openmw-tes3coop/apps/openmw/mwstate/statemanagerimp.cpp
scrawl fbee32729a Cache CellId
ESM::Cell::getCellId() was allocating a string on every call. This caused functions dealing with cellIds to be unnecessarily expensive.

For example, World::moveObject spent almost as much time comparing CellIds as it did updating Bullet's AABB after the move. OpGetDistance was by far the most expensive script instruction because it has to compare cellIds.

The total cost of getCellId() relative to the frame loop was about 0.3%.
2015-11-26 23:56:32 +01:00

617 lines
21 KiB
C++

#include "statemanagerimp.hpp"
#include <components/esm/esmwriter.hpp>
#include <components/esm/esmreader.hpp>
#include <components/esm/cellid.hpp>
#include <components/esm/loadcell.hpp>
#include <components/loadinglistener/loadinglistener.hpp>
#include <components/misc/stringops.hpp>
#include <components/settings/settings.hpp>
#include <osg/Image>
#include <osgDB/Registry>
#include <boost/filesystem/fstream.hpp>
#include <boost/filesystem/operations.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/journal.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/scriptmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwscript/globalscripts.hpp"
void MWState::StateManager::cleanup (bool force)
{
if (mState!=State_NoGame || force)
{
MWBase::Environment::get().getSoundManager()->clear();
MWBase::Environment::get().getDialogueManager()->clear();
MWBase::Environment::get().getJournal()->clear();
MWBase::Environment::get().getScriptManager()->getGlobalScripts().clear();
MWBase::Environment::get().getWorld()->clear();
MWBase::Environment::get().getWindowManager()->clear();
MWBase::Environment::get().getInputManager()->clear();
MWBase::Environment::get().getMechanicsManager()->clear();
mState = State_NoGame;
mCharacterManager.clearCurrentCharacter();
mTimePlayed = 0;
MWMechanics::CreatureStats::cleanup();
}
}
std::map<int, int> MWState::StateManager::buildContentFileIndexMap (const ESM::ESMReader& reader)
const
{
const std::vector<std::string>& current =
MWBase::Environment::get().getWorld()->getContentFiles();
const std::vector<ESM::Header::MasterData>& prev = reader.getGameFiles();
std::map<int, int> map;
for (int iPrev = 0; iPrev<static_cast<int> (prev.size()); ++iPrev)
{
std::string id = Misc::StringUtils::lowerCase (prev[iPrev].name);
for (int iCurrent = 0; iCurrent<static_cast<int> (current.size()); ++iCurrent)
if (id==Misc::StringUtils::lowerCase (current[iCurrent]))
{
map.insert (std::make_pair (iPrev, iCurrent));
break;
}
}
return map;
}
MWState::StateManager::StateManager (const boost::filesystem::path& saves, const std::string& game)
: mQuitRequest (false), mAskLoadRecent(false), mState (State_NoGame), mCharacterManager (saves, game), mTimePlayed (0)
{
}
void MWState::StateManager::requestQuit()
{
mQuitRequest = true;
}
bool MWState::StateManager::hasQuitRequest() const
{
return mQuitRequest;
}
void MWState::StateManager::askLoadRecent()
{
if (MWBase::Environment::get().getWindowManager()->getMode() == MWGui::GM_MainMenu)
return;
if( !mAskLoadRecent )
{
if(getCurrentCharacter()->begin() == getCurrentCharacter()->end() )//no saves
{
MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
}
else
{
MWState::Slot lastSave = *getCurrentCharacter()->begin();
std::vector<std::string> buttons;
buttons.push_back("#{sYes}");
buttons.push_back("#{sNo}");
std::string tag("%s");
std::string message = MWBase::Environment::get().getWindowManager()->getGameSettingString("sLoadLastSaveMsg", tag);
