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OpenMW/apps/openmw/engine.cpp
psi29a db1b260323 Merge branch 'gmst_l10n' into 'master'
Support links to GMSTs in l10n files; extract Morrowind-specific l10n files to a separate directory

See merge request OpenMW/openmw!2822
2023-03-22 20:47:53 +00:00

1042 lines
36 KiB
C++

#include "engine.hpp"
#include <cerrno>
#include <chrono>
#include <system_error>
#include <thread>
#include <osgDB/WriteFile>
#include <osgViewer/ViewerEventHandlers>
#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/imagetosurface.hpp>
#include <components/sdlutil/sdlgraphicswindow.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/stats.hpp>
#include <components/compiler/extensions0.hpp>
#include <components/stereo/multiview.hpp>
#include <components/stereo/stereomanager.hpp>
#include <components/sceneutil/workqueue.hpp>
#include <components/files/configurationmanager.hpp>
#include <components/version/version.hpp>
#include <components/l10n/manager.hpp>
#include <components/misc/frameratelimiter.hpp>
#include <components/sceneutil/color.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/sceneutil/screencapture.hpp>
#include <components/sceneutil/unrefqueue.hpp>
#include <components/sceneutil/util.hpp>
#include <components/settings/shadermanager.hpp>
#include "mwinput/inputmanagerimp.hpp"
#include "mwgui/windowmanagerimp.hpp"
#include "mwlua/luamanagerimp.hpp"
#include "mwlua/worker.hpp"
#include "mwscript/interpretercontext.hpp"
#include "mwscript/scriptmanagerimp.hpp"
#include "mwsound/soundmanagerimp.hpp"
#include "mwworld/class.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"
#include "profile.hpp"
namespace
{
void checkSDLError(int ret)
{
if (ret != 0)
Log(Debug::Error) << "SDL error: " << SDL_GetError();
}
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;
OMW::forEachUserStatsValue([&](const OMW::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");
}
struct ScheduleNonDialogMessageBox
{
void operator()(std::string message) const
{
MWBase::Environment::get().getWindowManager()->scheduleMessageBox(
std::move(message), MWGui::ShowInDialogueMode_Never);
}
};
struct IgnoreString
{
void operator()(std::string) const {}
};
class IdentifyOpenGLOperation : public osg::GraphicsOperation
{
public:
IdentifyOpenGLOperation()
: GraphicsOperation("IdentifyOpenGLOperation", false)
{
}
void operator()(osg::GraphicsContext* graphicsContext) override
{
Log(Debug::Info) << "OpenGL Vendor: " << glGetString(GL_VENDOR);
Log(Debug::Info) << "OpenGL Renderer: " << glGetString(GL_RENDERER);
Log(Debug::Info) << "OpenGL Version: " << glGetString(GL_VERSION);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxTextureImageUnits);
}
int getMaxTextureImageUnits() const
{
if (mMaxTextureImageUnits == 0)
throw std::logic_error("mMaxTextureImageUnits is not initialized");
return mMaxTextureImageUnits;
}
private:
int mMaxTextureImageUnits = 0;
};
class InitializeStereoOperation final : public osg::GraphicsOperation
{
public:
InitializeStereoOperation()
: GraphicsOperation("InitializeStereoOperation", false)
{
}
void operator()(osg::GraphicsContext* graphicsContext) override
{
Stereo::Manager::instance().initializeStereo(graphicsContext);
}
};
}
void OMW::Engine::executeLocalScripts()
{
MWWorld::LocalScripts& localScripts = mWorld->getLocalScripts();
localScripts.startIteration();
std::pair<ESM::RefId, MWWorld::Ptr> script;
while (localScripts.getNext(script))
{
MWScript::InterpreterContext interpreterContext(&script.second.getRefData().getLocals(), script.second);
mScriptManager->run(script.first, interpreterContext);
}
}
bool OMW::Engine::frame(float frametime)
{
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);
try
{
// update input
{
ScopedProfile<UserStatsType::Input> profile(frameStart, frameNumber, *timer, *stats);
mInputManager->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 (!mWindowManager->isWindowVisible())
{
mSoundManager->pausePlayback();
return false;
}
else
mSoundManager->resumePlayback();
// sound
if (mUseSound)
mSoundManager->update(frametime);
}
// Main menu opened? Then scripts are also paused.
bool paused = mWindowManager->containsMode(MWGui::GM_MainMenu);
{
ScopedProfile<UserStatsType::LuaSyncUpdate> profile(frameStart, frameNumber, *timer, *stats);
// Should be called after input manager update and before any change to the game world.
