stk-code_catmod/src/main_loop.cpp

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//
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2004-2015 Ingo Ruhnke <grumbel@gmx.de>
// Copyright (C) 2006-2015 SuperTuxKart-Team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "main_loop.hpp"
#include <assert.h>
#include "audio/sfx_manager.hpp"
#include "config/user_config.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/material_manager.hpp"
#include "guiengine/engine.hpp"
#include "input/input_manager.hpp"
#include "input/wiimote_manager.hpp"
#include "modes/profile_world.hpp"
#include "modes/world.hpp"
#include "network/network_config.hpp"
#include "network/protocol_manager.hpp"
#include "network/race_event_manager.hpp"
#include "network/rewind_manager.hpp"
#include "network/stk_host.hpp"
#include "online/request_manager.hpp"
#include "race/history.hpp"
#include "race/race_manager.hpp"
#include "states_screens/state_manager.hpp"
#include "utils/profiler.hpp"
MainLoop* main_loop = 0;
MainLoop::MainLoop() :
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m_abort(false)
{
m_curr_time = 0;
m_prev_time = 0;
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m_throttle_fps = true;
} // MainLoop
//-----------------------------------------------------------------------------
MainLoop::~MainLoop()
{
} // ~MainLoop
//-----------------------------------------------------------------------------
/** Returns the current dt, which guarantees a limited frame rate. If dt is
* too low (the frame rate too high), the process will sleep to reach the
* maxium frame rate.
*/
float MainLoop::getLimitedDt()
{
float dt = 0;
// If we are doing a replay, use the dt from the history file
if (World::getWorld() && history->replayHistory() )
{
dt = history->updateReplayAndGetDT();
return dt;
}
// In profile mode without graphics, run with a fixed dt of 1/60
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if ((ProfileWorld::isProfileMode() && ProfileWorld::isNoGraphics()) ||
UserConfigParams::m_arena_ai_stats)
{
return 1.0f/60.0f;
}
IrrlichtDevice* device = irr_driver->getDevice();
m_prev_time = m_curr_time;
while( 1 )
{
m_curr_time = device->getTimer()->getRealTime();
dt = (float)(m_curr_time - m_prev_time);
if (dt <= 0) break; // should not really happen
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const World* const world = World::getWorld();
if (UserConfigParams::m_fps_debug && world)
{
const LinearWorld *lw = dynamic_cast<const LinearWorld*>(world);
if (lw)
{
Log::verbose("fps", "time %f distance %f dt %f fps %f",
lw->getTime(),
lw->getDistanceDownTrackForKart(0),
dt*0.001f, 1000.0f / dt);
}
else
{
Log::verbose("fps", "time %f dt %f fps %f",
world->getTime(), dt*0.001f, 1000.0f / dt);
}
}
// Don't allow the game to run slower than a certain amount.
// when the computer can't keep it up, slow down the shown time instead
// But this can not be done in networking, otherwise the game time on
// client and server will not be in synch anymore
if(!NetworkConfig::get()->isNetworking())
{
/* time 3 internal substeps take */
const float MAX_ELAPSED_TIME = 3.0f*1.0f / 60.0f*1000.0f;
if (dt > MAX_ELAPSED_TIME) dt = MAX_ELAPSED_TIME;
}
if (!m_throttle_fps || ProfileWorld::isProfileMode()) break;
// Throttle fps if more than a certain maximum, which can reduce
// the noise the fan on a graphics card makes. When in menus, limit
// FPS even more
const int max_fps = StateManager::get()->throttleFPS()
? 30
: UserConfigParams::m_max_fps;
const int current_fps = (int)(1000.0f / dt);
if (current_fps <= max_fps ) break;
int wait_time = 1000 / max_fps - 1000 / current_fps;
if (wait_time < 1) wait_time = 1;
PROFILER_PUSH_CPU_MARKER("Throttle framerate", 0, 0, 0);
StkTime::sleep(wait_time);
PROFILER_POP_CPU_MARKER();
}
dt *= 0.001f;
// If this is a client, the server might request an
// adjustment of this client's world clock (to reduce
// number of rewinds).
if (World::getWorld() &&
NetworkConfig::get()->isClient() &&
!RewindManager::get()->isRewinding() )
{
dt = World::getWorld()->adjustDT(dt);
}
return dt;
} // getLimitedDt
//-----------------------------------------------------------------------------
/** Updates all race related objects.
* \param dt Time step size.
*/
void MainLoop::updateRace(float dt)
{
if (!World::getWorld()) return; // No race on atm - i.e. we are in menu
// The race event manager will update world in case of an online race
if ( RaceEventManager::getInstance() &&
RaceEventManager::getInstance()->isRunning() )
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RaceEventManager::getInstance()->update(dt);
else
World::getWorld()->updateWorld(dt);
} // updateRace
//-----------------------------------------------------------------------------
/** Run the actual main loop.
* The sequnce in which various parts of STK are updated is:
* - Determine next time step size (`getLimitedDt`). This takes maximum fps
* into account (i.e. sleep if the fps would be too high), and will actually
* slow down the in-game clock if the fps are too low (if more than 3/60 of
* a second have passed, more than 3 physics time steps would be needed,
* and physics do at most 3 time steps).
* - if a race is taking place (i.e. not only a menu being shown), call
* `updateRace()`, which is a thin wrapper around a call to
* `World::updateWorld()`:
* - Update history manager (which will either set the kart position and/or
* controls when replaying, or store the current info for a replay).
* This is mostly for debugging only (though available even in release
* mode).
* - Updates Replays - either storing data when not replaying, or
* updating kart positions/control when replaying).