size_t pos = message.find(tag);
message.replace(pos, tag.length(), lastSave.mProfile.mDescription);
MWBase::Environment::get().getWindowManager()->interactiveMessageBox(message, buttons);
mAskLoadRecent = true;
}
}
}
MWState::StateManager::State MWState::StateManager::getState() const
{
return mState;
}
void MWState::StateManager::newGame (bool bypass)
{
cleanup();
if (!bypass)
MWBase::Environment::get().getWindowManager()->setNewGame (true);
try
{
MWBase::Environment::get().getScriptManager()->getGlobalScripts().addStartup();
MWBase::Environment::get().getWorld()->startNewGame (bypass);
mState = State_Running;
}
catch (std::exception& e)
{
std::stringstream error;
error << "Failed to start new game: " << e.what();
std::cerr << error.str() << std::endl;
cleanup (true);
MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
std::vector<std::string> buttons;
buttons.push_back("#{sOk}");
MWBase::Environment::get().getWindowManager()->interactiveMessageBox(error.str(), buttons);
}
}
void MWState::StateManager::endGame()
{
mState = State_Ended;
}
void MWState::StateManager::saveGame (const std::string& description, const Slot *slot)
{
try
{
ESM::SavedGame profile;
MWBase::World& world = *MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world.getPlayerPtr();
profile.mContentFiles = world.getContentFiles();
profile.mPlayerName = player.get<ESM::NPC>()->mBase->mName;
profile.mPlayerLevel = player.getClass().getNpcStats (player).getLevel();
std::string classId = player.get<ESM::NPC>()->mBase->mClass;
if (world.getStore().get<ESM::Class>().isDynamic(classId))
profile.mPlayerClassName = world.getStore().get<ESM::Class>().find(classId)->mName;
else
profile.mPlayerClassId = classId;
profile.mPlayerCell = world.getCellName();
profile.mInGameTime.mGameHour = world.getTimeStamp().getHour();
profile.mInGameTime.mDay = world.getDay();
profile.mInGameTime.mMonth = world.getMonth();
profile.mInGameTime.mYear = world.getYear();
profile.mTimePlayed = mTimePlayed;
profile.mDescription = description;
writeScreenshot(profile.mScreenshot);
if (!slot)
slot = getCurrentCharacter()->createSlot (profile);
else
slot = getCurrentCharacter()->updateSlot (slot, profile);
boost::filesystem::ofstream stream (slot->mPath, std::ios::binary);
ESM::ESMWriter writer;
const std::vector<std::string>& current =
MWBase::Environment::get().getWorld()->getContentFiles();
for (std::vector<std::string>::const_iterator iter (current.begin()); iter!=current.end();
++iter)
writer.addMaster (*iter, 0); // not using the size information anyway -> use value of 0
writer.setFormat (ESM::SavedGame::sCurrentFormat);
// all unused
writer.setVersion(0);
writer.setType(0);
writer.setAuthor("");
writer.setDescription("");
int recordCount = 1 // saved game header
+MWBase::Environment::get().getJournal()->countSavedGameRecords()
+MWBase::Environment::get().getWorld()->countSavedGameRecords()
+MWBase::Environment::get().getScriptManager()->getGlobalScripts().countSavedGameRecords()
+MWBase::Environment::get().getDialogueManager()->countSavedGameRecords()
+MWBase::Environment::get().getWindowManager()->countSavedGameRecords()
+MWBase::Environment::get().getMechanicsManager()->countSavedGameRecords();
writer.setRecordCount (recordCount);
writer.save (stream);
Loading::Listener& listener = *MWBase::Environment::get().getWindowManager()->getLoadingScreen();
// Using only Cells for progress information, since they typically have the largest records by far
