Ejemplo n.º 1
0
void CReplayPlayer::Replay()
{
	ENSURE(m_Stream);

	new CProfileViewer;
	new CProfileManager;
	g_ScriptStatsTable = new CScriptStatsTable;
	g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
	g_ScriptRuntime = ScriptInterface::CreateRuntime(128 * 1024 * 1024);

	CGame game(true);
	g_Game = &game;

	// Need some stuff for terrain movement costs:
	// (TODO: this ought to be independent of any graphics code)
	tex_codec_register_all();
	new CTerrainTextureManager;
	g_TexMan.LoadTerrainTextures();

	// Initialise h_mgr so it doesn't crash when emitting sounds
	h_mgr_init();

	std::vector<SimulationCommand> commands;
	u32 turn = 0;
	u32 turnLength = 0;

	std::string type;
	while ((*m_Stream >> type).good())
	{
//		if (turn >= 1400) break;

		if (type == "start")
		{
			std::string line;
			std::getline(*m_Stream, line);
			CScriptValRooted attribs = game.GetSimulation2()->GetScriptInterface().ParseJSON(line);

			game.StartGame(attribs, "");

			// TODO: Non progressive load can fail - need a decent way to handle this
			LDR_NonprogressiveLoad();

			PSRETURN ret = game.ReallyStartGame();
			ENSURE(ret == PSRETURN_OK);
		}
		else if (type == "turn")
		{
			*m_Stream >> turn >> turnLength;
			debug_printf(L"Turn %u (%u)... ", turn, turnLength);
		}
		else if (type == "cmd")
Ejemplo n.º 2
0
bool Init(const CmdLineArgs& args, int flags)
{
	h_mgr_init();

	// Do this as soon as possible, because it chdirs
	// and will mess up the error reporting if anything
	// crashes before the working directory is set.
	InitVfs(args, flags);

	// This must come after VFS init, which sets the current directory
	// (required for finding our output log files).
	g_Logger = new CLogger;

	new CProfileViewer;
	new CProfileManager;	// before any script code

	g_ScriptStatsTable = new CScriptStatsTable;
	g_ProfileViewer.AddRootTable(g_ScriptStatsTable);

	// Set up the console early, so that debugging
	// messages can be logged to it. (The console's size
	// and fonts are set later in InitPs())
	g_Console = new CConsole();

	// g_ConfigDB, command line args, globals
	CONFIG_Init(args);
	
	// Using a global object for the runtime is a workaround until Simulation and AI use 
	// their own threads and also their own runtimes.
	const int runtimeSize = 384 * 1024 * 1024;
	const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
	g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger);

	// Special command-line mode to dump the entity schemas instead of running the game.
	// (This must be done after loading VFS etc, but should be done before wasting time
	// on anything else.)
	if (args.Has("dumpSchema"))
	{
		CSimulation2 sim(NULL, g_ScriptRuntime, NULL);
		sim.LoadDefaultScripts();
		std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
		f << sim.GenerateSchema();
		std::cout << "Generated entity.rng\n";
		exit(0);
	}

	// override ah_translate with our i18n code.
	AppHooks hooks = {0};
	hooks.translate = psTranslate;
	hooks.translate_free = psTranslateFree;
	app_hooks_update(&hooks);

	CNetHost::Initialize();

#if CONFIG2_AUDIO
	ISoundManager::CreateSoundManager();
#endif

	// Check if there are mods specified on the command line,
	// or if we already set the mods (~INIT_MODS),
	// else check if there are mods that should be loaded specified
	// in the config and load those (by aborting init and restarting
	// the engine).
	if (!args.Has("mod") && (flags & INIT_MODS) == INIT_MODS)
	{
		CStr modstring;
		CFG_GET_VAL("mod.enabledmods", modstring);
		if (!modstring.empty())
		{
			std::vector<CStr> mods;
			boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on);
			std::swap(g_modsLoaded, mods);

			// Abort init and restart
			restart_engine();
			return false;
		}
	}

	new L10n;

	// before scripting 
	// JS debugger temporarily disabled during the SpiderMonkey upgrade (check trac ticket #2348 for details)
	//if (g_JSDebuggerEnabled)
	//	g_DebuggingServer = new CDebuggingServer();