// It applies to the game world queued changes from the previous frame.
mLuaManager->synchronizedUpdate();
}
// update game state
{
ScopedProfile<UserStatsType::State> profile(frameStart, frameNumber, *timer, *stats);
mStateManager->update(frametime);
}
bool guiActive = mWindowManager->isGuiMode();
{
ScopedProfile<UserStatsType::Script> profile(frameStart, frameNumber, *timer, *stats);
if (mStateManager->getState() != MWBase::StateManager::State_NoGame)
{
if (!paused)
{
if (mWorld->getScriptsEnabled())
{
// local scripts
executeLocalScripts();
// global scripts
mScriptManager->getGlobalScripts().run();
}
mWorld->getWorldScene().markCellAsUnchanged();
}
if (!guiActive)
{
double hours = (frametime * mWorld->getTimeScaleFactor()) / 3600.0;
mWorld->advanceTime(hours, true);
mWorld->rechargeItems(frametime, true);
}
}
}
// update mechanics
{
ScopedProfile<UserStatsType::Mechanics> profile(frameStart, frameNumber, *timer, *stats);
if (mStateManager->getState() != MWBase::StateManager::State_NoGame)
{
mMechanicsManager->update(frametime, guiActive);
}
if (mStateManager->getState() == MWBase::StateManager::State_Running)
{
MWWorld::Ptr player = mWorld->getPlayerPtr();
if (!guiActive && player.getClass().getCreatureStats(player).isDead())
mStateManager->endGame();
}
}
// update physics
{
ScopedProfile<UserStatsType::Physics> profile(frameStart, frameNumber, *timer, *stats);
if (mStateManager->getState() != MWBase::StateManager::State_NoGame)
{
mWorld->updatePhysics(frametime, guiActive, frameStart, frameNumber, *stats);
}
}
// update world
{
ScopedProfile<UserStatsType::World> profile(frameStart, frameNumber, *timer, *stats);
if (mStateManager->getState() != MWBase::StateManager::State_NoGame)
{
mWorld->update(frametime, guiActive);
}
}
// update GUI
{
ScopedProfile<UserStatsType::Gui> profile(frameStart, frameNumber, *timer, *stats);
mWindowManager->update(frametime);
}
}
catch (const std::exception& e)
{
Log(Debug::Error) << "Error in frame: " << e.what();
}
const bool reportResource = stats->collectStats("resource");
if (reportResource)
stats->setAttribute(frameNumber, "UnrefQueue", mUnrefQueue->getSize());
mUnrefQueue->flush(*mWorkQueue);
if (reportResource)
{
stats->setAttribute(frameNumber, "FrameNumber", frameNumber);
mResourceSystem->reportStats(frameNumber, stats);
stats->setAttribute(frameNumber, "WorkQueue", mWorkQueue->getNumItems());
stats->setAttribute(frameNumber, "WorkThread", mWorkQueue->getNumActiveThreads());
mMechanicsManager->reportStats(frameNumber, *stats);
mWorld->reportStats(frameNumber, *stats);
mLuaManager->reportStats(frameNumber, *stats);
}
mViewer->eventTraversal();
mViewer->updateTraversal();
{
ScopedProfile<UserStatsType::WindowManager> profile(frameStart, frameNumber, *timer, *stats);
mWorld->updateWindowManager();
}
mLuaWorker->allowUpdate(); // if there is a separate Lua thread, it starts the update now
mViewer->renderingTraversals();
mLuaWorker->finishUpdate();
return true;
}