listener.setProgressRange(MWBase::Environment::get().getWorld()->countSavedGameCells());
listener.setLabel("#{sNotifyMessage4}");
Loading::ScopedLoad load(&listener);
writer.startRecord (ESM::REC_SAVE);
slot->mProfile.save (writer);
writer.endRecord (ESM::REC_SAVE);
MWBase::Environment::get().getJournal()->write (writer, listener);
MWBase::Environment::get().getDialogueManager()->write (writer, listener);
MWBase::Environment::get().getWorld()->write (writer, listener);
MWBase::Environment::get().getScriptManager()->getGlobalScripts().write (writer, listener);
MWBase::Environment::get().getWindowManager()->write(writer, listener);
MWBase::Environment::get().getMechanicsManager()->write(writer, listener);
// Ensure we have written the number of records that was estimated
if (writer.getRecordCount() != recordCount+1) // 1 extra for TES3 record
std::cerr << "Warning: number of written savegame records does not match. Estimated: " << recordCount+1 << ", written: " << writer.getRecordCount() << std::endl;
writer.close();
if (stream.fail())
throw std::runtime_error("Write operation failed");
Settings::Manager::setString ("character", "Saves",
slot->mPath.parent_path().filename().string());
}
catch (const std::exception& e)
{
std::stringstream error;
error << "Failed to save game: " << e.what();
std::cerr << error.str() << std::endl;
std::vector<std::string> buttons;
buttons.push_back("#{sOk}");
MWBase::Environment::get().getWindowManager()->interactiveMessageBox(error.str(), buttons);
// If no file was written, clean up the slot
if (slot && !boost::filesystem::exists(slot->mPath))
getCurrentCharacter()->deleteSlot(slot);
}
}
void MWState::StateManager::quickSave (std::string name)
{
if (!(mState==State_Running &&
MWBase::Environment::get().getWorld()->getGlobalInt ("chargenstate")==-1 // char gen
&& MWBase::Environment::get().getWindowManager()->isSavingAllowed()))
{
//You can not save your game right now
MWBase::Environment::get().getWindowManager()->messageBox("#{sSaveGameDenied}");
return;
}
const Slot* slot = NULL;
Character* mCurrentCharacter = getCurrentCharacter(true); //Get current character
//Find quicksave slot
for (Character::SlotIterator it = mCurrentCharacter->begin(); it != mCurrentCharacter->end(); ++it)
{
if (it->mProfile.mDescription == name)
slot = &*it;
}
saveGame(name, slot);
}
void MWState::StateManager::loadGame(const std::string& filepath)
{
for (CharacterIterator it = mCharacterManager.begin(); it != mCharacterManager.end(); ++it)
{
const MWState::Character& character = *it;
for (MWState::Character::SlotIterator slotIt = character.begin(); slotIt != character.end(); ++slotIt)
{
const MWState::Slot& slot = *slotIt;
if (slot.mPath == boost::filesystem::path(filepath))
{
loadGame(&character, slot.mPath.string());
return;
}
}
}
// have to peek into the save file to get the player name
ESM::ESMReader reader;
reader.open (filepath);
if (reader.getRecName()!=ESM::REC_SAVE)
return; // invalid save file -> ignore
reader.getRecHeader();
ESM::SavedGame profile;
profile.load (reader);
reader.close();
MWState::Character* character = mCharacterManager.getCurrentCharacter(true, profile.mPlayerName);
loadGame(character, filepath);
mTimePlayed = profile.mTimePlayed;
}
void MWState::StateManager::loadGame (const Character *character, const std::string& filepath)
{
try
{
cleanup();
ESM::ESMReader reader;
reader.open (filepath);
if (reader.getFormat() > ESM::SavedGame::sCurrentFormat)
