ui.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : Timestep;
Viewport.TicksSinceLastMove += uiTickDelta / Timestep;
Sync.CheckSyncUnchanged(world, Ui.Tick);
Cursor.Tick();
}
var worldTimestep = world == null ? Timestep : world.Timestep;
var worldTickDelta = tick - orderManager.LastTickTime;
if (worldTimestep != 0 && worldTickDelta >= worldTimestep)
{
using (new PerfSample("tick_time"))
{
// Tick the world to advance the world time to match real time:
// If dt < TickJankThreshold then we should try and catch up by repeatedly ticking
// If dt >= TickJankThreshold then we should accept the jank and progress at the normal rate
// dt is rounded down to an integer tick count in order to preserve fractional tick components.
var integralTickTimestep = (worldTickDelta / worldTimestep) * worldTimestep;
orderManager.LastTickTime += integralTickTimestep >= TimestepJankThreshold ? integralTickTimestep : worldTimestep;
Sound.Tick();
Sync.CheckSyncUnchanged(world, orderManager.TickImmediate);
if (world != null)
{
var isNetTick = LocalTick % NetTickScale == 0;
if (!isNetTick || orderManager.IsReadyForNextFrame)
{
++orderManager.LocalFrameNumber;
Log.Write("debug", "--Tick: {0} ({1})", LocalTick, isNetTick ? "net" : "local");
if (isNetTick)
orderManager.Tick();
Sync.CheckSyncUnchanged(world, () =>
{
world.OrderGenerator.Tick(world);
world.Selection.Tick(world);
});
world.Tick();
PerfHistory.Tick();
}
else
if (orderManager.NetFrameNumber == 0)
orderManager.LastTickTime = RunTime;
Sync.CheckSyncUnchanged(world, () => world.TickRender(worldRenderer));
}
}
}
}
static void LogicTick()
{
delayedActions.PerformActions();
if (OrderManager.Connection.ConnectionState != lastConnectionState)
{
lastConnectionState = OrderManager.Connection.ConnectionState;
ConnectionStateChanged(OrderManager);
}
InnerLogicTick(OrderManager);
if (worldRenderer != null && OrderManager.World != worldRenderer.World)
InnerLogicTick(worldRenderer.World.OrderManager);
}
static void RenderTick()
{
using (new PerfSample("render"))
{
++RenderFrame;
// worldRenderer is null during the initial install/download screen
if (worldRenderer != null)
{
Renderer.BeginFrame(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
Sound.SetListenerPosition(worldRenderer.Position(worldRenderer.Viewport.CenterLocation));
worldRenderer.Draw();
}
else
Renderer.BeginFrame(int2.Zero, 1f);
using (new PerfSample("render_widgets"))
{
Ui.Draw();
if (ModData != null && ModData.CursorProvider != null)
{
Cursor.SetCursor(Ui.Root.GetCursorOuter(Viewport.LastMousePos) ?? "default");
Cursor.Render(Renderer);
}
}
using (new PerfSample("render_flip"))
Renderer.EndFrame(new DefaultInputHandler(OrderManager.World));
}
PerfHistory.Items["render"].Tick();
PerfHistory.Items["batches"].Tick();
PerfHistory.Items["render_widgets"].Tick();
PerfHistory.Items["render_flip"].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;
while (state == RunStatus.Running)
{
// Ideal time between logic updates. Timestep = 0 means the game is paused
// but we still call LogicTick() because it handles pausing internally.
var logicInterval = worldRenderer != null && worldRenderer.World.Timestep != 0 ? worldRenderer.World.Timestep : Game.Timestep;
// Ideal time between screen updates
var maxFramerate = Settings.Graphics.CapFramerate ? Settings.Graphics.MaxFramerate.Clamp(1, 1000) : 1000;
var renderInterval = 1000 / maxFramerate;
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 = now >= forcedNextRender;
if (now >= nextLogic)
{
nextLogic += logicInterval;
LogicTick();
// Force at least one render per tick during regular gameplay
if (OrderManager.World != null && !OrderManager.World.IsReplay)
forceRender = true;
}
var haveSomeTimeUntilNextLogic = now < nextLogic;
var isTimeToRender = now >= nextRender;
if ((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();
}
}
else
{
Thread.Sleep(nextUpdate - now);
}
}
}
internal 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
if (OrderManager != null)
OrderManager.Dispose();
}
if (worldRenderer != null)
worldRenderer.Dispose();
ModData.Dispose();
ChromeProvider.Deinitialize();
Renderer.Dispose();
OnQuit();
return state;
}
public static void Exit()
{
state = RunStatus.Success;
}
public static void Restart()
{
state = RunStatus.Restart;
}
public static void AddChatLine(Color color, string name, string text)
{
OrderManager.AddChatLine(color, name, text);
}
public static void Debug(string s, params object[] args)
{
AddChatLine(Color.White, "Debug", string.Format(s, args));
}
public static void Disconnect()
{
if (OrderManager.World != null)
OrderManager.World.TraitDict.PrintReport();
OrderManager.Dispose();
CloseServer();
JoinLocal();
}
public static void CloseServer()
{
if (server != null)
server.Shutdown();
}
public static T CreateObject<T>(string name)
{
return ModData.ObjectCreator.CreateObject<T>(name);
}
public static void CreateServer(ServerSettings settings)
{
server = new Server.Server(new IPEndPoint(IPAddress.Any, settings.ListenPort), settings, ModData);
}
public static int CreateLocalServer(string map)
{
var settings = new ServerSettings()
{
Name = "Skirmish Game",
Map = map,
AdvertiseOnline = false,
AllowPortForward = false
};
server = new Server.Server(new IPEndPoint(IPAddress.Loopback, 0), settings, ModData);
return server.Port;
}
public static bool IsCurrentWorld(World world)
{
return OrderManager != null && OrderManager.World == world;
}
}
}