mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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85977755de
--HG-- branch : multipass-stereo
1424 lines
40 KiB
C++
1424 lines
40 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "snowballs_client.h"
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#include "snowballs_config.h"
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// STL includes
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#include <ctime>
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#include <string>
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#include <vector>
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#include <stdio.h>
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#if defined(NL_OS_WINDOWS)
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# include <direct.h>
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# include <tchar.h>
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#endif
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// NeL includes
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#include <nel/misc/config_file.h>
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#include <nel/misc/path.h>
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#include <nel/misc/debug.h>
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#include <nel/misc/md5.h>
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#include <nel/misc/path.h>
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#include <nel/misc/file.h>
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#include <nel/misc/vectord.h>
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#include <nel/misc/time_nl.h>
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#include <nel/misc/command.h>
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#include <nel/misc/config_file.h>
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#include <nel/net/login_client.h>
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#include <nel/3d/u_scene.h>
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#include <nel/3d/u_camera.h>
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#include <nel/3d/u_driver.h>
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#include <nel/3d/u_texture.h>
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#include <nel/3d/u_instance.h>
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#include <nel/3d/u_material.h>
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#include <nel/3d/u_text_context.h>
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#include <nel/3d/bloom_effect.h>
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#if SBCLIENT_DEV_STEREO
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# include <nel/3d/stereo_render.h>
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#endif /* #if SBCLIENT_DEV_STEREO */
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#include <nel/3d/stereo_ovr.h>
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// Project includes
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#include "pacs.h"
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#include "radar.h"
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#include "graph.h"
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#include "camera.h"
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#include "compass.h"
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#include "commands.h"
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#include "entities.h"
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#include "network.h"
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#include "landscape.h"
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#include "animation.h"
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#include "interface.h"
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#include "lens_flare.h"
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#include "mouse_listener.h"
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#include "configuration.h"
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#include "internationalization.h"
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#include "game_time.h"
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#ifdef NL_OS_WINDOWS
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#include <Windows.h>
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#endif
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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using namespace NLNET;
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namespace SBCLIENT {
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/*******************************************************************
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* GLOBALS *
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*******************************************************************/
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void CGlobals::assertNull()
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{
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// extra verification against stupid typos
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nlassert(!Driver);
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nlassert(!Scene);
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nlassert(!TextContext);
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nlassert(!ConfigFile);
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nlassert(!Landscape);
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nlassert(!MouseListener);
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}
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// The 3d driver
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NL3D::UDriver *Driver = NULL; // core
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// This is the main scene
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NL3D::UScene *Scene = NULL; // ingame
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// This variable is used to display text on the screen
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NL3D::UTextContext *TextContext = NULL; // core
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// This class contains all variables that are in the snowballs_client.cfg
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NLMISC::CConfigFile *ConfigFile = NULL; // core
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NL3D::ULandscape *Landscape = NULL; // ingame
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// This class is used to handle mouse/keyboard input for camera movement
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C3dMouseListener *MouseListener = NULL; // ingame
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//// Log file
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//CFileDisplayer FileDisplayer; // main
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// stuff not initialized
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// The previous and current frame dates
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NLMISC::TLocalTime LocalTime;
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NLMISC::TLocalTime LocalTimeDelta;
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// NLMISC::TLocalTime ServerTime;
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// NLMISC::TLocalTime ServerTimeDelta;
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// NLMISC::TGameTime GameTime;
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// NLMISC::TGameTime GameTimeDelta;
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// NLMISC::TGameCycle GameCycle;
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// NLMISC::TGameCycle GameCycleDelta;
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NL3D::TGlobalAnimationTime AnimationTime;
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NL3D::TAnimationTime AnimationTimeDelta;
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float FramesPerSecond;
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float FramesPerSecondSmooth;
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// Stuff for connection
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ucstring Login;
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static string FSAddr, Cookie;
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/*******************************************************************
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* SNOWBALLS CLIENT *
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*******************************************************************/
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static CFileDisplayer *_FileDisplayer = NULL;
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static const uint8 GameStateLoad = 0, GameStateUnload = 1, GameStateReset = 2, GameStateExit = 3,
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GameStateLogin = 4, GameStateOnline = 5, GameStateOffline = 6;
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// true if the commands(chat) interface must be display. This variable is set automatically with the config file
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static bool ShowCommands; // ingame
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// if true, the mouse can't go out the client window(work only on Windows)
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static bool CaptureState = false; // ingame
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// Set NextGameState to switch the current game state
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static uint8 CurrentGameState = -1, NextGameState = 0; // state
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// To know which data has been loaded
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static bool LoadedCore = false, LoadedIngame = false, LoadedLogin = false,
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LoadedOnline = false, LoadedOffline = false; // state
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#if SBCLIENT_DEV_STEREO
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static IStereoRender *_StereoRender = NULL;
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#endif /* #if SBCLIENT_DEV_STEREO */
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static bool s_EnableBloom = false;
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//
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// Prototypes
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//
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void initLoadingState();
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void releaseLoadingState();
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void renderLoadingState(const char *state, bool logo3d);
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void updateLoadingState(const char *state, bool network, bool information);
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void displayLoadingState(const char *state);
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void renderLoadingState(ucstring state, bool logo3d);
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void updateLoadingState(ucstring state, bool network, bool information);
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void displayLoadingState(ucstring state);
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void update3dLogo();
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void renderInformation();
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void switchGameState();
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void loopLogin();
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void loopIngame();
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void initCore();
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void initLogin();
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void initIngame();
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void initOnline();
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void initOffline();
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void releaseCore();
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void releaseLogin();
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void releaseIngame();
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void releaseOnline();
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void releaseOffline();
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void cbGraphicsDriver(CConfigFile::CVar &var);
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void cbSquareBloom(CConfigFile::CVar &var);
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void cbDensityBloom(CConfigFile::CVar &var);
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void cbEnableBloom(CConfigFile::CVar &var);
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//
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// Functions
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//
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void switchGameState()
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{
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SwitchNextGameState:
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nlinfo("Switching to the next game state");
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if (CurrentGameState == NextGameState)
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{
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nlwarning("NextGameState wasn't changed");
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}
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else
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{
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switch(CurrentGameState)
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{
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case GameStateOnline:
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releaseOnline(); // always release online after switch
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break;
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case GameStateOffline:
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releaseOffline(); // always releaes offline after switch
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break;
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}
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switch(NextGameState)
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{
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case GameStateLoad:
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try
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{
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initCore(); // core is required
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}
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catch (NLMISC::Exception e)
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{
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#ifdef NL_OS_WINDOWS
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MessageBox(NULL, e.what(), "NeL Exception", MB_OK | MB_ICONSTOP);
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#else
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printf("%s\n", e.what());
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#endif
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return; // exit if driver loading failed
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}