OMW::Engine::Engine(Files::ConfigurationManager& configurationManager)
: mWindow(nullptr)
, mEncoding(ToUTF8::WINDOWS_1252)
, mScreenCaptureOperation(nullptr)
, mSelectDepthFormatOperation(new SceneUtil::SelectDepthFormatOperation())
, mSelectColorFormatOperation(new SceneUtil::Color::SelectColorFormatOperation())
, mStereoManager(nullptr)
, mSkipMenu(false)
, mUseSound(true)
, mCompileAll(false)
, mCompileAllDialogue(false)
, mWarningsMode(1)
, mScriptConsoleMode(false)
, mActivationDistanceOverride(-1)
, mGrab(true)
, mRandomSeed(0)
, mFSStrict(false)
, mScriptBlacklistUse(true)
, mNewGame(false)
, mCfgMgr(configurationManager)
, mGlMaxTextureImageUnits(0)
{
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()
{
if (mScreenCaptureOperation != nullptr)
mScreenCaptureOperation->stop();
mMechanicsManager = nullptr;
mDialogueManager = nullptr;
mJournal = nullptr;
mScriptManager = nullptr;
mWindowManager = nullptr;
mWorld = nullptr;
mStereoManager = nullptr;
mSoundManager = nullptr;
mInputManager = nullptr;
mStateManager = nullptr;
mLuaWorker = nullptr;
mLuaManager = nullptr;
mL10nManager = nullptr;
mScriptContext = nullptr;
mUnrefQueue = nullptr;
mWorkQueue = nullptr;
mViewer = nullptr;
mResourceSystem.reset();
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 std::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;
}
void OMW::Engine::createWindow()
{
int screen = Settings::Manager::getInt("screen", "Video");
int width = Settings::Manager::getInt("resolution x", "Video");
int height = Settings::Manager::getInt("resolution y", "Video");
Settings::WindowMode windowMode
= static_cast<Settings::WindowMode>(Settings::Manager::getInt("window mode", "Video"));
bool windowBorder = Settings::Manager::getBool("window border", "Video");
int vsync = Settings::Manager::getInt("vsync mode", "Video");
unsigned int antialiasing = std::max(0, Settings::Manager::getInt("antialiasing", "Video"));
int pos_x = SDL_WINDOWPOS_CENTERED_DISPLAY(screen), pos_y = SDL_WINDOWPOS_CENTERED_DISPLAY(screen);
if (windowMode == Settings::WindowMode::Fullscreen || windowMode == Settings::WindowMode::WindowedFullscreen)
{
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 | SDL_WINDOW_ALLOW_HIGHDPI;
if (windowMode == Settings::WindowMode::Fullscreen)
flags |= SDL_WINDOW_FULLSCREEN;
else if (windowMode == Settings::WindowMode::WindowedFullscreen)
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
// Allows for Windows snapping features to properly work in borderless window
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "1");
SDL_SetHint("SDL_BORDERLESS_RESIZABLE_STYLE", "1");
if (!windowBorder)
flags |= SDL_WINDOW_BORDERLESS;
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS,
Settings::Manager::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());
}
}
}
// Since we use physical resolution internally, we have to create the window with scaled resolution,
// but we can't get the scale before the window exists, so instead we have to resize aftewards.