* - Calls `WorldStatus::update()`, which updates the race state (e.g.
* go from 'ready' to 'set' etc), and clock.
* - Updates the physics (`Physics::update()`). This will simulate all
* physical objects for the specified time with bullet.
* - Updates all karts (`Kart::update()`). Obviously the update function
* does a lot more than what is described here, this is only supposed to
* be a _very_ high level overview:
* - Updates its rewinder (to store potentially changed controls
* as events) in `KartRewinder::update()`.
* - Calls `Moveable::update()`, which takes the new position from
* the physics and saves it (and computes dependent values, like
* heading, local velocity).
* - Updates its controller. This is either:
* - an AI using `SkiddingController::update()` (which then will
* compute the new controls), or
* - a player controller using `PlayerController::update()`, which will
* handle smooth steering (in case of digital input devices steering
* is adjusted a bit over time to avoid an instant change from all
* left to all right). Input events will be handled when updating
* the irrlicht driver later at the end of the main loop.
* - Updates kart animation (like rescue, ...) if one is shown atm.
* - Update attachments.
* - update physics, i.e. taking the current steering and updating
* the bullet raycast vehicle with that data. The settings are actually
* only used in the next frame when the physics are updated.
* - Updates all cameras via `Camera::update()`. The camera position and
* rotation is adjusted according to the position etc of the kart (and
* special circumstances like rescue, falling).
* - Updates all projectiles using the projectile manager. Some of the
* projectiles are mostly handled by the physics (e.g. a cake will mainly
* check if it's out of bounds), others (like basket ball) do all
* their aiming and movement here.
* - Updates the rewind manager to store rewind states.
* - Updates the music manager.
* - Updates the input manager (which only updates internal time, actual
* input handling follows late)
* - Updates the wiimote manager. This will read the data of all wiimotes
* and feed the corresponding events to the irrlicht event system.
* - Updates the STK internal gui engine. This updates all widgets, and
* e.g. takes care of the rotation of the karts in the KartSelection
* screen using the ModelViewWidget.
* - Updates STK's irrlicht driver `IrrDriver::update()`:
* - Calls Irrlicht's `beginScene()` .
* - Renders the scene (several times with different viewport if
* split screen is being used)
* - Calls `GUIEngine::render()`, which renders all widgets with the
* help of Irrlicht's GUIEnvironment (`drawAll()`). This will also
* handle all events, i.e. all input is now handled (e.g. steering,
* firing etc are all set in the corresponding karts depending on
* user input).
* - Calls Irrlicht's `endScene()`
*/
void MainLoop::run()
{
IrrlichtDevice* device = irr_driver->getDevice();
m_curr_time = device->getTimer()->getRealTime();
while(!m_abort)
{
PROFILER_PUSH_CPU_MARKER("Main loop", 0xFF, 0x00, 0xF7);
m_prev_time = m_curr_time;
float dt = getLimitedDt();
// Add a Time step entry to the rewind list, which can store all
// all input ecents being issued during the driver update.
if (World::getWorld() && RewindManager::get()->isEnabled())
{
RewindManager::get()
->addNextTimeStep(World::getWorld()->getTime(), dt);
}
if (!m_abort && !ProfileWorld::isNoGraphics())
{
// Render the previous frame, and also handle all user input.
PROFILER_PUSH_CPU_MARKER("IrrDriver update", 0x00, 0x00, 0x7F);
irr_driver->update(dt);
PROFILER_POP_CPU_MARKER();
}
PROFILER_PUSH_CPU_MARKER("Update race", 0, 255, 255);
updateRace(dt); // Doesn't do anything if race is not active
PROFILER_POP_CPU_MARKER();
// We need to check again because update_race may have requested
// the main loop to abort; and it's not a good idea to continue
// since the GUI engine is no more to be called then.
if (m_abort) break;
// Only do music, input, and graphics update if graphics are
// enabled.
if (!ProfileWorld::isNoGraphics())
{
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PROFILER_PUSH_CPU_MARKER("Music/input/GUI", 0x7F, 0x00, 0x00);
input_manager->update(dt);
#ifdef ENABLE_WIIUSE
wiimote_manager->update();
#endif
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GUIEngine::update(dt);
PROFILER_POP_CPU_MARKER();
// Update sfx and music after graphics, so that graphics code
// can use as many threads as possible without interfering
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// with audio
PROFILER_PUSH_CPU_MARKER("Music/input/GUI", 0x7F, 0x00, 0x00);
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SFXManager::get()->update();
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("Protocol manager update", 0x7F, 0x00, 0x7F);
if (STKHost::existHost())
{
if (STKHost::get()->requestedShutdown())
STKHost::get()->shutdown();
else
ProtocolManager::getInstance()->update(dt);
}
PROFILER_POP_CPU_MARKER();
}
else
{
PROFILER_PUSH_CPU_MARKER("Protocol manager update", 0x7F, 0x00, 0x7F);
if(NetworkConfig::get()->isNetworking())
ProtocolManager::getInstance()->update(dt);
PROFILER_POP_CPU_MARKER();
}
PROFILER_PUSH_CPU_MARKER("Database polling update", 0x00, 0x7F, 0x7F);
Online::RequestManager::get()->update(dt);
PROFILER_POP_CPU_MARKER();
if (World::getWorld() )
{
World::getWorld()->updateTime(dt);
}
PROFILER_POP_CPU_MARKER();
PROFILER_SYNC_FRAME();
} // while !m_abort
} // run
//-----------------------------------------------------------------------------
/** Set the abort flag, causing the mainloop to be left.
*/
void MainLoop::abort()
{
m_abort = true;
} // abort
/* EOF */