throw std::runtime_error("This save file was created using a newer version of OpenMW and is thus not supported. Please upgrade to the newest OpenMW version to load this file.");
std::map<int, int> contentFileMap = buildContentFileIndexMap (reader);
Loading::Listener& listener = *MWBase::Environment::get().getWindowManager()->getLoadingScreen();
listener.setProgressRange(100);
listener.setLabel("#{sLoadingMessage14}");
Loading::ScopedLoad load(&listener);
bool firstPersonCam = false;
size_t total = reader.getFileSize();
int currentPercent = 0;
while (reader.hasMoreRecs())
{
ESM::NAME n = reader.getRecName();
reader.getRecHeader();
switch (n.val)
{
case ESM::REC_SAVE:
{
ESM::SavedGame profile;
profile.load(reader);
if (!verifyProfile(profile))
{
cleanup (true);
MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
return;
}
mTimePlayed = profile.mTimePlayed;
}
break;
case ESM::REC_JOUR:
case ESM::REC_JOUR_LEGACY:
case ESM::REC_QUES:
MWBase::Environment::get().getJournal()->readRecord (reader, n.val);
break;
case ESM::REC_DIAS:
MWBase::Environment::get().getDialogueManager()->readRecord (reader, n.val);
break;
case ESM::REC_ALCH:
case ESM::REC_ARMO:
case ESM::REC_BOOK:
case ESM::REC_CLAS:
case ESM::REC_CLOT:
case ESM::REC_ENCH:
case ESM::REC_NPC_:
case ESM::REC_SPEL:
case ESM::REC_WEAP:
case ESM::REC_GLOB:
case ESM::REC_PLAY:
case ESM::REC_CSTA:
case ESM::REC_WTHR:
case ESM::REC_DYNA:
case ESM::REC_ACTC:
case ESM::REC_PROJ:
case ESM::REC_MPRJ:
case ESM::REC_ENAB:
case ESM::REC_LEVC:
case ESM::REC_LEVI:
MWBase::Environment::get().getWorld()->readRecord(reader, n.val, contentFileMap);
break;
case ESM::REC_CAM_:
reader.getHNT(firstPersonCam, "FIRS");
break;
case ESM::REC_GSCR:
MWBase::Environment::get().getScriptManager()->getGlobalScripts().readRecord (reader, n.val);
break;
case ESM::REC_GMAP:
case ESM::REC_KEYS:
case ESM::REC_ASPL:
case ESM::REC_MARK:
MWBase::Environment::get().getWindowManager()->readRecord(reader, n.val);
break;
case ESM::REC_DCOU:
case ESM::REC_STLN:
MWBase::Environment::get().getMechanicsManager()->readRecord(reader, n.val);
break;
default:
// ignore invalid records
std::cerr << "Ignoring unknown record: " << n.toString() << std::endl;
reader.skipRecord();
}
int progressPercent = static_cast<int>(float(reader.getFileOffset())/total*100);
if (progressPercent > currentPercent)
{
listener.increaseProgress(progressPercent-currentPercent);
currentPercent = progressPercent;
}
}
mCharacterManager.setCurrentCharacter(character);
mState = State_Running;
Settings::Manager::setString ("character", "Saves",
character->getPath().filename().string());
MWBase::Environment::get().getWindowManager()->setNewGame(false);
MWBase::Environment::get().getWorld()->setupPlayer();
MWBase::Environment::get().getWorld()->renderPlayer();
MWBase::Environment::get().getWindowManager()->updatePlayer();
MWBase::Environment::get().getMechanicsManager()->playerLoaded();
if (firstPersonCam != MWBase::Environment::get().getWorld()->isFirstPerson())
MWBase::Environment::get().getWorld()->togglePOV();
MWWorld::Ptr ptr = MWMechanics::getPlayer();
const ESM::CellId& cellId = ptr.getCell()->getCell()->getCellId();
// Use detectWorldSpaceChange=false, otherwise some of the data we just loaded would be cleared again
MWBase::Environment::get().getWorld()->changeToCell (cellId, ptr.getRefData().getPosition(), false);
// Vanilla MW will restart startup scripts when a save game is loaded. This is unintuitive,
// but some mods may be using it as a reload detector.