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break;
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case GameStateUnload:
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displayLoadingState("Unloading");
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releaseLogin(); // release all
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releaseIngame();
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break;
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case GameStateReset:
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displayLoadingState("Reset");
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releaseLogin(); // release all
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releaseIngame();
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releaseCore();
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break;
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case GameStateExit:
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displayLoadingState("See you later!");
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releaseLogin(); // release all
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releaseIngame();
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releaseCore();
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break;
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case GameStateLogin:
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initCore(); // core is required
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initLogin(); // login is required
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break;
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case GameStateOnline:
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initCore(); // core is required
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releaseLogin(); //login can be released
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initIngame(); // ingame is required
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initOnline(); // connection is required
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break;
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case GameStateOffline:
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initCore(); // core is required
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releaseLogin(); //login can be released
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initIngame(); // ingame is required
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initOffline(); // offline entity required
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break;
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}
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}
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CurrentGameState = NextGameState;
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switch(CurrentGameState)
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{
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case GameStateLoad: // switch to the default state
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NextGameState = GameStateLogin;
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break;
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case GameStateUnload: // test state, switch back to load for default
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NextGameState = GameStateLoad;
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break;
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case GameStateReset: // used to reset everything
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NextGameState = GameStateLoad;
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break;
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case GameStateExit: // exit the loop
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return;
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case GameStateLogin: // loop the login screen
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loopLogin(); // must loop by itself
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break;
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case GameStateOnline: // start offline if not online
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if (!LoadedOnline)
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{
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NextGameState = GameStateOffline;
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break;
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}
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case GameStateOffline: // loop ingame
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loopIngame(); // must loop by itself
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break;
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}
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goto SwitchNextGameState;
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}
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void initCore()
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{
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if (!LoadedCore)
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{
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LoadedCore = true;
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// Seed the randomizer
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srand(uint(time(0)));
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// Load configuration file, set paths, extension remapping
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CConfiguration::init();
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// Load language file
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CInternationalization::init();
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// Start timing system
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CGameTime::init();
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// Set the ShowCommands with the value set in the client config file
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ShowCommands = ConfigFile->getVar("ShowCommands").asInt() == 1;
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// Create a driver
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Driver = UDriver::createDriver(0, ConfigFile->getVar("OpenGL").asInt() == 0);
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// Create the window with config file values
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Driver->setDisplay(UDriver::CMode(ConfigFile->getVar("ScreenWidth").asInt(),
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ConfigFile->getVar("ScreenHeight").asInt(),
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ConfigFile->getVar("ScreenDepth").asInt(),
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ConfigFile->getVar("ScreenFull").asInt()==0));
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// Set the cache size for the font manager(in bytes)
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Driver->setFontManagerMaxMemory(2097152);
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// Create a Text context for later text rendering
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displayLoadingState("Initialize Text");
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TextContext = Driver->createTextContext(CPath::lookup(ConfigFile->getVar("FontName").asString()));
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TextContext->setShaded(true);
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TextContext->setKeep800x600Ratio(false);
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// You can't call displayLoadingState() before init the loading state system
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displayLoadingState("Initialize Loading");
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initLoadingState();
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// Initialize sound for loading screens etc
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//#ifdef NL_OS_WINDOWS
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// displayLoadingState("Initialize Sound");
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// initSound();
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// playMusic(SBCLIENT_MUSIC_WAIT);
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//#endif
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// Required for 3d rendering (3d nel logo etc)
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displayLoadingState("Initialize Light");
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initLight();
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#if SBCLIENT_DEV_STEREO
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displayLoadingState("Initialize Stereo Renderer");
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_StereoRender = Driver->createStereoRender();
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_StereoRender->setMode("AnaglyphRedCyan");
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//_StereoRender->setMode("SideBySideHalf");
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//_StereoRender->setMode("Mono");
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#endif /* #if SBCLIENT_DEV_STEREO */
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ConfigFile->setCallback("OpenGL", cbGraphicsDriver);
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}
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}
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void initLogin()
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{
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if (!LoadedLogin)
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{
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LoadedLogin = true;
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}
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}
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void initIngame()
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{
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if (!LoadedIngame)
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{
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LoadedIngame = true;
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//#ifdef NL_OS_WINDOWS
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// playMusic(SBCLIENT_MUSIC_WAIT);
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//#endif
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displayLoadingState("Initialize");
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// Create a scene
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Scene = Driver->createScene(false);
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// initialize bloom effect
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CBloomEffect::instance().setDriver(Driver);
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CBloomEffect::instance().setScene(Scene);
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CBloomEffect::instance().init(ConfigFile->getVar("OpenGL").asInt() == 1);
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CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
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CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
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CConfiguration::setAndCallback("EnableBloom", cbEnableBloom);
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// Init the landscape using the previously created UScene
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displayLoadingState("Initialize Landscape");
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initLandscape();
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// Init the pacs
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displayLoadingState("Initialize PACS ");
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initPACS();
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// Init the aiming system
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displayLoadingState("Initialize Aiming ");
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initAiming();
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// Init the user camera
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displayLoadingState("Initialize Camera ");
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initCamera();
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// Create a 3D mouse listener
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displayLoadingState("Initialize MouseListener ");
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MouseListener = new C3dMouseListener();
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MouseListener->addToServer(Driver->EventServer);
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MouseListener->setCamera(Camera);
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MouseListener->setHotSpot(CVectorD(0,0,0));
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MouseListener->setFrustrum(Camera.getFrustum());
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MouseListener->setMatrix(Camera.getMatrix());
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MouseListener->setSpeed(PlayerSpeed);
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initMouseListenerConfig();
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// Init interface
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displayLoadingState("Initialize Interface ");
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initInterface();
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// Init radar
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displayLoadingState("Initialize Radar ");
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initRadar();
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// Init compass
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displayLoadingState("Initialize Compass ");
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initCompass();
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// Init graph
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displayLoadingState("Initialize Graph ");
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initGraph();
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// Init the command control
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displayLoadingState("Initialize Commands ");
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initCommands();
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// Init the entities prefs
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displayLoadingState("Initialize Entities ");
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initEntities();
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// Init animation system
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displayLoadingState("Initialize Animation ");
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initAnimation();
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// Init the lens flare
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displayLoadingState("Initialize LensFlare ");
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initLensFlare();
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// Init the sky
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displayLoadingState("Initialize Sky ");
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initSky();
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// Init the mouse so it's trapped by the main window.
