virtualx-engine/main/main.cpp

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/*************************************************************************/
/* main.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "main.h"
#include "app_icon.gen.h"
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#include "core/register_core_types.h"
#include "drivers/register_driver_types.h"
#include "message_queue.h"
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#include "modules/register_module_types.h"
#include "os/os.h"
#include "platform/register_platform_apis.h"
#include "project_settings.h"
#include "scene/register_scene_types.h"
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#include "script_debugger_local.h"
#include "script_debugger_remote.h"
#include "servers/register_server_types.h"
#include "splash.gen.h"
#include "splash_editor.gen.h"
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#include "input_map.h"
#include "io/resource_loader.h"
#include "scene/main/scene_tree.h"
#include "servers/arvr_server.h"
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#include "servers/audio_server.h"
#include "servers/physics_2d_server.h"
#include "servers/physics_server.h"
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#include "io/resource_loader.h"
#include "script_language.h"
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#include "core/io/ip.h"
#include "main/tests/test_main.h"
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#include "os/dir_access.h"
#include "scene/main/viewport.h"
#include "scene/resources/packed_scene.h"
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#ifdef TOOLS_ENABLED
#include "editor/doc/doc_data.h"
#include "editor/doc/doc_data_class_path.gen.h"
#include "editor/editor_node.h"
#include "editor/project_manager.h"
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#endif
#include "io/file_access_network.h"
#include "servers/physics_2d_server.h"
#include "core/io/file_access_pack.h"
#include "core/io/file_access_zip.h"
#include "core/io/stream_peer_ssl.h"
#include "core/io/stream_peer_tcp.h"
#include "main/input_default.h"
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#include "performance.h"
#include "translation.h"
#include "version.h"
#include "version_hash.gen.h"
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static ProjectSettings *globals = NULL;
static Engine *engine = NULL;
static InputMap *input_map = NULL;
static bool _start_success = false;
static ScriptDebugger *script_debugger = NULL;
AudioServer *audio_server = NULL;
ARVRServer *arvr_server = NULL;
PhysicsServer *physics_server = NULL;
Physics2DServer *physics_2d_server = NULL;
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static MessageQueue *message_queue = NULL;
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static Performance *performance = NULL;
static PackedData *packed_data = NULL;
#ifdef MINIZIP_ENABLED
static ZipArchive *zip_packed_data = NULL;
#endif
static FileAccessNetworkClient *file_access_network_client = NULL;
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static TranslationServer *translation_server = NULL;
static OS::VideoMode video_mode;
static bool init_maximized = false;
static bool init_windowed = false;
static bool init_fullscreen = false;
static bool init_always_on_top = false;
static bool init_use_custom_pos = false;
#ifdef DEBUG_ENABLED
static bool debug_collisions = false;
static bool debug_navigation = false;
#endif
static int frame_delay = 0;
static Vector2 init_custom_pos;
static int video_driver_idx = -1;
static int audio_driver_idx = -1;
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static String locale;
static bool use_debug_profiler = false;
static bool force_lowdpi = false;
static int init_screen = -1;
static bool use_vsync = true;
static bool editor = false;
static bool show_help = false;
static bool disable_render_loop = false;
static int fixed_fps = -1;
static bool auto_build_solutions = false;
static bool auto_quit = false;
static bool print_fps = false;
static OS::ProcessID allow_focus_steal_pid = 0;
static bool project_manager = false;
bool Main::is_project_manager() {
return project_manager;
}
void initialize_physics() {
/// 3D Physics Server
physics_server = PhysicsServerManager::new_server(ProjectSettings::get_singleton()->get(PhysicsServerManager::setting_property_name));
if (!physics_server) {
// Physics server not found, Use the default physics
physics_server = PhysicsServerManager::new_default_server();
}
ERR_FAIL_COND(!physics_server);
physics_server->init();
/// 2D Physics server
physics_2d_server = Physics2DServerManager::new_server(ProjectSettings::get_singleton()->get(Physics2DServerManager::setting_property_name));
if (!physics_2d_server) {
// Physics server not found, Use the default physics
physics_2d_server = Physics2DServerManager::new_default_server();
}
ERR_FAIL_COND(!physics_2d_server);
physics_2d_server->init();
}
void finalize_physics() {
physics_server->finish();
memdelete(physics_server);
physics_2d_server->finish();
memdelete(physics_2d_server);
}
static String unescape_cmdline(const String &p_str) {
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return p_str.replace("%20", " ");
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}
static String get_full_version_string() {
String hash = String(VERSION_HASH);
if (hash.length() != 0)
hash = "." + hash.left(7);
return String(VERSION_FULL_BUILD) + hash;
}
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//#define DEBUG_INIT
#ifdef DEBUG_INIT
#define MAIN_PRINT(m_txt) print_line(m_txt)
#else
#define MAIN_PRINT(m_txt)
#endif
void Main::print_help(const char *p_binary) {
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print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - https://godotengine.org");
OS::get_singleton()->print("(c) 2007-2018 Juan Linietsky, Ariel Manzur.\n");
OS::get_singleton()->print("(c) 2014-2018 Godot Engine contributors.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Usage: %s [options] [path to scene or 'project.godot' file]\n", p_binary);
OS::get_singleton()->print("\n");
OS::get_singleton()->print("General options:\n");
OS::get_singleton()->print(" -h, --help Display this help message.\n");
OS::get_singleton()->print(" --version Display the version string.\n");
OS::get_singleton()->print(" -v, --verbose Use verbose stdout mode.\n");
OS::get_singleton()->print(" --quiet Quiet mode, silences stdout messages. Errors are still displayed.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Run options:\n");
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#ifdef TOOLS_ENABLED
OS::get_singleton()->print(" -e, --editor Start the editor instead of running the scene.\n");
OS::get_singleton()->print(" -p, --project-manager Start the project manager, even if a project is auto-detected.\n");
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#endif
OS::get_singleton()->print(" -q, --quit Quit after the first iteration.\n");
OS::get_singleton()->print(" -l, --language <locale> Use a specific locale (<locale> being a two-letter code).\n");
OS::get_singleton()->print(" --path <directory> Path to a project (<directory> must contain a 'project.godot' file).\n");
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OS::get_singleton()->print(" -u, --upwards Scan folders upwards for project.godot file.\n");
OS::get_singleton()->print(" --main-pack <file> Path to a pack (.pck) file to load.\n");
OS::get_singleton()->print(" --render-thread <mode> Render thread mode ('unsafe', 'safe', 'separate').\n");
OS::get_singleton()->print(" --remote-fs <address> Remote filesystem (<host/IP>[:<port>] address).\n");
OS::get_singleton()->print(" --remote-fs-password <password> Password for remote filesystem.\n");
OS::get_singleton()->print(" --audio-driver <driver> Audio driver (");
for (int i = 0; i < OS::get_singleton()->get_audio_driver_count(); i++) {
if (i != 0)
OS::get_singleton()->print(", ");
OS::get_singleton()->print("'%s'", OS::get_singleton()->get_audio_driver_name(i));
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}
OS::get_singleton()->print(").\n");
OS::get_singleton()->print(" --video-driver <driver> Video driver (");
for (int i = 0; i < OS::get_singleton()->get_video_driver_count(); i++) {
if (i != 0)
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OS::get_singleton()->print(", ");
OS::get_singleton()->print("'%s'", OS::get_singleton()->get_video_driver_name(i));
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}
OS::get_singleton()->print(").\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Display options:\n");
OS::get_singleton()->print(" -f, --fullscreen Request fullscreen mode.\n");
OS::get_singleton()->print(" -m, --maximized Request a maximized window.\n");
OS::get_singleton()->print(" -w, --windowed Request windowed mode.\n");
OS::get_singleton()->print(" -t, --always-on-top Request an always-on-top window.\n");
OS::get_singleton()->print(" --resolution <W>x<H> Request window resolution.\n");
OS::get_singleton()->print(" --position <X>,<Y> Request window position.\n");
OS::get_singleton()->print(" --low-dpi Force low-DPI mode (macOS and Windows only).\n");
OS::get_singleton()->print(" --no-window Disable window creation (Windows only). Useful together with --script.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Debug options:\n");
OS::get_singleton()->print(" -d, --debug Debug (local stdout debugger).\n");
OS::get_singleton()->print(" -b, --breakpoints Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 instead).\n");
OS::get_singleton()->print(" --profiling Enable profiling in the script debugger.\n");
OS::get_singleton()->print(" --remote-debug <address> Remote debug (<host/IP>:<port> address).\n");
