5ebc0c64cc
--HG-- branch : gui-refactoring
648 lines
18 KiB
C++
648 lines
18 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/////////////
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// INCLUDE //
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/////////////
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#include "stdpch.h"
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// Misc.
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#include "nel/misc/debug.h"
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#include "nel/misc/async_file_manager.h"
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#include "nel/misc/system_utils.h"
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// 3D Interface.
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#include "nel/3d/bloom_effect.h"
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#include "nel/3d/fasthls_modifier.h"
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#include "nel/3d/particle_system_manager.h"
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#include "nel/3d/particle_system.h"
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#include "nel/3d/particle_system_shape.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_visual_collision_manager.h"
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#include "nel/3d/u_shape_bank.h"
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// Client
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#include "global.h"
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#include "release.h"
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#include "actions.h"
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#include "ig_client.h"
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#include "entities.h"
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#include "net_manager.h"
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#include "pacs_client.h"
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#include "world_database_manager.h"
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#include "continent_manager.h"
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#include "sound_manager.h"
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#include "weather.h"
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#include "weather_manager_client.h"
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#include "prim_file.h"
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#include "interface_v3/input_handler_manager.h"
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#include "interface_v3/interface_manager.h"
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#include "interface_v3/people_interraction.h"
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#include "connection.h"
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#include "commands.h"
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#include "timed_fx_manager.h"
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#include "interface_v3/sphrase_manager.h"
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#include "interface_v3/chat_text_manager.h"
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#include "interface_v3/dbctrl_sheet.h"
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#include "projectile_manager.h"
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#include "init_main_loop.h"
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#include "fx_manager.h"
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#include "animation_fx_misc.h"
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#include "fx_manager.h"
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#include "micro_life_manager.h"
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#include "attack_list.h"
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#include "auto_anim.h"
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#include "string_manager_client.h"
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#include "precipitation_clip_grid.h"
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#include "interface_v3/music_player.h"
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#include "http_client.h"
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#include "actions_client.h"
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#include "login_progress_post_thread.h"
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//
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#include "r2/editor.h"
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#include "nel/misc/big_file.h"
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#include "nel/net/module_manager.h"
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#include "game_share/fame.h"
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#include "interface_v3/sbrick_manager.h"
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#include "interface_v3/skill_manager.h"
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#include "sheet_manager.h"
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#include "interface_v3/macrocmd_manager.h"
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#include "game_share/scenario_entry_points.h"
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#include "interface_v3/bar_manager.h"
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#include "landscape_poly_drawer.h"
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#include "game_share/visual_slot_manager.h"
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#include "door_manager.h"
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#include "interface_v3/encyclopedia_manager.h"
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#include "faction_war_manager.h"
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#include "interface_v3/interface_ddx.h"
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#include "bg_downloader_access.h"
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#include "nel/gui/lua_manager.h"
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///////////
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// USING //
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///////////
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using namespace NL3D;
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using namespace NLMISC;
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////////////
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// EXTERN //
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////////////
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extern UDriver *Driver;
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extern UScene *Scene;
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extern UCloudScape *CloudScape;
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extern UVisualCollisionManager *CollisionManager;
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extern CEventsListener EventsListener; // Inputs Manager
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extern ULandscape *Landscape;
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extern UCamera MainCam;
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extern UScene *SceneRoot;
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extern UScene *SkyScene;
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extern UInstanceGroup *BackgroundIG;
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extern bool LastScreenSaverEnabled;
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extern bool IsInRingSession;
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extern bool noUserChar;
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extern bool userChar;
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extern bool serverReceivedReady;
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extern bool CharNameValidArrived;
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extern void releaseContextualCursor();
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extern void selectTipsOfTheDay (uint tips);
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///////////////
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// FUNCTIONS //
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///////////////
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// ***************************************************************************
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// 3D element release, called from both releaseMainLoopReselect() and releaseMainLoop()
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static void releaseMainLoopScenes()
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{
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if(!Driver)
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return;
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// Delete the main scene
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if(Scene)
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{
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// Release water envmap
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#ifdef USE_WATER_ENV_MAP
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Driver->deleteWaterEnvMap(WaterEnvMap);
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#endif
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// Release FX manager
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CTimedFXManager::getInstance().reset();
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WeatherManager.release();
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// Release the landscape. NB: all pending async loading zones are deleted here
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if (Landscape)
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{
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Scene->deleteLandscape (Landscape);
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Landscape = NULL;
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}
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// Release the collision manager
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Scene->deleteVisualCollisionManager(CollisionManager);
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CollisionManager = NULL;
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// release cloud scape
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if (CloudScape)
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{
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Scene->deleteCloudScape(CloudScape);
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CloudScape = NULL;
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}
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// remove the scene from the sound lib
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if (SoundMngr != NULL)
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SoundMngr->getMixer()->initClusteredSound((UScene*)NULL, 0.01f, 100.0f, 1.0f);
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// Stop any async loading. Actually all should have been stop before
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CAsyncFileManager::terminate();
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// Release the scene.
