You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
399 lines
10 KiB
399 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Deals with singleton |
|
// |
|
// $Revision: $ |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#include "cbase.h" |
|
#include "igamesystem.h" |
|
#include "datacache/imdlcache.h" |
|
#include "utlvector.h" |
|
#include "vprof.h" |
|
#if defined( _X360 ) |
|
#include "xbox/xbox_console.h" |
|
#endif |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
// Pointer to a member method of IGameSystem |
|
typedef void (IGameSystem::*GameSystemFunc_t)(); |
|
|
|
// Pointer to a member method of IGameSystem |
|
typedef void (IGameSystemPerFrame::*PerFrameGameSystemFunc_t)(); |
|
|
|
// Used to invoke a method of all added Game systems in order |
|
static void InvokeMethod( GameSystemFunc_t f, char const *timed = 0 ); |
|
// Used to invoke a method of all added Game systems in reverse order |
|
static void InvokeMethodReverseOrder( GameSystemFunc_t f ); |
|
|
|
// Used to invoke a method of all added Game systems in order |
|
static void InvokePerFrameMethod( PerFrameGameSystemFunc_t f, char const *timed = 0 ); |
|
|
|
static bool s_bSystemsInitted = false; |
|
|
|
// List of all installed Game systems |
|
static CUtlVector<IGameSystem*> s_GameSystems( 0, 4 ); |
|
// List of all installed Game systems |
|
static CUtlVector<IGameSystemPerFrame*> s_GameSystemsPerFrame( 0, 4 ); |
|
|
|
// The map name |
|
static char* s_pMapName = 0; |
|
|
|
static CBasePlayer *s_pRunCommandPlayer = NULL; |
|
static CUserCmd *s_pRunCommandUserCmd = NULL; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Auto-registration of game systems |
|
//----------------------------------------------------------------------------- |
|
static CAutoGameSystem *s_pSystemList = NULL; |
|
|
|
CAutoGameSystem::CAutoGameSystem( char const *name ) : |
|
m_pszName( name ) |
|
{ |
|
// If s_GameSystems hasn't been initted yet, then add ourselves to the global list |
|
// because we don't know if the constructor for s_GameSystems has happened yet. |
|
// Otherwise, we can add ourselves right into that list. |
|
if ( s_bSystemsInitted ) |
|
{ |
|
Add( this ); |
|
} |
|
else |
|
{ |
|
m_pNext = s_pSystemList; |
|
s_pSystemList = this; |
|
} |
|
} |
|
|
|
static CAutoGameSystemPerFrame *s_pPerFrameSystemList = NULL; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: This is a CAutoGameSystem which also cares about the "per frame" hooks |
|
//----------------------------------------------------------------------------- |
|
CAutoGameSystemPerFrame::CAutoGameSystemPerFrame( char const *name ) : |
|
m_pszName( name ) |
|
{ |
|
// If s_GameSystems hasn't been initted yet, then add ourselves to the global list |
|
// because we don't know if the constructor for s_GameSystems has happened yet. |
|
// Otherwise, we can add ourselves right into that list. |
|
if ( s_bSystemsInitted ) |
|
{ |
|
Add( this ); |
|
} |
|
else |
|
{ |
|
m_pNext = s_pPerFrameSystemList; |
|
s_pPerFrameSystemList = this; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// destructor, cleans up automagically.... |
|
//----------------------------------------------------------------------------- |
|
IGameSystem::~IGameSystem() |
|
{ |
|
Remove( this ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// destructor, cleans up automagically.... |
|
//----------------------------------------------------------------------------- |
|
IGameSystemPerFrame::~IGameSystemPerFrame() |
|
{ |
|
Remove( this ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Adds a system to the list of systems to run |
|
//----------------------------------------------------------------------------- |
|