#ifdef DEBUG_ENABLED
OS::get_singleton()->print(" --debug-collisions Show collisions shapes when running the scene.\n");
OS::get_singleton()->print(" --debug-navigation Show navigation polygons when running the scene.\n");
#endif
OS::get_singleton()->print(" --frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds).\n");
OS::get_singleton()->print(" --time-scale <scale> Force time scale (higher values are faster, 1.0 is normal speed).\n");
OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
OS::get_singleton()->print(" --disable-crash-handler Disable crash handler when supported by the platform code.\n");
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OS::get_singleton()->print(" --fixed-fps <fps> Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
OS::get_singleton()->print(" --print-fps Print the frames per second to the stdout.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Standalone tools:\n");
OS::get_singleton()->print(" -s, --script <script> Run a script.\n");
#ifdef TOOLS_ENABLED
OS::get_singleton()->print(" --export <target> Export the project using the given export target. Export only main pack if path ends with .pck or .zip'.\n");
OS::get_singleton()->print(" --export-debug <target> Like --export, but use debug template.\n");
OS::get_singleton()->print(" --doctool <path> Dump the engine API reference to the given <path> in XML format, merging if existing files are found.\n");
OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n");
OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects).\n");
#ifdef DEBUG_METHODS_ENABLED
OS::get_singleton()->print(" --gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings.\n");
#endif
OS::get_singleton()->print(" --test <test> Run a unit test (");
const char **test_names = tests_get_names();
const char *comma = "";
while (*test_names) {
OS::get_singleton()->print("%s'%s'", comma, *test_names);
test_names++;
comma = ", ";
}
OS::get_singleton()->print(").\n");
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#endif
}
Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) {
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RID_OwnerBase::init_rid();
OS::get_singleton()->initialize_core();
engine = memnew(Engine);
ClassDB::init();
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MAIN_PRINT("Main: Initialize CORE");
register_core_types();
register_core_driver_types();
MAIN_PRINT("Main: Initialize Globals");
Thread::_main_thread_id = Thread::get_caller_id();
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globals = memnew(ProjectSettings);
input_map = memnew(InputMap);
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register_core_settings(); //here globals is present
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translation_server = memnew(TranslationServer);
performance = memnew(Performance);
ClassDB::register_class<Performance>();
engine->add_singleton(Engine::Singleton("Performance", performance));
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GLOBAL_DEF("debug/settings/crash_handler/message", String("Please include this when reporting the bug on https://github.com/godotengine/godot/issues"));
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MAIN_PRINT("Main: Parse CMDLine");
/* argument parsing and main creation */
List<String> args;
List<String> main_args;
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for (int i = 0; i < argc; i++) {
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args.push_back(String::utf8(argv[i]));
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}
List<String>::Element *I = args.front();
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I = args.front();
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while (I) {
I->get() = unescape_cmdline(I->get().strip_escapes());
I = I->next();
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}
I = args.front();
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String video_driver = "";
String audio_driver = "";
String game_path = ".";
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bool upwards = false;
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String debug_mode;
String debug_host;
String main_pack;
bool quiet_stdout = false;
int rtm = -1;
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String remotefs;
String remotefs_pass;
Vector<String> breakpoints;
bool use_custom_res = true;
bool force_res = false;
bool found_project = false;
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packed_data = PackedData::get_singleton();
if (!packed_data)
packed_data = memnew(PackedData);
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#ifdef MINIZIP_ENABLED
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//XXX: always get_singleton() == 0x0
zip_packed_data = ZipArchive::get_singleton();
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//TODO: remove this temporary fix
if (!zip_packed_data) {
zip_packed_data = memnew(ZipArchive);
}
packed_data->add_pack_source(zip_packed_data);
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#endif
I = args.front();
while (I) {
List<String>::Element *N = I->next();
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if (I->get() == "-h" || I->get() == "--help" || I->get() == "/?") { // display help
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show_help = true;
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goto error;
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} else if (I->get() == "--version") {
print_line(get_full_version_string());
goto error;
} else if (I->get() == "--resolution") { // force resolution
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if (I->next()) {
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String vm = I->next()->get();
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if (vm.find("x") == -1) { // invalid parameter format
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OS::get_singleton()->print("Invalid resolution '%s', it should be e.g. '1280x720'.\n", vm.utf8().get_data());
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goto error;
}
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int w = vm.get_slice("x", 0).to_int();
int h = vm.get_slice("x", 1).to_int();
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if (w <= 0 || h <= 0) {
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OS::get_singleton()->print("Invalid resolution '%s', width and height must be above 0.\n", vm.utf8().get_data());
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goto error;
}
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video_mode.width = w;
video_mode.height = h;
force_res = true;
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N = I->next()->next();
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} else {
OS::get_singleton()->print("Missing resolution argument, aborting.\n");
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goto error;
}
} else if (I->get() == "--position") { // set window position
if (I->next()) {
String vm = I->next()->get();
if (vm.find(",") == -1) { // invalid parameter format
OS::get_singleton()->print("Invalid position '%s', it should be e.g. '80,128'.\n", vm.utf8().get_data());
goto error;
}
int x = vm.get_slice(",", 0).to_int();
int y = vm.get_slice(",", 1).to_int();
init_custom_pos = Point2(x, y);
init_use_custom_pos = true;
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing position argument, aborting.\n");
goto error;
}
} else if (I->get() == "-m" || I->get() == "--maximized") { // force maximized window
init_maximized = true;
video_mode.maximized = true;
} else if (I->get() == "-w" || I->get() == "--windowed") { // force windowed window
init_windowed = true;
} else if (I->get() == "-t" || I->get() == "--always-on-top") { // force always-on-top window
init_always_on_top = true;
} else if (I->get() == "--profiling") { // enable profiling
use_debug_profiler = true;
} else if (I->get() == "--video-driver") { // force video driver
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if (I->next()) {
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video_driver = I->next()->get();
N = I->next()->next();
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} else {
OS::get_singleton()->print("Missing video driver argument, aborting.\n");
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goto error;
}
} else if (I->get() == "-l" || I->get() == "--language") { // language
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if (I->next()) {
locale = I->next()->get();
N = I->next()->next();
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} else {
OS::get_singleton()->print("Missing language argument, aborting.\n");
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goto error;
}
} else if (I->get() == "--low-dpi") { // force low DPI (macOS only)
force_lowdpi = true;
} else if (I->get() == "--remote-fs") { // remote filesystem
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if (I->next()) {
remotefs = I->next()->get();
N = I->next()->next();
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} else {
OS::get_singleton()->print("Missing remote filesystem address, aborting.\n");
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goto error;
}
} else if (I->get() == "--remote-fs-password") { // remote filesystem password
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if (I->next()) {
remotefs_pass = I->next()->get();
N = I->next()->next();
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} else {
OS::get_singleton()->print("Missing remote filesystem password, aborting.\n");
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goto error;
}
