1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-09 21:42:13 +00:00
OpenMW/apps/openmw/engine.cpp
elsid 8ab5fd9b40
Fix frame rate limit
Measure time at the computation end but before sleep. This allows to adjust
sleep interval for the next frame in case sleep is not precise due to syscall
overhead or too low timer resolution.

Remove old frame limiting mechanism.
2021-02-12 00:03:11 +01:00

1040 lines
35 KiB
C++

#include "engine.hpp"
#include <iomanip>
#include <fstream>
#include <chrono>
#include <thread>
#include <boost/filesystem/fstream.hpp>
#include <osgViewer/ViewerEventHandlers>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <SDL.h>
#include <components/debug/debuglog.hpp>
#include <components/debug/gldebug.hpp>
#include <components/misc/rng.hpp>
#include <components/vfs/manager.hpp>
#include <components/vfs/registerarchives.hpp>
#include <components/sdlutil/sdlgraphicswindow.hpp>
#include <components/sdlutil/imagetosurface.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/stats.hpp>
#include <components/compiler/extensions0.hpp>
#include <components/sceneutil/workqueue.hpp>
#include <components/files/configurationmanager.hpp>
#include <components/version/version.hpp>
#include <components/detournavigator/navigator.hpp>
#include <components/misc/frameratelimiter.hpp>
#include "mwinput/inputmanagerimp.hpp"
#include "mwgui/windowmanagerimp.hpp"
#include "mwscript/scriptmanagerimp.hpp"
#include "mwscript/interpretercontext.hpp"
#include "mwsound/soundmanagerimp.hpp"
#include "mwworld/class.hpp"
#include "mwworld/player.hpp"
#include "mwworld/worldimp.hpp"
#include "mwrender/vismask.hpp"
#include "mwclass/classes.hpp"
#include "mwdialogue/dialoguemanagerimp.hpp"
#include "mwdialogue/journalimp.hpp"
#include "mwdialogue/scripttest.hpp"
#include "mwmechanics/mechanicsmanagerimp.hpp"
#include "mwstate/statemanagerimp.hpp"
namespace
{
void checkSDLError(int ret)
{
if (ret != 0)
Log(Debug::Error) << "SDL error: " << SDL_GetError();
}
struct UserStats
{
const std::string mLabel;
const std::string mBegin;
const std::string mEnd;
const std::string mTaken;
UserStats(const std::string& label, const std::string& prefix)
: mLabel(label),
mBegin(prefix + "_time_begin"),
mEnd(prefix + "_time_end"),
mTaken(prefix + "_time_taken")
{}
};
enum class UserStatsType : std::size_t
{
Input,
Sound,
State,
Script,
Mechanics,
Physics,
PhysicsWorker,
World,
Gui,
Number,
};
template <UserStatsType type>
struct UserStatsValue
{
static const UserStats sValue;
};
template <>
const UserStats UserStatsValue<UserStatsType::Input>::sValue {"Input", "input"};
template <>
const UserStats UserStatsValue<UserStatsType::Sound>::sValue {"Sound", "sound"};
template <>
const UserStats UserStatsValue<UserStatsType::State>::sValue {"State", "state"};
template <>
const UserStats UserStatsValue<UserStatsType::Script>::sValue {"Script", "script"};
template <>
const UserStats UserStatsValue<UserStatsType::Mechanics>::sValue {"Mech", "mechanics"};
template <>
const UserStats UserStatsValue<UserStatsType::Physics>::sValue {"Phys", "physics"};
template <>
const UserStats UserStatsValue<UserStatsType::PhysicsWorker>::sValue {" -Async", "physicsworker"};
template <>
const UserStats UserStatsValue<UserStatsType::World>::sValue {"World", "world"};
template <>
const UserStats UserStatsValue<UserStatsType::Gui>::sValue {"Gui", "gui"};
template <UserStatsType type>
struct ForEachUserStatsValue
{
template <class F>
static void apply(F&& f)
{
f(UserStatsValue<type>::sValue);
using Next = ForEachUserStatsValue<static_cast<UserStatsType>(static_cast<std::size_t>(type) + 1)>;
Next::apply(std::forward<F>(f));
}
};
template <>
