mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
6581796103 removed the ability for terrain to affect movement speed. The
JPS pathfinder cannot support it, and the approach was poor anyways,
coupling rendering data with simulation data.
This lets us remove the dependency on CTerrainTextureManager everywhere.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D4459
This was SVN commit r26269.
1363 lines
42 KiB
C++
1363 lines
42 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "graphics/GameView.h"
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#include "graphics/MapReader.h"
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#include "graphics/TerrainTextureManager.h"
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#include "gui/CGUI.h"
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#include "gui/GUIManager.h"
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#include "i18n/L10n.h"
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#include "lib/app_hooks.h"
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#include "lib/config2.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/file/common/file_stats.h"
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#include "lib/input.h"
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#include "lib/ogl.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "lib/res/h_mgr.h"
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#include "lib/timer.h"
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#include "lobby/IXmppClient.h"
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#include "network/NetServer.h"
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#include "network/NetClient.h"
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#include "network/NetMessage.h"
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#include "network/NetMessages.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Atlas.h"
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#include "ps/GameSetup/Paths.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/CmdLineArgs.h"
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#include "ps/GameSetup/HWDetect.h"
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#include "ps/Globals.h"
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#include "ps/GUID.h"
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#include "ps/Hotkey.h"
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#include "ps/Joystick.h"
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#include "ps/Loader.h"
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#include "ps/Mod.h"
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#include "ps/ModIo.h"
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#include "ps/Profile.h"
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#include "ps/ProfileViewer.h"
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#include "ps/Profiler2.h"
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#include "ps/Pyrogenesis.h" // psSetLogDir
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#include "ps/scripting/JSInterface_Console.h"
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#include "ps/TouchInput.h"
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#include "ps/UserReport.h"
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#include "ps/Util.h"
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#include "ps/VideoMode.h"
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#include "ps/VisualReplay.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/VertexBufferManager.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/JSON.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/ScriptStats.h"
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#include "scriptinterface/ScriptContext.h"
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#include "scriptinterface/ScriptConversions.h"
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#include "simulation2/Simulation2.h"
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#include "soundmanager/scripting/JSInterface_Sound.h"
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#include "soundmanager/ISoundManager.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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#if !(OS_WIN || OS_MACOSX || OS_ANDROID) // assume all other platforms use X11 for wxWidgets
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#define MUST_INIT_X11 1
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#include <X11/Xlib.h>
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#else
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#define MUST_INIT_X11 0
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#endif
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extern void RestartEngine();
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#include <fstream>
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#include <iostream>
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#include <boost/algorithm/string/classification.hpp>
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#include <boost/algorithm/string/join.hpp>
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#include <boost/algorithm/string/split.hpp>
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ERROR_GROUP(System);
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ERROR_TYPE(System, SDLInitFailed);
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ERROR_TYPE(System, VmodeFailed);
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ERROR_TYPE(System, RequiredExtensionsMissing);
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thread_local std::shared_ptr<ScriptContext> g_ScriptContext;
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static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code
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bool g_InDevelopmentCopy;
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bool g_CheckedIfInDevelopmentCopy = false;
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static void SetTextureQuality(int quality)
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{
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int q_flags;
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GLint filter;
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retry:
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// keep this in sync with SANE_TEX_QUALITY_DEFAULT
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switch(quality)
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{
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// worst quality
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case 0:
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q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
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filter = GL_NEAREST;
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break;
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// [perf] add bilinear filtering
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case 1:
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q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
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filter = GL_LINEAR;
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break;
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// [vmem] no longer reduce resolution
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case 2:
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q_flags = OGL_TEX_HALF_BPP;
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filter = GL_LINEAR;
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break;
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// [vmem] add mipmaps
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case 3:
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q_flags = OGL_TEX_HALF_BPP;
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filter = GL_NEAREST_MIPMAP_LINEAR;
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break;
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// [perf] better filtering
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case 4:
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q_flags = OGL_TEX_HALF_BPP;
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filter = GL_LINEAR_MIPMAP_LINEAR;
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break;
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// [vmem] no longer reduce bpp
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case SANE_TEX_QUALITY_DEFAULT:
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q_flags = OGL_TEX_FULL_QUALITY;
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filter = GL_LINEAR_MIPMAP_LINEAR;
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break;
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// [perf] add anisotropy
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case 6:
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// TODO: add anisotropic filtering
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q_flags = OGL_TEX_FULL_QUALITY;
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filter = GL_LINEAR_MIPMAP_LINEAR;
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break;
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// invalid
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default:
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debug_warn(L"SetTextureQuality: invalid quality");
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quality = SANE_TEX_QUALITY_DEFAULT;
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// careful: recursion doesn't work and we don't want to duplicate
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// the "sane" default values.
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goto retry;
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}
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ogl_tex_set_defaults(q_flags, filter);
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}
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ErrorReactionInternal psDisplayError(const wchar_t* UNUSED(text), size_t UNUSED(flags))
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{
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// If we're fullscreen, then sometimes (at least on some particular drivers on Linux)
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// displaying the error dialog hangs the desktop since the dialog box is behind the
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// fullscreen window. So we just force the game to windowed mode before displaying the dialog.
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// (But only if we're in the main thread, and not if we're being reentrant.)
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if (Threading::IsMainThread())
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{
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static bool reentering = false;
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if (!reentering)
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{
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reentering = true;
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g_VideoMode.SetFullscreen(false);
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reentering = false;
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}
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}
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// We don't actually implement the error display here, so return appropriately
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return ERI_NOT_IMPLEMENTED;
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}
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void MountMods(const Paths& paths, const std::vector<CStr>& mods)
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{
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OsPath modPath = paths.RData()/"mods";
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OsPath modUserPath = paths.UserData()/"mods";
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size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE;
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size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST;
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size_t priority = 0;
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for (size_t i = 0; i < mods.size(); ++i)
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{
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priority = i + 1; // Mods are higher priority than regular mountings, which default to priority 0
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OsPath modName(mods[i]);
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// Only mount mods from the user path if they don't exist in the 'rdata' path.
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if (DirectoryExists(modPath / modName / ""))
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g_VFS->Mount(L"", modPath / modName / "", baseFlags, priority);
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else
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g_VFS->Mount(L"", modUserPath / modName / "", userFlags, priority);
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}
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// Mount the user mod last. In dev copy, mount it with a low priority. Otherwise, make it writable.