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Driver->deleteScene(Scene);
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Scene = NULL;
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MainCam = NULL;
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// remove scene from bloom
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CBloomEffect::getInstance().setScene(NULL);
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}
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// Delete the scene with the Big Root
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if (SceneRoot)
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{
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if (BackgroundIG)
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{
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BackgroundIG->removeFromScene (*SceneRoot);
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SceneRoot->deleteInstanceGroup (BackgroundIG);
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BackgroundIG = NULL;
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}
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Driver->deleteScene(SceneRoot);
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SceneRoot = NULL;
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}
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}
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volatile bool TempResetShapeBankOnRetCharSelect = false;
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// ***************************************************************************
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// Release all the memory before come back to out game (real thing!)
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void releaseMainLoopReselect()
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{
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ProgressBar.release();
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CInterfaceManager *pIM= CInterfaceManager::getInstance();
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// save keys loaded and interface cfg (not done in releaseMainLoop() because done at end of mainLoop()...)
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pIM->uninitInGame0();
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// alredy called from farTPMainLoop()
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// --R2::getEditor().autoConfigRelease(IsInRingSession);
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// Pause any user played music
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MusicPlayer.pause();
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// only really needed at exit
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// --STRING_MANAGER::CStringManagerClient::instance()->flushStringCache();
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// Remove all entities.
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if (Driver)
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{
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nldebug("RCSR1: %u textures", Driver->getTotalAsyncTextureSizeAsked());
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}
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EntitiesMngr.release();
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if (Driver)
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{
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nldebug("RCSR2: %u textures", Driver->getTotalAsyncTextureSizeAsked());
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}
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// Reset Fx manager (must be done after EntitiesMngr.release()) Important because may still point to 3D elements
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FXMngr.reset();
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// Interface release
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CInterfaceManager::getInstance()->uninitInGame1();
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// Remove key / action / some interface stuff (done through CInterfaceManager::destroy() in releaseMainLoop I think)
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ActionsContext.removeAllCombos();
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EditActions.releaseAllKeyNoRunning();
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Actions.releaseAllKeyNoRunning();
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pIM->removeAllTemplates();
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pIM->setCaptureKeyboard(NULL);
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pIM->setCapturePointerLeft(NULL);
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pIM->setCapturePointerRight(NULL);
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// Yoyo: Don't release attack list manager, because I think it only owns static data (and 3D data created from Driver, not Scenes)
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// Note that in initMainLoop(), CAttackListManager::getInstance().init() will do nothing (since already created and not released here)
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// --CAttackListManager::getInstance().release();
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// Still release the AnimFXMisc, because btw will still be released at AnimFXMisc.init() time init initMainLoop()
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AnimFXMisc.release();
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// Don't care!
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// --selectTipsOfTheDay (rand());
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// Reset the continent manager. NB: btw will be done at initMainLoop() (from preloadSheets)
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// and important to do before release of timedfx manager
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ContinentMngr.reset();
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// Remove all projectile
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CProjectileManager::getInstance().reset();
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// Remove micro-life (btw done at each CContinent::unselect())
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CMicroLifeManager::getInstance().release();
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// not really needed (static GuildMat Material created from Driver)
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// --CDBCtrlSheet::release ();
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// Release the Entities Animation Manager (Yoyo: fuckingly important because keep a pointer
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// on a _PlayListManager that is created from Scene)
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if (Driver)
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{
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nldebug("RCSR3: %u textures", Driver->getTotalAsyncTextureSizeAsked());
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}
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CEntityAnimationManager::delInstance();
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EAM= NULL;
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if (Driver)
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{
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nldebug("RCSR4: %u textures", Driver->getTotalAsyncTextureSizeAsked());
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}
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// Not necessary I think because owns only static data (string + function ptrs)
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// --releaseContextualCursor();
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// Release 3D components
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if(Driver)
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{
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// Release Scene, SceneRoot and their elements
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// Yoyo: important to do it else leak because recreated/reloaded in initMainLoop() on same pointer (=> old one not released)!!!
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releaseMainLoopScenes();
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// release the auto animation (btw done in initMainLoop()...)
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releaseAutoAnimation();
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// Don't Release the shape bank! => optimisation: preloading of character/objects shapes will not be redone!
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if (ClientCfg.ResetShapeBankOnRetCharSelect)
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{
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Driver->getShapeBank()->reset();
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nldebug("RCSR5: %u textures", Driver->getTotalAsyncTextureSizeAsked());
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}
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}
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// Release FX manager
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CTimedFXManager::getInstance().reset();
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// Don't Purge memory because PointLight may still be present in other Scenes (sky scene...) for instance
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// --UDriver::purgeMemory();
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// String manager: remove all waiting callbacks and removers
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// (if some interface stuff has not received its string yet, its remover will get useless)
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STRING_MANAGER::CStringManagerClient::release( false );
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// release titles info
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CSkillManager::getInstance()->uninitInGame();
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// Ugly globals
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userChar = false;
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noUserChar = false;
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serverReceivedReady = false;
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CharNameValidArrived = false;
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UserCharPosReceived = false;
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SabrinaPhraseBookLoaded = false;
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// Unlink the net manager
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NetMngr.setDataBase (NULL);
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// reset the client database and clear all observers. must do this while we are disconnected!