struct ForEachUserStatsValue<UserStatsType::Number>
{
template <class F>
static void apply(F&&) {}
};
template <class F>
void forEachUserStatsValue(F&& f)
{
ForEachUserStatsValue<static_cast<UserStatsType>(0)>::apply(std::forward<F>(f));
}
template <UserStatsType sType>
class ScopedProfile
{
public:
ScopedProfile(osg::Timer_t frameStart, unsigned int frameNumber, const osg::Timer& timer, osg::Stats& stats)
: mScopeStart(timer.tick()),
mFrameStart(frameStart),
mFrameNumber(frameNumber),
mTimer(timer),
mStats(stats)
{
}
ScopedProfile(const ScopedProfile&) = delete;
ScopedProfile& operator=(const ScopedProfile&) = delete;
~ScopedProfile()
{
if (!mStats.collectStats("engine"))
return;
const osg::Timer_t end = mTimer.tick();
const UserStats& stats = UserStatsValue<sType>::sValue;
mStats.setAttribute(mFrameNumber, stats.mBegin, mTimer.delta_s(mFrameStart, mScopeStart));
mStats.setAttribute(mFrameNumber, stats.mTaken, mTimer.delta_s(mScopeStart, end));
mStats.setAttribute(mFrameNumber, stats.mEnd, mTimer.delta_s(mFrameStart, end));
}
private:
const osg::Timer_t mScopeStart;
const osg::Timer_t mFrameStart;
const unsigned int mFrameNumber;
const osg::Timer& mTimer;
osg::Stats& mStats;
};
void initStatsHandler(Resource::Profiler& profiler)
{
const osg::Vec4f textColor(1.f, 1.f, 1.f, 1.f);
const osg::Vec4f barColor(1.f, 1.f, 1.f, 1.f);
const float multiplier = 1000;
const bool average = true;
const bool averageInInverseSpace = false;
const float maxValue = 10000;
forEachUserStatsValue([&] (const UserStats& v)
{
profiler.addUserStatsLine(v.mLabel, textColor, barColor, v.mTaken, multiplier,
average, averageInInverseSpace, v.mBegin, v.mEnd, maxValue);
});
// the forEachUserStatsValue loop is "run" at compile time, hence the settings manager is not available.
// Unconditionnally add the async physics stats, and then remove it at runtime if necessary
if (Settings::Manager::getInt("async num threads", "Physics") == 0)
profiler.removeUserStatsLine(" -Async");
}
}
void OMW::Engine::executeLocalScripts()
{
MWWorld::LocalScripts& localScripts = mEnvironment.getWorld()->getLocalScripts();
localScripts.startIteration();
std::pair<std::string, MWWorld::Ptr> script;
while (localScripts.getNext(script))
{
MWScript::InterpreterContext interpreterContext (
&script.second.getRefData().getLocals(), script.second);
mEnvironment.getScriptManager()->run (script.first, interpreterContext);
}
}
bool OMW::Engine::frame(float frametime)
{
try
{
const osg::Timer_t frameStart = mViewer->getStartTick();
const unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber();
const osg::Timer* const timer = osg::Timer::instance();
osg::Stats* const stats = mViewer->getViewerStats();
mEnvironment.setFrameDuration(frametime);
// update input
{
ScopedProfile<UserStatsType::Input> profile(frameStart, frameNumber, *timer, *stats);
mEnvironment.getInputManager()->update(frametime, false);
}
// When the window is minimized, pause the game. Currently this *has* to be here to work around a MyGUI bug.
// If we are not currently rendering, then RenderItems will not be reused resulting in a memory leak upon changing widget textures (fixed in MyGUI 3.3.2),
// and destroyed widgets will not be deleted (not fixed yet, https://github.com/MyGUI/mygui/issues/21)
{
ScopedProfile<UserStatsType::Sound> profile(frameStart, frameNumber, *timer, *stats);
if (!mEnvironment.getWindowManager()->isWindowVisible())
{
mEnvironment.getSoundManager()->pausePlayback();
return false;
}
else
mEnvironment.getSoundManager()->resumePlayback();
// sound
if (mUseSound)
mEnvironment.getSoundManager()->update(frametime);
}
// Main menu opened? Then scripts are also paused.