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Driver->showCursor(false);
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Driver->setCapture(true);
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Driver->setMousePos(0.5f, 0.5f);
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}
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}
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void initOnline()
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{
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if (LoadedOnline) return;
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//#ifdef NL_OS_WINDOWS
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// playMusic(SBCLIENT_MUSIC_WAIT);
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//#endif
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displayLoadingState("Connecting");
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// connect to the server
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nlinfo("Try to connect to FS addr '%s' and identify with the cookie '%s'", FSAddr.c_str(), Cookie.c_str());
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initNetwork(Cookie, FSAddr);
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while (Self == NULL) // wait for position etc from server
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updateLoadingState(ucstring("Connecting"), true, true);
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displayLoadingState("Load Landscape");
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loadAllZonesAround();
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displayLoadingState("Ready!");
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//#ifdef NL_OS_WINDOWS
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// playMusic(SBCLIENT_MUSIC_BACKGROUND);
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//#endif
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LoadedOnline = true;
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}
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void initOffline()
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{
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if (!LoadedOffline)
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{
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LoadedOffline = true;
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//#ifdef NL_OS_WINDOWS
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// playMusic(SBCLIENT_MUSIC_WAIT);
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//#endif
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uint32 id = NextEID++;
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Login = ucstring("Entity" + toString(id));
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// Creates the self entity
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displayLoadingState("Creating offline entity");
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CVector startPoint = CVector(ConfigFile->getVar("StartPoint").asFloat(0), ConfigFile->getVar("StartPoint").asFloat(1), ConfigFile->getVar("StartPoint").asFloat(2));
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addEntity(id, Login.toUtf8(), CEntity::Self, startPoint, startPoint);
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displayLoadingState("Load Landscape");
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loadAllZonesAround();
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// Display a local welcome message
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addLine(">>>>> Welcome to Snowballs!");
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addLine(">>>>> Press SHIFT-ESC to exit the game.");
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displayLoadingState("Ready!");
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//#ifdef NL_OS_WINDOWS
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// playMusic(SBCLIENT_MUSIC_BACKGROUND);
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//#endif
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}
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}
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void releaseCore()
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{
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if (LoadedCore)
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{
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LoadedCore = false;
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// Release configuration callbacks
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CConfiguration::dropCallback("OpenGL");
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#if SBCLIENT_DEV_STEREO
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// Release stereo render
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Driver->deleteStereoRender(_StereoRender);
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_StereoRender = NULL;
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#endif /* #if SBCLIENT_DEV_STEREO */
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// Release the sun
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releaseLight();
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// Release the loading state textures
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releaseLoadingState();
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// Release the sound
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//#ifdef NL_OS_WINDOWS
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// releaseSound();
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//#endif
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// Release the text context
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Driver->deleteTextContext(TextContext);
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TextContext = NULL;
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// Release the 3d driver
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Driver->release();
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delete Driver;
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Driver = NULL;
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// Release timing system
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CGameTime::init();
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// Release language file
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CInternationalization::init();
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// Release the configuration
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CConfiguration::release();
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}
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}
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void releaseLogin()
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{
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if (LoadedLogin)
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{
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LoadedLogin = false;
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}
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}
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void releaseIngame()
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{
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if (LoadedIngame)
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{
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LoadedIngame = false;
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// Release the mouse cursor
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if (CaptureState)
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|
{
|
|
Driver->setCapture(false);
|
|
Driver->showCursor(true);
|
|
}
|
|
|
|
// Release all before quit
|
|
|
|
releaseSky();
|
|
releaseLensFlare();
|
|
releaseRadar();
|
|
releaseCommands();
|
|
releaseEntities();
|
|
releaseGraph();
|
|
releaseCompass();
|
|
releaseInterface();
|
|
releaseNetwork();
|
|
releaseAnimation();
|
|
releaseMouseListenerConfig();
|
|
releaseCamera();
|
|
releaseAiming();
|
|
releasePACS();
|
|
releaseLandscape();
|
|
// Release the mouse listener
|
|
MouseListener->removeFromServer(Driver->EventServer);
|
|
delete MouseListener;
|
|
MouseListener = NULL;
|
|
|
|
// release bloom effect
|
|
CConfiguration::dropCallback("SquareBloom");
|
|
CConfiguration::dropCallback("DensityBloom");
|
|
CBloomEffect::instance().releaseInstance();
|
|
|
|
Driver->deleteScene(Scene);
|
|
Scene = NULL;
|
|
}
|
|
}
|
|
|
|
void releaseOnline()
|
|
{
|
|
if (LoadedOnline)
|
|
{
|
|
LoadedOnline = false;
|
|
releaseNetwork();
|
|
deleteAllEntities();
|
|
}
|
|
}
|
|
|
|
void releaseOffline()
|
|
{
|
|
if (LoadedOffline)
|
|
{
|
|
LoadedOffline = false;
|
|
deleteAllEntities();
|
|
}
|
|
}
|
|
|
|
void loopLogin()
|
|
{
|
|
//#ifdef NL_OS_WINDOWS
|
|
// playMusic(SBCLIENT_MUSIC_LOGIN);
|
|
//#endif
|
|
// todo: login screen, move this stuff to a button or something
|
|
displayLoadingState("Login");
|
|
if (ConfigFile->getVar("Local").asInt() == 0)
|
|
{
|
|
// Only attempt to directly log in if we haven't been passed a cookie already.