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g_VFS->Mount(L"", modUserPath / "user" / "", userFlags, InDevelopmentCopy() ? 0 : priority + 1);
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}
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static void InitVfs(const CmdLineArgs& args, int flags)
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{
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TIMER(L"InitVfs");
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const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0;
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const Paths paths(args);
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OsPath logs(paths.Logs());
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CreateDirectories(logs, 0700);
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psSetLogDir(logs);
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// desired location for crashlog is now known. update AppHooks ASAP
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// (particularly before the following error-prone operations):
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AppHooks hooks = {0};
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hooks.bundle_logs = psBundleLogs;
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hooks.get_log_dir = psLogDir;
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if (setup_error)
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hooks.display_error = psDisplayError;
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app_hooks_update(&hooks);
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g_VFS = CreateVfs();
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const OsPath readonlyConfig = paths.RData()/"config"/"";
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// Mount these dirs with highest priority so that mods can't overwrite them.
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g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE, VFS_MAX_PRIORITY); // (adding XMBs to archive speeds up subsequent reads)
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if (readonlyConfig != paths.Config())
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g_VFS->Mount(L"config/", readonlyConfig, 0, VFS_MAX_PRIORITY-1);
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g_VFS->Mount(L"config/", paths.Config(), 0, VFS_MAX_PRIORITY);
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g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/"", 0, VFS_MAX_PRIORITY);
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g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH, VFS_MAX_PRIORITY);
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// Engine localization files (regular priority, these can be overwritten).
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g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/"");
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// Mods will be mounted later.
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// note: don't bother with g_VFS->TextRepresentation - directories
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// haven't yet been populated and are empty.
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}
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static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcScriptInterface, JS::HandleValue initData)
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{
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{
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// console
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TIMER(L"ps_console");
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g_Console->Init();
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}
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// hotkeys
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{
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TIMER(L"ps_lang_hotkeys");
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LoadHotkeys(g_ConfigDB);
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}
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if (!setup_gui)
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{
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// We do actually need *some* kind of GUI loaded, so use the
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// (currently empty) Atlas one
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g_GUI->SwitchPage(L"page_atlas.xml", srcScriptInterface, initData);
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return;
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}
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// GUI uses VFS, so this must come after VFS init.
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g_GUI->SwitchPage(gui_page, srcScriptInterface, initData);
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}
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void InitPsAutostart(bool networked, JS::HandleValue attrs)
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{
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// The GUI has not been initialized yet, so use the simulation scriptinterface for this variable
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ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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JS::RootedValue playerAssignments(rq.cx);
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Script::CreateObject(rq, &playerAssignments);
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if (!networked)
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{
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JS::RootedValue localPlayer(rq.cx);
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Script::CreateObject(rq, &localPlayer, "player", g_Game->GetPlayerID());
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Script::SetProperty(rq, playerAssignments, "local", localPlayer);
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}
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JS::RootedValue sessionInitData(rq.cx);
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Script::CreateObject(
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rq,
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&sessionInitData,
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"attribs", attrs,
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"playerAssignments", playerAssignments);
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InitPs(true, L"page_loading.xml", &scriptInterface, sessionInitData);
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}
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void InitInput()
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{
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g_Joystick.Initialise();
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// register input handlers
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// This stack is constructed so the first added, will be the last
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// one called. This is important, because each of the handlers
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// has the potential to block events to go further down
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// in the chain. I.e. the last one in the list added, is the
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// only handler that can block all messages before they are
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// processed.
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in_add_handler(game_view_handler);
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in_add_handler(CProfileViewer::InputThunk);
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in_add_handler(HotkeyInputActualHandler);
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// gui_handler needs to be registered after (i.e. called before!) the
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// hotkey handler so that input boxes can be typed in without
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// setting off hotkeys.
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in_add_handler(gui_handler);
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// Likewise for the console.
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in_add_handler(conInputHandler);
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in_add_handler(touch_input_handler);
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// Should be called after scancode map update (i.e. after the global input, but before UI).
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// This never blocks the event, but it does some processing necessary for hotkeys,
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// which are triggered later down the input chain.
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// (by calling this before the UI, we can use 'EventWouldTriggerHotkey' in the UI).
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in_add_handler(HotkeyInputPrepHandler);
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// These two must be called first (i.e. pushed last)
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// GlobalsInputHandler deals with some important global state,
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// such as which scancodes are being pressed, mouse buttons pressed, etc.
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// while HotkeyStateChange updates the map of active hotkeys.
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in_add_handler(GlobalsInputHandler);
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in_add_handler(HotkeyStateChange);
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}
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static void ShutdownPs()
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{
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SAFE_DELETE(g_GUI);
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UnloadHotkeys();
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}
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static void InitSDL()
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{
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#if OS_LINUX
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// In fullscreen mode when SDL is compiled with DGA support, the mouse
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// sensitivity often appears to be unusably wrong (typically too low).
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// (This seems to be reported almost exclusively on Ubuntu, but can be
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// reproduced on Gentoo after explicitly enabling DGA.)
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// Disabling the DGA mouse appears to fix that problem, and doesn't
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// have any obvious negative effects.
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setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 0);
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#endif
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
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{
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LOGERROR("SDL library initialization failed: %s", SDL_GetError());
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throw PSERROR_System_SDLInitFailed();
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}
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atexit(SDL_Quit);
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// Text input is active by default, disable it until it is actually needed.
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SDL_StopTextInput();
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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// SDL2 >= 2.0.9 defaults to 32 pixels (to support touch screens) but that can break our double-clicking.
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SDL_SetHint(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS, "1");
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 14) && OS_WIN
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// SDL2 >= 2.0.14 Before SDL 2.0.14, this defaulted to true. In 2.0.14 they switched to false
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// breaking the behavior on Windows.
