#include "engine.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include #include "mwmp/Main.hpp" #include "mwmp/GUIController.hpp" /* End of tes3mp addition */ #include "mwinput/inputmanagerimp.hpp" #include "mwgui/windowmanagerimp.hpp" #include "mwscript/scriptmanagerimp.hpp" #include "mwscript/extensions.hpp" #include "mwscript/interpretercontext.hpp" #include "mwsound/soundmanagerimp.hpp" #include "mwworld/class.hpp" #include "mwworld/player.hpp" #include "mwworld/worldimp.hpp" #include "mwrender/vismask.hpp" #include "mwclass/classes.hpp" #include "mwdialogue/dialoguemanagerimp.hpp" #include "mwdialogue/journalimp.hpp" #include "mwdialogue/scripttest.hpp" #include "mwmechanics/mechanicsmanagerimp.hpp" #include "mwstate/statemanagerimp.hpp" namespace { void checkSDLError(int ret) { if (ret != 0) std::cerr << "SDL error: " << SDL_GetError() << std::endl; } } void OMW::Engine::executeLocalScripts() { MWWorld::LocalScripts& localScripts = mEnvironment.getWorld()->getLocalScripts(); localScripts.startIteration(); std::pair script; while (localScripts.getNext(script)) { MWScript::InterpreterContext interpreterContext ( &script.second.getRefData().getLocals(), script.second); /* Start of tes3mp addition By comparing its name with a list of script names, check if this script is allowed to send packets about its value changes If it is, set a tes3mp-only boolean to true in its interpreterContext */ if (mwmp::Main::isValidPacketScript(script.first)) { interpreterContext.sendPackets = true; } /* End of tes3mp addition */ mEnvironment.getScriptManager()->run (script.first, interpreterContext); } } bool OMW::Engine::frame(float frametime) { try { mStartTick = mViewer->getStartTick(); mEnvironment.setFrameDuration(frametime); // update input mEnvironment.getInputManager()->update(frametime, false); // When the window is minimized, pause the game. Currently this *has* to be here to work around a MyGUI bug. // If we are not currently rendering, then RenderItems will not be reused resulting in a memory leak upon changing widget textures (fixed in MyGUI 3.3.2), // and destroyed widgets will not be deleted (not fixed yet, https://github.com/MyGUI/mygui/issues/21) /* Start of tes3mp change (major) The game cannot be paused in multiplayer, so prevent that from happening even here */ //if (!mEnvironment.getInputManager()->isWindowVisible()) // return false; /* End of tes3mp change (major) */ // sound if (mUseSound) mEnvironment.getSoundManager()->update(frametime); /* Start of tes3mp addition Update multiplayer processing for the current frame */ mwmp::Main::frame(frametime); /* End of tes3mp addition */ // Main menu opened? Then scripts are also paused. bool paused = mEnvironment.getWindowManager()->containsMode(MWGui::GM_MainMenu); /* Start of tes3mp change (major) Time should not be frozen in multiplayer, so the paused boolean is always set to false instead */ paused = false; /* End of tes3mp change (major) */ // update game state mEnvironment.getStateManager()->update (frametime); bool guiActive = mEnvironment.getWindowManager()->isGuiMode(); /* Start of tes3mp change (major) Whether the GUI is active should have no relevance in multiplayer, so the guiActive boolean is always set to false instead */ guiActive = false; /* End of tes3mp change (major) */ osg::Timer_t beforeScriptTick = osg::Timer::instance()->tick(); if (mEnvironment.getStateManager()->getState()== MWBase::StateManager::State_Running) { if (!paused) { if (mEnvironment.getWorld()->getScriptsEnabled()) { // local scripts executeLocalScripts(); // global scripts mEnvironment.getScriptManager()->getGlobalScripts().run(); } mEnvironment.getWorld()->markCellAsUnchanged(); } if (!guiActive) { double hours = (frametime * mEnvironment.getWorld()->getTimeScaleFactor()) / 3600.0; mEnvironment.getWorld()->advanceTime(hours, true); } } osg::Timer_t afterScriptTick = osg::Timer::instance()->tick(); // update actors osg::Timer_t beforeMechanicsTick = osg::Timer::instance()->tick(); if (mEnvironment.getStateManager()->getState()!