|
|
if(Cookie.empty() || FSAddr.empty())
|
|
{
|
|
if (ConfigFile->getVar("UseDirectClient").asInt() == 1)
|
|
{
|
|
string result;
|
|
string LSHost(ConfigFile->getVar("LSHost").asString());
|
|
Login = ConfigFile->getVar("Login").asString();
|
|
string Password = ConfigFile->getVar("Password").asString();
|
|
CHashKeyMD5 hk = getMD5((uint8 *)Password.c_str(), (uint32)Password.size());
|
|
string CPassword = hk.toString();
|
|
nlinfo("The crypted password is %s", CPassword.c_str());
|
|
string Application = ConfigFile->getVar("ClientApplication").asString();
|
|
sint32 sid = ConfigFile->getVar("ShardId").asInt();
|
|
|
|
// 1/ Authenticate
|
|
updateLoadingState(ucstring("Authenticate"), false, false);
|
|
result = CLoginClient::authenticateBegin(LSHost, Login, CPassword, Application);
|
|
if (!result.empty()) goto AuthenticateFail;
|
|
while (CLoginClient::authenticateUpdate(result))
|
|
updateLoadingState(ucstring("Authenticate"), false, false);
|
|
if (!result.empty()) goto AuthenticateFail;
|
|
goto AuthenticateSuccess;
|
|
|
|
AuthenticateFail:
|
|
nlinfo("*** Authenticate failed '%s' ***", result.c_str());
|
|
for (TLocalTime t = 0; t < 5.000; t += LocalTimeDelta)
|
|
updateLoadingState(ucstring("Authenticate failed: ") + ucstring(result), false, false);
|
|
NextGameState = GameStateOffline;
|
|
return;
|
|
|
|
AuthenticateSuccess:
|
|
nlinfo("%d Shards are available:", CLoginClient::ShardList.size());
|
|
for (uint i = 0; i < CLoginClient::ShardList.size(); i++)
|
|
{
|
|
nlinfo(" ShardId %3d: %s(%d online players)", CLoginClient::ShardList[i].Id, CLoginClient::ShardList[i].Name.toUtf8().c_str(), CLoginClient::ShardList[i].NbPlayers);
|
|
}
|
|
|
|
// 2/ Select shard
|
|
updateLoadingState(ucstring("Select shard"), false, false);
|
|
result = CLoginClient::selectShardBegin(sid);
|
|
if (!result.empty()) goto SelectFail;
|
|
while (CLoginClient::selectShardUpdate(result, FSAddr, Cookie))
|
|
updateLoadingState(ucstring("Select shard"), false, false);
|
|
if (!result.empty()) goto SelectFail;
|
|
goto SelectSuccess;
|
|
|
|
SelectFail:
|
|
nlinfo("*** Connection to the shard failed '%s' ***", result.c_str());
|
|
for (TLocalTime t = 0; t < 5.000; t += LocalTimeDelta)
|
|
updateLoadingState(ucstring("Select shard failed: ") + ucstring(result), false, false);
|
|
NextGameState = GameStateOffline;
|
|
return;
|
|
|
|
SelectSuccess:;
|
|
}
|
|
}
|
|
NextGameState = GameStateOnline;
|
|
return;
|
|
}
|
|
NextGameState = GameStateOffline;
|
|
return;
|
|
}
|
|
|
|
void loopIngame()
|
|
{
|
|
while (CurrentGameState == NextGameState)
|
|
{
|
|
if (!Driver->isActive()) { NextGameState = GameStateExit; return; }
|
|
|
|
// call all update functions
|
|
// 01. Update Utilities (configuration etc)
|
|
CConfiguration::updateUtilities(); // update configuration files
|
|
|
|
// 02. Update Time (deltas)
|
|
CGameTime::updateTime();
|
|
CGameTime::advanceTime(1.0);
|
|
|
|
// 03. Update Input (keyboard controls, etc)
|
|
Driver->EventServer.pump(); // Pump user input messages
|
|
MouseListener->update();
|
|
MouseListener->updateCamera();
|
|
|
|
// 04. Update Incoming (network, receive messages)
|
|
updateNetwork();
|
|
|
|
// 05. Update Weather (sky, snow, wind, fog, sun)
|
|
animateSky(LocalTimeDelta);
|
|
|
|
// 06. Update Landscape (async zone loading near entity)
|
|
updateLandscape(); // Update the landscape
|
|
|
|
// ... Update Animations (TEST)
|
|
// ...
|
|
|
|
// 07. Update Entities (collisions and actions)
|
|
// - Move Other Entities (move//, animations, etc)
|
|
// - Update Self Collision (move)
|
|
// - Update Self Entity (animations//, etc)
|
|
updateEntities(); // Update network messages FIXME_NETWORK_OUTGOING
|
|
|
|
// 08. Update Animations (playlists)
|
|
Scene->animate(AnimationTime); // Set new animation date
|
|
|
|
// 09. Update Camera (depends on entities)
|
|
updateCamera();
|
|
if (StereoHMD) StereoHMD->updateCamera(0, &Camera);
|
|
|
|
// 10. Update Interface (login, ui, etc)
|
|
// ...
|
|
|
|
// 11. Update Sound (sound driver)
|
|
//#ifdef NL_OS_WINDOWS
|
|
// updateSound(); // Update the sound
|
|
//#endif
|
|
|
|
// 12. Update Outgoing (network, send new position etc)
|
|
// ...
|
|
|
|
// 13. Update Debug (stuff for dev)
|
|
// ...
|
|
|
|
// if driver is lost (d3d) do nothing for a while
|
|
if (Driver->isLost()) nlSleep(10);
|
|
else
|
|
{
|
|
uint i = 0;
|
|
uint bloomStage = 0;
|
|
while ((!StereoHMD && i == 0) || (StereoHMD && StereoHMD->nextPass()))
|
|
{
|
|
++i;
|
|
if (StereoHMD)
|
|
{
|
|
const CViewport &vp = StereoHMD->getCurrentViewport();
|
|
Driver->setViewport(vp);
|
|
Scene->setViewport(vp);
|
|
SkyScene->setViewport(vp);
|
|
StereoHMD->getCurrentFrustum(0, &Camera);
|
|
StereoHMD->getCurrentFrustum(0, &SkyCamera);
|
|
StereoHMD->getCurrentMatrix(0, &Camera);
|
|
}
|
|
|
|
if (!StereoHMD || StereoHMD->beginClear())
|
|
{
|
|
if (s_EnableBloom)
|
|
{
|
|
nlassert(bloomStage == 0);
|
|
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
|
|
bloomStage = 1;
|
|
}
|
|
|
|
// 01. Render Driver (background color)
|
|
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
|
|
|
|
if (StereoHMD) StereoHMD->endClear();
|
|
}
|
|
|
|
if (!StereoHMD || StereoHMD->beginScene())
|
|
{
|
|
// 02. Render Sky (sky scene)
|
|
updateSky(); // Render the sky scene before the main scene
|
|
|
|
// 04. Render Scene (entity scene)
|
|
Scene->render(); // Render
|
|
|
|
// 05. Render Effects (flare)
|
|
if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
|
|
|
|
if (StereoHMD) StereoHMD->endScene();
|
|
}
|
|
|
|
if (!StereoHMD || StereoHMD->beginInterface3D())
|
|
{
|
|
if (s_EnableBloom && bloomStage == 1)
|
|
{
|
|
// End the actual bloom effect visible in the scene.
|
|
if (StereoHMD) Driver->setViewport(NL3D::CViewport());
|
|
CBloomEffect::instance().endBloom();
|
|
if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
|
|
bloomStage = 2;
|
|
}
|
|
|
|
// 06. Render Interface 3D (player names)
|
|
// ...