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// https://github.com/libsdl-org/SDL/commit/1947ca7028ab165cc3e6cbdb0b4b7c4db68d1710
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// https://github.com/libsdl-org/SDL/issues/5033
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SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "1");
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#endif
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|
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#if OS_MACOSX
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// Some Mac mice only have one button, so they can't right-click
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// but SDL2 can emulate that with Ctrl+Click
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bool macMouse = false;
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CFG_GET_VAL("macmouse", macMouse);
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SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, macMouse ? "1" : "0");
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#endif
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}
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|
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static void ShutdownSDL()
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{
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SDL_Quit();
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}
|
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|
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void EndGame()
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{
|
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_NetServer);
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SAFE_DELETE(g_Game);
|
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|
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if (CRenderer::IsInitialised())
|
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{
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ISoundManager::CloseGame();
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g_Renderer.GetSceneRenderer().ResetState();
|
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}
|
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}
|
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|
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void Shutdown(int flags)
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|
{
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const bool hasRenderer = CRenderer::IsInitialised();
|
|
|
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if ((flags & SHUTDOWN_FROM_CONFIG))
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goto from_config;
|
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|
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EndGame();
|
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|
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SAFE_DELETE(g_XmppClient);
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|
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SAFE_DELETE(g_ModIo);
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|
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ShutdownPs();
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if (hasRenderer)
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{
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TIMER_BEGIN(L"shutdown Renderer");
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g_Renderer.~CRenderer();
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g_VBMan.Shutdown();
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TIMER_END(L"shutdown Renderer");
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}
|
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|
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g_RenderingOptions.ClearHooks();
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|
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g_Profiler2.ShutdownGPU();
|
|
|
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TIMER_BEGIN(L"shutdown SDL");
|
|
ShutdownSDL();
|
|
TIMER_END(L"shutdown SDL");
|
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|
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if (hasRenderer)
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g_VideoMode.Shutdown();
|
|
|
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TIMER_BEGIN(L"shutdown UserReporter");
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g_UserReporter.Deinitialize();
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TIMER_END(L"shutdown UserReporter");
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|
|
// Cleanup curl now that g_ModIo and g_UserReporter have been shutdown.
|
|
curl_global_cleanup();
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|
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delete &g_L10n;
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|
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from_config:
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TIMER_BEGIN(L"shutdown ConfigDB");
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CConfigDB::Shutdown();
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TIMER_END(L"shutdown ConfigDB");
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|
|
SAFE_DELETE(g_Console);
|
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|
|
// This is needed to ensure that no callbacks from the JSAPI try to use
|
|
// the profiler when it's already destructed
|
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g_ScriptContext.reset();
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|
|
// resource
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|
// first shut down all resource owners, and then the handle manager.
|
|
TIMER_BEGIN(L"resource modules");
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|
|
ISoundManager::SetEnabled(false);
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|
|
g_VFS.reset();
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|
|
// this forcibly frees all open handles (thus preventing real leaks),
|
|
// and makes further access to h_mgr impossible.
|
|
h_mgr_shutdown();
|
|
|
|
file_stats_dump();
|
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|
|
TIMER_END(L"resource modules");
|
|
|
|
TIMER_BEGIN(L"shutdown misc");
|
|
timer_DisplayClientTotals();
|
|
|
|
CNetHost::Deinitialize();
|
|
|
|
// should be last, since the above use them
|
|
SAFE_DELETE(g_Logger);
|
|
delete &g_Profiler;
|
|
delete &g_ProfileViewer;
|
|
|
|
SAFE_DELETE(g_ScriptStatsTable);
|
|
TIMER_END(L"shutdown misc");
|
|
}
|
|
|
|
#if OS_UNIX
|
|
static void FixLocales()
|
|
{
|
|
#if OS_MACOSX || OS_BSD
|
|
// OS X requires a UTF-8 locale in LC_CTYPE so that *wprintf can handle
|
|
// wide characters. Peculiarly the string "UTF-8" seems to be acceptable
|
|
// despite not being a real locale, and it's conveniently language-agnostic,
|
|
// so use that.
|
|
setlocale(LC_CTYPE, "UTF-8");
|
|
#endif
|
|
|
|
|
|
// On misconfigured systems with incorrect locale settings, we'll die
|
|
// with a C++ exception when some code (e.g. Boost) tries to use locales.
|
|
// To avoid death, we'll detect the problem here and warn the user and
|
|
// reset to the default C locale.
|
|
|
|
|
|
// For informing the user of the problem, use the list of env vars that
|
|
// glibc setlocale looks at. (LC_ALL is checked first, and LANG last.)
|
|
const char* const LocaleEnvVars[] = {
|
|
"LC_ALL",
|
|
"LC_COLLATE",
|
|
"LC_CTYPE",
|
|
"LC_MONETARY",
|
|
"LC_NUMERIC",
|
|
"LC_TIME",
|
|
"LC_MESSAGES",
|
|
"LANG"
|
|
};
|
|
|
|
try
|
|
{
|
|
// this constructor is similar to setlocale(LC_ALL, ""),
|
|
// but instead of returning NULL, it throws runtime_error
|
|
// when the first locale env variable found contains an invalid value
|
|
std::locale("");
|
|
}
|
|
catch (std::runtime_error&)
|
|
{
|
|
LOGWARNING("Invalid locale settings");
|
|
|
|
for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++)
|
|
{
|
|
if (char* envval = getenv(LocaleEnvVars[i]))
|
|
LOGWARNING(" %s=\"%s\"", LocaleEnvVars[i], envval);
|
|
else
|
|
LOGWARNING(" %s=\"(unset)\"", LocaleEnvVars[i]);
|
|
}
|
|
|
|
// We should set LC_ALL since it overrides LANG
|
|
if (setenv("LC_ALL", std::locale::classic().name().c_str(), 1))
|
|
debug_warn(L"Invalid locale settings, and unable to set LC_ALL env variable.");
|
|
else
|
|
LOGWARNING("Setting LC_ALL env variable to: %s", getenv("LC_ALL"));
|
|
}
|
|
}
|
|
#else
|
|
static void FixLocales()
|
|
{
|
|
// Do nothing on Windows
|
|
}
|
|
#endif
|
|
|
|
void EarlyInit()
|
|
{
|
|
// If you ever want to catch a particular allocation:
|
|
//_CrtSetBreakAlloc(232647);
|
|
|
|
Threading::SetMainThread();
|
|
|
|
debug_SetThreadName("main");
|
|
// add all debug_printf "tags" that we are interested in:
|
|
debug_filter_add("TIMER");
|
|
|
|
timer_Init();
|
|
|
|
// initialise profiler early so it can profile startup,
|
|
// but only after LatchStartTime
|
|
g_Profiler2.Initialise();
|
|
|
|
FixLocales();
|
|
|
|
// Because we do GL calls from a secondary thread, Xlib needs to
|
|
// be told to support multiple threads safely.