bool paused = mEnvironment.getWindowManager()->containsMode(MWGui::GM_MainMenu);
// update game state
{
ScopedProfile<UserStatsType::State> profile(frameStart, frameNumber, *timer, *stats);
mEnvironment.getStateManager()->update (frametime);
}
bool guiActive = mEnvironment.getWindowManager()->isGuiMode();
{
ScopedProfile<UserStatsType::Script> profile(frameStart, frameNumber, *timer, *stats);
if (mEnvironment.getStateManager()->getState() != MWBase::StateManager::State_NoGame)
{
if (!paused)
{
if (mEnvironment.getWorld()->getScriptsEnabled())
{
// local scripts
executeLocalScripts();
// global scripts
mEnvironment.getScriptManager()->getGlobalScripts().run();
}
mEnvironment.getWorld()->markCellAsUnchanged();
}
if (!guiActive)
{
double hours = (frametime * mEnvironment.getWorld()->getTimeScaleFactor()) / 3600.0;
mEnvironment.getWorld()->advanceTime(hours, true);
mEnvironment.getWorld()->rechargeItems(frametime, true);
}
}
}
// update mechanics
{
ScopedProfile<UserStatsType::Mechanics> profile(frameStart, frameNumber, *timer, *stats);
if (mEnvironment.getStateManager()->getState() != MWBase::StateManager::State_NoGame)
{
mEnvironment.getMechanicsManager()->update(frametime, guiActive);
}
if (mEnvironment.getStateManager()->getState() == MWBase::StateManager::State_Running)
{
MWWorld::Ptr player = mEnvironment.getWorld()->getPlayerPtr();
if(!guiActive && player.getClass().getCreatureStats(player).isDead())
mEnvironment.getStateManager()->endGame();
}
}
// update physics
{
ScopedProfile<UserStatsType::Physics> profile(frameStart, frameNumber, *timer, *stats);
if (mEnvironment.getStateManager()->getState() != MWBase::StateManager::State_NoGame)
{
mEnvironment.getWorld()->updatePhysics(frametime, guiActive, frameStart, frameNumber, *stats);
}
}
// update world
{
ScopedProfile<UserStatsType::World> profile(frameStart, frameNumber, *timer, *stats);
if (mEnvironment.getStateManager()->getState() != MWBase::StateManager::State_NoGame)
{
mEnvironment.getWorld()->update(frametime, guiActive);
}
}
// update GUI
{
ScopedProfile<UserStatsType::Gui> profile(frameStart, frameNumber, *timer, *stats);
mEnvironment.getWindowManager()->update(frametime);
}
if (stats->collectStats("resource"))
{
stats->setAttribute(frameNumber, "FrameNumber", frameNumber);
mResourceSystem->reportStats(frameNumber, stats);
stats->setAttribute(frameNumber, "WorkQueue", mWorkQueue->getNumItems());
stats->setAttribute(frameNumber, "WorkThread", mWorkQueue->getNumActiveThreads());
mEnvironment.reportStats(frameNumber, *stats);
}
}
catch (const std::exception& e)
{
Log(Debug::Error) << "Error in frame: " << e.what();
}
return true;
}
OMW::Engine::Engine(Files::ConfigurationManager& configurationManager)
: mWindow(nullptr)
, mEncoding(ToUTF8::WINDOWS_1252)
, mEncoder(nullptr)
, mScreenCaptureOperation(nullptr)
, mSkipMenu (false)
, mUseSound (true)
, mCompileAll (false)
, mCompileAllDialogue (false)
, mWarningsMode (1)
, mScriptConsoleMode (false)
, mActivationDistanceOverride(-1)
, mGrab(true)
, mExportFonts(false)
, mRandomSeed(0)
, mScriptContext (nullptr)
, mFSStrict (false)
, mScriptBlacklistUse (true)
, mNewGame (false)
, mCfgMgr(configurationManager)
{
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); // We use only gamepads
Uint32 flags = SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE|SDL_INIT_GAMECONTROLLER|SDL_INIT_JOYSTICK|SDL_INIT_SENSOR;
if(SDL_WasInit(flags) == 0)
{
SDL_SetMainReady();
if(SDL_Init(flags) != 0)
{
throw std::runtime_error("Could not initialize SDL! " + std::string(SDL_GetError()));
}
}
}
OMW::Engine::~Engine()
{
mEnvironment.cleanup();
delete mScriptContext;