int w, h;
SDL_GetWindowSize(mWindow, &w, &h);
int dw, dh;
SDL_GL_GetDrawableSize(mWindow, &dw, &dh);
if (dw != w || dh != h)
{
SDL_SetWindowSize(mWindow, width / (dw / w), height / (dh / h));
}
setWindowIcon();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
SDL_GL_GetDrawableSize(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 = 0;
traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow);
graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits, vsync);
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);
osg::ref_ptr<SceneUtil::OperationSequence> realizeOperations = new SceneUtil::OperationSequence(false);
mViewer->setRealizeOperation(realizeOperations);
osg::ref_ptr<IdentifyOpenGLOperation> identifyOp = new IdentifyOpenGLOperation();
realizeOperations->add(identifyOp);
if (Debug::shouldDebugOpenGL())
realizeOperations->add(new Debug::EnableGLDebugOperation());
realizeOperations->add(mSelectDepthFormatOperation);
realizeOperations->add(mSelectColorFormatOperation);
if (Stereo::getStereo())
{
realizeOperations->add(new InitializeStereoOperation());
Stereo::setVertexBufferHint();
}
mViewer->realize();
mGlMaxTextureImageUnits = identifyOp->getMaxTextureImageUnits();
mViewer->getEventQueue()->getCurrentEventState()->setWindowRectangle(
0, 0, graphicsWindow->getTraits()->width, graphicsWindow->getTraits()->height);
}
void OMW::Engine::setWindowIcon()
{
std::ifstream windowIconStream;
const auto windowIcon = mResDir / "openmw.png";
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()
{
mStateManager = std::make_unique<MWState::StateManager>(mCfgMgr.getUserDataPath() / "saves", mContentFiles);
mEnvironment.setStateManager(*mStateManager);
mStereoManager = std::make_unique<Stereo::Manager>(mViewer);
osg::ref_ptr<osg::Group> rootNode(new osg::Group);
mViewer->setSceneData(rootNode);
createWindow();
mVFS = std::make_unique<VFS::Manager>(mFSStrict);
VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true);
mResourceSystem = std::make_unique<Resource::ResourceSystem>(mVFS.get());
mResourceSystem->getSceneManager()->getShaderManager().setMaxTextureUnits(mGlMaxTextureImageUnits);
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"));
mEnvironment.setResourceSystem(*mResourceSystem);
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);
mUnrefQueue = std::make_unique<SceneUtil::UnrefQueue>();
mScreenCaptureOperation = new SceneUtil::AsyncScreenCaptureOperation(mWorkQueue,
new SceneUtil::WriteScreenshotToFileOperation(mCfgMgr.getScreenshotPath(),
Settings::Manager::getString("screenshot format", "General"),
Settings::Manager::getBool("notify on saved screenshot", "General")
? std::function<void(std::string)>(ScheduleNonDialogMessageBox{})
: std::function<void(std::string)>(IgnoreString{})));
mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(mScreenCaptureOperation);
mViewer->addEventHandler(mScreenCaptureHandler);
mL10nManager = std::make_unique<l10n::Manager>(mVFS.get());
mL10nManager->setPreferredLocales(Settings::Manager::getStringArray("preferred locales", "General"));
mEnvironment.setL10nManager(*mL10nManager);
mLuaManager = std::make_unique<MWLua::LuaManager>(mVFS.get(), mResDir / "lua_libs");
mEnvironment.setLuaManager(*mLuaManager);
// starts a separate lua thread if "lua num threads" > 0
mLuaWorker = std::make_unique<MWLua::Worker>(*mLuaManager, *mViewer);
// Create input and UI first to set up a bootstrapping environment for
// showing a loading screen and keeping the window responsive while doing so
const auto keybinderUser = mCfgMgr.getUserConfigPath() / "input_v3.xml";
bool keybinderUserExists = std::filesystem::exists(keybinderUser);
if (!keybinderUserExists)
{
const auto input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml");
if (std::filesystem::exists(input2))
{
keybinderUserExists = std::filesystem::copy_file(input2, keybinderUser);
Log(Debug::Info) << "Loading keybindings file: " << keybinderUser;
}
}
else
Log(Debug::Info) << "Loading keybindings file: " << keybinderUser;
const auto userdefault = mCfgMgr.getUserConfigPath() / "gamecontrollerdb.txt";
const auto localdefault = mCfgMgr.getLocalPath() / "gamecontrollerdb.txt";
const auto globaldefault = mCfgMgr.getGlobalPath() / "gamecontrollerdb.txt";
std::filesystem::path userGameControllerdb;
if (std::filesystem::exists(userdefault))
userGameControllerdb = userdefault;
std::filesystem::path gameControllerdb;
if (std::filesystem::exists(localdefault))