|
|
// This is needed for Atlas, but we have to call it before any other
|
|
// Xlib functions (e.g. the ones used when drawing the main menu
|
|
// before launching Atlas)
|
|
#if MUST_INIT_X11
|
|
int status = XInitThreads();
|
|
if (status == 0)
|
|
debug_printf("Error enabling thread-safety via XInitThreads\n");
|
|
#endif
|
|
|
|
// Initialise the low-quality rand function
|
|
srand(time(NULL)); // NOTE: this rand should *not* be used for simulation!
|
|
}
|
|
|
|
bool Autostart(const CmdLineArgs& args);
|
|
|
|
/**
|
|
* Returns true if the user has intended to start a visual replay from command line.
|
|
*/
|
|
bool AutostartVisualReplay(const std::string& replayFile);
|
|
|
|
bool Init(const CmdLineArgs& args, int flags)
|
|
{
|
|
h_mgr_init();
|
|
|
|
// Do this as soon as possible, because it chdirs
|
|
// and will mess up the error reporting if anything
|
|
// crashes before the working directory is set.
|
|
InitVfs(args, flags);
|
|
|
|
// This must come after VFS init, which sets the current directory
|
|
// (required for finding our output log files).
|
|
g_Logger = new CLogger;
|
|
|
|
new CProfileViewer;
|
|
new CProfileManager; // before any script code
|
|
|
|
g_ScriptStatsTable = new CScriptStatsTable;
|
|
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
|
|
|
|
// Set up the console early, so that debugging
|
|
// messages can be logged to it. (The console's size
|
|
// and fonts are set later in InitPs())
|
|
g_Console = new CConsole();
|
|
|
|
// g_ConfigDB, command line args, globals
|
|
CONFIG_Init(args);
|
|
|
|
// Using a global object for the context is a workaround until Simulation and AI use
|
|
// their own threads and also their own contexts.
|
|
const int contextSize = 384 * 1024 * 1024;
|
|
const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
|
|
g_ScriptContext = ScriptContext::CreateContext(contextSize, heapGrowthBytesGCTrigger);
|
|
|
|
// On the first Init (INIT_MODS), check for command-line arguments
|
|
// or use the default mods from the config and enable those.
|
|
// On later engine restarts (e.g. the mod selector), we will skip this path,
|
|
// to avoid overwriting the newly selected mods.
|
|
if (flags & INIT_MODS)
|
|
{
|
|
ScriptInterface modInterface("Engine", "Mod", g_ScriptContext);
|
|
g_Mods.UpdateAvailableMods(modInterface);
|
|
std::vector<CStr> mods;
|
|
if (args.Has("mod"))
|
|
mods = args.GetMultiple("mod");
|
|
else
|
|
{
|
|
CStr modsStr;
|
|
CFG_GET_VAL("mod.enabledmods", modsStr);
|
|
boost::split(mods, modsStr, boost::algorithm::is_space(), boost::token_compress_on);
|
|
}
|
|
|
|
if (!g_Mods.EnableMods(mods, flags & INIT_MODS_PUBLIC))
|
|
{
|
|
// In non-visual mode, fail entirely.
|
|
if (args.Has("autostart-nonvisual"))
|
|
{
|
|
LOGERROR("Trying to start with incompatible mods: %s.", boost::algorithm::join(g_Mods.GetIncompatibleMods(), ", "));
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
// If there are incompatible mods, switch to the mod selector so players can resolve the problem.
|
|
if (g_Mods.GetIncompatibleMods().empty())
|
|
MountMods(Paths(args), g_Mods.GetEnabledMods());
|
|
else
|
|
MountMods(Paths(args), { "mod" });
|
|
|
|
// Special command-line mode to dump the entity schemas instead of running the game.
|
|
// (This must be done after loading VFS etc, but should be done before wasting time
|
|
// on anything else.)
|
|
if (args.Has("dumpSchema"))
|
|
{
|
|
CSimulation2 sim(NULL, g_ScriptContext, NULL);
|
|
sim.LoadDefaultScripts();
|
|
std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
|
|
f << sim.GenerateSchema();
|
|
std::cout << "Generated entity.rng\n";
|
|
exit(0);
|
|
}
|
|
|
|
CNetHost::Initialize();
|
|
|
|
#if CONFIG2_AUDIO
|
|
if (!args.Has("autostart-nonvisual") && !g_DisableAudio)
|
|
ISoundManager::CreateSoundManager();
|
|
#endif
|
|
|
|
new L10n;
|
|
|
|
// Optionally start profiler HTTP output automatically
|
|
// (By default it's only enabled by a hotkey, for security/performance)
|
|
bool profilerHTTPEnable = false;
|
|
CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable);
|
|
if (profilerHTTPEnable)
|
|
g_Profiler2.EnableHTTP();
|
|
|
|
// Initialise everything except Win32 sockets (because our networking
|
|
// system already inits those)
|
|
curl_global_init(CURL_GLOBAL_ALL & ~CURL_GLOBAL_WIN32);
|
|
|
|
if (!g_Quickstart)
|
|
g_UserReporter.Initialize(); // after config
|
|
|
|
PROFILE2_EVENT("Init finished");
|
|
return true;
|
|
}
|
|
|
|
void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& installedMods)
|
|
{
|
|
const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;
|
|
|
|
if(setup_vmode)
|
|
{
|
|
InitSDL();
|
|
|
|
if (!g_VideoMode.InitSDL())
|
|
throw PSERROR_System_VmodeFailed(); // abort startup
|
|
}
|
|
|
|
RunHardwareDetection();
|
|
|
|
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
|
|
SetTextureQuality(SANE_TEX_QUALITY_DEFAULT);
|
|
else
|
|
{
|
|
int textureQuality = SANE_TEX_QUALITY_DEFAULT;
|
|
CFG_GET_VAL("texturequality", textureQuality);
|
|
SetTextureQuality(textureQuality);
|
|
}
|
|
|
|
ogl_WarnIfError();
|
|
|
|
// Optionally start profiler GPU timings automatically
|
|
// (By default it's only enabled by a hotkey, for performance/compatibility)
|
|
bool profilerGPUEnable = false;
|
|
CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable);
|
|
if (profilerGPUEnable)
|
|
g_Profiler2.EnableGPU();
|
|
|
|
if(!g_Quickstart)
|
|
{
|
|
WriteSystemInfo();
|
|
// note: no longer vfs_display here. it's dog-slow due to unbuffered
|
|
// file output and very rarely needed.