mScriptContext = nullptr;
mWorkQueue = nullptr;
mViewer = nullptr;
mResourceSystem.reset();
delete mEncoder;
mEncoder = nullptr;
if (mWindow)
{
SDL_DestroyWindow(mWindow);
mWindow = nullptr;
}
SDL_Quit();
}
void OMW::Engine::enableFSStrict(bool fsStrict)
{
mFSStrict = fsStrict;
}
// Set data dir
void OMW::Engine::setDataDirs (const Files::PathContainer& dataDirs)
{
mDataDirs = dataDirs;
mDataDirs.insert(mDataDirs.begin(), (mResDir / "vfs"));
mFileCollections = Files::Collections (mDataDirs, !mFSStrict);
}
// Add BSA archive
void OMW::Engine::addArchive (const std::string& archive) {
mArchives.push_back(archive);
}
// Set resource dir
void OMW::Engine::setResourceDir (const boost::filesystem::path& parResDir)
{
mResDir = parResDir;
}
// Set start cell name
void OMW::Engine::setCell (const std::string& cellName)
{
mCellName = cellName;
}
void OMW::Engine::addContentFile(const std::string& file)
{
mContentFiles.push_back(file);
}
void OMW::Engine::addGroundcoverFile(const std::string& file)
{
mGroundcoverFiles.emplace_back(file);
}
void OMW::Engine::setSkipMenu (bool skipMenu, bool newGame)
{
mSkipMenu = skipMenu;
mNewGame = newGame;
}
std::string OMW::Engine::loadSettings (Settings::Manager & settings)
{
// Create the settings manager and load default settings file
const std::string localdefault = (mCfgMgr.getLocalPath() / "settings-default.cfg").string();
const std::string globaldefault = (mCfgMgr.getGlobalPath() / "settings-default.cfg").string();
// prefer local
if (boost::filesystem::exists(localdefault))
settings.loadDefault(localdefault);
else if (boost::filesystem::exists(globaldefault))
settings.loadDefault(globaldefault);
else
throw std::runtime_error ("No default settings file found! Make sure the file \"settings-default.cfg\" was properly installed.");
// load user settings if they exist
const std::string settingspath = (mCfgMgr.getUserConfigPath() / "settings.cfg").string();
if (boost::filesystem::exists(settingspath))
settings.loadUser(settingspath);
return settingspath;
}
void OMW::Engine::createWindow(Settings::Manager& settings)
{
int screen = settings.getInt("screen", "Video");
int width = settings.getInt("resolution x", "Video");
int height = settings.getInt("resolution y", "Video");
bool fullscreen = settings.getBool("fullscreen", "Video");
bool windowBorder = settings.getBool("window border", "Video");
bool vsync = settings.getBool("vsync", "Video");
unsigned int antialiasing = std::max(0, settings.getInt("antialiasing", "Video"));
int pos_x = SDL_WINDOWPOS_CENTERED_DISPLAY(screen),
pos_y = SDL_WINDOWPOS_CENTERED_DISPLAY(screen);
if(fullscreen)
{
pos_x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen);
pos_y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen);
}
Uint32 flags = SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE;
if(fullscreen)
flags |= SDL_WINDOW_FULLSCREEN;
if (!windowBorder)
flags |= SDL_WINDOW_BORDERLESS;
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS,
settings.getBool("minimize on focus loss", "Video") ? "1" : "0");
checkSDLError(SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24));
if (Debug::shouldDebugOpenGL())
checkSDLError(SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG));
if (antialiasing > 0)
{
checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1));
checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing));
}
osg::ref_ptr<SDLUtil::GraphicsWindowSDL2> graphicsWindow;
while (!graphicsWindow || !graphicsWindow->valid())
{
while (!mWindow)
{
mWindow = SDL_CreateWindow("OpenMW", pos_x, pos_y, width, height, flags);
if (!mWindow)
{
// Try with a lower AA
if (antialiasing > 0)
{