gameControllerdb = localdefault;
else if (std::filesystem::exists(globaldefault))
gameControllerdb = globaldefault;
// else if it doesn't exist, pass in an empty string
// gui needs our shaders path before everything else
mResourceSystem->getSceneManager()->setShaderPath(mResDir / "shaders");
osg::ref_ptr<osg::GLExtensions> exts = osg::GLExtensions::Get(0, false);
bool shadersSupported = exts && (exts->glslLanguageVersion >= 1.2f);
#if OSG_VERSION_LESS_THAN(3, 6, 6)
// hack fix for https://github.com/openscenegraph/OpenSceneGraph/issues/1028
if (exts)
exts->glRenderbufferStorageMultisampleCoverageNV = nullptr;
#endif
osg::ref_ptr<osg::Group> guiRoot = new osg::Group;
guiRoot->setName("GUI Root");
guiRoot->setNodeMask(MWRender::Mask_GUI);
mStereoManager->disableStereoForNode(guiRoot);
rootNode->addChild(guiRoot);
mWindowManager = std::make_unique<MWGui::WindowManager>(mWindow, mViewer, guiRoot, mResourceSystem.get(),
mWorkQueue.get(), mCfgMgr.getLogPath(), mScriptConsoleMode, mTranslationDataStorage, mEncoding,
Version::getOpenmwVersionDescription(mResDir), shadersSupported, mCfgMgr);
mEnvironment.setWindowManager(*mWindowManager);
mInputManager = std::make_unique<MWInput::InputManager>(mWindow, mViewer, mScreenCaptureHandler,
mScreenCaptureOperation, keybinderUser, keybinderUserExists, userGameControllerdb, gameControllerdb, mGrab);
mEnvironment.setInputManager(*mInputManager);
// Create sound system
mSoundManager = std::make_unique<MWSound::SoundManager>(mVFS.get(), mUseSound);
mEnvironment.setSoundManager(*mSoundManager);
if (!mSkipMenu)
{
std::string_view logo = Fallback::Map::getString("Movies_Company_Logo");
if (!logo.empty())
mWindowManager->playVideo(logo, true);
}
// Create the world
mWorld = std::make_unique<MWWorld::World>(mViewer, rootNode, mResourceSystem.get(), mWorkQueue.get(), *mUnrefQueue,
mFileCollections, mContentFiles, mGroundcoverFiles, mEncoder.get(), mActivationDistanceOverride, mCellName,
mCfgMgr.getUserDataPath());
mWorld->setupPlayer();
mWorld->setRandomSeed(mRandomSeed);
mEnvironment.setWorld(*mWorld);
mEnvironment.setWorldModel(mWorld->getWorldModel());
mEnvironment.setWorldScene(mWorld->getWorldScene());
const MWWorld::Store<ESM::GameSetting>* gmst = &mWorld->getStore().get<ESM::GameSetting>();
mL10nManager->setGmstLoader([gmst](std::string_view gmstName) {
const ESM::GameSetting* res = gmst->search(gmstName);
if (res && res->mValue.getType() == ESM::VT_String)
return res->mValue.getString();
else
{
Log(Debug::Error) << "GMST " << gmstName << " not found";
return std::string("GMST:") + std::string(gmstName);
}
});
mWindowManager->setStore(mWorld->getStore());
mWindowManager->initUI();
// Load translation data
mTranslationDataStorage.setEncoder(mEncoder.get());
for (auto& mContentFile : mContentFiles)
mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFile);
Compiler::registerExtensions(mExtensions);
// Create script system
mScriptContext = std::make_unique<MWScript::CompilerContext>(MWScript::CompilerContext::Type_Full);
mScriptContext->setExtensions(&mExtensions);
mScriptManager = std::make_unique<MWScript::ScriptManager>(mWorld->getStore(), *mScriptContext, mWarningsMode,
mScriptBlacklistUse ? mScriptBlacklist : std::vector<ESM::RefId>());
mEnvironment.setScriptManager(*mScriptManager);
// Create game mechanics system
mMechanicsManager = std::make_unique<MWMechanics::MechanicsManager>();
mEnvironment.setMechanicsManager(*mMechanicsManager);
// Create dialog system
mJournal = std::make_unique<MWDialogue::Journal>();
mEnvironment.setJournal(*mJournal);
mDialogueManager = std::make_unique<MWDialogue::DialogueManager>(mExtensions, mTranslationDataStorage);
mEnvironment.setDialogueManager(*mDialogueManager);
// scripts
if (mCompileAll)
{
std::pair<int, int> result = mScriptManager->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 scripts ("
<< 100 * static_cast<double>(result.second) / result.first << "%)";
}
mLuaManager->init();
mLuaManager->loadPermanentStorage(mCfgMgr.getUserConfigPath());
}
// 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);
Settings::ShaderManager::get().load(mCfgMgr.getUserConfigPath() / "shaders.yaml");
MWClass::registerClasses();
// Create encoder
mEncoder = std::make_unique<ToUTF8::Utf8Encoder>(mEncoding);
// Setup viewer
mViewer = new osgViewer::Viewer;
mViewer->setReleaseContextAtEndOfFrameHint(false);
// Do not try to outsmart the OS thread scheduler (see bug #4785).