|
|
}
|
|
|
|
if(g_DisableAudio)
|
|
ISoundManager::SetEnabled(false);
|
|
|
|
g_GUI = new CGUIManager();
|
|
|
|
CStr8 renderPath = "default";
|
|
CFG_GET_VAL("renderpath", renderPath);
|
|
if (RenderPathEnum::FromString(renderPath) == FIXED)
|
|
{
|
|
// It doesn't make sense to continue working here, because we're not
|
|
// able to display anything.
|
|
DEBUG_DISPLAY_FATAL_ERROR(
|
|
L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
|
|
L" The game does not support pre-shader graphics cards."
|
|
L" You are advised to try installing newer drivers and/or upgrade your graphics card."
|
|
L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
|
|
);
|
|
}
|
|
|
|
ogl_WarnIfError();
|
|
|
|
g_RenderingOptions.ReadConfigAndSetupHooks();
|
|
|
|
// create renderer
|
|
new CRenderer;
|
|
|
|
InitInput();
|
|
|
|
ogl_WarnIfError();
|
|
|
|
// TODO: Is this the best place for this?
|
|
if (VfsDirectoryExists(L"maps/"))
|
|
CXeromyces::AddValidator(g_VFS, "map", "maps/scenario.rng");
|
|
|
|
try
|
|
{
|
|
if (!AutostartVisualReplay(args.Get("replay-visual")) && !Autostart(args))
|
|
{
|
|
const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
|
|
// We only want to display the splash screen at startup
|
|
std::shared_ptr<ScriptInterface> scriptInterface = g_GUI->GetScriptInterface();
|
|
ScriptRequest rq(scriptInterface);
|
|
JS::RootedValue data(rq.cx);
|
|
if (g_GUI)
|
|
{
|
|
Script::CreateObject(rq, &data, "isStartup", true);
|
|
if (!installedMods.empty())
|
|
Script::SetProperty(rq, data, "installedMods", installedMods);
|
|
}
|
|
InitPs(setup_gui, installedMods.empty() ? L"page_pregame.xml" : L"page_modmod.xml", g_GUI->GetScriptInterface().get(), data);
|
|
}
|
|
}
|
|
catch (PSERROR_Game_World_MapLoadFailed& e)
|
|
{
|
|
// Map Loading failed
|
|
|
|
// Start the engine so we have a GUI
|
|
InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue);
|
|
|
|
// Call script function to do the actual work
|
|
// (delete game data, switch GUI page, show error, etc.)
|
|
CancelLoad(CStr(e.what()).FromUTF8());
|
|
}
|
|
}
|
|
|
|
void InitNonVisual(const CmdLineArgs& args)
|
|
{
|
|
Autostart(args);
|
|
}
|
|
|
|
/**
|
|
* Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON
|
|
* data from it.
|
|
* The scenario map format is used for scenario and skirmish map types (random
|
|
* games do not use a "map" (format) but a small JavaScript program which
|
|
* creates a map on the fly). It contains a section to initialize the game
|
|
* setup screen.
|
|
* @param mapPath Absolute path (from VFS root) to the map file to peek in.
|
|
* @return ScriptSettings in JSON format extracted from the map.
|
|
*/
|
|
CStr8 LoadSettingsOfScenarioMap(const VfsPath &mapPath)
|
|
{
|
|
CXeromyces mapFile;
|
|
const char *pathToSettings[] =
|
|
{
|
|
"Scenario", "ScriptSettings", "" // Path to JSON data in map
|
|
};
|
|
|
|
Status loadResult = mapFile.Load(g_VFS, mapPath);
|
|
|
|
if (INFO::OK != loadResult)
|
|
{
|
|
LOGERROR("LoadSettingsOfScenarioMap: Unable to load map file '%s'", mapPath.string8());
|
|
throw PSERROR_Game_World_MapLoadFailed("Unable to load map file, check the path for typos.");
|
|
}
|
|
XMBElement mapElement = mapFile.GetRoot();
|
|
|
|
// Select the ScriptSettings node in the map file...
|
|
for (int i = 0; pathToSettings[i][0]; ++i)
|
|
{
|
|
int childId = mapFile.GetElementID(pathToSettings[i]);
|
|
|
|
XMBElementList nodes = mapElement.GetChildNodes();
|
|
auto it = std::find_if(nodes.begin(), nodes.end(), [&childId](const XMBElement& child) {
|
|
return child.GetNodeName() == childId;
|
|
});
|
|
|
|
if (it != nodes.end())
|
|
mapElement = *it;
|
|
}
|
|
// ... they contain a JSON document to initialize the game setup
|
|
// screen
|
|
return mapElement.GetText();
|
|
}
|
|
|
|
/*
|
|
* Command line options for autostart
|
|
* (keep synchronized with binaries/system/readme.txt):
|
|
*
|
|
* -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME;
|
|
* TYPEDIR is skirmishes, scenarios, or random
|
|
* -autostart-seed=SEED sets randomization seed value (default 0, use -1 for random)
|
|
* -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra)
|
|
* -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI
|
|
* (0: sandbox, 5: very hard)
|
|
* -autostart-aiseed=AISEED sets the seed used for the AI random
|
|
* generator (default 0, use -1 for random)
|
|
* -autostart-player=NUMBER sets the playerID in non-networked games (default 1, use -1 for observer)
|
|
* -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV
|
|
* (skirmish and random maps only)
|
|
* -autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2).
|
|
* -autostart-ceasefire=NUM sets a ceasefire duration NUM
|
|
* (default 0 minutes)
|
|
* -autostart-nonvisual disable any graphics and sounds
|
|
* -autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME
|
|
* located in simulation/data/settings/victory_conditions/
|
|
* (default conquest). When the first given SCRIPTNAME is
|
|
* "endless", no victory conditions will apply.