void IGameSystem::Add( IGameSystem* pSys ) |
|
{ |
|
s_GameSystems.AddToTail( pSys ); |
|
if ( dynamic_cast< IGameSystemPerFrame * >( pSys ) != NULL ) |
|
{ |
|
s_GameSystemsPerFrame.AddToTail( static_cast< IGameSystemPerFrame * >( pSys ) ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Removes a system from the list of systems to update |
|
//----------------------------------------------------------------------------- |
|
void IGameSystem::Remove( IGameSystem* pSys ) |
|
{ |
|
s_GameSystems.FindAndRemove( pSys ); |
|
if ( dynamic_cast< IGameSystemPerFrame * >( pSys ) != NULL ) |
|
{ |
|
s_GameSystemsPerFrame.FindAndRemove( static_cast< IGameSystemPerFrame * >( pSys ) ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Removes *all* systems from the list of systems to update |
|
//----------------------------------------------------------------------------- |
|
void IGameSystem::RemoveAll( ) |
|
{ |
|
s_GameSystems.RemoveAll(); |
|
s_GameSystemsPerFrame.RemoveAll(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Client systems can use this to get at the map name |
|
//----------------------------------------------------------------------------- |
|
char const* IGameSystem::MapName() |
|
{ |
|
return s_pMapName; |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
CBasePlayer *IGameSystem::RunCommandPlayer() |
|
{ |
|
return s_pRunCommandPlayer; |
|
} |
|
|
|
CUserCmd *IGameSystem::RunCommandUserCmd() |
|
{ |
|
return s_pRunCommandUserCmd; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Invokes methods on all installed game systems |
|
//----------------------------------------------------------------------------- |
|
bool IGameSystem::InitAllSystems() |
|
{ |
|
int i; |
|
|
|
{ |
|
// first add any auto systems to the end |
|
CAutoGameSystem *pSystem = s_pSystemList; |
|
while ( pSystem ) |
|
{ |
|
if ( s_GameSystems.Find( pSystem ) == s_GameSystems.InvalidIndex() ) |
|
{ |
|
Add( pSystem ); |
|
} |
|
else |
|
{ |
|
DevWarning( 1, "AutoGameSystem already added to game system list!!!\n" ); |
|
} |
|
pSystem = pSystem->m_pNext; |
|
} |
|
s_pSystemList = NULL; |
|
} |
|
|
|
{ |
|
CAutoGameSystemPerFrame *pSystem = s_pPerFrameSystemList; |
|
while ( pSystem ) |
|
{ |
|
if ( s_GameSystems.Find( pSystem ) == s_GameSystems.InvalidIndex() ) |
|
{ |
|
Add( pSystem ); |
|
} |
|
else |
|
{ |
|
DevWarning( 1, "AutoGameSystem already added to game system list!!!\n" ); |
|
} |
|
|
|
pSystem = pSystem->m_pNext; |
|
} |
|
s_pSystemList = NULL; |
|
} |
|
// Now remember that we are initted so new CAutoGameSystems will add themselves automatically. |
|
s_bSystemsInitted = true; |
|
|
|
for ( i = 0; i < s_GameSystems.Count(); ++i ) |
|
{ |
|
MDLCACHE_CRITICAL_SECTION(); |
|
|
|
IGameSystem *sys = s_GameSystems[i]; |
|
|
|
#if defined( _X360 ) |
|
char sz[128]; |
|
Q_snprintf( sz, sizeof( sz ), "%s->Init():Start", sys->Name() ); |
|
XBX_rTimeStampLog( Plat_FloatTime(), sz ); |
|
#endif |
|
bool valid = sys->Init(); |
|
|
|
#if defined( _X360 ) |
|
Q_snprintf( sz, sizeof( sz ), "%s->Init():Finish", sys->Name() ); |
|
XBX_rTimeStampLog( Plat_FloatTime(), sz ); |
|
#endif |
|
if ( !valid ) |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void IGameSystem::PostInitAllSystems( void ) |
|
{ |
|
InvokeMethod( &IGameSystem::PostInit, "PostInit" ); |
|
} |
|
|
|
void IGameSystem::ShutdownAllSystems() |
|
{ |
|
InvokeMethodReverseOrder( &IGameSystem::Shutdown ); |
|
} |
|
|
|
void IGameSystem::LevelInitPreEntityAllSystems( char const* pMapName ) |
|
{ |
|
// Store off the map name |
|
if ( s_pMapName ) |
|
{ |
|
delete[] s_pMapName; |
|
} |
|
|
|
int len = Q_strlen(pMapName) + 1; |
|
s_pMapName = new char [ len ]; |
|
Q_strncpy( s_pMapName, pMapName, len ); |
|
|
|