|
|
|
|
if (StereoHMD) StereoHMD->endInterface3D();
|
|
}
|
|
|
|
if (!StereoHMD || StereoHMD->beginInterface2D())
|
|
{
|
|
if (s_EnableBloom && bloomStage == 2)
|
|
{
|
|
// End bloom effect system after drawing the 3d interface (z buffer related).
|
|
if (StereoHMD) Driver->setViewport(NL3D::CViewport());
|
|
CBloomEffect::instance().endInterfacesDisplayBloom();
|
|
if (StereoHMD) Driver->setViewport(StereoHMD->getCurrentViewport());
|
|
bloomStage = 0;
|
|
}
|
|
|
|
// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
|
|
updateCompass(); // Update the compass
|
|
updateRadar(); // Update the radar
|
|
updateGraph(); // Update the radar
|
|
if (ShowCommands) updateCommands(); // Update the commands panel
|
|
updateAnimation();
|
|
renderEntitiesNames(); // Render the name on top of the other players
|
|
updateInterface(); // Update interface
|
|
renderInformation();
|
|
if (!StereoHMD) update3dLogo(); // broken with stereo
|
|
|
|
// 08. Render Debug (stuff for dev)
|
|
// ...
|
|
|
|
if (StereoHMD) StereoHMD->endInterface2D();
|
|
}
|
|
}
|
|
|
|
// 09. Render Buffer
|
|
Driver->swapBuffers();
|
|
}
|
|
|
|
// begin various extra keys stuff ...
|
|
|
|
if (Driver->AsyncListener.isKeyDown(KeySHIFT) && Driver->AsyncListener.isKeyPushed(KeyESCAPE))
|
|
{
|
|
// Shift Escape -> quit
|
|
NextGameState = GameStateExit;
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF3))
|
|
{
|
|
// F3 -> toggle wireframe/solid
|
|
UDriver::TPolygonMode p = Driver->getPolygonMode();
|
|
p = UDriver::TPolygonMode(((int)p+1)%3);
|
|
Driver->setPolygonMode(p);
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF4))
|
|
{
|
|
// F4 -> clear the command(chat) output
|
|
clearCommands();
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF5))
|
|
{
|
|
// F5 -> display/hide the commands(chat) interface
|
|
ShowCommands = !ShowCommands;
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF6))
|
|
{
|
|
// F6 -> display/hide the radar interface
|
|
RadarState =(RadarState + 1) % 3;
|
|
}
|
|
else if (Driver->AsyncListener.isKeyDown(KeyF7))
|
|
{
|
|
// F7 -> radar zoom out
|
|
RadarDistance += 50;
|
|
}
|
|
else if (Driver->AsyncListener.isKeyDown(KeyF8))
|
|
{
|
|
// F8 -> radar zoom in
|
|
RadarDistance -= 50;
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF9))
|
|
{
|
|
// F9 -> release/capture the mouse cursor
|
|
if (!CaptureState)
|
|
{
|
|
Driver->setCapture(false);
|
|
Driver->showCursor(true);
|
|
MouseListener->removeFromServer(Driver->EventServer);
|
|
}
|
|
else
|
|
{
|
|
Driver->setCapture(true);
|
|
Driver->showCursor(false);
|
|
MouseListener->addToServer(Driver->EventServer);
|
|
}
|
|
CaptureState = !CaptureState;
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF10))
|
|
{
|
|
// F10 -> switch beteen online and offline
|
|
if (isOnline()) NextGameState = GameStateOffline;
|
|
else NextGameState = GameStateLogin;
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF11))
|
|
{
|
|
// F11 -> reset the PACS global position of the self entity(in case of a pacs failure :-\)
|
|
if (Self != NULL)
|
|
resetEntityPosition(Self->Id);
|
|
}
|
|
else if (Driver->AsyncListener.isKeyPushed(KeyF12))
|
|
{
|
|
// F12 -> take a screenshot
|
|
CBitmap btm;
|
|
Driver->getBuffer(btm);
|
|
string filename = CFile::findNewFile("screenshot.tga");
|
|
COFile fs(filename);
|
|
btm.writeTGA(fs,24,false);
|
|
nlinfo("Screenshot '%s' saved", filename.c_str());
|
|
}
|
|
|
|
// end of various keys
|
|
}
|
|
}
|
|
|
|
void renderInformation()
|
|
{
|
|
// Display if we are online or offline
|
|
TextContext->setHotSpot(UTextContext::TopRight);
|
|
TextContext->setColor(isOnline()?CRGBA(0, 255, 0):CRGBA(255, 0, 0));
|
|
TextContext->setFontSize(18);
|
|
TextContext->printfAt(0.99f, 0.99f, isOnline() ? "Online" : "Offline");
|
|
|
|
// Display the frame rate
|
|
TextContext->setHotSpot(UTextContext::TopLeft);
|
|
TextContext->setColor(CRGBA(255, 255, 255, 255));
|
|
TextContext->setFontSize(14);
|
|
TextContext->printfAt(0.01f, 0.99f, "%.2f(%.2f)fps %.3fs", FramesPerSecondSmooth, FramesPerSecond, (float)LocalTimeDelta);
|
|
|
|
// one more frame
|
|
FpsGraph.addValue(1.0f);
|
|
SpfGraph.addOneValue((float)LocalTimeDelta);
|
|
}
|
|
|
|
//
|
|
// Configuration callbacks
|
|
//
|
|
|
|
void cbGraphicsDriver(CConfigFile::CVar &var)
|
|
{
|
|
// -- give ingame warning or something instead =)
|
|
NextGameState = GameStateReset;
|
|
}
|
|
|
|
void cbSquareBloom(CConfigFile::CVar &var)
|
|
{
|
|
CBloomEffect::instance().setSquareBloom(var.asBool());
