Beispiel #1
0
/*
===============
idCommonLocal::LoadGame
===============
*/
bool idCommonLocal::LoadGame( const char * saveName ) { 
	if ( IsMultiplayer() ) {
		common->Printf( "Can't load during net play.\n" );
		if ( wipeForced ) {
			ClearWipe();
		}
		return false;
	}

	if ( GetCurrentGame() != DOOM3_BFG ) {
		return false;
	}

	if ( session->GetSignInManager().GetMasterLocalUser() == NULL ) {
		return false;
	}
	if (mapSpawnData.savegameFile != NULL ) {
		return false;
	}

	bool found = false;
	const saveGameDetailsList_t & sgdl = session->GetSaveGameManager().GetEnumeratedSavegames();
	for ( int i = 0; i < sgdl.Num(); i++ ) {
		if ( sgdl[i].slotName == saveName ) {
			if ( sgdl[i].GetLanguage() != sys_lang.GetString() ) {
				idStaticList< idSWFScriptFunction *, 4 > callbacks;
				idStaticList< idStrId, 4 > optionText;
				optionText.Append( idStrId( "#str_swf_continue" ) );
				idStrStatic<256> langName = "#str_lang_" + sgdl[i].GetLanguage();
				idStrStatic<256> msg;
				msg.Format( idLocalization::GetString( "#str_dlg_wrong_language" ), idLocalization::GetString( langName ) );
				Dialog().AddDynamicDialog( GDM_SAVEGAME_WRONG_LANGUAGE, callbacks, optionText, true, msg, false, true );
				if ( wipeForced ) {
					ClearWipe();
				}
				return false;
			}
			found = true;
			break;
		}
	}
	if ( !found ) {
		common->Printf( "Could not find save '%s'\n", saveName );
		if ( wipeForced ) {
			ClearWipe();
		}
		return false;
	}

	mapSpawnData.savegameFile = &saveFile;
	mapSpawnData.stringTableFile = &stringsFile;

	saveFileEntryList_t files;
	files.Append( mapSpawnData.stringTableFile );
	files.Append( mapSpawnData.savegameFile );

	idStr slotName = saveName;
	ScrubSaveGameFileName( slotName );
	saveFile.Clear( false );
	stringsFile.Clear( false );

	saveGameHandle_t loadGameHandle = session->LoadGameSync( slotName, files );
	if ( loadGameHandle != 0 ) {
		return true;
	}
	mapSpawnData.savegameFile = NULL;
	if ( wipeForced ) {
		ClearWipe();
	}
	return false;
}
Beispiel #2
0
/*
==================
idCommonLocal::idCommonLocal
==================
*/
idCommonLocal::idCommonLocal() :
    readSnapshotIndex( 0 ),
    writeSnapshotIndex( 0 ),
    optimalTimeBuffered( 0.0f ),
    optimalTimeBufferedWindow( 0.0f ),
    optimalPCTBuffer( 0.5f ),
    lastPacifierSessionTime( 0 ),
    lastPacifierGuiTime( 0 ),
    lastPacifierDialogState( false ),
    showShellRequested( false ),
    currentGame( DOOM3_BFG ),
    idealCurrentGame( DOOM3_BFG ),
    doomClassicMaterial( NULL )
{

    snapCurrent.localTime = -1;
    snapPrevious.localTime = -1;
    snapCurrent.serverTime = -1;
    snapPrevious.serverTime = -1;
    snapTimeBuffered	= 0.0f;
    effectiveSnapRate	= 0.0f;
    totalBufferedTime	= 0;
    totalRecvTime		= 0;

    com_fullyInitialized = false;
    com_refreshOnPrint = false;
    com_errorEntered = ERP_NONE;
    com_shuttingDown = false;
    com_isJapaneseSKU = false;

    logFile = NULL;

    strcpy( errorMessage, "" );

    rd_buffer = NULL;
    rd_buffersize = 0;
    rd_flush = NULL;

    gameDLL = 0;