|
|
* -autostart-wonderduration=NUM sets the victory duration NUM for wonder victory condition
|
|
* (default 10 minutes)
|
|
* -autostart-relicduration=NUM sets the victory duration NUM for relic victory condition
|
|
* (default 10 minutes)
|
|
* -autostart-reliccount=NUM sets the number of relics for relic victory condition
|
|
* (default 2 relics)
|
|
* -autostart-disable-replay disable saving of replays
|
|
*
|
|
* Multiplayer:
|
|
* -autostart-playername=NAME sets local player NAME (default 'anonymous')
|
|
* -autostart-host sets multiplayer host mode
|
|
* -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer
|
|
* game (default 2)
|
|
* -autostart-client=IP sets multiplayer client to join host at
|
|
* given IP address
|
|
* Random maps only:
|
|
* -autostart-size=TILES sets random map size in TILES (default 192)
|
|
* -autostart-players=NUMBER sets NUMBER of players on random map
|
|
* (default 2)
|
|
*
|
|
* Examples:
|
|
* 1) "Bob" will host a 2 player game on the Arcadia map:
|
|
* -autostart="scenarios/Arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
|
|
* "Alice" joins the match as player 2:
|
|
* -autostart="scenarios/Arcadia" -autostart-client=127.0.0.1 -autostart-playername="Alice"
|
|
* The players use the developer overlay to control players.
|
|
*
|
|
* 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
|
|
* -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
|
|
*
|
|
* 3) Observe the PetraBot on a triggerscript map:
|
|
* -autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1
|
|
*/
|
|
bool Autostart(const CmdLineArgs& args)
|
|
{
|
|
CStr autoStartName = args.Get("autostart");
|
|
|
|
if (autoStartName.empty())
|
|
return false;
|
|
|
|
g_Game = new CGame(!args.Has("autostart-disable-replay"));
|
|
|
|
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
|
|
ScriptRequest rq(scriptInterface);
|
|
|
|
JS::RootedValue attrs(rq.cx);
|
|
JS::RootedValue settings(rq.cx);
|
|
JS::RootedValue playerData(rq.cx);
|
|
|
|
Script::CreateObject(rq, &attrs);
|
|
Script::CreateObject(rq, &settings);
|
|
Script::CreateArray(rq, &playerData);
|
|
|
|
// The directory in front of the actual map name indicates which type
|
|
// of map is being loaded. Drawback of this approach is the association
|
|
// of map types and folders is hard-coded, but benefits are:
|
|
// - No need to pass the map type via command line separately
|
|
// - Prevents mixing up of scenarios and skirmish maps to some degree
|
|
Path mapPath = Path(autoStartName);
|
|
std::wstring mapDirectory = mapPath.Parent().Filename().string();
|
|
std::string mapType;
|
|
|
|
if (mapDirectory == L"random")
|
|
{
|
|
// Random map definition will be loaded from JSON file, so we need to parse it
|
|
std::wstring scriptPath = L"maps/" + autoStartName.FromUTF8() + L".json";
|
|
JS::RootedValue scriptData(rq.cx);
|
|
Script::ReadJSONFile(rq, scriptPath, &scriptData);
|
|
if (!scriptData.isUndefined() && Script::GetProperty(rq, scriptData, "settings", &settings))
|
|
{
|
|
// JSON loaded ok - copy script name over to game attributes
|
|
std::wstring scriptFile;
|
|
if (!Script::GetProperty(rq, settings, "Script", scriptFile))
|
|
{
|
|
LOGERROR("Autostart: random map '%s' data has no 'Script' property.", utf8_from_wstring(scriptPath));
|
|
throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
|
|
}
|
|
Script::SetProperty(rq, attrs, "script", scriptFile); // RMS filename
|
|
}
|
|
else
|
|
{
|
|
// Problem with JSON file
|
|
LOGERROR("Autostart: Error reading random map script '%s'", utf8_from_wstring(scriptPath));
|
|
throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
|
|
}
|
|
|
|
// Get optional map size argument (default 192)
|
|
uint mapSize = 192;
|
|
if (args.Has("autostart-size"))
|
|
{
|
|
CStr size = args.Get("autostart-size");
|
|
mapSize = size.ToUInt();
|
|
}
|
|
|
|
Script::SetProperty(rq, settings, "Size", mapSize); // Random map size (in patches)
|
|
|
|
// Get optional number of players (default 2)
|
|
size_t numPlayers = 2;
|
|
if (args.Has("autostart-players"))
|
|
{
|
|
CStr num = args.Get("autostart-players");
|
|
numPlayers = num.ToUInt();
|
|
}
|
|
|
|
// Set up player data
|
|
for (size_t i = 0; i < numPlayers; ++i)
|
|
{
|
|
JS::RootedValue player(rq.cx);
|
|
|
|
// We could load player_defaults.json here, but that would complicate the logic
|
|
// even more and autostart is only intended for developers anyway
|
|
Script::CreateObject(rq, &player, "Civ", "athen");
|
|
|
|
Script::SetPropertyInt(rq, playerData, i, player);
|
|
}
|
|
mapType = "random";
|
|
}
|
|
else if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
|
|
{
|
|
// Initialize general settings from the map data so some values
|
|
// (e.g. name of map) are always present, even when autostart is
|
|
// partially configured
|
|
CStr8 mapSettingsJSON = LoadSettingsOfScenarioMap("maps/" + autoStartName + ".xml");
|
|
Script::ParseJSON(rq, mapSettingsJSON, &settings);
|
|
|
|
// Initialize the playerData array being modified by autostart
|
|
// with the real map data, so sensible values are present:
|
|
Script::GetProperty(rq, settings, "PlayerData", &playerData);