|
|
}
|
|
|
|
void cbDensityBloom(CConfigFile::CVar &var)
|
|
{
|
|
CBloomEffect::instance().setDensityBloom((uint8)(var.asInt() & 0xFF));
|
|
}
|
|
|
|
void cbEnableBloom(CConfigFile::CVar &var)
|
|
{
|
|
s_EnableBloom = var.asBool();
|
|
}
|
|
|
|
//
|
|
// Loading state procedure
|
|
//
|
|
|
|
static UTextureFile *NelLogo = NULL;
|
|
// static UTextureFile *NevraxLogo = NULL;
|
|
static UTextureFile *SnowballsBackground = NULL;
|
|
static float ScreenWidth, ScreenHeight;
|
|
// The logo 3D objects
|
|
static UScene *LogoScene = NULL;
|
|
static UInstance Logo = NULL;
|
|
|
|
void initLoadingState()
|
|
{
|
|
NelLogo = Driver->createTextureFile("nel128.tga");
|
|
// NevraxLogo = Driver->createTextureFile("nevrax.tga");
|
|
SnowballsBackground = Driver->createTextureFile("snowbg.tga");
|
|
uint32 width, height;
|
|
Driver->getWindowSize(width, height);
|
|
ScreenWidth =(float)width;
|
|
ScreenHeight =(float)height;
|
|
|
|
//
|
|
// Setup the logo scene
|
|
//
|
|
|
|
LogoScene = Driver->createScene(false);
|
|
|
|
CViewport v;
|
|
v.init(0.0f, 0.80f, 0.2f, 0.2f);
|
|
LogoScene->setViewport(v);
|
|
|
|
Logo = LogoScene->createInstance("nel_logo.shape");
|
|
Logo.setPos(0.0f, 3.0f, 0.0f);
|
|
Logo.setTransformMode(UTransformable::RotEuler);
|
|
}
|
|
|
|
void releaseLoadingState()
|
|
{
|
|
LogoScene->deleteInstance(Logo); Logo = NULL;
|
|
Driver->deleteScene(LogoScene); LogoScene = NULL;
|
|
|
|
Driver->deleteTextureFile(NelLogo); NelLogo = NULL;
|
|
// Driver->deleteTextureFile(NevraxLogo); NevraxLogo = NULL;
|
|
Driver->deleteTextureFile(SnowballsBackground); SnowballsBackground = NULL;
|
|
}
|
|
|
|
void renderLoadingState(const char *state, bool logo3d)
|
|
{
|
|
renderLoadingState(ucstring(state), logo3d);
|
|
}
|
|
void renderLoadingState(ucstring state, bool logo3d)
|
|
{
|
|
if (!Driver) return;
|
|
|
|
Driver->clearBuffers(CRGBA(0,0,0));
|
|
|
|
Driver->setMatrixMode2D(CFrustum(0.0f, ScreenWidth, 0.0f, ScreenHeight, 0.0f, 1.0f, false));
|
|
|
|
if (SnowballsBackground != NULL)
|
|
{
|
|
float imageAspect = 16.0f / 9.0f; // 1.777
|
|
float minTransform = 4.0f / 3.0f; // 1.333
|
|
float screenAspect = ScreenWidth / ScreenHeight;
|
|
float transform = screenAspect > imageAspect ? 1.0f : (screenAspect < minTransform ? imageAspect / minTransform : imageAspect / screenAspect);
|
|
float newWidth = ScreenWidth * transform;
|
|
Driver->drawBitmap((newWidth - ScreenWidth) * -0.5f, 0, newWidth, ScreenHeight, *SnowballsBackground);
|
|
}
|
|
|
|
/*if (logo3d) update3dLogo();
|
|
else */ if (NelLogo != NULL) Driver->drawBitmap(16, 32 - 42, 128, 128, *NelLogo);
|
|
// if (NevraxLogo != NULL) Driver->drawBitmap(ScreenWidth - 128 - 16, 32, 128, 16, *NevraxLogo);
|
|
|
|
if (!TextContext) return;
|
|
|
|
TextContext->setColor(CRGBA(255, 255, 255));
|
|
TextContext->setHotSpot(UTextContext::MiddleMiddle);
|
|
|
|
TextContext->setFontSize(40);
|
|
TextContext->printAt(0.5f, 0.5f, ucstring("Welcome to Snowballs!"));
|
|
|
|
TextContext->setFontSize(30);
|
|
TextContext->printAt(0.5f, 0.2f, state);
|
|
|
|
TextContext->setHotSpot(UTextContext::BottomRight);
|
|
TextContext->setFontSize(15);
|
|
#if (FINAL_VERSION == 1)
|
|
TextContext->printAt(0.99f, 0.01f, ucstring("Final Version"));
|
|
#else
|
|
TextContext->printAt(0.99f, 0.01f, ucstring("(compiled " __DATE__ " " __TIME__ ")"));
|
|
#endif
|
|
|
|
TextContext->setHotSpot(UTextContext::BottomLeft);
|
|
TextContext->setFontSize(15);
|
|
#if defined(NL_DEBUG_FAST)
|
|
ucstring version = ucstring("DebugFast Version");
|
|
#elif defined(NL_DEBUG)
|
|
ucstring version = ucstring("Debug Version");
|
|
#elif defined(NL_RELEASE)
|
|
ucstring version = ucstring("Release Version");
|
|
#elif defined(NL_RELEASE_DEBUG)
|
|
ucstring version = ucstring("ReleaseDebug Version");
|
|
#else
|
|
ucstring version = ucstring("Unknown Version");
|
|
#endif
|
|
TextContext->printAt(0.01f, 0.01f, version);
|
|
}
|
|
|
|
void displayLoadingState(const char *state)
|
|
{
|
|
displayLoadingState(ucstring(state));
|
|
}
|
|
void displayLoadingState(ucstring state)
|
|
{
|
|
CGameTime::updateTime();
|
|
renderLoadingState(state, false);
|
|
Driver->swapBuffers();
|
|
//Driver->EventServer.pump();
|
|
}
|
|
|
|
void updateLoadingState(const char *state, bool network, bool information)
|
|
{
|
|
updateLoadingState(ucstring(state), network, information);
|
|
}
|
|
void updateLoadingState(ucstring state, bool network, bool information)
|
|
{
|
|
CGameTime::updateTime(); // important that time is updated here!!!