	// Optionally start profiler HTTP output automatically
	// (By default it's only enabled by a hotkey, for security/performance)
	bool profilerHTTPEnable = false;
	CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable);
	if (profilerHTTPEnable)
		g_Profiler2.EnableHTTP();

	if (!g_Quickstart)
		g_UserReporter.Initialize(); // after config

	PROFILE2_EVENT("Init finished");
	return true;
}
Ejemplo n.º 3
0
void CReplayPlayer::Replay(bool serializationtest, bool ooslog)
{
	ENSURE(m_Stream);

	new CProfileViewer;
	new CProfileManager;
	g_ScriptStatsTable = new CScriptStatsTable;
	g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
	
	const int runtimeSize = 384 * 1024 * 1024;
	const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
	g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger);

	g_Game = new CGame(true);
	if (serializationtest)
		g_Game->GetSimulation2()->EnableSerializationTest();
	if (ooslog)
		g_Game->GetSimulation2()->EnableOOSLog();

	// Need some stuff for terrain movement costs:
	// (TODO: this ought to be independent of any graphics code)
	new CTerrainTextureManager;
	g_TexMan.LoadTerrainTextures();

	// Initialise h_mgr so it doesn't crash when emitting sounds
	h_mgr_init();

	std::vector<SimulationCommand> commands;
	u32 turn = 0;
	u32 turnLength = 0;

	{
	JSContext* cx = g_Game->GetSimulation2()->GetScriptInterface().GetContext();
	JSAutoRequest rq(cx);
	std::string type;
	while ((*m_Stream >> type).good())
	{
		if (type == "start")
		{
			std::string line;
			std::getline(*m_Stream, line);
			JS::RootedValue attribs(cx);
			ENSURE(g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &attribs));

			g_Game->StartGame(&attribs, "");

			// TODO: Non progressive load can fail - need a decent way to handle this
			LDR_NonprogressiveLoad();

			PSRETURN ret = g_Game->ReallyStartGame();
			ENSURE(ret == PSRETURN_OK);
		}
		else if (type == "turn")
		{
			*m_Stream >> turn >> turnLength;
			debug_printf("Turn %u (%u)...\n", turn, turnLength);
		}
		else if (type == "cmd")
		{
			player_id_t player;
			*m_Stream >> player;

			std::string line;
			std::getline(*m_Stream, line);
			JS::RootedValue data(cx);
			g_Game->GetSimulation2()->GetScriptInterface().ParseJSON(line, &data);

			commands.emplace_back(SimulationCommand(player, cx, data));
		}
Ejemplo n.º 4
0
void Init(const CmdLineArgs& args, int UNUSED(flags))
{
	h_mgr_init();

	// Do this as soon as possible, because it chdirs
	// and will mess up the error reporting if anything
	// crashes before the working directory is set.
	InitVfs(args);

	// This must come after VFS init, which sets the current directory
	// (required for finding our output log files).
	g_Logger = new CLogger;

	// Special command-line mode to dump the entity schemas instead of running the game.
	// (This must be done after loading VFS etc, but should be done before wasting time
	// on anything else.)
	if (args.Has("dumpSchema"))
	{
		CSimulation2 sim(NULL, NULL);
		sim.LoadDefaultScripts();
		std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
		f << sim.GenerateSchema();
		std::cout << "Generated entity.rng\n";
		exit(0);
	}

	// override ah_translate with our i18n code.
	AppHooks hooks = {0};
	hooks.translate = psTranslate;
	hooks.translate_free = psTranslateFree;
	app_hooks_update(&hooks);

	// Set up the console early, so that debugging
	// messages can be logged to it. (The console's size
	// and fonts are set later in InitPs())
	g_Console = new CConsole();

	CNetHost::Initialize();

	new CProfileViewer;
	new CProfileManager;	// before any script code

	g_ScriptStatsTable = new CScriptStatsTable;
	g_ProfileViewer.AddRootTable(g_ScriptStatsTable);


#if CONFIG2_AUDIO
	CSoundManager::CreateSoundManager();
#endif

	InitScripting();	// before GUI

	// g_ConfigDB, command line args, globals
	CONFIG_Init(args);

	// Optionally start profiler HTTP output automatically
	// (By default it's only enabled by a hotkey, for security/performance)
	bool profilerHTTPEnable = false;
	CFG_GET_VAL("profiler2.http.autoenable", Bool, profilerHTTPEnable);
	if (profilerHTTPEnable)
		g_Profiler2.EnableHTTP();

	if (!g_Quickstart)
		g_UserReporter.Initialize(); // after config

	PROFILE2_EVENT("Init finished");
}