MWBase::Environment::get().getScriptManager()->getGlobalScripts().addStartup();
// Do not trigger erroneous cellChanged events
MWBase::Environment::get().getWorld()->markCellAsUnchanged();
}
catch (const std::exception& e)
{
std::stringstream error;
error << "Failed to load saved game: " << e.what();
std::cerr << error.str() << std::endl;
cleanup (true);
MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
std::vector<std::string> buttons;
buttons.push_back("#{sOk}");
MWBase::Environment::get().getWindowManager()->interactiveMessageBox(error.str(), buttons);
}
}
void MWState::StateManager::quickLoad()
{
if (Character* mCurrentCharacter = getCurrentCharacter (false))
{
if (mCurrentCharacter->begin() == mCurrentCharacter->end())
return;
loadGame (mCurrentCharacter, mCurrentCharacter->begin()->mPath.string()); //Get newest save
}
}
void MWState::StateManager::deleteGame(const MWState::Character *character, const MWState::Slot *slot)
{
mCharacterManager.deleteSlot(character, slot);
}
MWState::Character *MWState::StateManager::getCurrentCharacter (bool create)
{
MWWorld::Ptr player = MWMechanics::getPlayer();
std::string name = player.get<ESM::NPC>()->mBase->mName;
return mCharacterManager.getCurrentCharacter (create, name);
}
MWState::StateManager::CharacterIterator MWState::StateManager::characterBegin()
{
return mCharacterManager.begin();
}
MWState::StateManager::CharacterIterator MWState::StateManager::characterEnd()
{
return mCharacterManager.end();
}
void MWState::StateManager::update (float duration)
{
mTimePlayed += duration;
// Note: It would be nicer to trigger this from InputManager, i.e. the very beginning of the frame update.
if (mAskLoadRecent)
{
int iButton = MWBase::Environment::get().getWindowManager()->readPressedButton();
MWState::Character *curCharacter = getCurrentCharacter(false);
if(iButton==0 && curCharacter)
{
mAskLoadRecent = false;
//Load last saved game for current character
MWState::Slot lastSave = *curCharacter->begin();
loadGame(curCharacter, lastSave.mPath.string());
}
else if(iButton==1)
{
mAskLoadRecent = false;
MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
}
}
}
bool MWState::StateManager::verifyProfile(const ESM::SavedGame& profile) const
{
const std::vector<std::string>& selectedContentFiles = MWBase::Environment::get().getWorld()->getContentFiles();
bool notFound = false;
for (std::vector<std::string>::const_iterator it = profile.mContentFiles.begin();
it != profile.mContentFiles.end(); ++it)
{
if (std::find(selectedContentFiles.begin(), selectedContentFiles.end(), *it)
== selectedContentFiles.end())
{
std::cerr << "Savegame dependency " << *it << " is missing." << std::endl;
notFound = true;
}
}
if (notFound)
{
std::vector<std::string> buttons;
buttons.push_back("#{sYes}");
buttons.push_back("#{sNo}");
MWBase::Environment::get().getWindowManager()->interactiveMessageBox("#{sMissingMastersMsg}", buttons, true);
int selectedButton = MWBase::Environment::get().getWindowManager()->readPressedButton();
if (selectedButton == 1 || selectedButton == -1)
return false;
}
return true;
}
void MWState::StateManager::writeScreenshot(std::vector<char> &imageData) const
{
int screenshotW = 259*2, screenshotH = 133*2; // *2 to get some nice antialiasing
osg::ref_ptr<osg::Image> screenshot (new osg::Image);
MWBase::Environment::get().getWorld()->screenshot(screenshot.get(), screenshotW, screenshotH);
osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("jpg");
if (!readerwriter)
{
std::cerr << "Unable to write screenshot, can't find a jpg ReaderWriter" << std::endl;
return;
}
std::ostringstream ostream;
osgDB::ReaderWriter::WriteResult result = readerwriter->writeImage(*screenshot, ostream);
if (!result.success())
{
std::cerr << "Unable to write screenshot: " << result.message() << " code " << result.status() << std::endl;
return;
}
std::string data = ostream.str();
imageData = std::vector<char>(data.begin(), data.end());
}