|
|
//#ifdef NL_OS_WINDOWS
|
|
// updateSound();
|
|
//#endif
|
|
renderLoadingState(state, true);
|
|
if (information) renderInformation();
|
|
if (network) updateNetwork();
|
|
Driver->swapBuffers();
|
|
Driver->EventServer.pump();
|
|
}
|
|
|
|
void update3dLogo()
|
|
{
|
|
Driver->clearZBuffer();
|
|
static float angle = 0.0;
|
|
angle += 2.0f * (float)LocalTimeDelta;
|
|
Logo.setRotEuler(0.0f, 0.0f, angle);
|
|
LogoScene->animate(AnimationTime);
|
|
LogoScene->render();
|
|
}
|
|
|
|
void CSnowballsClient::init()
|
|
{
|
|
// Sanity check
|
|
CGlobals::assertNull();
|
|
}
|
|
|
|
bool CSnowballsClient::run()
|
|
{
|
|
// Run the game state loop switcher
|
|
switchGameState();
|
|
return true;
|
|
}
|
|
|
|
void CSnowballsClient::release()
|
|
{
|
|
// Make sure everything's released
|
|
releaseOnline();
|
|
releaseOffline();
|
|
releaseIngame();
|
|
releaseLogin();
|
|
releaseCore();
|
|
CGlobals::assertNull();
|
|
}
|
|
|
|
} /* namespace SBCLIENT */
|
|
|
|
void end();
|
|
#ifdef NL_OS_WINDOWS
|
|
# ifdef _UNICODE
|
|
# define tstring wstring
|
|
# else
|
|
# define tstring string
|
|
# endif
|
|
sint WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdline, int nCmdShow)
|
|
#else
|
|
sint main(int argc, char **argv)
|
|
#endif
|
|
{
|
|
// must do this to allow deallocation when closing with X
|
|
atexit(end);
|
|
|
|
#ifdef NL_OS_WINDOWS
|
|
|
|
// extract the 2 first param (argv[1] and argv[2]) it must be cookie and addr
|
|
|
|
string cmd = cmdline;
|
|
string::size_type pos1 = cmd.find_first_not_of (' ');
|
|
string::size_type pos2;
|
|
if (pos1 != string::npos)
|
|
{
|
|
pos2 = cmd.find (' ', pos1);
|
|
if(pos2 != string::npos)
|
|
{
|
|
SBCLIENT::Cookie = cmd.substr (pos1, pos2-pos1);
|
|
|
|
pos1 = cmd.find_first_not_of (' ', pos2);
|
|
if (pos1 != string::npos)
|
|
{
|
|
pos2 = cmd.find (' ', pos1);
|
|
if(pos2 == string::npos)
|
|
{
|
|
SBCLIENT::FSAddr = cmd.substr (pos1);
|
|
}
|
|
else if (pos1 != pos2)
|
|
{
|
|
SBCLIENT::FSAddr = cmd.substr (pos1, pos2-pos1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
if (argc>=3)
|
|
{
|
|
SBCLIENT::Cookie = argv[1];
|
|
SBCLIENT::FSAddr = argv[2];
|
|
}
|
|
|
|
#endif
|
|
|
|
nlinfo ("cookie '%s' addr '%s'", SBCLIENT::Cookie.c_str (), SBCLIENT::FSAddr.c_str());
|
|
|
|
|
|
#if defined(NL_OS_WINDOWS) && !FINAL_VERSION
|
|
// ensure paths are ok before powering up nel
|
|
{
|
|
OutputDebugString(" ******************************** \n");
|
|
OutputDebugString(" * DEVELOPER MODE * \n");
|
|
OutputDebugString(" ******************************** \n\n");
|
|
FILE *f = _tfopen(_T(SBCLIENT_CONFIG_FILE_DEFAULT), _T("r"));
|
|
if (!f)
|
|
{
|
|
f = _tfopen(_T(SBCLIENT_CONFIG_FILE), _T("r"));
|
|
if (!f)
|
|
{
|
|
OutputDebugString(" ******************************** \n");
|
|
OutputDebugString(" * CHANGING WORKING DIRECTORY * \n");
|
|
OutputDebugString(" ******************************** \n\n");
|
|
char cwd[256];
|
|
_tgetcwd(cwd, 256);
|
|
tstring workdir(cwd);
|
|
workdir = "R:\\build\\devw_x86\\bin\\Debug\\";
|
|
_tchdir(workdir.c_str());
|
|
f = _tfopen(_T(SBCLIENT_CONFIG_FILE_DEFAULT), _T("r"));
|
|
if (!f)
|
|
{
|
|
f = _tfopen(_T(SBCLIENT_CONFIG_FILE), _T("r"));
|
|
if (!f)
|
|
{
|
|
OutputDebugString(" ******************************** \n");
|
|
OutputDebugString(" * DEFAULT CONFIG MISSING * \n");
|
|
OutputDebugString(" ******************************** \n\n");
|
|
return EXIT_FAILURE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
fclose(f);
|
|
}
|
|
#endif
|
|
|
|
// go nel!
|
|
{
|
|
// use log.log if NEL_LOG_IN_FILE and SBCLIENT_USE_LOG_LOG defined as 1
|
|
createDebug(NULL, SBCLIENT_USE_LOG_LOG, false);
|
|
|
|
#if SBCLIENT_USE_LOG
|
|
// create snowballs_client.log
|
|
// filedisplayer only deletes the 001 etc
|
|
if (SBCLIENT_ERASE_LOG && CFile::isExists(SBCLIENT_LOG_FILE))
|
|
CFile::deleteFile(SBCLIENT_LOG_FILE);
|
|
// initialize the log file
|
|
SBCLIENT::_FileDisplayer = new CFileDisplayer();
|
|
SBCLIENT::_FileDisplayer->setParam(SBCLIENT_LOG_FILE, SBCLIENT_ERASE_LOG);
|
|
DebugLog->addDisplayer(SBCLIENT::_FileDisplayer);
|
|
InfoLog->addDisplayer(SBCLIENT::_FileDisplayer);
|
|
WarningLog->addDisplayer(SBCLIENT::_FileDisplayer);
|
|
AssertLog->addDisplayer(SBCLIENT::_FileDisplayer);
|
|
ErrorLog->addDisplayer(SBCLIENT::_FileDisplayer);
|
|
#endif
|
|
|
|
nlinfo("Welcome to NeL!");
|
|
}
|
|
|
|
SBCLIENT::CSnowballsClient::init();
|
|
exit(SBCLIENT::CSnowballsClient::run() ? EXIT_SUCCESS : EXIT_FAILURE);
|
|
return EXIT_FAILURE;
|
|
}
|
|
void end()
|
|
{
|
|
SBCLIENT::CSnowballsClient::release();
|
|
nlinfo("See you later!");
|
|
|
|
#if SBCLIENT_USE_LOG
|
|
DebugLog->removeDisplayer(SBCLIENT::_FileDisplayer);
|
|
InfoLog->removeDisplayer(SBCLIENT::_FileDisplayer);
|
|
WarningLog->removeDisplayer(SBCLIENT::_FileDisplayer);
|
|
AssertLog->removeDisplayer(SBCLIENT::_FileDisplayer);
|
|
ErrorLog->removeDisplayer(SBCLIENT::_FileDisplayer);
|
|
delete SBCLIENT::_FileDisplayer; SBCLIENT::_FileDisplayer = NULL;
|
|
#endif
|
|
}
|
|
|
|