= MWBase::StateManager::State_NoGame) { mEnvironment.getMechanicsManager()->update(frametime, guiActive); } osg::Timer_t afterMechanicsTick = osg::Timer::instance()->tick(); if (mEnvironment.getStateManager()->getState()== MWBase::StateManager::State_Running) { /* Start of tes3mp change (major) In multiplayer, the game should not end when the player dies, so the code here has been commented out */ //MWWorld::Ptr player = mEnvironment.getWorld()->getPlayerPtr(); //if(!guiActive && player.getClass().getCreatureStats(player).isDead()) // mEnvironment.getStateManager()->endGame(); /* End of tes3mp change (major) */ } // update world osg::Timer_t beforePhysicsTick = osg::Timer::instance()->tick();; if (mEnvironment.getStateManager()->getState()!= MWBase::StateManager::State_NoGame) { mEnvironment.getWorld()->update(frametime, guiActive); } osg::Timer_t afterPhysicsTick = osg::Timer::instance()->tick(); // update GUI mEnvironment.getWindowManager()->onFrame(frametime); unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber(); osg::Stats* stats = mViewer->getViewerStats(); stats->setAttribute(frameNumber, "script_time_begin", osg::Timer::instance()->delta_s(mStartTick, beforeScriptTick)); stats->setAttribute(frameNumber, "script_time_taken", osg::Timer::instance()->delta_s(beforeScriptTick, afterScriptTick)); stats->setAttribute(frameNumber, "script_time_end", osg::Timer::instance()->delta_s(mStartTick, afterScriptTick)); stats->setAttribute(frameNumber, "mechanics_time_begin", osg::Timer::instance()->delta_s(mStartTick, beforeMechanicsTick)); stats->setAttribute(frameNumber, "mechanics_time_taken", osg::Timer::instance()->delta_s(beforeMechanicsTick, afterMechanicsTick)); stats->setAttribute(frameNumber, "mechanics_time_end", osg::Timer::instance()->delta_s(mStartTick, afterMechanicsTick)); stats->setAttribute(frameNumber, "physics_time_begin", osg::Timer::instance()->delta_s(mStartTick, beforePhysicsTick)); stats->setAttribute(frameNumber, "physics_time_taken", osg::Timer::instance()->delta_s(beforePhysicsTick, afterPhysicsTick)); stats->setAttribute(frameNumber, "physics_time_end", osg::Timer::instance()->delta_s(mStartTick, afterPhysicsTick)); if (stats->collectStats("resource")) { mResourceSystem->reportStats(frameNumber, stats); stats->setAttribute(frameNumber, "WorkQueue", mWorkQueue->getNumItems()); stats->setAttribute(frameNumber, "WorkThread", mWorkQueue->getNumActiveThreads()); } } catch (const std::exception& e) { std::cerr << "Error in frame: " << e.what() << std::endl; } return true; } OMW::Engine::Engine(Files::ConfigurationManager& configurationManager) : mWindow(NULL) , mEncoding(ToUTF8::WINDOWS_1252) , mEncoder(NULL) , mSkipMenu (false) , mUseSound (true) , mCompileAll (false) , mCompileAllDialogue (false) , mWarningsMode (1) , mScriptConsoleMode (false) , mActivationDistanceOverride(-1) , mGrab(true) , mExportFonts(false) , mScriptContext (0) , mFSStrict (false) , mScriptBlacklistUse (true) , mNewGame (false) , mCfgMgr(configurationManager) { Misc::Rng::init(); MWClass::registerClasses(); Uint32 flags = SDL_INIT_VIDEO|SDL_INIT_NOPARACHUTE|SDL_INIT_GAMECONTROLLER|SDL_INIT_JOYSTICK; if(SDL_WasInit(flags) == 0) { SDL_SetMainReady(); if(SDL_Init(flags) != 0) { throw std::runtime_error("Could not initialize SDL! " + std::string(SDL_GetError())); } } mStartTick = osg::Timer::instance()->tick(); } OMW::Engine::~Engine() { /* Start of tes3mp addition Free up memory allocated by multiplayer's GUIController */ mwmp::Main::get().getGUIController()->cleanUp(); /* End of tes3mp addition */ mEnvironment.cleanup(); /* Start of tes3mp addition Free up memory allocated by multiplayer's Main class */ mwmp::Main::destroy(); /* End of tes3mp addition */ delete mScriptContext; mScriptContext = NULL; mWorkQueue = NULL; mResourceSystem.reset(); mViewer = NULL; if (mWindow) { SDL_DestroyWindow(mWindow); mWindow = NULL; } SDL_Quit(); /* Start of tes3mp addition Free up memory allocated by multiplayer's logger */ LOG_QUIT(); /* End of tes3mp addition */ } void OMW::Engine::enableFSStrict(bool fsStrict) { mFSStrict = fsStrict; } // Set data dir void OMW::Engine::setDataDirs (const Files::PathContainer& dataDirs) { mDataDirs = dataDirs; mFileCollections = Files::Collections (dataDirs, !mFSStrict); } // Add BSA archive void OMW::Engine::addArchive (const std::string& archive) { mArchives.push_back(archive); } // Set resource dir void OMW::Engine::setResourceDir (const boost::filesystem::path& parResDir) { mResDir = parResDir; } // Set start cell name void OMW::Engine::setCell (const std::string& cellName) { mCellName = cellName; } void OMW::Engine::addContentFile(const std::string& file) { mContentFiles.push_back(file); } void OMW::Engine::setSkipMenu (bool skipMenu, bool newGame) { mSkipMenu = skipMenu; mNewGame = newGame; } std::string OMW::Engine::loadSettings (Settings::Manager & settings) { // Create the settings manager and load default settings file const std::string localdefault = (mCfgMgr.getLocalPath() / "settings-default.cfg").string(); const std::string globaldefault = (mCfgMgr.getGlobalPath() / "settings-default.cfg").string(); // prefer local if (boost::filesystem::exists(localdefault)) settings.loadDefault(localdefault); else if (boost::filesystem::exists(globaldefault)) settings.loadDefault(globaldefault); else throw std::runtime_error ("No default settings file found! Make sure the file \"settings-default.cfg\" was properly installed."); // load user settings if they exist const std::string settingspath = (mCfgMgr.getUserConfigPath() / "settings.cfg").string(); if (boost::filesystem::exists(settingspath)) settings.loadUser(settingspath); return settingspath; } void OMW::Engine::createWindow(Settings::Manager& settings) { int screen = settings.getInt("screen", "Video"); int width = settings.getInt("resolution x", "Video"); int height = settings.getInt("resolution y", "Video"); bool fullscreen = settings.getBool("fullscreen", "Video"); bool windowBorder = settings.getBool("window border", "Video"); bool vsync = settings.getBool("vsync", "Video"); int antialiasing = settings.getInt("antialiasing", "Video"); int pos_x = SDL_WINDOWPOS_CENTERED_DISPLAY(screen), pos_y = SDL_WINDOWPOS_CENTERED_DISPLAY(screen); if(fullscreen) { pos_x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen); pos_y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen); } Uint32 flags = SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE; if(fullscreen) flags |= SDL_WINDOW_FULLSCREEN; if (!windowBorder) flags |= SDL_WINDOW_BORDERLESS; SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, settings.getBool("minimize on focus loss", "Video") ? "1" : "0"); checkSDLError(SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24)); if (antialiasing > 0) { checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing)); } while (!mWindow) { mWindow = SDL_CreateWindow("OpenMW", pos_x, pos_y, width, height, flags); if (!mWindow) { // Try with a lower AA if (antialiasing > 0) { std::cout << "Note: " << antialiasing << "x antialiasing not supported, trying " << antialiasing/2 << std::endl; 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() << std::endl; throw std::runtime_error(error.str()); } } } setWindowIcon(); osg::ref_ptr traits = new osg::GraphicsContext::Traits; SDL_GetWindowPosition(mWindow, &traits->x, &traits->y); SDL_GetWindowSize(mWindow, &traits->width, &traits->height); traits->windowName = SDL_GetWindowTitle(mWindow); traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS); traits->screenNum = SDL_GetWindowDisplayIndex(mWindow); // We tried to get rid of the hardcoding but failed: https://github.com/OpenMW/openmw/pull/1771 // Here goes kcat's quote: // It's ultimately a chicken and egg problem, and the reason why the code is like it was in the first place. // It needs a context to get the current attributes, but it needs the attributes to set up the context. // So it just specifies the same values that were given to SDL in the hopes that it's good enough to what the window eventually gets. traits->red = 8; traits->green = 8; traits->blue = 8; traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel traits->depth = 24; traits->stencil = 8; traits->vsync = vsync; traits->doubleBuffer = true; traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow); osg::ref_ptr graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits); if(!graphicsWindow->valid()) throw std::runtime_error("Failed to create GraphicsContext"); osg::ref_ptr camera = mViewer->getCamera(); camera->setGraphicsContext(graphicsWindow); camera->setViewport(0, 0, width, height); mViewer->realize(); mViewer->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height); } void OMW::Engine::setWindowIcon() { boost::filesystem::ifstream windowIconStream; std::string windowIcon = (mResDir / "mygui" / "openmw.png").string(); windowIconStream.open(windowIcon, std::ios_base::in | std::ios_base::binary); if (windowIconStream.fail()) std::cerr << "Error: Failed to open " << windowIcon << std::endl; osgDB::ReaderWriter* reader = osgDB::Registry::instance()->getReaderWriterForExtension("png"); if (!reader) { std::cerr << "Error: Failed to read window icon, no png readerwriter found" << std::endl; return; } osgDB::ReaderWriter::ReadResult result = reader->readImage(windowIconStream); if (!result.success()) std::cerr << "Error: Failed to read " << windowIcon << ": " << result.message() << " code " << result.status() << std::endl; else { osg::ref_ptr image = result.getImage(); auto surface = SDLUtil::imageToSurface(image, true); SDL_SetWindowIcon(mWindow, surface.get()); } } void OMW::Engine::prepareEngine (Settings::Manager & settings) { mEnvironment.setStateManager ( new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0))); createWindow(settings); osg::ref_ptr rootNode (new osg::Group); mViewer->setSceneData(rootNode); mVFS.reset(new VFS::Manager(mFSStrict)); VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true); mResourceSystem.reset(new Resource::ResourceSystem(mVFS.get())); mResourceSystem->getSceneManager()->setUnRefImageDataAfterApply(false); // keep to Off for now to allow better state sharing mResourceSystem->getSceneManager()->setFilterSettings( Settings::Manager::getString("texture mag filter", "General"), Settings::Manager::getString("texture min filter", "General"), Settings::Manager::getString("texture mipmap", "General"), Settings::Manager::getInt("anisotropy", "General") ); int numThreads = Settings::Manager::getInt("preload num threads", "Cells"); if (numThreads <= 0) throw std::runtime_error("Invalid setting: 'preload num threads' must be >0"); mWorkQueue = new SceneUtil::WorkQueue(numThreads); // Create input and UI first to set up a bootstrapping environment for // showing a loading screen and keeping the window responsive while doing so std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v3.xml").string(); bool keybinderUserExists = boost::filesystem::exists(keybinderUser); if(!keybinderUserExists) { std::string input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml").string(); if(boost::filesystem::exists(input2)) { boost::filesystem::copy_file(input2, keybinderUser); keybinderUserExists = boost::filesystem::exists(keybinderUser); } } // find correct path to the game controller bindings // File format for controller mappings is different for SDL <= 2.0.4, 2.0.5, and >= 2.0.6 SDL_version linkedSdlVersion; SDL_GetVersion(&linkedSdlVersion); std::string controllerFileName; if (linkedSdlVersion.major == 2 && linkedSdlVersion.minor == 0 && linkedSdlVersion.patch <= 4) { controllerFileName = "gamecontrollerdb_204.txt"; } else if (linkedSdlVersion.major == 2 && linkedSdlVersion.minor == 0 && linkedSdlVersion.patch == 5) { controllerFileName = "gamecontrollerdb_205.txt"; } else { controllerFileName = "gamecontrollerdb.txt"; } const std::string localdefault = mCfgMgr.getLocalPath().string() + "/" + controllerFileName; const std::string globaldefault = mCfgMgr.getGlobalPath().string() + "/" + controllerFileName; std::string gameControllerdb; if (boost::filesystem::exists(localdefault)) gameControllerdb = localdefault; else if (boost::filesystem::exists(globaldefault)) gameControllerdb = globaldefault; else gameControllerdb = ""; //if it doesn't exist, pass in an empty string MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, mScreenCaptureOperation, keybinderUser, keybinderUserExists, gameControllerdb, mGrab); mEnvironment.setInputManager (input); std::string myguiResources = (mResDir / "mygui").string(); osg::ref_ptr guiRoot = new osg::Group; guiRoot->setName("GUI Root"); guiRoot->setNodeMask(MWRender::Mask_GUI); rootNode->addChild(guiRoot); MWGui::WindowManager* window = new MWGui::WindowManager(mViewer, guiRoot, mResourceSystem.get(), mWorkQueue.get(), mCfgMgr.getLogPath().string() + std::string("/"), myguiResources, mScriptConsoleMode, mTranslationDataStorage, mEncoding, mExportFonts, mFallbackMap, Version::getOpenmwVersionDescription(mResDir.string())); mEnvironment.setWindowManager (window); // Create sound system mEnvironment.setSoundManager (new MWSound::SoundManager(mVFS.get(), mFallbackMap, mUseSound)); if (!mSkipMenu) { std::string logo = mFallbackMap["Movies_Company_Logo"]; if (!logo.empty()) window->playVideo(logo, true); } // Create the world mEnvironment.setWorld( new MWWorld::World (mViewer, rootNode, mResourceSystem.get(), mWorkQueue.get(), mFileCollections, mContentFiles, mEncoder, mFallbackMap, mActivationDistanceOverride, mCellName, mStartupScript, mResDir.string(), mCfgMgr.getUserDataPath().string())); mEnvironment.getWorld()->setupPlayer(); input->setPlayer(&mEnvironment.getWorld()->getPlayer()); window->setStore(mEnvironment.getWorld()->getStore()); window->initUI(); //Load translation data mTranslationDataStorage.setEncoder(mEncoder); for (size_t i = 0; i < mContentFiles.size(); i++) mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFiles[i]); Compiler::registerExtensions (mExtensions); // Create script system mScriptContext = new MWScript::CompilerContext (MWScript::CompilerContext::Type_Full); mScriptContext->setExtensions (&mExtensions); mEnvironment.setScriptManager (new MWScript::ScriptManager (mEnvironment.getWorld()->getStore(), *mScriptContext, mWarningsMode, mScriptBlacklistUse ? mScriptBlacklist : std::vector())); // Create game mechanics system MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager; mEnvironment.setMechanicsManager (mechanics); // Create dialog system mEnvironment.setJournal (new MWDialogue::Journal); mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mTranslationDataStorage)); // scripts if (mCompileAll) { std::pair result = mEnvironment.getScriptManager()->compileAll(); if (result.first) std::cout << "compiled " << result.second << " of " << result.first << " scripts (" << 100*static_cast (result.second)/result.first << "%)" << std::endl; } if (mCompileAllDialogue) { std::pair result = MWDialogue::ScriptTest::compileAll(&mExtensions, mWarningsMode); if (result.first) std::cout << "compiled " << result.second << " of " << result.first << " dialogue script/actor combinations a(" << 100*static_cast (result.second)/result.first << "%)" << std::endl; } } class WriteScreenshotToFileOperation : public osgViewer::ScreenCaptureHandler::CaptureOperation { public: WriteScreenshotToFileOperation(const std::string& screenshotPath, const std::string& screenshotFormat) : mScreenshotPath(screenshotPath) , mScreenshotFormat(screenshotFormat) { } virtual void operator()(const osg::Image& image, const unsigned int context_id) { // Count screenshots. int shotCount = 0; // Find the first unused filename with a do-while std::ostringstream stream; do { // Reset the stream stream.str(""); stream.clear(); stream << mScreenshotPath << "/screenshot" << std::setw(3) << std::setfill('0') << shotCount++ << "." << mScreenshotFormat; } while (boost::filesystem::exists(stream.str())); boost::filesystem::ofstream outStream; outStream.open(boost::filesystem::path(stream.str()), std::ios::binary); osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension(mScreenshotFormat); if (!readerwriter) { std::cerr << "Error: Can't write screenshot, no '" << mScreenshotFormat << "' readerwriter found" << std::endl; return; } osgDB::ReaderWriter::WriteResult result = readerwriter->writeImage(image, outStream); if (!result.success()) { std::cerr << "Error: Can't write screenshot: " << result.message() << " code " << result.status() << std::endl; } } private: std::string mScreenshotPath; std::string mScreenshotFormat; }; // Initialise and enter main loop. void