} else if (I->get() == "--render-thread") { // render thread mode
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if (I->next()) {
if (I->next()->get() == "safe")
rtm = OS::RENDER_THREAD_SAFE;
else if (I->next()->get() == "unsafe")
rtm = OS::RENDER_THREAD_UNSAFE;
else if (I->next()->get() == "separate")
rtm = OS::RENDER_SEPARATE_THREAD;
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N = I->next()->next();
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} else {
OS::get_singleton()->print("Missing render thread mode argument, aborting.\n");
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goto error;
}
} else if (I->get() == "--audio-driver") { // audio driver
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if (I->next()) {
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audio_driver = I->next()->get();
N = I->next()->next();
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} else {
OS::get_singleton()->print("Missing audio driver argument, aborting.\n");
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goto error;
}
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} else if (I->get() == "-f" || I->get() == "--fullscreen") { // force fullscreen
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//video_mode.fullscreen=false;
init_fullscreen = true;
#ifdef TOOLS_ENABLED
} else if (I->get() == "-e" || I->get() == "--editor") { // starts editor
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editor = true;
} else if (I->get() == "-p" || I->get() == "--project-manager") { // starts project manager
project_manager = true;
} else if (I->get() == "--build-solutions") { // Build the scripting solution such C#
auto_build_solutions = true;
#endif
} else if (I->get() == "--no-window") { // disable window creation, Windows only
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OS::get_singleton()->set_no_window_mode(true);
} else if (I->get() == "--quiet") { // quieter output
quiet_stdout = true;
} else if (I->get() == "-v" || I->get() == "--verbose") { // verbose output
OS::get_singleton()->_verbose_stdout = true;
} else if (I->get() == "--path") { // set path of project to start or edit
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if (I->next()) {
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String p = I->next()->get();
if (OS::get_singleton()->set_cwd(p) == OK) {
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//nothing
} else {
game_path = I->next()->get(); //use game_path instead
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}
N = I->next()->next();
2014-02-10 02:10:30 +01:00
} else {
OS::get_singleton()->print("Missing relative or absolute path, aborting.\n");
2014-02-10 02:10:30 +01:00
goto error;
}
2017-10-10 14:45:54 +02:00
} else if (I->get() == "-u" || I->get() == "--upwards") { // scan folders upwards
upwards = true;
} else if (I->get() == "-q" || I->get() == "--quit") { // Auto quit at the end of the first main loop iteration
auto_quit = true;
} else if (I->get().ends_with("project.godot")) {
String path;
String file = I->get();
int sep = MAX(file.find_last("/"), file.find_last("\\"));
if (sep == -1)
path = ".";
else {
path = file.substr(0, sep);
}
if (OS::get_singleton()->set_cwd(path) == OK) {
// path already specified, don't override
} else {
game_path = path;
}
#ifdef TOOLS_ENABLED
editor = true;
#endif
} else if (I->get() == "-b" || I->get() == "--breakpoints") { // add breakpoints
2014-02-10 02:10:30 +01:00
if (I->next()) {
String bplist = I->next()->get();
breakpoints = bplist.split(",");
N = I->next()->next();
2014-02-10 02:10:30 +01:00
} else {
OS::get_singleton()->print("Missing list of breakpoints, aborting.\n");
2014-02-10 02:10:30 +01:00
goto error;
}
} else if (I->get() == "--frame-delay") { // force frame delay
2014-02-10 02:10:30 +01:00
if (I->next()) {
frame_delay = I->next()->get().to_int();
N = I->next()->next();
2014-02-10 02:10:30 +01:00
} else {
OS::get_singleton()->print("Missing frame delay argument, aborting.\n");
2014-02-10 02:10:30 +01:00
goto error;
}
} else if (I->get() == "--time-scale") { // force time scale
if (I->next()) {
Engine::get_singleton()->set_time_scale(I->next()->get().to_double());
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing time scale argument, aborting.\n");
goto error;
}
} else if (I->get() == "--main-pack") {
if (I->next()) {
main_pack = I->next()->get();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing path to main pack file, aborting.\n");
goto error;
};
} else if (I->get() == "-d" || I->get() == "--debug") {
debug_mode = "local";
#ifdef DEBUG_ENABLED
} else if (I->get() == "--debug-collisions") {
debug_collisions = true;
} else if (I->get() == "--debug-navigation") {
debug_navigation = true;
#endif
} else if (I->get() == "--remote-debug") {
2014-02-10 02:10:30 +01:00
if (I->next()) {
debug_mode = "remote";
debug_host = I->next()->get();
if (debug_host.find(":") == -1) { // wrong address
OS::get_singleton()->print("Invalid debug host address, it should be of the form <host/IP>:<port>.\n");
2014-02-10 02:10:30 +01:00
goto error;
}
N = I->next()->next();
2014-02-10 02:10:30 +01:00
} else {
OS::get_singleton()->print("Missing remote debug host address, aborting.\n");
2014-02-10 02:10:30 +01:00
goto error;
}
} else if (I->get() == "--allow_focus_steal_pid") { // not exposed to user
if (I->next()) {
allow_focus_steal_pid = I->next()->get().to_int64();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing editor PID argument, aborting.\n");
goto error;
2014-02-10 02:10:30 +01:00
}
} else if (I->get() == "--disable-render-loop") {
disable_render_loop = true;
} else if (I->get() == "--fixed-fps") {
if (I->next()) {
fixed_fps = I->next()->get().to_int();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing fixed-fps argument, aborting.\n");
goto error;
}
} else if (I->get() == "--print-fps") {
print_fps = true;
} else if (I->get() == "--disable-crash-handler") {
OS::get_singleton()->disable_crash_handler();
2014-02-10 02:10:30 +01:00
} else {
//test for game path
bool gpfound = false;
2014-02-10 02:10:30 +01:00
if (!I->get().begins_with("-") && game_path == "") {
DirAccess *da = DirAccess::open(I->get());
if (da != NULL) {
game_path = I->get();
gpfound = true;
2014-02-10 02:10:30 +01:00
memdelete(da);
}
}
if (!gpfound) {
main_args.push_back(I->get());
}
}
2016-03-09 00:00:52 +01:00
I = N;
2014-02-10 02:10:30 +01:00
}
if (globals->setup(game_path, main_pack, upwards) == OK) {
found_project = true;
} else {
#ifdef TOOLS_ENABLED
editor = false;
#else
OS::get_singleton()->print("Error: Could not load game path '%s'.\n", game_path.ascii().get_data());
goto error;
#endif
}
GLOBAL_DEF("memory/limits/multithreaded_server/rid_pool_prealloc", 60);
GLOBAL_DEF("network/limits/debugger_stdout/max_chars_per_second", 2048);
GLOBAL_DEF("network/limits/debugger_stdout/max_messages_per_frame", 10);
GLOBAL_DEF("network/limits/debugger_stdout/max_errors_per_frame", 10);
2014-02-10 02:10:30 +01:00
if (debug_mode == "remote") {
ScriptDebuggerRemote *sdr = memnew(ScriptDebuggerRemote);
uint16_t debug_port = 6007;
if (debug_host.find(":") != -1) {
int sep_pos = debug_host.find_last(":");
debug_port = debug_host.substr(sep_pos + 1, debug_host.length()).to_int();
debug_host = debug_host.substr(0, sep_pos);
2014-02-10 02:10:30 +01:00
}
Error derr = sdr->connect_to_host(debug_host, debug_port);
2014-02-10 02:10:30 +01:00
if (derr != OK) {
2014-02-10 02:10:30 +01:00
memdelete(sdr);
} else {
script_debugger = sdr;
2014-02-10 02:10:30 +01:00
}
} else if (debug_mode == "local") {
script_debugger = memnew(ScriptDebuggerLocal);
OS::get_singleton()->initialize_debugging();
2014-02-10 02:10:30 +01:00
}
FileAccessNetwork::configure();
2014-02-10 02:10:30 +01:00
if (remotefs != "") {
2014-02-10 02:10:30 +01:00
file_access_network_client = memnew(FileAccessNetworkClient);
2014-02-10 02:10:30 +01:00
int port;
if (remotefs.find(":") != -1) {
port = remotefs.get_slicec(':', 1).to_int();
remotefs = remotefs.get_slicec(':', 0);
2014-02-10 02:10:30 +01:00
} else {
port = 6010;
2014-02-10 02:10:30 +01:00
}
Error err = file_access_network_client->connect(remotefs, port, remotefs_pass);
2014-02-10 02:10:30 +01:00
if (err) {
OS::get_singleton()->printerr("Could not connect to remotefs: %s:%i.\n", remotefs.utf8().get_data(), port);
2014-02-10 02:10:30 +01:00
goto error;
}
FileAccess::make_default<FileAccessNetwork>(FileAccess::ACCESS_RESOURCES);
}
if (script_debugger) {
//there is a debugger, parse breakpoints
for (int i = 0; i < breakpoints.size(); i++) {
2014-02-10 02:10:30 +01:00
String bp = breakpoints[i];
int sp = bp.find_last(":");
if (sp == -1) {
ERR_EXPLAIN("Invalid breakpoint: '" + bp + "', expected file:line format.");
ERR_CONTINUE(sp == -1);
2014-02-10 02:10:30 +01:00
}
script_debugger->insert_breakpoint(bp.substr(sp + 1, bp.length()).to_int(), bp.substr(0, sp));
2014-02-10 02:10:30 +01:00
}
}
#ifdef TOOLS_ENABLED
if (editor) {
packed_data->set_disabled(true);
globals->set_disable_feature_overrides(true);
StreamPeerSSL::initialize_certs = false; //will be initialized by editor
2014-02-10 02:10:30 +01:00
}
#endif
2017-11-26 18:58:07 +01:00
GLOBAL_DEF("logging/file_logging/enable_file_logging", false);
GLOBAL_DEF("logging/file_logging/log_path", "user://logs/log.txt");
GLOBAL_DEF("logging/file_logging/max_log_files", 10);
if (FileAccess::get_create_func(FileAccess::ACCESS_USERDATA) && GLOBAL_GET("logging/file_logging/enable_file_logging")) {
String base_path = GLOBAL_GET("logging/file_logging/log_path");
int max_files = GLOBAL_GET("logging/file_logging/max_log_files");
OS::get_singleton()->add_logger(memnew(RotatedFileLogger(base_path, max_files)));
}
#ifdef TOOLS_ENABLED
2014-02-10 02:10:30 +01:00
if (editor) {