Log(Debug::Warning) << "Warning: " << antialiasing << "x antialiasing not supported, trying " << antialiasing/2;
antialiasing /= 2;
Settings::Manager::setInt("antialiasing", "Video", antialiasing);
checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing));
continue;
}
else
{
std::stringstream error;
error << "Failed to create SDL window: " << SDL_GetError();
throw std::runtime_error(error.str());
}
}
}
setWindowIcon();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
SDL_GetWindowSize(mWindow, &traits->width, &traits->height);
traits->windowName = SDL_GetWindowTitle(mWindow);
traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS);
traits->screenNum = SDL_GetWindowDisplayIndex(mWindow);
traits->vsync = vsync;
traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow);
graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits);
if (!graphicsWindow->valid()) throw std::runtime_error("Failed to create GraphicsContext");
if (traits->samples < antialiasing)
{
Log(Debug::Warning) << "Warning: Framebuffer MSAA level is only " << traits->samples << "x instead of " << antialiasing << "x. Trying " << antialiasing / 2 << "x instead.";
graphicsWindow->closeImplementation();
SDL_DestroyWindow(mWindow);
mWindow = nullptr;
antialiasing /= 2;
Settings::Manager::setInt("antialiasing", "Video", antialiasing);
checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing));
continue;
}
if (traits->red < 8)
Log(Debug::Warning) << "Warning: Framebuffer only has a " << traits->red << " bit red channel.";
if (traits->green < 8)
Log(Debug::Warning) << "Warning: Framebuffer only has a " << traits->green << " bit green channel.";
if (traits->blue < 8)
Log(Debug::Warning) << "Warning: Framebuffer only has a " << traits->blue << " bit blue channel.";
if (traits->depth < 24)
Log(Debug::Warning) << "Warning: Framebuffer only has " << traits->depth << " bits of depth precision.";
traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
}
osg::ref_ptr<osg::Camera> camera = mViewer->getCamera();
camera->setGraphicsContext(graphicsWindow);
camera->setViewport(0, 0, graphicsWindow->getTraits()->width, graphicsWindow->getTraits()->height);
if (Debug::shouldDebugOpenGL())
mViewer->setRealizeOperation(new Debug::EnableGLDebugOperation());
mViewer->realize();
mViewer->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, graphicsWindow->getTraits()->width, graphicsWindow->getTraits()->height);
}
void OMW::Engine::setWindowIcon()
{
boost::filesystem::ifstream windowIconStream;
std::string windowIcon = (mResDir / "mygui" / "openmw.png").string();
windowIconStream.open(windowIcon, std::ios_base::in | std::ios_base::binary);
if (windowIconStream.fail())
Log(Debug::Error) << "Error: Failed to open " << windowIcon;
osgDB::ReaderWriter* reader = osgDB::Registry::instance()->getReaderWriterForExtension("png");
if (!reader)
{
Log(Debug::Error) << "Error: Failed to read window icon, no png readerwriter found";
return;
}
osgDB::ReaderWriter::ReadResult result = reader->readImage(windowIconStream);
if (!result.success())
Log(Debug::Error) << "Error: Failed to read " << windowIcon << ": " << result.message() << " code " << result.status();
else
{
osg::ref_ptr<osg::Image> image = result.getImage();
auto surface = SDLUtil::imageToSurface(image, true);
SDL_SetWindowIcon(mWindow, surface.get());
}
}
void OMW::Engine::prepareEngine (Settings::Manager & settings)
{
mEnvironment.setStateManager (
new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0)));
createWindow(settings);
osg::ref_ptr<osg::Group> rootNode (new osg::Group);
mViewer->setSceneData(rootNode);
mVFS.reset(new VFS::Manager(mFSStrict));
VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true);
mResourceSystem.reset(new Resource::ResourceSystem(mVFS.get()));
mResourceSystem->getSceneManager()->setUnRefImageDataAfterApply(false); // keep to Off for now to allow better state sharing
mResourceSystem->getSceneManager()->setFilterSettings(
Settings::Manager::getString("texture mag filter", "General"),
Settings::Manager::getString("texture min filter", "General"),
Settings::Manager::getString("texture mipmap", "General"),
Settings::Manager::getInt("anisotropy", "General")
);
int numThreads = Settings::Manager::getInt("preload num threads", "Cells");
if (numThreads <= 0)
throw std::runtime_error("Invalid setting: 'preload num threads' must be >0");
mWorkQueue = new SceneUtil::WorkQueue(numThreads);
// Create input and UI first to set up a bootstrapping environment for
// showing a loading screen and keeping the window responsive while doing so
std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v3.xml").string();
bool keybinderUserExists = boost::filesystem::exists(keybinderUser);
if(!keybinderUserExists)
{
std::string input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml").string();
if(boost::filesystem::exists(input2)) {
boost::filesystem::copy_file(input2, keybinderUser);
keybinderUserExists = boost::filesystem::exists(keybinderUser);
Log(Debug::Info) << "Loading keybindings file: " << keybinderUser;
}
}
else
Log(Debug::Info) << "Loading keybindings file: " << keybinderUser;
const std::string userdefault = mCfgMgr.getUserConfigPath().string() + "/gamecontrollerdb.txt";
const std::string localdefault = mCfgMgr.getLocalPath().string() + "/gamecontrollerdb.txt";
const std::string globaldefault = mCfgMgr.getGlobalPath().string() + "/gamecontrollerdb.txt";
std::string userGameControllerdb;
if (boost::filesystem::exists(userdefault)){
userGameControllerdb = userdefault;
}
else
userGameControllerdb = "";
std::string gameControllerdb;
if (boost::filesystem::exists(localdefault))
gameControllerdb = localdefault;
else if (boost::filesystem::exists(globaldefault))
gameControllerdb = globaldefault;
else
gameControllerdb = ""; //if it doesn't exist, pass in an empty string
std::string myguiResources = (mResDir / "mygui").string();
osg::ref_ptr<osg::Group> guiRoot = new osg::Group;
guiRoot->setName("GUI Root");
guiRoot->setNodeMask(MWRender::Mask_GUI);
rootNode->addChild(guiRoot);
MWGui::WindowManager* window = new MWGui::WindowManager(mWindow, mViewer, guiRoot, mResourceSystem.get(), mWorkQueue.get(),
mCfgMgr.getLogPath().string() + std::string("/"), myguiResources,
mScriptConsoleMode, mTranslationDataStorage, mEncoding, mExportFonts,
Version::getOpenmwVersionDescription(mResDir.string()), mCfgMgr.getUserConfigPath().string());
mEnvironment.setWindowManager (window);
MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, mScreenCaptureOperation, keybinderUser, keybinderUserExists, userGameControllerdb, gameControllerdb, mGrab);
mEnvironment.setInputManager (input);
// Create sound system
mEnvironment.setSoundManager (new MWSound::SoundManager(mVFS.get(), mUseSound));
if (!mSkipMenu)
{
const std::string& logo = Fallback::Map::getString("Movies_Company_Logo");
if (!logo.empty())
window->playVideo(logo, true);
}
// Create the world
mEnvironment.setWorld( new MWWorld::World (mViewer, rootNode, mResourceSystem.get(), mWorkQueue.get(),
mFileCollections, mContentFiles, mGroundcoverFiles, mEncoder, mActivationDistanceOverride, mCellName,
mStartupScript, mResDir.string(), mCfgMgr.getUserDataPath().string()));
mEnvironment.getWorld()->setupPlayer();
window->setStore(mEnvironment.getWorld()->getStore());
window->initUI();