OMW::Engine::go() { assert (!mContentFiles.empty()); /* Start of tes3mp change (major) Attempt multiplayer initialization and proceed no further if it fails */ if (!mwmp::Main::init(mContentFiles, mFileCollections)) return; /* End of tes3mp change (major) */ std::cout << "OSG version: " << osgGetVersion() << std::endl; // Load settings Settings::Manager settings; std::string settingspath; settingspath = loadSettings (settings); // Create encoder ToUTF8::Utf8Encoder encoder (mEncoding); mEncoder = &encoder; // Setup viewer mViewer = new osgViewer::Viewer; mViewer->setReleaseContextAtEndOfFrameHint(false); mScreenCaptureOperation = new WriteScreenshotToFileOperation(mCfgMgr.getUserDataPath().string(), Settings::Manager::getString("screenshot format", "General")); mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(mScreenCaptureOperation); mViewer->addEventHandler(mScreenCaptureHandler); mEnvironment.setFrameRateLimit(Settings::Manager::getFloat("framerate limit", "Video")); prepareEngine (settings); /* Start of tes3mp addition Handle post-initialization for multiplayer classes */ mwmp::Main::postInit(); /* End of tes3mp addition */ /* Start of tes3mp change (major) Always skip the main menu in multiplayer */ mSkipMenu = true; /* End of tes3mp change (major) */ // Setup profiler osg::ref_ptr statshandler = new Resource::Profiler; statshandler->addUserStatsLine("Script", osg::Vec4f(1.f, 1.f, 1.f, 1.f), osg::Vec4f(1.f, 1.f, 1.f, 1.f), "script_time_taken", 1000.0, true, false, "script_time_begin", "script_time_end", 10000); statshandler->addUserStatsLine("Mechanics", osg::Vec4f(1.f, 1.f, 1.f, 1.f), osg::Vec4f(1.f, 1.f, 1.f, 1.f), "mechanics_time_taken", 1000.0, true, false, "mechanics_time_begin", "mechanics_time_end", 10000); statshandler->addUserStatsLine("Physics", osg::Vec4f(1.f, 1.f, 1.f, 1.f), osg::Vec4f(1.f, 1.f, 1.f, 1.f), "physics_time_taken", 1000.0, true, false, "physics_time_begin", "physics_time_end", 10000); mViewer->addEventHandler(statshandler); osg::ref_ptr resourceshandler = new Resource::StatsHandler; mViewer->addEventHandler(resourceshandler); // Start the game if (!mSaveGameFile.empty()) { mEnvironment.getStateManager()->loadGame(mSaveGameFile); } else if (!mSkipMenu) { // start in main menu mEnvironment.getWindowManager()->pushGuiMode (MWGui::GM_MainMenu); try { // Is there an ini setting for this filename or something? mEnvironment.getSoundManager()->streamMusic("Special/morrowind title.mp3"); std::string logo = mFallbackMap["Movies_Morrowind_Logo"]; if (!logo.empty()) mEnvironment.getWindowManager()->playVideo(logo, true); } catch (...) {} } else { mEnvironment.getStateManager()->newGame (!mNewGame); } // Start the main rendering loop osg::Timer frameTimer; double simulationTime = 0.0; while (!mViewer->done() && !mEnvironment.getStateManager()->hasQuitRequest()) { double dt = frameTimer.time_s(); frameTimer.setStartTick(); dt = std::min(dt, 0.2); mViewer->advance(simulationTime); if (!frame(dt)) { OpenThreads::Thread::microSleep(5000); continue; } else { mViewer->eventTraversal(); mViewer->updateTraversal(); mEnvironment.getWorld()->updateWindowManager(); mViewer->renderingTraversals(); bool guiActive = mEnvironment.getWindowManager()->isGuiMode(); /* Start of tes3mp change (major) Whether the GUI is active should have no relevance in multiplayer, so the guiActive boolean is always set to false instead */ guiActive = false; /* End of tes3mp change (major) */ if (!guiActive) simulationTime += dt; } mEnvironment.limitFrameRate(frameTimer.time_s()); } // Save user settings settings.saveUser(settingspath); std::cout << "Quitting peacefully." << std::endl; } 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::setFallbackValues(std::map fallbackMap) { mFallbackMap = fallbackMap; } 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& list) { mScriptBlacklist = list; } void OMW::Engine::setScriptBlacklistUse (bool use) { mScriptBlacklistUse = use; } void OMW::Engine::enableFontExport(bool exportFonts) { mExportFonts = exportFonts; } void OMW::Engine::setSaveGameFile(const std::string &savegame) { mSaveGameFile = savegame; }