2017-08-13 16:21:45 +02:00
Engine::get_singleton()->set_editor_hint(true);
main_args.push_back("--editor");
2017-12-29 20:10:15 +01:00
if (!init_windowed) {
init_maximized = true;
video_mode.maximized = true;
}
2014-02-10 02:10:30 +01:00
}
if (!project_manager) {
// Determine if the project manager should be requested
project_manager = main_args.size() == 0 && !found_project;
}
2014-02-10 02:10:30 +01:00
#endif
if (main_args.size() == 0 && String(GLOBAL_DEF("application/run/main_scene", "")) == "") {
#ifdef TOOLS_ENABLED
if (!editor && !project_manager) {
#endif
OS::get_singleton()->print("Error: Can't run project: no main scene defined.\n");
goto error;
#ifdef TOOLS_ENABLED
}
#endif
}
if (editor || project_manager) {
use_custom_res = false;
input_map->load_default(); //keys for editor
} else {
input_map->load_from_globals(); //keys for game
}
if (bool(ProjectSettings::get_singleton()->get("application/run/disable_stdout"))) {
quiet_stdout = true;
}
if (bool(ProjectSettings::get_singleton()->get("application/run/disable_stderr"))) {
_print_error_enabled = false;
};
if (quiet_stdout)
_print_line_enabled = false;
OS::get_singleton()->set_cmdline(execpath, main_args);
2014-02-10 02:10:30 +01:00
GLOBAL_DEF("rendering/quality/driver/driver_name", "GLES3");
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/driver/driver_name", PropertyInfo(Variant::STRING, "rendering/quality/driver/driver_name", PROPERTY_HINT_ENUM, "GLES3,GLES2"));
if (video_driver == "") {
video_driver = GLOBAL_GET("rendering/quality/driver/driver_name");
}
2014-02-10 02:10:30 +01:00
2017-11-09 17:55:51 +01:00
GLOBAL_DEF("display/window/size/width", 1024);
GLOBAL_DEF("display/window/size/height", 600);
GLOBAL_DEF("display/window/size/resizable", true);
GLOBAL_DEF("display/window/size/borderless", false);
GLOBAL_DEF("display/window/size/fullscreen", false);
GLOBAL_DEF("display/window/size/always_on_top", false);
2017-11-09 17:55:51 +01:00
GLOBAL_DEF("display/window/size/test_width", 0);
GLOBAL_DEF("display/window/size/test_height", 0);
if (use_custom_res) {
if (!force_res) {
2017-11-09 17:55:51 +01:00
video_mode.width = GLOBAL_GET("display/window/size/width");
video_mode.height = GLOBAL_GET("display/window/size/height");
if (globals->has_setting("display/window/size/test_width") && globals->has_setting("display/window/size/test_height")) {
int tw = globals->get("display/window/size/test_width");
int th = globals->get("display/window/size/test_height");
if (tw > 0 && th > 0) {
video_mode.width = tw;
video_mode.height = th;
}
}
}
2017-11-09 17:55:51 +01:00
video_mode.resizable = GLOBAL_GET("display/window/size/resizable");
video_mode.borderless_window = GLOBAL_GET("display/window/size/borderless");
video_mode.fullscreen = GLOBAL_GET("display/window/size/fullscreen");
video_mode.always_on_top = GLOBAL_GET("display/window/size/always_on_top");
}
2014-02-10 02:10:30 +01:00
if (!force_lowdpi) {
OS::get_singleton()->_allow_hidpi = GLOBAL_DEF("display/window/dpi/allow_hidpi", false);
}
OS::get_singleton()->_allow_layered = GLOBAL_DEF("display/window/allow_per_pixel_transparency", false);
video_mode.use_vsync = GLOBAL_DEF("display/window/vsync/use_vsync", true);
video_mode.layered = GLOBAL_DEF("display/window/per_pixel_transparency", false);
video_mode.layered_splash = GLOBAL_DEF("display/window/per_pixel_transparency_splash", false);
GLOBAL_DEF("rendering/quality/intended_usage/framebuffer_allocation", 2);
GLOBAL_DEF("rendering/quality/intended_usage/framebuffer_allocation.mobile", 3);
if (editor || project_manager) {
// The editor and project manager always detect and use hiDPI if needed
OS::get_singleton()->_allow_hidpi = true;
OS::get_singleton()->_allow_layered = false;
}
Engine::get_singleton()->_pixel_snap = GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false);
OS::get_singleton()->_keep_screen_on = GLOBAL_DEF("display/window/energy_saving/keep_screen_on", true);
if (rtm == -1) {
rtm = GLOBAL_DEF("rendering/threads/thread_model", OS::RENDER_THREAD_SAFE);
2014-02-10 02:10:30 +01:00
}
if (rtm >= 0 && rtm < 3) {
if (editor) {
rtm = OS::RENDER_THREAD_SAFE;
}
OS::get_singleton()->_render_thread_mode = OS::RenderThreadMode(rtm);
}
2014-02-10 02:10:30 +01:00
/* Determine audio and video drivers */
2016-03-09 00:00:52 +01:00
for (int i = 0; i < OS::get_singleton()->get_video_driver_count(); i++) {
2016-03-09 00:00:52 +01:00
if (video_driver == OS::get_singleton()->get_video_driver_name(i)) {
2016-03-09 00:00:52 +01:00
video_driver_idx = i;
2014-02-10 02:10:30 +01:00
break;
}
}
if (video_driver_idx < 0) {
2016-03-09 00:00:52 +01:00
//OS::get_singleton()->alert("Invalid Video Driver: " + video_driver);
2014-02-10 02:10:30 +01:00
video_driver_idx = 0;
//goto error;
}
if (audio_driver == "") { // specified in project.godot
audio_driver = GLOBAL_DEF("audio/driver", OS::get_singleton()->get_audio_driver_name(0));
}
for (int i = 0; i < OS::get_singleton()->get_audio_driver_count(); i++) {
2016-03-09 00:00:52 +01:00
if (audio_driver == OS::get_singleton()->get_audio_driver_name(i)) {
2016-03-09 00:00:52 +01:00
audio_driver_idx = i;
2014-02-10 02:10:30 +01:00
break;
}
}
if (audio_driver_idx < 0) {
2016-03-09 00:00:52 +01:00
OS::get_singleton()->alert("Invalid Audio Driver: " + audio_driver);
audio_driver_idx = 0;
//goto error;
2014-02-10 02:10:30 +01:00
}
{
String orientation = GLOBAL_DEF("display/window/handheld/orientation", "landscape");
2014-02-10 02:10:30 +01:00
if (orientation == "portrait")
2014-02-10 02:10:30 +01:00
OS::get_singleton()->set_screen_orientation(OS::SCREEN_PORTRAIT);
else if (orientation == "reverse_landscape")
2014-02-10 02:10:30 +01:00
OS::get_singleton()->set_screen_orientation(OS::SCREEN_REVERSE_LANDSCAPE);
else if (orientation == "reverse_portrait")
2014-02-10 02:10:30 +01:00
OS::get_singleton()->set_screen_orientation(OS::SCREEN_REVERSE_PORTRAIT);
else if (orientation == "sensor_landscape")
2014-02-10 02:10:30 +01:00
OS::get_singleton()->set_screen_orientation(OS::SCREEN_SENSOR_LANDSCAPE);
else if (orientation == "sensor_portrait")
2014-02-10 02:10:30 +01:00
OS::get_singleton()->set_screen_orientation(OS::SCREEN_SENSOR_PORTRAIT);
else if (orientation == "sensor")
2014-02-10 02:10:30 +01:00
OS::get_singleton()->set_screen_orientation(OS::SCREEN_SENSOR);
else
OS::get_singleton()->set_screen_orientation(OS::SCREEN_LANDSCAPE);
}
Engine::get_singleton()->set_iterations_per_second(GLOBAL_DEF("physics/common/physics_fps", 60));
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-11 00:03:31 +01:00
Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5));
Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0));
GLOBAL_DEF("debug/settings/stdout/print_fps", false);
2014-02-10 02:10:30 +01:00
if (!OS::get_singleton()->_verbose_stdout) //overridden
OS::get_singleton()->_verbose_stdout = GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
2014-02-10 02:10:30 +01:00
if (frame_delay == 0) {
frame_delay = GLOBAL_DEF("application/run/frame_delay_msec", 0);
}
OS::get_singleton()->set_low_processor_usage_mode(GLOBAL_DEF("application/run/low_processor_mode", false));
OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(GLOBAL_DEF("application/run/low_processor_mode_sleep_usec", 8000));
Engine::get_singleton()->set_frame_delay(frame_delay);
message_queue = memnew(MessageQueue);
2014-02-10 02:10:30 +01:00
ProjectSettings::get_singleton()->register_global_defaults();
2014-02-10 02:10:30 +01:00
if (p_second_phase)
return setup2();
return OK;
error:
2016-03-09 00:00:52 +01:00
video_driver = "";
audio_driver = "";
game_path = "";
2016-03-09 00:00:52 +01:00
args.clear();
2014-02-10 02:10:30 +01:00
main_args.clear();
2016-03-09 00:00:52 +01:00
if (show_help)
print_help(execpath);
2014-02-10 02:10:30 +01:00
if (performance)
memdelete(performance);
if (input_map)
memdelete(input_map);
if (translation_server)
memdelete(translation_server);
2014-02-10 02:10:30 +01:00
if (globals)
memdelete(globals);
if (engine)
memdelete(engine);
2014-02-10 02:10:30 +01:00
if (script_debugger)
memdelete(script_debugger);
if (packed_data)
memdelete(packed_data);
if (file_access_network_client)
memdelete(file_access_network_client);
// Note 1: *zip_packed_data live into *packed_data
// Note 2: PackedData::~PackedData destroy this.
/*
#ifdef MINIZIP_ENABLED
if (zip_packed_data)
memdelete( zip_packed_data );
#endif
*/
2015-10-30 12:56:07 +01:00
unregister_core_driver_types();
2014-02-10 02:10:30 +01:00
unregister_core_types();
2016-03-09 00:00:52 +01:00
2014-02-10 02:10:30 +01:00
OS::get_singleton()->_cmdline.clear();
if (message_queue)
memdelete(message_queue);
2014-02-10 02:10:30 +01:00
OS::get_singleton()->finalize_core();
locale = String();
2016-03-09 00:00:52 +01:00
2014-02-10 02:10:30 +01:00
return ERR_INVALID_PARAMETER;
}
Error Main::setup2(Thread::ID p_main_tid_override) {
if (p_main_tid_override) {
Thread::_main_thread_id = p_main_tid_override;
}
2014-02-10 02:10:30 +01:00
Error err = OS::get_singleton()->initialize(video_mode, video_driver_idx, audio_driver_idx);
if (err != OK) {
return err;
}
if (init_use_custom_pos) {
OS::get_singleton()->set_window_position(init_custom_pos);
}
// right moment to create and initialize the audio server
2017-01-15 20:06:14 +01:00
audio_server = memnew(AudioServer);
2017-01-15 20:06:14 +01:00
audio_server->init();
// also init our arvr_server from here
arvr_server = memnew(ARVRServer);
2014-02-10 02:10:30 +01:00
register_core_singletons();
MAIN_PRINT("Main: Setup Logo");
#ifdef JAVASCRIPT_ENABLED
2017-08-21 21:15:36 +02:00
bool show_logo = false;
#else
bool show_logo = true;
2014-02-10 02:10:30 +01:00
#endif
if (init_screen != -1) {
OS::get_singleton()->set_current_screen(init_screen);
}
if (init_windowed) {
//do none..