    loadGUI = NULL;
    nextLoadTip = 0;
    isHellMap = false;
    wipeForced = false;
    defaultLoadscreen = false;

    menuSoundWorld = NULL;

    insideUpdateScreen = false;
    insideExecuteMapChange = false;

    mapSpawnData.savegameFile = NULL;

    currentMapName.Clear();
    aviDemoShortName.Clear();

    renderWorld = NULL;
    soundWorld = NULL;
    menuSoundWorld = NULL;
    readDemo = NULL;
    writeDemo = NULL;

    gameFrame = 0;
    gameTimeResidual = 0;
    syncNextGameFrame = true;
    mapSpawned = false;
    aviCaptureMode = false;
    timeDemo = TD_NO;

    nextSnapshotSendTime = 0;
    nextUsercmdSendTime = 0;

    clientPrediction = 0;

    saveFile = NULL;
    stringsFile = NULL;

    ClearWipe();
}
Beispiel #3
0
/*
===============
idCommonLocal::ExecuteMapChange

Performs the initialization of a game based on session match parameters, used for both single
player and multiplayer, but not for renderDemos, which don't create a game at all.
Exits with mapSpawned = true
===============
*/
void idCommonLocal::ExecuteMapChange() {
	if ( session->GetState() != idSession::LOADING ) {
		idLib::Warning( "Session state is not LOADING in ExecuteMapChange" );
		return;
	}

	// Clear all dialogs before beginning the load
	common->Dialog().ClearDialogs( true );
	
	// Remember the current load ID.
	// This is so we can tell if we had a new loadmap request from within an existing loadmap call
	const int cachedLoadingID = session->GetLoadingID();

	const idMatchParameters & matchParameters = session->GetActingGameStateLobbyBase().GetMatchParms();

	if ( matchParameters.numSlots <= 0 ) {
		idLib::Warning( "numSlots <= 0 in ExecuteMapChange" );
		return;
	}

	insideExecuteMapChange = true;

	common->Printf( "--------- Execute Map Change ---------\n" );
	common->Printf( "Map: %s\n", matchParameters.mapName.c_str() );

	// ensure that r_znear is reset to the default value
	// this fixes issues with the projection matrix getting messed up when switching maps or loading a saved game
	// while an in-game cinematic is playing.
	cvarSystem->SetCVarFloat( "r_znear", 1.0f );

	// reset all cheat cvars for a multiplayer game
	if ( IsMultiplayer() ) {
		cvarSystem->ResetFlaggedVariables( CVAR_CHEAT );
	}

	int start = Sys_Milliseconds();

	for ( int i = 0; i < MAX_INPUT_DEVICES; i++ ) {
		Sys_SetRumble( i, 0, 0 );
	}

	// close console and remove any prints from the notify lines
	console->Close();

	// clear all menu sounds
	soundWorld->Pause();
	menuSoundWorld->ClearAllSoundEmitters();
	soundSystem->SetPlayingSoundWorld( menuSoundWorld );
	soundSystem->Render();

	// extract the map name from serverinfo
	currentMapName = matchParameters.mapName;
	currentMapName.StripFileExtension();

	idStrStatic< MAX_OSPATH > fullMapName = "maps/";
	fullMapName += currentMapName;
	fullMapName.SetFileExtension( "map" );

	if ( mapSpawnData.savegameFile ) {
		fileSystem->BeginLevelLoad( currentMapName, NULL, 0 );
	} else {
		fileSystem->BeginLevelLoad( currentMapName, saveFile.GetDataPtr(), saveFile.GetAllocated() );
	}

	// capture the current screen and start a wipe
	// immediately complete the wipe to fade out the level transition
	// run the wipe to completion
	StartWipe( "wipeMaterial", true );
	CompleteWipe();

	int sm = Sys_Milliseconds();
	// shut down the existing game if it is running
	UnloadMap();
	int ms = Sys_Milliseconds() - sm;
	common->Printf( "%6d msec to unload map\n", ms );