InvokeMethod( &IGameSystem::LevelInitPreEntity, "LevelInitPreEntity" ); |
|
} |
|
|
|
void IGameSystem::LevelInitPostEntityAllSystems( void ) |
|
{ |
|
InvokeMethod( &IGameSystem::LevelInitPostEntity, "LevelInitPostEntity" ); |
|
} |
|
|
|
void IGameSystem::LevelShutdownPreClearSteamAPIContextAllSystems() |
|
{ |
|
InvokeMethodReverseOrder( &IGameSystem::LevelShutdownPreClearSteamAPIContext ); |
|
} |
|
|
|
void IGameSystem::LevelShutdownPreEntityAllSystems() |
|
{ |
|
InvokeMethodReverseOrder( &IGameSystem::LevelShutdownPreEntity ); |
|
} |
|
|
|
void IGameSystem::LevelShutdownPostEntityAllSystems() |
|
{ |
|
InvokeMethodReverseOrder( &IGameSystem::LevelShutdownPostEntity ); |
|
|
|
if ( s_pMapName ) |
|
{ |
|
delete[] s_pMapName; |
|
s_pMapName = 0; |
|
} |
|
} |
|
|
|
void IGameSystem::OnSaveAllSystems() |
|
{ |
|
InvokeMethod( &IGameSystem::OnSave ); |
|
} |
|
|
|
void IGameSystem::OnRestoreAllSystems() |
|
{ |
|
InvokeMethod( &IGameSystem::OnRestore ); |
|
} |
|
|
|
void IGameSystem::SafeRemoveIfDesiredAllSystems() |
|
{ |
|
InvokeMethodReverseOrder( &IGameSystem::SafeRemoveIfDesired ); |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
void IGameSystem::PreRenderAllSystems() |
|
{ |
|
VPROF("IGameSystem::PreRenderAllSystems"); |
|
InvokePerFrameMethod( &IGameSystemPerFrame::PreRender ); |
|
} |
|
|
|
void IGameSystem::UpdateAllSystems( float frametime ) |
|
{ |
|
SafeRemoveIfDesiredAllSystems(); |
|
|
|
int i; |
|
int c = s_GameSystemsPerFrame.Count(); |
|
for ( i = 0; i < c; ++i ) |
|
{ |
|
IGameSystemPerFrame *sys = s_GameSystemsPerFrame[i]; |
|
MDLCACHE_CRITICAL_SECTION(); |
|
sys->Update( frametime ); |
|
} |
|
} |
|
|
|
void IGameSystem::PostRenderAllSystems() |
|
{ |
|
InvokePerFrameMethod( &IGameSystemPerFrame::PostRender ); |
|
} |
|
|
|
#else |
|
|
|
void IGameSystem::FrameUpdatePreEntityThinkAllSystems() |
|
{ |
|
InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePreEntityThink ); |
|
} |
|
|
|
void IGameSystem::FrameUpdatePostEntityThinkAllSystems() |
|
{ |
|
SafeRemoveIfDesiredAllSystems(); |
|
|
|
InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePostEntityThink ); |
|
} |
|
|
|
void IGameSystem::PreClientUpdateAllSystems() |
|
{ |
|
InvokePerFrameMethod( &IGameSystemPerFrame::PreClientUpdate ); |
|
} |
|
|
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Invokes a method on all installed game systems in proper order |
|
//----------------------------------------------------------------------------- |
|
void InvokeMethod( GameSystemFunc_t f, char const *timed /*=0*/ ) |
|
{ |
|
NOTE_UNUSED( timed ); |
|
|
|
int i; |
|
int c = s_GameSystems.Count(); |
|
for ( i = 0; i < c ; ++i ) |
|
{ |
|
IGameSystem *sys = s_GameSystems[i]; |
|
|
|
MDLCACHE_CRITICAL_SECTION(); |
|
|
|
(sys->*f)(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Invokes a method on all installed game systems in proper order |
|
//----------------------------------------------------------------------------- |
|
void InvokePerFrameMethod( PerFrameGameSystemFunc_t f, char const *timed /*=0*/ ) |
|
{ |
|
NOTE_UNUSED( timed ); |
|
|
|
int i; |
|
int c = s_GameSystemsPerFrame.Count(); |
|
for ( i = 0; i < c ; ++i ) |
|
{ |
|
IGameSystemPerFrame *sys = s_GameSystemsPerFrame[i]; |
|
MDLCACHE_CRITICAL_SECTION(); |
|
(sys->*f)(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Invokes a method on all installed game systems in reverse order |
|
//----------------------------------------------------------------------------- |
|
void InvokeMethodReverseOrder( GameSystemFunc_t f ) |
|
{ |
|
int i; |
|
int c = s_GameSystems.Count(); |
|
for ( i = c; --i >= 0; ) |
|
{ |
|
IGameSystem *sys = s_GameSystems[i]; |
|
MDLCACHE_CRITICAL_SECTION(); |
|
(sys->*f)(); |
|
} |
|
} |
|
|
|
|
|
|