} else if (init_maximized) {
OS::get_singleton()->set_window_maximized(true);
} else if (init_fullscreen) {
OS::get_singleton()->set_window_fullscreen(true);
}
if (init_always_on_top) {
OS::get_singleton()->set_window_always_on_top(true);
}
register_server_types();
2015-09-04 04:24:55 +02:00
MAIN_PRINT("Main: Load Remaps");
Color clear = GLOBAL_DEF("rendering/environment/default_clear_color", Color(0.3, 0.3, 0.3));
VisualServer::get_singleton()->set_default_clear_color(clear);
2014-02-10 02:10:30 +01:00
if (show_logo) { //boot logo!
String boot_logo_path = GLOBAL_DEF("application/boot_splash/image", String());
bool boot_logo_scale = GLOBAL_DEF("application/boot_splash/fullsize", true);
ProjectSettings::get_singleton()->set_custom_property_info("application/boot_splash/image", PropertyInfo(Variant::STRING, "application/boot_splash/image", PROPERTY_HINT_FILE, "*.png"));
Ref<Image> boot_logo;
2015-09-04 04:24:55 +02:00
boot_logo_path = boot_logo_path.strip_edges();
if (boot_logo_path != String() /*&& FileAccess::exists(boot_logo_path)*/) {
print_line("Boot splash path: " + boot_logo_path);
boot_logo.instance();
Error err = boot_logo->load(boot_logo_path);
if (err)
ERR_PRINTS("Non-existing or invalid boot splash at: " + boot_logo_path + ". Loading default splash.");
}
2014-02-10 02:10:30 +01:00
if (boot_logo.is_valid()) {
OS::get_singleton()->_msec_splash = OS::get_singleton()->get_ticks_msec();
Color boot_bg = GLOBAL_DEF("application/boot_splash/bg_color", clear);
VisualServer::get_singleton()->set_boot_image(boot_logo, boot_bg, boot_logo_scale);
2014-02-10 02:10:30 +01:00
#ifndef TOOLS_ENABLED
//no tools, so free the boot logo (no longer needed)
//ProjectSettings::get_singleton()->set("application/boot_logo",Image());
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#endif
} else {
#ifndef NO_DEFAULT_BOOT_LOGO
MAIN_PRINT("Main: Create bootsplash");
#if defined(TOOLS_ENABLED) && !defined(NO_EDITOR_SPLASH)
Ref<Image> splash = (editor || project_manager) ? memnew(Image(boot_splash_editor_png)) : memnew(Image(boot_splash_png));
#else
Ref<Image> splash = memnew(Image(boot_splash_png));
#endif
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MAIN_PRINT("Main: ClearColor");
VisualServer::get_singleton()->set_default_clear_color(boot_splash_bg_color);
MAIN_PRINT("Main: Image");
VisualServer::get_singleton()->set_boot_image(splash, boot_splash_bg_color, false);
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#endif
}
#ifdef TOOLS_ENABLED
Ref<Image> icon = memnew(Image(app_icon_png));
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OS::get_singleton()->set_icon(icon);
#endif
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}
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MAIN_PRINT("Main: DCC");
VisualServer::get_singleton()->set_default_clear_color(GLOBAL_DEF("rendering/environment/default_clear_color", Color(0.3, 0.3, 0.3)));
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MAIN_PRINT("Main: END");
GLOBAL_DEF("application/config/icon", String());
ProjectSettings::get_singleton()->set_custom_property_info("application/config/icon", PropertyInfo(Variant::STRING, "application/config/icon", PROPERTY_HINT_FILE, "*.png,*.webp"));
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InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
if (id) {
if (bool(GLOBAL_DEF("input_devices/pointing/emulate_touch_from_mouse", false)) && !(editor || project_manager)) {
if (!OS::get_singleton()->has_touchscreen_ui_hint()) {
//only if no touchscreen ui hint, set emulation
id->set_emulate_touch_from_mouse(true);
}
}
id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF("input_devices/pointing/emulate_mouse_from_touch", true)));
}
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MAIN_PRINT("Main: Load Remaps");
MAIN_PRINT("Main: Load Scene Types");
register_scene_types();
GLOBAL_DEF("display/mouse_cursor/custom_image", String());
GLOBAL_DEF("display/mouse_cursor/custom_image_hotspot", Vector2());
ProjectSettings::get_singleton()->set_custom_property_info("display/mouse_cursor/custom_image", PropertyInfo(Variant::STRING, "display/mouse_cursor/custom_image", PROPERTY_HINT_FILE, "*.png,*.webp"));
if (String(ProjectSettings::get_singleton()->get("display/mouse_cursor/custom_image")) != String()) {
//print_line("use custom cursor");
Ref<Texture> cursor = ResourceLoader::load(ProjectSettings::get_singleton()->get("display/mouse_cursor/custom_image"));
if (cursor.is_valid()) {
//print_line("loaded ok");
Vector2 hotspot = ProjectSettings::get_singleton()->get("display/mouse_cursor/custom_image_hotspot");
Input::get_singleton()->set_custom_mouse_cursor(cursor, Input::CURSOR_ARROW, hotspot);
}
}
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#ifdef TOOLS_ENABLED
ClassDB::set_current_api(ClassDB::API_EDITOR);
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EditorNode::register_editor_types();
ClassDB::set_current_api(ClassDB::API_CORE);
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#endif
if (allow_focus_steal_pid) {
OS::get_singleton()->enable_for_stealing_focus(allow_focus_steal_pid);
}
MAIN_PRINT("Main: Load Modules, Physics, Drivers, Scripts");
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register_platform_apis();
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register_module_types();
initialize_physics();
register_server_singletons();
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register_driver_types();
ScriptServer::init_languages();
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MAIN_PRINT("Main: Load Translations");
translation_server->setup(); //register translations, load them, etc.
if (locale != "") {
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translation_server->set_locale(locale);
}
translation_server->load_translations();
ResourceLoader::load_translation_remaps(); //load remaps for resources
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ResourceLoader::load_path_remaps();
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audio_server->load_default_bus_layout();
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if (use_debug_profiler && script_debugger) {
script_debugger->profiling_start();
}
_start_success = true;
locale = String();
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ClassDB::set_current_api(ClassDB::API_NONE); //no more api is registered at this point
if (OS::get_singleton()->is_stdout_verbose()) {
print_line("CORE API HASH: " + itos(ClassDB::get_api_hash(ClassDB::API_CORE)));
print_line("EDITOR API HASH: " + itos(ClassDB::get_api_hash(ClassDB::API_EDITOR)));
}
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MAIN_PRINT("Main: Done");
return OK;
}
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
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// everything the main loop needs to know about frame timings
struct _FrameTime {
float animation_step; // time to advance animations for (argument to process())
int physics_steps; // number of times to iterate the physics engine
void clamp_animation(float min_animation_step, float max_animation_step) {
if (animation_step < min_animation_step) {
animation_step = min_animation_step;
} else if (animation_step > max_animation_step) {
animation_step = max_animation_step;
}
}
};
class _TimerSync {
// wall clock time measured on the main thread
uint64_t last_cpu_ticks_usec;
uint64_t current_cpu_ticks_usec;
// logical game time since last physics timestep
float time_accum;
// current difference between wall clock time and reported sum of animation_steps
float time_deficit;
// number of frames back for keeping accumulated physics steps roughly constant.