//Load translation data
mTranslationDataStorage.setEncoder(mEncoder);
for (size_t i = 0; i < mContentFiles.size(); i++)
mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]);
Compiler::registerExtensions (mExtensions);
// Create script system
mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full);
mScriptContext->setExtensions (&mExtensions);
mEnvironment.setScriptManager (new MWScript::ScriptManager (mEnvironment.getWorld()->getStore(), *mScriptContext, mWarningsMode,
mScriptBlacklistUse ? mScriptBlacklist : std::vector<std::string>()));
// Create game mechanics system
MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager;
mEnvironment.setMechanicsManager (mechanics);
// Create dialog system
mEnvironment.setJournal (new MWDialogue::Journal);
mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mTranslationDataStorage));
mEnvironment.setResourceSystem(mResourceSystem.get());
// scripts
if (mCompileAll)
{
std::pair<int, int> result = mEnvironment.getScriptManager()->compileAll();
if (result.first)
Log(Debug::Info)
<< "compiled " << result.second << " of " << result.first << " scripts ("
<< 100*static_cast<double> (result.second)/result.first
<< "%)";
}
if (mCompileAllDialogue)
{
std::pair<int, int> result = MWDialogue::ScriptTest::compileAll(&mExtensions, mWarningsMode);
if (result.first)
Log(Debug::Info)
<< "compiled " << result.second << " of " << result.first << " dialogue script/actor combinations a("
<< 100*static_cast<double> (result.second)/result.first
<< "%)";
}
}
class WriteScreenshotToFileOperation : public osgViewer::ScreenCaptureHandler::CaptureOperation
{
public:
WriteScreenshotToFileOperation(const std::string& screenshotPath, const std::string& screenshotFormat)
: mScreenshotPath(screenshotPath)
, mScreenshotFormat(screenshotFormat)
{
}
void operator()(const osg::Image& image, const unsigned int context_id) override
{
// Count screenshots.
int shotCount = 0;
// Find the first unused filename with a do-while
std::ostringstream stream;
do
{
// Reset the stream
stream.str("");
stream.clear();
stream << mScreenshotPath << "/screenshot" << std::setw(3) << std::setfill('0') << shotCount++ << "." << mScreenshotFormat;
} while (boost::filesystem::exists(stream.str()));
boost::filesystem::ofstream outStream;
outStream.open(boost::filesystem::path(stream.str()), std::ios::binary);
osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension(mScreenshotFormat);
if (!readerwriter)
{
Log(Debug::Error) << "Error: Can't write screenshot, no '" << mScreenshotFormat << "' readerwriter found";
return;
}
osgDB::ReaderWriter::WriteResult result = readerwriter->writeImage(image, outStream);
if (!result.success())
{
Log(Debug::Error) << "Error: Can't write screenshot: " << result.message() << " code " << result.status();
}
}
private:
std::string mScreenshotPath;
std::string mScreenshotFormat;
};
// Initialise and enter main loop.
void OMW::Engine::go()
{
assert (!mContentFiles.empty());
Log(Debug::Info) << "OSG version: " << osgGetVersion();
SDL_version sdlVersion;
SDL_GetVersion(&sdlVersion);
Log(Debug::Info) << "SDL version: " << (int)sdlVersion.major << "." << (int)sdlVersion.minor << "." << (int)sdlVersion.patch;
Misc::Rng::init(mRandomSeed);
// Load settings
Settings::Manager settings;
std::string settingspath;
settingspath = loadSettings (settings);
MWClass::registerClasses();
// Create encoder
mEncoder = new ToUTF8::Utf8Encoder(mEncoding);
// Setup viewer
mViewer = new osgViewer::Viewer;
mViewer->setReleaseContextAtEndOfFrameHint(false);
#if OSG_VERSION_GREATER_OR_EQUAL(3,5,5)
// Do not try to outsmart the OS thread scheduler (see bug #4785).
