/**************************************************************************** Copyright (c) 2007,Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #include "appframework/actormanager.h" #include "appframework/gameserver.h" #include "core/factory.h" #include "input/inputserver.h" #include "input/inputkeyboard.h" #include "input/inputgamepad.h" #include "profilesystem/ProfileSystem.h" #include "basegamefeature/managers/timesource.h" //temp code #ifdef __OSX__ #include "foundation/util/monoapi.h" #include "actormanager.h" #include "cameracomponent.h" #include "osxinputsource.h" #include "osxinputserver.h" #include "inputtouchscreen.h" #include "inputfeature.h" #endif //------------------------------------------------------------------------ namespace App { __ImplementClass(App::GameServer, 'GMSV', Core::RefCounted); __ImplementThreadSingleton(App::GameServer); //------------------------------------------------------------------------------ /** */ GameServer::GameServer() : mOpen(false), mStarted(false), mQuitRequested(false), mbScript(false), mbPhysics(false), mbAnimation(false), mbParticle(false), mbVegetaion(false), mbSound(false), mbNetwork(false), mbFont(false) { __ConstructThreadSingleton; //_setup_timer(mGameServerOnFrame); } //------------------------------------------------------------------------------ /** */ GameServer::~GameServer() { n_assert(!this->mOpen); //_discard_timer(mGameServerOnFrame); __DestructThreadSingleton; } //------------------------------------------------------------------------------ /** Initialize the game server object. This will create and initialize all subsystems. */ bool GameServer::Open() { n_assert(!this->mOpen); n_assert(!this->mStarted); this->mOpen = true; return true; } //------------------------------------------------------------------------------ /** Close the game server object. */ void GameServer::Close() { n_assert(!this->mStarted); n_assert(this->mOpen); // remove all gameFeatures // while (this->mGameFeatures.Size() > 0) // { // this->mGameFeatures[0]->OnDeactivate(); // this->mGameFeatures.EraseAtIndex(0); // } GameFeatures::Iterator it = mGameFeatures.Begin(); GameFeatures::Iterator end = mGameFeatures.End(); while(it != end) { it->Value()->OnDeactivate(); ++it; } #ifndef __SCRIPT_COMMIT__ mGameFeatures["Script"] = NULL; #endif #if __USE_PHYSX__ || __GENESIS_EDITOR__ mGameFeatures["Physics"] = NULL; #endif mGameFeatures["Animation"] = NULL; // #if __WIN32__ // mGameFeatures["Network"] = NULL; // #endif mGameFeatures["Particle"] = NULL; //字体现在只在editor中使用,不是通用feature if (mGameFeatures.FindIndex("Font") != InvalidIndex) { mGameFeatures["Font"] = NULL; } #if __USE_AUDIO__ || __GENESIS_EDITOR__ mGameFeatures["Sound"] = NULL; #endif // __USE_AUDIO__ || __GENESIS_EDITOR__ mGameFeatures["Vegetation"] = NULL; mGameFeatures["Input"] = NULL; mGameFeatures["BaseGame"] = NULL; mGameFeatures["Graphics"] = NULL; mGameFeatures.Clear(); this->mOpen = false; } //------------------------------------------------------------------------------ /** */ void GameServer::AttachGameFeature(const GPtr& feature) { n_assert(0 != feature); //n_assert(InvalidIndex == this->mGameFeatures.FindIndex(feature)); n_assert(false == this->mGameFeatures.Contains(feature->GetFeatureName())); feature->OnActivate(); this->mGameFeatures.Add(feature->GetFeatureName(), feature); } //------------------------------------------------------------------------------ /** */ void GameServer::RemoveGameFeature(const GPtr& feature) { n_assert(0 != feature); IndexT index = this->mGameFeatures.FindIndex(feature->GetFeatureName()); n_assert(InvalidIndex != index); feature->OnDeactivate(); this->mGameFeatures.EraseAtIndex(index); } //------------------------------------------------------------------------------ /** Start the game world, called after loading has completed. */ bool GameServer::Start() { n_assert(this->mOpen); n_assert(!this->mStarted); // call the OnStart method on all gameFeatures int i; int num = this->mGameFeatures.Size(); for (i = 0; i < num; ++i) { this->mGameFeatures.ValueAtIndex(i)->OnStart(); } if (mGameFeatures.FindIndex("Script") != InvalidIndex) { mbScript = true; } if (mGameFeatures.FindIndex("Physics") != InvalidIndex) { mbPhysics = true; } if (mGameFeatures.FindIndex("Animation") != InvalidIndex) { mbAnimation = true; } // if (mGameFeatures.FindIndex("Network") != InvalidIndex) // { // mbNetwork = true; // } if (mGameFeatures.FindIndex("Particle") != InvalidIndex) { mbParticle = true; } if (mGameFeatures.FindIndex("Sound") != InvalidIndex) { mbSound = true; } if (mGameFeatures.FindIndex("Vegetation") != InvalidIndex) { mbVegetaion = true; } if (mGameFeatures.FindIndex("Font") != InvalidIndex) { mbFont = true; } this->mStarted = true; return true; } //------------------------------------------------------------------------------ /** */ //#ifdef __GENESIS_EDITOR__ //bool //GameServer::StartInEditor() //{ // n_assert(this->mOpen); // n_assert(!this->mStarted); // // //mbScript = true; // mbScript = false;//-edit by zhaoxiaohang 12.8.9 // // IndexT index; // index = mGameFeatures.FindIndex("Physics"); // if ( index != InvalidIndex) // { // mbPhysics = true; // } // index = mGameFeatures.FindIndex("Animation"); // if ( index != InvalidIndex) // { // mbAnimation = true; // mGameFeatures.ValueAtIndex(index)->OnStart(); // } // index = mGameFeatures.FindIndex("Particle"); // if ( index != InvalidIndex) // { // mbParticle = true; // mGameFeatures.ValueAtIndex(index)->OnStart(); // } // index = mGameFeatures.FindIndex("Sound"); // if ( index != InvalidIndex) // { // mbSound = true; // mGameFeatures.ValueAtIndex(index)->OnStart(); // } // index = mGameFeatures.FindIndex("Vegetation"); // if ( index != InvalidIndex) // { // mbVegetaion = true; // mGameFeatures.ValueAtIndex(index)->OnStart(); // } // index = mGameFeatures.FindIndex("Font"); // if ( index != InvalidIndex) // { // mbFont = true; // mGameFeatures.ValueAtIndex(index)->OnStart(); // } // this->mStarted = true; // return true; //} // //#endif //------------------------------------------------------------------------------ /** */ bool GameServer::HasStarted() const { return this->mStarted; } //------------------------------------------------------------------------------ /** Stop the game world, called before the world(current level) is cleaned up. */ void GameServer::Stop() { n_assert(this->mOpen); n_assert(this->mStarted); int i; int num = this->mGameFeatures.Size(); for (i = 0; i < num; ++i) { this->mGameFeatures.ValueAtIndex(i)->OnStop(); } this->mStarted = false; } //------------------------------------------------------------------------------ /** Trigger the game server. If your application introduces new or different manager objects, you may also want to override the Game::GameServer::Trigger() method if those gameFeatures need per-frame callbacks. */ template void GameServer::onFrame() { //_start_timer(mGameServerOnFrame); //OnBeginframe PROFILER_RESETICKSTATS(); { mGameFeatures["Graphics"]->OnBeginFrame(); mGameFeatures["Input"]->OnBeginFrame(); mGameFeatures["BaseGame"]->OnBeginFrame(); #if __EDIT_STATUS__ if (mbScript && EditStatus::IsPlayingGame()) { mGameFeatures["Script"]->OnBeginFrame(); } #else if (mbScript) { mGameFeatures["Script"]->OnBeginFrame(); } #endif if (mbPhysics) { mGameFeatures["Physics"]->OnBeginFrame(); } if ( mbFont ) { mGameFeatures["Font"]->OnBeginFrame(); } } //OnFrame { if (mbAnimation) { mGameFeatures["Animation"]->OnFrame(); } if (mbPhysics) { mGameFeatures["Physics"]->OnFrame(); } // if (mbNetwork) // { // mGameFeatures["Network"]->OnFrame(); // } if (mbSound) { mGameFeatures["Sound"]->OnFrame(); } if (mbParticle) { mGameFeatures["Particle"]->OnFrame(); } if (mbVegetaion) { mGameFeatures["Vegetation"]->OnFrame(); } mGameFeatures["BaseGame"]->OnFrame(); #if __EDIT_STATUS__ if (mbScript && EditStatus::IsPlayingGame()) { mGameFeatures["Script"]->OnFrame(); } #else if (mbScript) { mGameFeatures["Script"]->OnFrame(); } #endif if ( mbFont ) { mGameFeatures["Font"]->OnFrame(); } if(_graphic) { mGameFeatures["Graphics"]->OnFrame(); } } //OnEndFrame { mGameFeatures["BaseGame"]->OnEndFrame(); #if __EDIT_STATUS__ if (mbScript && EditStatus::IsPlayingGame()) { mGameFeatures["Script"]->OnEndFrame(); } #else if (mbScript) { mGameFeatures["Script"]->OnEndFrame(); } #endif mGameFeatures["Graphics"]->OnEndFrame(); mGameFeatures["Input"]->OnEndFrame(); if ( mbFont ) { mGameFeatures["Font"]->OnEndFrame(); } } #ifdef __OSX__ ManuallyCollection( GameTime::Instance()->GetFrameTime() ); #endif } //------------------------------------------------------------------------------ /** */ void GameServer::OnFrame() { onFrame(); } //------------------------------------------------------------------------------ /** */ void GameServer::OnFrameWithoutGraphics() { onFrame(); } //------------------------------------------------------------------------------ /** */ void GameServer::NotifyGameLoad() { // call the OnLoad method on all gameFeatures int i; int num = this->mGameFeatures.Size(); for (i = 0; i < num; ++i) { this->mGameFeatures.ValueAtIndex(i)->OnLoad(); } } //------------------------------------------------------------------------------ /** */ void GameServer::NotifyGameSave() { // call the OnLoad method on all gameFeatures int i; int num = this->mGameFeatures.Size(); for (i = 0; i < num; ++i) { this->mGameFeatures.ValueAtIndex(i)->OnSave(); } } //------------------------------------------------------------------------------ /** */ bool GameServer::IsFeatureAttached(const Util::String& stringName) const { int i; int num = this->mGameFeatures.Size(); for (i = 0; i < num; ++i) { if (this->mGameFeatures.ValueAtIndex(i)->GetRtti()->GetName() == stringName) { return true; } } return false; } } // namespace Game