// value of 12 chosen because that is what is required to make 144 Hz monitors
// behave well with 60 Hz physics updates. The only worse commonly available refresh
// would be 85, requiring CONTROL_STEPS = 17.
static const int CONTROL_STEPS = 12;
// sum of physics steps done over the last (i+1) frames
int accumulated_physics_steps[CONTROL_STEPS];
// typical value for accumulated_physics_steps[i] is either this or this plus one
int typical_physics_steps[CONTROL_STEPS];
protected:
// returns the fraction of p_frame_slice required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
float get_physics_jitter_fix() {
return Engine::get_singleton()->get_physics_jitter_fix();
}
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
int get_average_physics_steps(float &p_min, float &p_max) {
p_min = typical_physics_steps[0];
p_max = p_min + 1;
for (int i = 1; i < CONTROL_STEPS; ++i) {
const float typical_lower = typical_physics_steps[i];
const float current_min = typical_lower / (i + 1);
if (current_min > p_max)
return i; // bail out of further restrictions would void the interval
else if (current_min > p_min)
p_min = current_min;
const float current_max = (typical_lower + 1) / (i + 1);
if (current_max < p_min)
return i;
else if (current_max < p_max)
p_max = current_max;
}
return CONTROL_STEPS;
}
// advance physics clock by p_animation_step, return appropriate number of steps to simulate
_FrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_animation_step) {
_FrameTime ret;
ret.animation_step = p_animation_step;
// simple determination of number of physics iteration
time_accum += ret.animation_step;
ret.physics_steps = floor(time_accum * p_iterations_per_second);
int min_typical_steps = typical_physics_steps[0];
int max_typical_steps = min_typical_steps + 1;
// given the past recorded steps and typcial steps to match, calculate bounds for this
// step to be typical
bool update_typical = false;
for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
if (steps_left_to_match_typical > max_typical_steps ||
steps_left_to_match_typical + 1 < min_typical_steps) {
update_typical = true;
break;
}
if (steps_left_to_match_typical > min_typical_steps)
min_typical_steps = steps_left_to_match_typical;
if (steps_left_to_match_typical + 1 < max_typical_steps)
max_typical_steps = steps_left_to_match_typical + 1;
}
// try to keep it consistent with previous iterations
if (ret.physics_steps < min_typical_steps) {
const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix());
if (max_possible_steps < min_typical_steps) {
ret.physics_steps = max_possible_steps;
update_typical = true;
} else {
ret.physics_steps = min_typical_steps;
}
} else if (ret.physics_steps > max_typical_steps) {
const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix());
if (min_possible_steps > max_typical_steps) {
ret.physics_steps = min_possible_steps;
update_typical = true;
} else {
ret.physics_steps = max_typical_steps;
}
}
time_accum -= ret.physics_steps * p_frame_slice;
// keep track of accumulated step counts
for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
}
accumulated_physics_steps[0] = ret.physics_steps;
if (update_typical) {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
typical_physics_steps[i] = accumulated_physics_steps[i];
} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
}
}
}
return ret;
}
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
_FrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_animation_step) {
if (fixed_fps != -1)
p_animation_step = 1.0 / fixed_fps;
// compensate for last deficit
p_animation_step += time_deficit;
_FrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_animation_step);
// we will do some clamping on ret.animation_step and need to sync those changes to time_accum,
// that's easiest if we just remember their fixed difference now
const double animation_minus_accum = ret.animation_step - time_accum;
// first, least important clamping: keep ret.animation_step consistent with typical_physics_steps.
// this smoothes out the animation steps and culls small but quick variations.
{
float min_average_physics_steps, max_average_physics_steps;
int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
if (consistent_steps > 3) {
ret.clamp_animation(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice);
}
}
// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice;
ret.clamp_animation(p_animation_step - max_clock_deviation, p_animation_step + max_clock_deviation);
// last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and animation
ret.clamp_animation(animation_minus_accum, animation_minus_accum + p_frame_slice);
// restore time_accum
time_accum = ret.animation_step - animation_minus_accum;
// track deficit
time_deficit = p_animation_step - ret.animation_step;
return ret;
}
// determine wall clock step since last iteration
float get_cpu_animation_step() {
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
last_cpu_ticks_usec = current_cpu_ticks_usec;
return cpu_ticks_elapsed / 1000000.0;
}
public:
explicit _TimerSync() :
last_cpu_ticks_usec(0),
current_cpu_ticks_usec(0),
time_accum(0),
time_deficit(0) {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
typical_physics_steps[i] = i;
accumulated_physics_steps[i] = i;
}
}
// start the clock
void init(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
}
// set measured wall clock time
void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = p_cpu_ticks_usec;
}
// advance one frame, return timesteps to take
_FrameTime advance(float p_frame_slice, int p_iterations_per_second) {
float cpu_animation_step = get_cpu_animation_step();
return advance_checked(p_frame_slice, p_iterations_per_second, cpu_animation_step);
}
void before_start_render() {
VisualServer::get_singleton()->sync();
}
};
static _TimerSync _timer_sync;
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bool Main::start() {
ERR_FAIL_COND_V(!_start_success, false);
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bool hasicon = false;
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String doc_tool;
List<String> removal_docs;
bool doc_base = true;
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String game_path;
String script;
String test;
String _export_preset;
bool export_debug = false;
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
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_timer_sync.init(OS::get_singleton()->get_ticks_usec());
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List<String> args = OS::get_singleton()->get_cmdline_args();
for (int i = 0; i < args.size(); i++) {
//parameters that do not have an argument to the right
if (args[i] == "--no-docbase") {
doc_base = false;
#ifdef TOOLS_ENABLED
} else if (args[i] == "-e" || args[i] == "--editor") {
editor = true;
} else if (args[i] == "-p" || args[i] == "--project-manager") {
project_manager = true;
#endif
} else if (args[i].length() && args[i][0] != '-' && game_path == "") {
game_path = args[i];
}
//parameters that have an argument to the right
else if (i < (args.size() - 1)) {
bool parsed_pair = true;
if (args[i] == "-s" || args[i] == "--script") {
script = args[i + 1];
} else if (args[i] == "--test") {
test = args[i + 1];
#ifdef TOOLS_ENABLED
} else if (args[i] == "--doctool") {
doc_tool = args[i + 1];
for (int j = i + 2; j < args.size(); j++)
removal_docs.push_back(args[j]);
} else if (args[i] == "--export") {
editor = true; //needs editor
if (i + 1 < args.size()) {
_export_preset = args[i + 1];
} else {
ERR_PRINT("Export preset name not specified");
return false;
}
} else if (args[i] == "--export-debug") {
editor = true; //needs editor
if (i + 1 < args.size()) {
_export_preset = args[i + 1];
} else {
ERR_PRINT("Export preset name not specified");
return false;
}
export_debug = true;
#endif
} else {
// The parameter does not match anything known, don't skip the next argument
parsed_pair = false;
}
if (parsed_pair) {
i++;
}
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}
}
GLOBAL_DEF("editor/active", editor);
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String main_loop_type;
#ifdef TOOLS_ENABLED
if (doc_tool != "") {
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{
DirAccessRef da = DirAccess::open(doc_tool);
if (!da) {
ERR_EXPLAIN("Argument supplied to --doctool must be a base godot build directory");
ERR_FAIL_V(false);
}
}
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DocData doc;
doc.generate(doc_base);
DocData docsrc;
Map<String, String> doc_data_classes;
Set<String> checked_paths;
print_line("Loading docs...");
for (int i = 0; i < _doc_data_class_path_count; i++) {
String path = doc_tool.plus_file(_doc_data_class_paths[i].path);
String name = _doc_data_class_paths[i].name;
doc_data_classes[name] = path;
if (!checked_paths.has(path)) {
checked_paths.insert(path);
docsrc.load_classes(path);
print_line("Loading docs from: " + path);
}
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}
String index_path = doc_tool.plus_file("doc/classes");
docsrc.load_classes(index_path);
checked_paths.insert(index_path);
print_line("Loading docs from: " + index_path);
print_line("Merging docs...");
doc.merge_from(docsrc);
for (Set<String>::Element *E = checked_paths.front(); E; E = E->next()) {
print_line("Erasing old docs at: " + E->get());
DocData::erase_classes(E->get());
}
print_line("Generating new docs...");
doc.save_classes(index_path, doc_data_classes);
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return false;
}
#endif
if (_export_preset != "") {
if (game_path == "") {
String err = "Command line param ";
err += export_debug ? "--export-debug" : "--export";
err += " passed but no destination path given.\n";
err += "Please specify the binary's file path to export to. Aborting export.";
ERR_PRINT(err.utf8().get_data());
return false;
}
}
if (script == "" && game_path == "" && String(GLOBAL_DEF("application/run/main_scene", "")) != "") {
game_path = GLOBAL_DEF("application/run/main_scene", "");
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}
MainLoop *main_loop = NULL;
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if (editor) {
main_loop = memnew(SceneTree);
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};
if (test != "") {
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#ifdef DEBUG_ENABLED
main_loop = test_main(test, args);
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if (!main_loop)
return false;
#endif
} else if (script != "") {
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Ref<Script> script_res = ResourceLoader::load(script);
ERR_EXPLAIN("Can't load script: " + script);
ERR_FAIL_COND_V(script_res.is_null(), false);