mViewer->setUseConfigureAffinity(false);
mEnvironment.setFrameRateLimit(Settings::Manager::getFloat("framerate limit", "Video"));
prepareEngine();
#ifdef _WIN32
const auto* stats_file = _wgetenv(L"OPENMW_OSG_STATS_FILE");
#else
const auto* stats_file = std::getenv("OPENMW_OSG_STATS_FILE");
#endif
std::filesystem::path path;
if (stats_file != nullptr)
path = stats_file;
std::ofstream stats;
if (!path.empty())
{
stats.open(path, std::ios_base::out);
if (stats.is_open())
Log(Debug::Info) << "OSG stats will be written to: " << path;
else
Log(Debug::Warning) << "Failed to open file to write OSG stats \"" << path
<< "\": " << std::generic_category().message(errno);
}
// Setup profiler
osg::ref_ptr<Resource::Profiler> statshandler = new Resource::Profiler(stats.is_open(), mVFS.get());
initStatsHandler(*statshandler);
mViewer->addEventHandler(statshandler);
osg::ref_ptr<Resource::StatsHandler> resourceshandler = new Resource::StatsHandler(stats.is_open(), mVFS.get());
mViewer->addEventHandler(resourceshandler);
if (stats.is_open())
Resource::CollectStatistics(mViewer);
// Start the game
if (!mSaveGameFile.empty())
{
mStateManager->loadGame(mSaveGameFile);
}
else if (!mSkipMenu)
{
// start in main menu
mWindowManager->pushGuiMode(MWGui::GM_MainMenu);
mSoundManager->playPlaylist("Title");
std::string_view logo = Fallback::Map::getString("Movies_Morrowind_Logo");
if (!logo.empty())
mWindowManager->playVideo(logo, /*allowSkipping*/ true, /*overrideSounds*/ false);
}
else
{
mStateManager->newGame(!mNewGame);
}
if (!mStartupScript.empty() && mStateManager->getState() == MWState::StateManager::State_Running)
{
mWindowManager->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() && !mStateManager->hasQuitRequest())
{
const double dt = std::chrono::duration_cast<std::chrono::duration<double>>(
std::min(frameRateLimiter.getLastFrameDuration(), maxSimulationInterval))
.count()
* mEnvironment.getWorld()->getSimulationTimeScale();
mViewer->advance(simulationTime);
if (!frame(dt))
{
std::this_thread::sleep_for(std::chrono::milliseconds(5));
continue;
}
else
{
bool guiActive = mWindowManager->isGuiMode();
if (!guiActive)
simulationTime += dt;
}
if (stats)
{
constexpr unsigned statsReportDelay = 3;
const auto frameNumber = mViewer->getFrameStamp()->getFrameNumber();
if (frameNumber >= statsReportDelay)
{
const unsigned reportFrameNumber = frameNumber - statsReportDelay;
mViewer->getViewerStats()->report(stats, reportFrameNumber);
osgViewer::Viewer::Cameras cameras;
mViewer->getCameras(cameras);
for (auto camera : cameras)
camera->getStats()->report(stats, reportFrameNumber);
}
}
frameRateLimiter.limit();
}
mLuaWorker->join();
// Save user settings
Settings::Manager::saveUser(mCfgMgr.getUserConfigPath() / "settings.cfg");
Settings::ShaderManager::get().save();
mLuaManager->savePermanentStorage(mCfgMgr.getUserConfigPath());
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<ESM::RefId>& list)
{
mScriptBlacklist = list;
}
void OMW::Engine::setScriptBlacklistUse(bool use)
{
mScriptBlacklistUse = use;
}
void OMW::Engine::setSaveGameFile(const std::filesystem::path& savegame)
{
mSaveGameFile = savegame;
}
void OMW::Engine::setRandomSeed(unsigned int seed)
{
mRandomSeed = seed;
}