|
|
|
|
if (mapDirectory == L"scenarios")
|
|
mapType = "scenario";
|
|
else
|
|
mapType = "skirmish";
|
|
}
|
|
else
|
|
{
|
|
LOGERROR("Autostart: Unrecognized map type '%s'", utf8_from_wstring(mapDirectory));
|
|
throw PSERROR_Game_World_MapLoadFailed("Unrecognized map type.\nConsult readme.txt for the currently supported types.");
|
|
}
|
|
|
|
Script::SetProperty(rq, attrs, "mapType", mapType);
|
|
Script::SetProperty(rq, attrs, "map", "maps/" + autoStartName);
|
|
Script::SetProperty(rq, settings, "mapType", mapType);
|
|
Script::SetProperty(rq, settings, "CheatsEnabled", true);
|
|
|
|
// The seed is used for both random map generation and simulation
|
|
u32 seed = 0;
|
|
if (args.Has("autostart-seed"))
|
|
{
|
|
CStr seedArg = args.Get("autostart-seed");
|
|
if (seedArg == "-1")
|
|
seed = rand();
|
|
else
|
|
seed = seedArg.ToULong();
|
|
}
|
|
Script::SetProperty(rq, settings, "Seed", seed);
|
|
|
|
// Set seed for AIs
|
|
u32 aiseed = 0;
|
|
if (args.Has("autostart-aiseed"))
|
|
{
|
|
CStr seedArg = args.Get("autostart-aiseed");
|
|
if (seedArg == "-1")
|
|
aiseed = rand();
|
|
else
|
|
aiseed = seedArg.ToULong();
|
|
}
|
|
Script::SetProperty(rq, settings, "AISeed", aiseed);
|
|
|
|
// Set player data for AIs
|
|
// attrs.settings = { PlayerData: [ { AI: ... }, ... ] }
|
|
// or = { PlayerData: [ null, { AI: ... }, ... ] } when gaia set
|
|
int offset = 1;
|
|
JS::RootedValue player(rq.cx);
|
|
if (Script::GetPropertyInt(rq, playerData, 0, &player) && player.isNull())
|
|
offset = 0;
|
|
|
|
// Set teams
|
|
if (args.Has("autostart-team"))
|
|
{
|
|
std::vector<CStr> civArgs = args.GetMultiple("autostart-team");
|
|
for (size_t i = 0; i < civArgs.size(); ++i)
|
|
{
|
|
int playerID = civArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-team option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
int teamID = civArgs[i].AfterFirst(":").ToInt() - 1;
|
|
Script::SetProperty(rq, currentPlayer, "Team", teamID);
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
|
|
int ceasefire = 0;
|
|
if (args.Has("autostart-ceasefire"))
|
|
ceasefire = args.Get("autostart-ceasefire").ToInt();
|
|
Script::SetProperty(rq, settings, "Ceasefire", ceasefire);
|
|
|
|
if (args.Has("autostart-ai"))
|
|
{
|
|
std::vector<CStr> aiArgs = args.GetMultiple("autostart-ai");
|
|
for (size_t i = 0; i < aiArgs.size(); ++i)
|
|
{
|
|
int playerID = aiArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-ai option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
Script::SetProperty(rq, currentPlayer, "AI", aiArgs[i].AfterFirst(":"));
|
|
Script::SetProperty(rq, currentPlayer, "AIDiff", 3);
|
|
Script::SetProperty(rq, currentPlayer, "AIBehavior", "balanced");
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
// Set AI difficulty
|
|
if (args.Has("autostart-aidiff"))
|
|
{
|
|
std::vector<CStr> civArgs = args.GetMultiple("autostart-aidiff");
|
|
for (size_t i = 0; i < civArgs.size(); ++i)
|
|
{
|
|
int playerID = civArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-aidiff option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
Script::SetProperty(rq, currentPlayer, "AIDiff", civArgs[i].AfterFirst(":").ToInt());
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
// Set player data for Civs
|
|
if (args.Has("autostart-civ"))
|
|
{
|
|
if (mapDirectory != L"scenarios")
|
|
{
|
|
std::vector<CStr> civArgs = args.GetMultiple("autostart-civ");
|
|
for (size_t i = 0; i < civArgs.size(); ++i)
|
|
{
|
|
int playerID = civArgs[i].BeforeFirst(":").ToInt();
|
|
|
|
// Instead of overwriting existing player data, modify the array
|
|
JS::RootedValue currentPlayer(rq.cx);
|
|
if (!Script::GetPropertyInt(rq, playerData, playerID-offset, ¤tPlayer) || currentPlayer.isUndefined())
|
|
{
|
|
if (mapDirectory == L"skirmishes")
|
|
{
|
|
// playerID is certainly bigger than this map player number
|
|
LOGWARNING("Autostart: Invalid player %d in autostart-civ option", playerID);
|
|
continue;
|
|
}
|
|
Script::CreateObject(rq, ¤tPlayer);
|
|
}
|
|
|
|
Script::SetProperty(rq, currentPlayer, "Civ", civArgs[i].AfterFirst(":"));
|
|
Script::SetPropertyInt(rq, playerData, playerID-offset, currentPlayer);
|
|
}
|
|
}
|
|
else
|
|
LOGWARNING("Autostart: Option 'autostart-civ' is invalid for scenarios");
|
|
}
|
|
|
|
// Add player data to map settings
|
|
Script::SetProperty(rq, settings, "PlayerData", playerData);
|
|
|
|
// Add map settings to game attributes
|
|
Script::SetProperty(rq, attrs, "settings", settings);
|
|
|
|
// Get optional playername
|
|
CStrW userName = L"anonymous";
|
|
if (args.Has("autostart-playername"))
|
|
userName = args.Get("autostart-playername").FromUTF8();
|
|
|
|
// Add additional scripts to the TriggerScripts property
|
|
std::vector<CStrW> triggerScriptsVector;
|
|
JS::RootedValue triggerScripts(rq.cx);
|
|
|
|
if (Script::HasProperty(rq, settings, "TriggerScripts"))
|
|
{
|
|
Script::GetProperty(rq, settings, "TriggerScripts", &triggerScripts);
|
|
Script::FromJSVal(rq, triggerScripts, triggerScriptsVector);
|
|
}
|
|
|
|
if (!CRenderer::IsInitialised())
|
|
{
|
|