// Command to quit the client
|
|
NLMISC_COMMAND(sb_quit,"quit the client","")
|
|
{
|
|
// check args, if there s not the right number of parameter, return bad
|
|
if (args.size() != 0) return false;
|
|
|
|
log.displayNL("Exit requested");
|
|
|
|
SBCLIENT::NextGameState = SBCLIENT::GameStateExit;
|
|
|
|
return true;
|
|
}
|
|
|
|
NLMISC_COMMAND(sb_offline, "go offline", "")
|
|
{
|
|
if (args.size() != 0) return false;
|
|
SBCLIENT::NextGameState = SBCLIENT::GameStateOffline;
|
|
return true;
|
|
}
|
|
|
|
NLMISC_COMMAND(sb_unload, "unload game", "")
|
|
{
|
|
if (args.size() != 0) return false;
|
|
SBCLIENT::NextGameState = SBCLIENT::GameStateUnload;
|
|
return true;
|
|
}
|
|
|
|
NLMISC_COMMAND(sb_reset, "reset game", "")
|
|
{
|
|
if (args.size() != 0) return false;
|
|
SBCLIENT::NextGameState = SBCLIENT::GameStateReset;
|
|
return true;
|
|
}
|
|
|
|
NLMISC_COMMAND(sb_login, "go to the login screen", "")
|
|
{
|
|
if (args.size() != 0) return false;
|
|
SBCLIENT::NextGameState = SBCLIENT::GameStateLogin;
|
|
return true;
|
|
}
|
|
|
|
#if SBCLIENT_DEV_MEMLEAK
|
|
// enable memory leak checks, trick to get _CrtSetBreakAlloc in before main
|
|
#define DEBUG_ALLOC_HOOK
|
|
#if defined(NL_OS_WINDOWS) && defined(NL_DEBUG)
|
|
#if defined(DEBUG_ALLOC_HOOK)
|
|
int debugAllocHook(int allocType, void *userData, size_t size, int
|
|
blockType, long requestNumber, const unsigned char *filename, int
|
|
lineNumber);
|
|
#endif
|
|
class CEnableCrtDebug
|
|
{
|
|
public:
|
|
CEnableCrtDebug()
|
|
{
|
|
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
|
|
_CrtSetBreakAlloc(0);
|
|
#if defined(DEBUG_ALLOC_HOOK)
|
|
LastSize = 0;
|
|
_CrtSetAllocHook(debugAllocHook);
|
|
#endif
|
|
}
|
|
#if defined(DEBUG_ALLOC_HOOK)
|
|
size_t LastSize;
|
|
#endif
|
|
};
|
|
static CEnableCrtDebug _EnableCrtDebug;
|
|
#if defined(DEBUG_ALLOC_HOOK)
|
|
int debugAllocHook(int allocType, void *userData, size_t size, int
|
|
blockType, long requestNumber, const unsigned char *filename, int
|
|
lineNumber)
|
|
{
|
|
if (allocType == _HOOK_ALLOC)
|
|
{
|
|
//if (requestNumber == 14806)
|
|
// _CrtSetBreakAlloc(14809);
|
|
//if (_EnableCrtDebug.LastSize == 4 && size == 40 && requestNumber > 291000 && requestNumber < 292000)
|
|
// _CrtDbgBreak();
|
|
//if (_EnableCrtDebug.LastSize == 36 && size == 112 && requestNumber > 300000)
|
|
// _CrtDbgBreak();
|
|
_EnableCrtDebug.LastSize = size;
|
|
}
|
|
return TRUE;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
// trick to clean up nel memory trash! (todo: unload of loaded dynamic nel libs (nel drivers) in linux)
|
|
#include <nel/misc/debug.h>
|
|
#include <nel/misc/command.h>
|
|
#include <nel/misc/dynloadlib.h>
|
|
#include <nel/misc/object_arena_allocator.h>
|
|
#include <nel/misc/class_registry.h>
|
|
#include <nel/misc/async_file_manager.h>
|
|
#include <nel/misc/big_file.h>
|
|
#include <nel/3d/particle_system_manager.h>
|
|
#include <nel/3d/particle_system_shape.h>
|
|
#ifdef NL_OS_WINDOWS
|
|
#include <dbghelp.h>
|
|
BOOL CALLBACK EnumerateLoadedModulesProc(PCSTR ModuleName, ULONG ModuleBase, ULONG ModuleSize, PVOID UserContext)
|
|
{
|
|
// free nel libraries (cannot call nlwarning etc here, so nlGetProcAddress etc does not work)
|
|
HMODULE hModule = GetModuleHandle(ModuleName);
|
|
if (GetProcAddress(hModule, NL_MACRO_TO_STR(NLMISC_PURE_LIB_ENTRY_POINT)))
|
|
FreeLibrary(hModule);
|
|
return TRUE;
|
|
}
|
|
#endif
|
|
struct yy_buffer_state;
|
|
extern void cf_switch_to_buffer(yy_buffer_state *new_buffer);
|
|
extern yy_buffer_state *cf_create_buffer(FILE *file, int size);
|
|
extern void cf_delete_buffer(yy_buffer_state *b);
|
|
class CCleanupNeL
|
|
{
|
|
public:
|
|
CCleanupNeL() : _CfBufferState(NULL)
|
|
{
|
|
_CfBufferState = cf_create_buffer(NULL, 16384);
|
|
cf_switch_to_buffer(_CfBufferState);
|
|
}
|
|
~CCleanupNeL()
|
|
{
|
|
#ifdef NL_OS_WINDOWS
|
|
// must unload all other nel modules before killing nel context (or they will crash in static destructors)
|
|
EnumerateLoadedModules(GetCurrentProcess(), EnumerateLoadedModulesProc, NULL); // todo: linux version
|
|
#endif
|
|
|
|
// delete most stuff
|
|
NL3D::CParticleSystemShape::releaseInstance();
|
|
NLMISC::CAsyncFileManager::terminate();
|
|
NL3D::CParticleSystemManager::release();
|
|
NLMISC::CBigFile::releaseInstance();
|
|
NLMISC::CClassRegistry::release();
|
|
delete &NLMISC::CObjectArenaAllocator::getDefaultAllocator();
|
|
cf_delete_buffer(_CfBufferState); _CfBufferState = NULL;
|
|
|
|
#ifdef NL_OS_WINDOWS
|
|
// delete context related stuff (must unload all dynamic nel libs first)
|
|
NLMISC::destroyDebug();
|
|
if (NLMISC::INelContext::isContextInitialised())
|
|
{
|
|
delete &NLMISC::INelContext::getInstance();
|
|
delete &NLMISC::CInstanceCounterManager::getInstance();
|
|
delete &NLMISC::CCommandRegistry::getInstance();
|
|
}
|
|
NLMISC::CLog::releaseProcessName();
|
|
#endif
|
|
}
|
|
private:
|
|
yy_buffer_state *_CfBufferState;
|
|
};
|
|
CCleanupNeL _CleanupNeL;
|
|
#endif
|
|
|
|
/* end of file */
|