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if (script_res->can_instance() /*&& script_res->inherits_from("SceneTreeScripted")*/) {
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StringName instance_type = script_res->get_instance_base_type();
Object *obj = ClassDB::instance(instance_type);
MainLoop *script_loop = Object::cast_to<MainLoop>(obj);
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if (!script_loop) {
if (obj)
memdelete(obj);
ERR_EXPLAIN("Can't load script '" + script + "', it does not inherit from a MainLoop type");
ERR_FAIL_COND_V(!script_loop, false);
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}
script_loop->set_init_script(script_res);
main_loop = script_loop;
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} else {
return false;
}
} else {
main_loop_type = GLOBAL_DEF("application/run/main_loop_type", "");
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}
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if (!main_loop && main_loop_type == "")
main_loop_type = "SceneTree";
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if (!main_loop) {
if (!ClassDB::class_exists(main_loop_type)) {
OS::get_singleton()->alert("Error: MainLoop type doesn't exist: " + main_loop_type);
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return false;
} else {
Object *ml = ClassDB::instance(main_loop_type);
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if (!ml) {
ERR_EXPLAIN("Can't instance MainLoop type");
ERR_FAIL_V(false);
}
main_loop = Object::cast_to<MainLoop>(ml);
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if (!main_loop) {
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memdelete(ml);
ERR_EXPLAIN("Invalid MainLoop type");
ERR_FAIL_V(false);
}
}
}
if (main_loop->is_class("SceneTree")) {
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SceneTree *sml = Object::cast_to<SceneTree>(main_loop);
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#ifdef DEBUG_ENABLED
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if (debug_collisions) {
sml->set_debug_collisions_hint(true);
}
if (debug_navigation) {
sml->set_debug_navigation_hint(true);
}
#endif
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#ifdef TOOLS_ENABLED
EditorNode *editor_node = NULL;
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if (editor) {
editor_node = memnew(EditorNode);
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sml->get_root()->add_child(editor_node);
//root_node->set_editor(editor);
//startup editor
if (_export_preset != "") {
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editor_node->export_preset(_export_preset, game_path, export_debug, "", true);
game_path = ""; //no load anything
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}
}
#endif
{
}
if (!editor && !project_manager) {
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//standard helpers that can be changed from main config
String stretch_mode = GLOBAL_DEF("display/window/stretch/mode", "disabled");
String stretch_aspect = GLOBAL_DEF("display/window/stretch/aspect", "ignore");
Size2i stretch_size = Size2(GLOBAL_DEF("display/window/size/width", 0), GLOBAL_DEF("display/window/size/height", 0));
real_t stretch_shrink = GLOBAL_DEF("display/window/stretch/shrink", 1.0f);
SceneTree::StretchMode sml_sm = SceneTree::STRETCH_MODE_DISABLED;
if (stretch_mode == "2d")
sml_sm = SceneTree::STRETCH_MODE_2D;
else if (stretch_mode == "viewport")
sml_sm = SceneTree::STRETCH_MODE_VIEWPORT;
SceneTree::StretchAspect sml_aspect = SceneTree::STRETCH_ASPECT_IGNORE;
if (stretch_aspect == "keep")
sml_aspect = SceneTree::STRETCH_ASPECT_KEEP;
else if (stretch_aspect == "keep_width")
sml_aspect = SceneTree::STRETCH_ASPECT_KEEP_WIDTH;
else if (stretch_aspect == "keep_height")
sml_aspect = SceneTree::STRETCH_ASPECT_KEEP_HEIGHT;
else if (stretch_aspect == "expand")
sml_aspect = SceneTree::STRETCH_ASPECT_EXPAND;
sml->set_screen_stretch(sml_sm, sml_aspect, stretch_size, stretch_shrink);
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sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true));
sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true));
String appname = ProjectSettings::get_singleton()->get("application/config/name");
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appname = TranslationServer::get_singleton()->translate(appname);
OS::get_singleton()->set_window_title(appname);
int shadow_atlas_size = GLOBAL_GET("rendering/quality/shadow_atlas/size");
int shadow_atlas_q0_subdiv = GLOBAL_GET("rendering/quality/shadow_atlas/quadrant_0_subdiv");
int shadow_atlas_q1_subdiv = GLOBAL_GET("rendering/quality/shadow_atlas/quadrant_1_subdiv");
int shadow_atlas_q2_subdiv = GLOBAL_GET("rendering/quality/shadow_atlas/quadrant_2_subdiv");
int shadow_atlas_q3_subdiv = GLOBAL_GET("rendering/quality/shadow_atlas/quadrant_3_subdiv");
sml->get_root()->set_shadow_atlas_size(shadow_atlas_size);
sml->get_root()->set_shadow_atlas_quadrant_subdiv(0, Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q0_subdiv));
sml->get_root()->set_shadow_atlas_quadrant_subdiv(1, Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q1_subdiv));
sml->get_root()->set_shadow_atlas_quadrant_subdiv(2, Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q2_subdiv));
sml->get_root()->set_shadow_atlas_quadrant_subdiv(3, Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q3_subdiv));
Viewport::Usage usage = Viewport::Usage(int(GLOBAL_GET("rendering/quality/intended_usage/framebuffer_allocation")));
sml->get_root()->set_usage(usage);
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bool snap_controls = GLOBAL_DEF("gui/common/snap_controls_to_pixels", true);
sml->get_root()->set_snap_controls_to_pixels(snap_controls);
bool font_oversampling = GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", true);
2017-12-19 22:48:30 +01:00
sml->set_use_font_oversampling(font_oversampling);
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} else {
GLOBAL_DEF("display/window/stretch/mode", "disabled");
ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/mode", PropertyInfo(Variant::STRING, "display/window/stretch/mode", PROPERTY_HINT_ENUM, "disabled,2d,viewport"));
GLOBAL_DEF("display/window/stretch/aspect", "ignore");
ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/aspect", PropertyInfo(Variant::STRING, "display/window/stretch/aspect", PROPERTY_HINT_ENUM, "ignore,keep,keep_width,keep_height,expand"));
GLOBAL_DEF("display/window/stretch/shrink", 1);
ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/shrink", PropertyInfo(Variant::STRING, "display/window/stretch/shrink", PROPERTY_HINT_RANGE, "1,8,1"));
sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true));
sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true));
GLOBAL_DEF("gui/common/snap_controls_to_pixels", true);
GLOBAL_DEF("rendering/quality/dynamic_fonts/use_oversampling", true);
2014-02-10 02:10:30 +01:00
}
String local_game_path;
if (game_path != "" && !project_manager) {
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local_game_path = game_path.replace("\\", "/");
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if (!local_game_path.begins_with("res://")) {
bool absolute = (local_game_path.size() > 1) && (local_game_path[0] == '/' || local_game_path[1] == ':');
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if (!absolute) {
if (ProjectSettings::get_singleton()->is_using_datapack()) {
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local_game_path = "res://" + local_game_path;
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} else {
int sep = local_game_path.find_last("/");
if (sep == -1) {
DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
local_game_path = da->get_current_dir() + "/" + local_game_path;
memdelete(da);
} else {
DirAccess *da = DirAccess::open(local_game_path.substr(0, sep));
if (da) {
local_game_path = da->get_current_dir() + "/" + local_game_path.substr(sep + 1, local_game_path.length());
memdelete(da);
}
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}
}
}
}
local_game_path = ProjectSettings::get_singleton()->localize_path(local_game_path);
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#ifdef TOOLS_ENABLED
if (editor) {
Error serr = editor_node->load_scene(local_game_path);
if (serr != OK)
ERR_PRINT("Failed to load scene");
OS::get_singleton()->set_context(OS::CONTEXT_EDITOR);
}
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#endif
}
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if (!project_manager && !editor) { // game
if (game_path != "" || script != "") {
//autoload
List<PropertyInfo> props;
ProjectSettings::get_singleton()->get_property_list(&props);
//first pass, add the constants so they exist before any script is loaded
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
String s = E->get().name;
if (!s.begins_with("autoload/"))
continue;
String name = s.get_slicec('/', 1);
String path = ProjectSettings::get_singleton()->get(s);
bool global_var = false;
if (path.begins_with("*")) {
global_var = true;
}
if (global_var) {
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptServer::get_language(i)->add_global_constant(name, Variant());
2014-02-10 02:10:30 +01:00
}
}
}
//second pass, load into global constants
List<Node *> to_add;
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
String s = E->get().name;
if (!s.begins_with("autoload/"))
continue;
String name = s.get_slicec('/', 1);
String path = ProjectSettings::get_singleton()->get(s);
bool global_var = false;
if (path.begins_with("*")) {
global_var = true;
path = path.substr(1, path.length() - 1);
}
RES res = ResourceLoader::load(path);
ERR_EXPLAIN("Can't autoload: " + path);
ERR_CONTINUE(res.is_null());
Node *n = NULL;
if (res->is_class("PackedScene")) {
Ref<PackedScene> ps = res;
n = ps->instance();
} else if (res->is_class("Script")) {
Ref<Script> s = res;
StringName ibt = s->get_instance_base_type();
bool valid_type = ClassDB::is_parent_class(ibt, "Node");
ERR_EXPLAIN("Script does not inherit a Node: " + path);
ERR_CONTINUE(!valid_type);
Object *obj = ClassDB::instance(ibt);
ERR_EXPLAIN("Cannot instance script for autoload, expected 'Node' inheritance, got: " + String(ibt));
ERR_CONTINUE(obj == NULL);
n = Object::cast_to<Node>(obj);
n->set_script(s.get_ref_ptr());
2014-02-10 02:10:30 +01:00
}
ERR_EXPLAIN("Path in autoload not a node or script: " + path);
ERR_CONTINUE(!n);
n->set_name(name);
//defer so references are all valid on _ready()
to_add.push_back(n);
2016-01-13 13:10:20 +01:00
if (global_var) {
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptServer::get_language(i)->add_global_constant(name, n);
}
2016-01-13 13:10:20 +01:00
}
}
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for (List<Node *>::Element *E = to_add.front(); E; E = E->next()) {