CStr nonVisualScript = "scripts/NonVisualTrigger.js";
|
|
triggerScriptsVector.push_back(nonVisualScript.FromUTF8());
|
|
}
|
|
|
|
std::vector<CStr> victoryConditions(1, "conquest");
|
|
if (args.Has("autostart-victory"))
|
|
victoryConditions = args.GetMultiple("autostart-victory");
|
|
|
|
if (victoryConditions.size() == 1 && victoryConditions[0] == "endless")
|
|
victoryConditions.clear();
|
|
|
|
Script::SetProperty(rq, settings, "VictoryConditions", victoryConditions);
|
|
|
|
for (const CStr& victory : victoryConditions)
|
|
{
|
|
JS::RootedValue scriptData(rq.cx);
|
|
JS::RootedValue data(rq.cx);
|
|
JS::RootedValue victoryScripts(rq.cx);
|
|
|
|
CStrW scriptPath = L"simulation/data/settings/victory_conditions/" + victory.FromUTF8() + L".json";
|
|
Script::ReadJSONFile(rq, scriptPath, &scriptData);
|
|
if (!scriptData.isUndefined() && Script::GetProperty(rq, scriptData, "Data", &data) && !data.isUndefined()
|
|
&& Script::GetProperty(rq, data, "Scripts", &victoryScripts) && !victoryScripts.isUndefined())
|
|
{
|
|
std::vector<CStrW> victoryScriptsVector;
|
|
Script::FromJSVal(rq, victoryScripts, victoryScriptsVector);
|
|
triggerScriptsVector.insert(triggerScriptsVector.end(), victoryScriptsVector.begin(), victoryScriptsVector.end());
|
|
}
|
|
else
|
|
{
|
|
LOGERROR("Autostart: Error reading victory script '%s'", utf8_from_wstring(scriptPath));
|
|
throw PSERROR_Game_World_MapLoadFailed("Error reading victory script.\nCheck application log for details.");
|
|
}
|
|
}
|
|
|
|
Script::ToJSVal(rq, &triggerScripts, triggerScriptsVector);
|
|
Script::SetProperty(rq, settings, "TriggerScripts", triggerScripts);
|
|
|
|
int wonderDuration = 10;
|
|
if (args.Has("autostart-wonderduration"))
|
|
wonderDuration = args.Get("autostart-wonderduration").ToInt();
|
|
Script::SetProperty(rq, settings, "WonderDuration", wonderDuration);
|
|
|
|
int relicDuration = 10;
|
|
if (args.Has("autostart-relicduration"))
|
|
relicDuration = args.Get("autostart-relicduration").ToInt();
|
|
Script::SetProperty(rq, settings, "RelicDuration", relicDuration);
|
|
|
|
int relicCount = 2;
|
|
if (args.Has("autostart-reliccount"))
|
|
relicCount = args.Get("autostart-reliccount").ToInt();
|
|
Script::SetProperty(rq, settings, "RelicCount", relicCount);
|
|
|
|
if (args.Has("autostart-host"))
|
|
{
|
|
InitPsAutostart(true, attrs);
|
|
|
|
size_t maxPlayers = 2;
|
|
if (args.Has("autostart-host-players"))
|
|
maxPlayers = args.Get("autostart-host-players").ToUInt();
|
|
|
|
// Generate a secret to identify the host client.
|
|
std::string secret = ps_generate_guid();
|
|
|
|
g_NetServer = new CNetServer(false, maxPlayers);
|
|
g_NetServer->SetControllerSecret(secret);
|
|
g_NetServer->UpdateInitAttributes(&attrs, scriptInterface);
|
|
|
|
bool ok = g_NetServer->SetupConnection(PS_DEFAULT_PORT);
|
|
ENSURE(ok);
|
|
|
|
g_NetClient = new CNetClient(g_Game);
|
|
g_NetClient->SetUserName(userName);
|
|
g_NetClient->SetupServerData("127.0.0.1", PS_DEFAULT_PORT, false);
|
|
g_NetClient->SetControllerSecret(secret);
|
|
g_NetClient->SetupConnection(nullptr);
|
|
}
|
|
else if (args.Has("autostart-client"))
|
|
{
|
|
InitPsAutostart(true, attrs);
|
|
|
|
g_NetClient = new CNetClient(g_Game);
|
|
g_NetClient->SetUserName(userName);
|
|
|
|
CStr ip = args.Get("autostart-client");
|
|
if (ip.empty())
|
|
ip = "127.0.0.1";
|
|
|
|
g_NetClient->SetupServerData(ip, PS_DEFAULT_PORT, false);
|
|
ENSURE(g_NetClient->SetupConnection(nullptr));
|
|
}
|
|
else
|
|
{
|
|
g_Game->SetPlayerID(args.Has("autostart-player") ? args.Get("autostart-player").ToInt() : 1);
|
|
|
|
g_Game->StartGame(&attrs, "");
|
|
|
|
if (CRenderer::IsInitialised())
|
|
{
|
|
InitPsAutostart(false, attrs);
|
|
}
|
|
else
|
|
{
|
|
// TODO: Non progressive load can fail - need a decent way to handle this
|
|
LDR_NonprogressiveLoad();
|
|
ENSURE(g_Game->ReallyStartGame() == PSRETURN_OK);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AutostartVisualReplay(const std::string& replayFile)
|
|
{
|
|
if (!FileExists(OsPath(replayFile)))
|
|
return false;
|
|
|
|
g_Game = new CGame(false);
|
|
g_Game->SetPlayerID(-1);
|
|
g_Game->StartVisualReplay(replayFile);
|
|
|
|
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
|
|
ScriptRequest rq(scriptInterface);
|
|
JS::RootedValue attrs(rq.cx, g_Game->GetSimulation2()->GetInitAttributes());
|
|
|
|
InitPsAutostart(false, attrs);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CancelLoad(const CStrW& message)
|
|
{
|
|
std::shared_ptr<ScriptInterface> pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface();
|
|
ScriptRequest rq(pScriptInterface);
|
|
|
|
JS::RootedValue global(rq.cx, rq.globalValue());
|
|
|
|
LDR_Cancel();
|
|
|
|
if (g_GUI &&
|
|
g_GUI->GetPageCount() &&
|
|
Script::HasProperty(rq, global, "cancelOnLoadGameError"))
|
|
ScriptFunction::CallVoid(rq, global, "cancelOnLoadGameError", message);
|
|
}
|
|
|
|
bool InDevelopmentCopy()
|
|
{
|
|
if (!g_CheckedIfInDevelopmentCopy)
|
|
{
|
|
g_InDevelopmentCopy = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK);
|
|
g_CheckedIfInDevelopmentCopy = true;
|
|
}
|
|
return g_InDevelopmentCopy;
|
|
}
|