	// Free media from previous level and
	// note which media we are going to need to load
	sm = Sys_Milliseconds();
	renderSystem->BeginLevelLoad();
	soundSystem->BeginLevelLoad();
	declManager->BeginLevelLoad();
	uiManager->BeginLevelLoad();
	ms = Sys_Milliseconds() - sm;
	common->Printf( "%6d msec to free assets\n", ms );

	//Sys_DumpMemory( true );

	// load / program a gui to stay up on the screen while loading
	// set the loading gui that we will wipe to
	bool hellMap = false;
	LoadLoadingGui( currentMapName, hellMap );

	// Stop rendering the wipe
	ClearWipe();


	if ( fileSystem->UsingResourceFiles() ) {
		idStrStatic< MAX_OSPATH > manifestName = currentMapName;
		manifestName.Replace( "game/", "maps/" );
		manifestName.Replace( "/mp/", "/" );
		manifestName += ".preload";
		idPreloadManifest manifest;
		manifest.LoadManifest( manifestName );
		renderSystem->Preload( manifest, currentMapName );
		soundSystem->Preload( manifest );
		game->Preload( manifest );
	}

	if ( common->IsMultiplayer() ) {
		// In multiplayer, make sure the player is either 60Hz or 120Hz
		// to avoid potential issues.
		const float mpEngineHz = ( com_engineHz.GetFloat() < 90.0f ) ? 60.0f : 120.0f;
		com_engineHz_denominator = 100LL * mpEngineHz;
		com_engineHz_latched = mpEngineHz;
	} else {
		// allow com_engineHz to be changed between map loads
		com_engineHz_denominator = 100LL * com_engineHz.GetFloat();
		com_engineHz_latched = com_engineHz.GetFloat();
	}

	// note any warning prints that happen during the load process
	common->ClearWarnings( currentMapName );

	// release the mouse cursor
	// before we do this potentially long operation
	Sys_GrabMouseCursor( false );

	// let the renderSystem load all the geometry
	if ( !renderWorld->InitFromMap( fullMapName ) ) {
		common->Error( "couldn't load %s", fullMapName.c_str() );
	}

	// for the synchronous networking we needed to roll the angles over from
	// level to level, but now we can just clear everything
	usercmdGen->InitForNewMap();

	// load and spawn all other entities ( from a savegame possibly )
	if ( mapSpawnData.savegameFile ) {
		if ( !game->InitFromSaveGame( fullMapName, renderWorld, soundWorld, mapSpawnData.savegameFile, mapSpawnData.stringTableFile, mapSpawnData.savegameVersion ) ) {
			// If the loadgame failed, end the session, which will force us to go back to the main menu
			session->QuitMatchToTitle();
		}
	} else {
		if ( !IsMultiplayer() ) {
			assert( game->GetLocalClientNum() == 0 );
			assert( matchParameters.gameMode == GAME_MODE_SINGLEPLAYER );
			assert( matchParameters.gameMap == GAME_MAP_SINGLEPLAYER );
			game->SetPersistentPlayerInfo( 0, mapSpawnData.persistentPlayerInfo );
		}
		game->SetServerInfo( matchParameters.serverInfo );
		game->InitFromNewMap( fullMapName, renderWorld, soundWorld, matchParameters.gameMode, Sys_Milliseconds() );
	}

	game->Shell_CreateMenu( true );

	// Reset some values important to multiplayer
	ResetNetworkingState();

