Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, 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"
// enable this #define (here or in your vpc) to have
// each GameSystem accounted for individually in the vprof.
// You must enable VPROF_LEVEL 1 too.
// #define VPROF_ACCOUNT_GAMESYSTEMS
// 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 order
static void InvokeMethodTickProgress( 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_COARSE_LOCK();
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 );
InvokeMethodTickProgress( &IGameSystem::LevelInitPreEntity, "LevelInitPreEntity" );
}
void IGameSystem::LevelInitPostEntityAllSystems( void )
{
InvokeMethod( &IGameSystem::LevelInitPostEntity, "LevelInitPostEntity" );
}
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()
{
VPROF("FrameUpdatePreEntityThinkAllSystems");
InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePreEntityThink );
}
void IGameSystem::FrameUpdatePostEntityThinkAllSystems()
{
VPROF("FrameUpdatePostEntityThinkAllSystems");
SafeRemoveIfDesiredAllSystems();
InvokePerFrameMethod( &IGameSystemPerFrame::FrameUpdatePostEntityThink );
}
void IGameSystem::PreClientUpdateAllSystems()
{
VPROF("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_COARSE_LOCK();
MDLCACHE_CRITICAL_SECTION();
(sys->*f)();
}
}
//-----------------------------------------------------------------------------
// Invokes a method on all installed game systems in proper order
//-----------------------------------------------------------------------------
void InvokeMethodTickProgress( 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_COARSE_LOCK();
MDLCACHE_CRITICAL_SECTION();
#if defined( CLIENT_DLL )
engine->TickProgressBar();
#endif
(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];
#if (VPROF_LEVEL > 0) && defined(VPROF_ACCOUNT_GAMESYSTEMS) // make sure each game system is individually attributed
// because vprof nodes must really be constructed with a pointer to a static
// string, we can't create a temporary char[] here and sprintf a distinctive
// V_snprintf( buf, 63, "gamesys_preframe_%s", sys->Name() ). We'll have to
// settle for just the system name, and distinguish between pre and post frame
// in hierarchy.
VPROF( sys->Name() );
#endif
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];
#if (VPROF_LEVEL > 0) && defined(VPROF_ACCOUNT_GAMESYSTEMS) // make sure each game system is individually attributed
// because vprof nodes must really be constructed with a pointer to a static
// string, we can't create a temporary char[] here and sprintf a distinctive
// V_snprintf( buf, 63, "gamesys_preframe_%s", sys->Name() ). We'll have to
// settle for just the system name, and distinguish between pre and post frame
// in hierarchy.
VPROF( sys->Name() );
#endif
MDLCACHE_CRITICAL_SECTION();
(sys->*f)();
}
}