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sml->get_root()->add_child(E->get());
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}
}
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if (game_path != "") {
Node *scene = NULL;
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Ref<PackedScene> scenedata = ResourceLoader::load(local_game_path);
if (scenedata.is_valid())
scene = scenedata->instance();
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ERR_EXPLAIN("Failed loading scene: " + local_game_path);
ERR_FAIL_COND_V(!scene, false)
sml->add_current_scene(scene);
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String iconpath = GLOBAL_DEF("application/config/icon", "Variant()");
if (iconpath != "") {
Ref<Image> icon;
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icon.instance();
if (icon->load(iconpath) == OK) {
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OS::get_singleton()->set_icon(icon);
hasicon = true;
}
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}
}
}
#ifdef TOOLS_ENABLED
if (project_manager || (script == "" && test == "" && game_path == "" && !editor)) {
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ProjectManager *pmanager = memnew(ProjectManager);
ProgressDialog *progress_dialog = memnew(ProgressDialog);
pmanager->add_child(progress_dialog);
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sml->get_root()->add_child(pmanager);
OS::get_singleton()->set_context(OS::CONTEXT_PROJECTMAN);
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}
#endif
}
if (!hasicon) {
Ref<Image> icon = memnew(Image(app_icon_png));
OS::get_singleton()->set_icon(icon);
}
OS::get_singleton()->set_main_loop(main_loop);
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return true;
}
uint64_t Main::last_ticks = 0;
uint64_t Main::target_ticks = 0;
uint32_t Main::frames = 0;
uint32_t Main::frame = 0;
2014-02-10 02:10:30 +01:00
bool Main::force_redraw_requested = false;
//for performance metrics
static uint64_t physics_process_max = 0;
static uint64_t idle_process_max = 0;
2014-02-10 02:10:30 +01:00
bool Main::iteration() {
uint64_t ticks = OS::get_singleton()->get_ticks_usec();
Engine::get_singleton()->_frame_ticks = ticks;
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-11 00:03:31 +01:00
_timer_sync.set_cpu_ticks_usec(ticks);
uint64_t ticks_elapsed = ticks - last_ticks;
2014-02-10 02:10:30 +01:00
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-11 00:03:31 +01:00
int physics_fps = Engine::get_singleton()->get_iterations_per_second();
float frame_slice = 1.0 / physics_fps;
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-11 00:03:31 +01:00
_FrameTime advance = _timer_sync.advance(frame_slice, physics_fps);
double step = advance.animation_step;
Engine::get_singleton()->_frame_step = step;
/*
if (time_accum+step < frame_slice)
return false;
*/
uint64_t physics_process_ticks = 0;
uint64_t idle_process_ticks = 0;
frame += ticks_elapsed;
2014-02-10 02:10:30 +01:00
last_ticks = ticks;
2014-02-10 02:10:30 +01:00
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-11 00:03:31 +01:00
static const int max_physics_steps = 8;
if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) {
step -= (advance.physics_steps - max_physics_steps) * frame_slice;
advance.physics_steps = max_physics_steps;
}
2014-02-10 02:10:30 +01:00
float time_scale = Engine::get_singleton()->get_time_scale();
bool exit = false;
2014-02-10 02:10:30 +01:00
Engine::get_singleton()->_in_physics = true;
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-11 00:03:31 +01:00
for (int iters = 0; iters < advance.physics_steps; ++iters) {
2014-02-10 02:10:30 +01:00
2017-10-21 16:28:08 +02:00
uint64_t physics_begin = OS::get_singleton()->get_ticks_usec();
2014-02-10 02:10:30 +01:00
PhysicsServer::get_singleton()->sync();
PhysicsServer::get_singleton()->flush_queries();
Physics2DServer::get_singleton()->sync();
Physics2DServer::get_singleton()->flush_queries();
if (OS::get_singleton()->get_main_loop()->iteration(frame_slice * time_scale)) {
exit = true;
2014-02-10 02:10:30 +01:00
break;
}
message_queue->flush();
PhysicsServer::get_singleton()->step(frame_slice * time_scale);
Physics2DServer::get_singleton()->end_sync();
Physics2DServer::get_singleton()->step(frame_slice * time_scale);
2014-02-10 02:10:30 +01:00
message_queue->flush();
2017-10-21 16:28:08 +02:00
physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference
physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max);
Engine::get_singleton()->_physics_frames++;
2014-02-10 02:10:30 +01:00
}
Engine::get_singleton()->_in_physics = false;
2014-02-10 02:10:30 +01:00
uint64_t idle_begin = OS::get_singleton()->get_ticks_usec();
OS::get_singleton()->get_main_loop()->idle(step * time_scale);
2014-02-10 02:10:30 +01:00
message_queue->flush();
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-11 00:03:31 +01:00
_timer_sync.before_start_render(); //sync if still drawing from previous frames.
if (OS::get_singleton()->can_draw() && !disable_render_loop) {
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if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
if (VisualServer::get_singleton()->has_changed()) {
VisualServer::get_singleton()->draw(); // flush visual commands
Engine::get_singleton()->frames_drawn++;
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}
} else {
VisualServer::get_singleton()->draw(); // flush visual commands
Engine::get_singleton()->frames_drawn++;
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force_redraw_requested = false;
}
}
if (AudioServer::get_singleton())
AudioServer::get_singleton()->update();
idle_process_ticks = OS::get_singleton()->get_ticks_usec() - idle_begin;
idle_process_max = MAX(idle_process_ticks, idle_process_max);
uint64_t frame_time = OS::get_singleton()->get_ticks_usec() - ticks;
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
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ScriptServer::get_language(i)->frame();
}
if (script_debugger) {
if (script_debugger->is_profiling()) {
script_debugger->profiling_set_frame_times(USEC_TO_SEC(frame_time), USEC_TO_SEC(idle_process_ticks), USEC_TO_SEC(physics_process_ticks), frame_slice);
}
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script_debugger->idle_poll();
}
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frames++;
Engine::get_singleton()->_idle_frames++;
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if (frame > 1000000) {
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if (editor || project_manager) {
if (print_fps) {
print_line("Editor FPS: " + itos(frames));
}
} else if (GLOBAL_GET("debug/settings/stdout/print_fps") || print_fps) {
print_line("Game FPS: " + itos(frames));
}
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Engine::get_singleton()->_fps = frames;
performance->set_process_time(USEC_TO_SEC(idle_process_max));
performance->set_physics_process_time(USEC_TO_SEC(physics_process_max));
idle_process_max = 0;
physics_process_max = 0;
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frame %= 1000000;
frames = 0;
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}
if (fixed_fps != -1)
return exit;
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if (OS::get_singleton()->is_in_low_processor_usage_mode() || !OS::get_singleton()->can_draw())
OS::get_singleton()->delay_usec(OS::get_singleton()->get_low_processor_usage_mode_sleep_usec()); //apply some delay to force idle time (results in about 60 FPS max)
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else {
uint32_t frame_delay = Engine::get_singleton()->get_frame_delay();
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if (frame_delay)
OS::get_singleton()->delay_usec(Engine::get_singleton()->get_frame_delay() * 1000);
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}
int target_fps = Engine::get_singleton()->get_target_fps();
if (target_fps > 0) {
uint64_t time_step = 1000000L / target_fps;
target_ticks += time_step;
uint64_t current_ticks = OS::get_singleton()->get_ticks_usec();
if (current_ticks < target_ticks) OS::get_singleton()->delay_usec(target_ticks - current_ticks);
current_ticks = OS::get_singleton()->get_ticks_usec();
target_ticks = MIN(MAX(target_ticks, current_ticks - time_step), current_ticks + time_step);
}
#ifdef TOOLS_ENABLED
if (auto_build_solutions) {
auto_build_solutions = false;
if (!EditorNode::get_singleton()->call_build()) {
ERR_FAIL_V(true);
}
}
#endif
return exit || auto_quit;
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}
void Main::force_redraw() {
force_redraw_requested = true;
};
void Main::cleanup() {
ERR_FAIL_COND(!_start_success);
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message_queue->flush();
memdelete(message_queue);
if (script_debugger) {
if (use_debug_profiler) {
script_debugger->profiling_end();
}
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memdelete(script_debugger);
}
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OS::get_singleton()->delete_main_loop();
OS::get_singleton()->_cmdline.clear();
OS::get_singleton()->_execpath = "";
OS::get_singleton()->_local_clipboard = "";
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ResourceLoader::clear_translation_remaps();
ResourceLoader::clear_path_remaps();
ScriptServer::finish_languages();
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#ifdef TOOLS_ENABLED
EditorNode::unregister_editor_types();
#endif
if (arvr_server) {
// cleanup now before we pull the rug from underneath...
memdelete(arvr_server);
}
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unregister_driver_types();
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unregister_module_types();
unregister_platform_apis();
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unregister_scene_types();
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unregister_server_types();
if (audio_server) {
audio_server->finish();
memdelete(audio_server);
}
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OS::get_singleton()->finalize();
finalize_physics();
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if (packed_data)
memdelete(packed_data);
if (file_access_network_client)
memdelete(file_access_network_client);
if (performance)
memdelete(performance);
if (input_map)
memdelete(input_map);
if (translation_server)
memdelete(translation_server);
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if (globals)
memdelete(globals);
if (engine)
memdelete(engine);
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unregister_core_driver_types();
unregister_core_types();
OS::get_singleton()->clear_last_error();
OS::get_singleton()->finalize_core();
}