	// If the session state is not loading here, something went wrong.
	if ( session->GetState() == idSession::LOADING && session->GetLoadingID() == cachedLoadingID ) {
		// Notify session we are done loading
		session->LoadingFinished();

		while ( session->GetState() == idSession::LOADING ) {
			Sys_GenerateEvents();
			session->UpdateSignInManager();
			session->Pump();
			Sys_Sleep( 10 );
		}
	}

	if ( !mapSpawnData.savegameFile ) {
		// run a single frame to catch any resources that are referenced by events posted in spawn
		idUserCmdMgr emptyCommandManager;
		gameReturn_t emptyGameReturn;
		for ( int playerIndex = 0; playerIndex < MAX_PLAYERS; ++playerIndex ) {
			emptyCommandManager.PutUserCmdForPlayer( playerIndex, usercmd_t() );
		}
		if ( IsClient() ) {
			game->ClientRunFrame( emptyCommandManager, false, emptyGameReturn );
		} else {
			game->RunFrame( emptyCommandManager, emptyGameReturn );
		}
	}

	renderSystem->EndLevelLoad();
	soundSystem->EndLevelLoad();
	declManager->EndLevelLoad();
	uiManager->EndLevelLoad( currentMapName );
	fileSystem->EndLevelLoad();

	if ( !mapSpawnData.savegameFile && !IsMultiplayer() ) {
		common->Printf( "----- Running initial game frames -----\n" );

		// In single player, run a bunch of frames to make sure ragdolls are settled
		idUserCmdMgr emptyCommandManager;
		gameReturn_t emptyGameReturn;
		for ( int i = 0; i < 100; i++ ) {
			for ( int playerIndex = 0; playerIndex < MAX_PLAYERS; ++playerIndex ) {
				emptyCommandManager.PutUserCmdForPlayer( playerIndex, usercmd_t() );
			}
			game->RunFrame( emptyCommandManager, emptyGameReturn );
		}

		// kick off an auto-save of the game (so we can always continue in this map if we die before hitting an autosave)
		common->Printf( "----- Saving Game -----\n" );
		SaveGame( "autosave" );
	}

	common->Printf( "----- Generating Interactions -----\n" );

	// let the renderSystem generate interactions now that everything is spawned
	renderWorld->GenerateAllInteractions();

	{
		int vertexMemUsedKB = vertexCache.staticData.vertexMemUsed.GetValue() / 1024;
		int indexMemUsedKB = vertexCache.staticData.indexMemUsed.GetValue() / 1024;
		idLib::Printf( "Used %dkb of static vertex memory (%d%%)\n", vertexMemUsedKB, vertexMemUsedKB * 100 / ( STATIC_VERTEX_MEMORY / 1024 ) );
		idLib::Printf( "Used %dkb of static index memory (%d%%)\n", indexMemUsedKB, indexMemUsedKB * 100 / ( STATIC_INDEX_MEMORY / 1024 ) );
	}

	if ( common->JapaneseCensorship() ) {
		if ( currentMapName.Icmp( "game/mp/d3xpdm3" ) == 0 ) {
			const idMaterial * gizpool2 = declManager->FindMaterial( "textures/hell/gizpool2" );
			idMaterial * chiglass1bluex = const_cast<idMaterial *>( declManager->FindMaterial( "textures/sfx/chiglass1bluex" ) );
			idTempArray<char> text( gizpool2->GetTextLength() );
			gizpool2->GetText( text.Ptr() );
			chiglass1bluex->Parse( text.Ptr(), text.Num(), false );
		}
	}

	common->PrintWarnings();

	session->Pump();

	if ( session->GetState() != idSession::INGAME ) {
		// Something went wrong, don't process stale reliables that have been queued up.
		reliableQueue.Clear();
	}

	usercmdGen->Clear();

	// remove any prints from the notify lines
	console->ClearNotifyLines();

	Sys_SetPhysicalWorkMemory( -1, -1 );

	// at this point we should be done with the loading gui so we kill it
	delete loadGUI;
	loadGUI = NULL;


	// capture the current screen and start a wipe
	StartWipe( "wipe2Material" );

	// we are valid for game draws now
	insideExecuteMapChange = false;
	mapSpawned = true;
	Sys_ClearEvents();


	int	msec = Sys_Milliseconds() - start;
	common->Printf( "%6d msec to load %s\n", msec, currentMapName.c_str() );
	//Sys_DumpMemory( false );	

	// Issue a render at the very end of the load process to update soundTime before the first frame
	soundSystem->Render();
}