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openmw-tes3coop/apps/openmw/engine.cpp

959 lines
31 KiB
C++

#include "engine.hpp"
#include <iomanip>
#include <boost/filesystem/fstream.hpp>
#include <osgViewer/ViewerEventHandlers>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <SDL.h>
#include <components/misc/rng.hpp>
#include <components/vfs/manager.hpp>
#include <components/vfs/registerarchives.hpp>
#include <components/sdlutil/sdlgraphicswindow.hpp>
#include <components/sdlutil/imagetosurface.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/stats.hpp>
#include <components/compiler/extensions0.hpp>
#include <components/sceneutil/workqueue.hpp>
#include <components/files/configurationmanager.hpp>
#include <components/version/version.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#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<std::string, MWWorld::Ptr> 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<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
SDL_GetWindowSize(mWindow, &traits->width, &traits->height);
traits->windowName = SDL_GetWindowTitle(mWindow);
traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS);
traits->screenNum = SDL_GetWindowDisplayIndex(mWindow);
// 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<SDLUtil::GraphicsWindowSDL2> graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits);
if(!graphicsWindow->valid()) throw std::runtime_error("Failed to create GraphicsContext");
osg::ref_ptr<osg::Camera> 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<osg::Image> image = result.getImage();
auto surface = SDLUtil::imageToSurface(image, true);
SDL_SetWindowIcon(mWindow, surface.get());
}
}
void OMW::Engine::prepareEngine (Settings::Manager & settings)
{
mEnvironment.setStateManager (
new MWState::StateManager (mCfgMgr.getUserDataPath() / "saves", mContentFiles.at (0)));
createWindow(settings);
osg::ref_ptr<osg::Group> rootNode (new osg::Group);
mViewer->setSceneData(rootNode);
mVFS.reset(new VFS::Manager(mFSStrict));
VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true);
mResourceSystem.reset(new Resource::ResourceSystem(mVFS.get()));
mResourceSystem->getSceneManager()->setUnRefImageDataAfterApply(false); // keep to Off for now to allow better state sharing
mResourceSystem->getSceneManager()->setFilterSettings(
Settings::Manager::getString("texture mag filter", "General"),
Settings::Manager::getString("texture min filter", "General"),
Settings::Manager::getString("texture mipmap", "General"),
Settings::Manager::getInt("anisotropy", "General")
);
int numThreads = Settings::Manager::getInt("preload num threads", "Cells");
if (numThreads <= 0)
throw std::runtime_error("Invalid setting: 'preload num threads' must be >0");
mWorkQueue = new SceneUtil::WorkQueue(numThreads);
// Create input and UI first to set up a bootstrapping environment for
// showing a loading screen and keeping the window responsive while doing so
std::string keybinderUser = (mCfgMgr.getUserConfigPath() / "input_v3.xml").string();
bool keybinderUserExists = boost::filesystem::exists(keybinderUser);
if(!keybinderUserExists)
{
std::string input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml").string();
if(boost::filesystem::exists(input2)) {
boost::filesystem::copy_file(input2, keybinderUser);
keybinderUserExists = boost::filesystem::exists(keybinderUser);
}
}
// 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<osg::Group> 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<std::string>()));
// Create game mechanics system
MWMechanics::MechanicsManager* mechanics = new MWMechanics::MechanicsManager;
mEnvironment.setMechanicsManager (mechanics);
// Create dialog system
mEnvironment.setJournal (new MWDialogue::Journal);
mEnvironment.setDialogueManager (new MWDialogue::DialogueManager (mExtensions, mTranslationDataStorage));
// scripts
if (mCompileAll)
{
std::pair<int, int> result = mEnvironment.getScriptManager()->compileAll();
if (result.first)
std::cout
<< "compiled " << result.second << " of " << result.first << " scripts ("
<< 100*static_cast<double> (result.second)/result.first
<< "%)"
<< std::endl;
}
if (mCompileAllDialogue)
{
std::pair<int, int> 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<double> (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<Resource::Profiler> 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<Resource::StatsHandler> 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<std::string,std::string> 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<std::string>& list)
{
mScriptBlacklist = list;
}
void OMW::Engine::setScriptBlacklistUse (bool use)
{
mScriptBlacklistUse = use;
}
void OMW::Engine::enableFontExport(bool exportFonts)
{
mExportFonts = exportFonts;
}
void OMW::Engine::setSaveGameFile(const std::string &savegame)
{
mSaveGameFile = savegame;
}