mViewer->setUseConfigureAffinity(false);
#endif
mScreenCaptureOperation = new WriteScreenshotToFileOperation(
mCfgMgr.getScreenshotPath().string(),
Settings::Manager::getString("screenshot format", "General"));
mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(mScreenCaptureOperation);
mViewer->addEventHandler(mScreenCaptureHandler);
mEnvironment.setFrameRateLimit(Settings::Manager::getFloat("framerate limit", "Video"));
prepareEngine (settings);
std::ofstream stats;
if (const auto path = std::getenv("OPENMW_OSG_STATS_FILE"))
{
stats.open(path, std::ios_base::out);
if (stats.is_open())
Log(Debug::Info) << "Stats will be written to: " << path;
else
Log(Debug::Warning) << "Failed to open file for stats: " << path;
}
// Setup profiler
osg::ref_ptr<Resource::Profiler> statshandler = new Resource::Profiler(stats.is_open());
initStatsHandler(*statshandler);
mViewer->addEventHandler(statshandler);
osg::ref_ptr<Resource::StatsHandler> resourceshandler = new Resource::StatsHandler(stats.is_open());
mViewer->addEventHandler(resourceshandler);
if (stats.is_open())
Resource::CollectStatistics(mViewer);
// Start the game
if (!mSaveGameFile.empty())
{
mEnvironment.getStateManager()->loadGame(mSaveGameFile);
}
else if (!mSkipMenu)
{
// start in main menu
mEnvironment.getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
mEnvironment.getSoundManager()->playTitleMusic();
const std::string& logo = Fallback::Map::getString("Movies_Morrowind_Logo");
if (!logo.empty())
mEnvironment.getWindowManager()->playVideo(logo, true);
}
else
{
mEnvironment.getStateManager()->newGame (!mNewGame);
}
if (!mStartupScript.empty() && mEnvironment.getStateManager()->getState() == MWState::StateManager::State_Running)
{
mEnvironment.getWindowManager()->executeInConsole(mStartupScript);
}
// Start the main rendering loop
double simulationTime = 0.0;
Misc::FrameRateLimiter frameRateLimiter = Misc::makeFrameRateLimiter(mEnvironment.getFrameRateLimit());
const std::chrono::steady_clock::duration maxSimulationInterval(std::chrono::milliseconds(200));
while (!mViewer->done() && !mEnvironment.getStateManager()->hasQuitRequest())
{
const double dt = std::chrono::duration_cast<std::chrono::duration<double>>(std::min(
frameRateLimiter.getLastFrameDuration(),
maxSimulationInterval
)).count();
mViewer->advance(simulationTime);
if (!frame(dt))
{
std::this_thread::sleep_for(std::chrono::milliseconds(5));
continue;
}
else
{
mViewer->eventTraversal();
mViewer->updateTraversal();
mEnvironment.getWorld()->updateWindowManager();
mViewer->renderingTraversals();
bool guiActive = mEnvironment.getWindowManager()->isGuiMode();
if (!guiActive)
simulationTime += dt;
}
if (stats)
{
const auto frameNumber = mViewer->getFrameStamp()->getFrameNumber();
if (frameNumber >= 2)
{
mViewer->getViewerStats()->report(stats, frameNumber - 2);
osgViewer::Viewer::Cameras cameras;
mViewer->getCameras(cameras);
for (auto camera : cameras)
camera->getStats()->report(stats, frameNumber - 2);
}
}
frameRateLimiter.limit();
}
// Save user settings
settings.saveUser(settingspath);
Log(Debug::Info) << "Quitting peacefully.";
}
void OMW::Engine::setCompileAll (bool all)
{
mCompileAll = all;
}
void OMW::Engine::setCompileAllDialogue (bool all)
{
mCompileAllDialogue = all;
}
void OMW::Engine::setSoundUsage(bool soundUsage)
{
mUseSound = soundUsage;
}
void OMW::Engine::setEncoding(const ToUTF8::FromType& encoding)
{
mEncoding = encoding;
}
void OMW::Engine::setScriptConsoleMode (bool enabled)
{
mScriptConsoleMode = enabled;
}
void OMW::Engine::setStartupScript (const std::string& path)
{
mStartupScript = path;
}
void OMW::Engine::setActivationDistanceOverride (int distance)
{
mActivationDistanceOverride = distance;
}
void OMW::Engine::setWarningsMode (int mode)
{
mWarningsMode = mode;
}
void OMW::Engine::setScriptBlacklist (const std::vector<std::string>& list)
{
mScriptBlacklist = list;
}
void OMW::Engine::setScriptBlacklistUse (bool use)
{
mScriptBlacklistUse = use;
}
void OMW::Engine::enableFontExport(bool exportFonts)
{
mExportFonts = exportFonts;
}
void OMW::Engine::setSaveGameFile(const std::string &savegame)
{
mSaveGameFile = savegame;
}
void OMW::Engine::setRandomSeed(unsigned int seed)
{
mRandomSeed = seed;
}