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// First remove the auto copy observers
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pIM->releaseServerToLocalAutoCopyObservers();
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// Then remove the SERVER and LOCAL database (NB: "UI" node was removed by uninitIngame1())
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ICDBNode::CTextId serverId("SERVER"), localId("LOCAL");
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NLGUI::CDBManager::getInstance()->getDB()->removeNode(serverId);
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NLGUI::CDBManager::getInstance()->getDB()->removeNode(localId);
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nlassert(IngameDbMngr.getNodePtr()==NULL); // actually it is the "SERVER" node kept by CRefPtr => should be NULL
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IngameDbMngr.clear(); // still important for CDBBranch statics data release
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// NB: "SERVER" and "LOCAL" node will be recreated by initMainLoop
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// Don't destroy the whole interface manager. Hope it is not important....
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// --CInterfaceManager::destroy ();
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// Leave Connection stuff to farTPMainLoop
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// --NetMngr.....
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}
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// ***************************************************************************
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// Release all the memory before come back to out game.
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// Yoyo: actually, because of change by AJM, this method is called only when the user quit the app.
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// see releaseMainLoopReselect() for the actual method called for reselection
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// Btw the 2 methods should have strong similarities
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void releaseMainLoop(bool closeConnection)
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{
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ProgressBar.release();
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// Release R2 editor if applicable
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R2::getEditor().autoConfigRelease(IsInRingSession);
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// Pause any user played music
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MusicPlayer.pause();
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// flush the server string cache
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STRING_MANAGER::CStringManagerClient::instance()->flushStringCache();
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// Remove all entities.
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EntitiesMngr.release();
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// Reset Fx manager (must be done after EntitiesMngr.release())
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FXMngr.reset();
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// Interface release
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CInterfaceManager::getInstance()->uninitInGame1();
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// release attack list manager
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CAttackListManager::getInstance().release();
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AnimFXMisc.release();
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// Change the tips
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selectTipsOfTheDay (rand());
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// Reset the continent manager
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ContinentMngr.reset();
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// Remove all projectile
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CProjectileManager::getInstance().reset();
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if (Landscape)
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{
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//Landscape->removeTileCallback(&HeightGrid);
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}
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// Remove micro-life
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CMicroLifeManager::getInstance().release();
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// CCtrlSheetInfo release
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CDBCtrlSheet::release ();
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// Release the Entities Animation Manager
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CEntityAnimationManager::delInstance();
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EAM= NULL;
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// Release the cursors
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releaseContextualCursor();
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// Release 3D
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if(Driver)
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{
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// Release Scene, SceneRoot and their elements
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releaseMainLoopScenes();
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// release the auto animation
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releaseAutoAnimation();
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// Release the shape bank
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Driver->getShapeBank()->reset();
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}
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// Release FX manager
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CTimedFXManager::getInstance().reset();
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// Purge memory
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UDriver::purgeMemory();
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// Unlink the net manager
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NetMngr.setDataBase (NULL);
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// Send a msg to server
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if(!ClientCfg.Local)
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{
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if (closeConnection)
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NetMngr.disconnect();
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else
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NetMngr.quit();
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/*
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// Quit game, return to select character
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CBitMemStream out;
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if(GenericMsgHeaderMngr.pushNameToStream("CONNECTION:QUIT_GAME", out))
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{
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NetMngr.push(out);
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}
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else
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nlwarning(" unknown message name 'CONNECTION:QUIT_GAME'");
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*/
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// to be sure server crash is not fault of client
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ConnectionReadySent= false;
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}
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}// release //
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// ***************************************************************************
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// Called when Quit from OutGame
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void releaseOutGame()
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{
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CBGDownloaderAccess::getInstance().release();
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ProgressBar.release();
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// flush the server string cache
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STRING_MANAGER::CStringManagerClient::instance()->flushStringCache();
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ClientCfg.release ();
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// Disconnect the client from the server.
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NetMngr.disconnect();
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// Interface release
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CInterfaceManager::getInstance()->uninitOutGame();
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// delete the sound manager
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if(SoundMngr)
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{
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delete SoundMngr;
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SoundMngr = 0;
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}
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// Delete the driver.
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if(Driver)
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{
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// Stop any async loading. Actually nohting should be async loaded in outgame.
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CAsyncFileManager::terminate();
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// If there is a scene.
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if(Scene)
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{
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// Release the scene.
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Driver->deleteScene(Scene);
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Scene = 0;
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}
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// Remove the Actions listener from the Events Server.
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EventsListener.removeFromServer(CInputHandlerManager::getInstance()->FilteredEventServer);
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// Release Bloom
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CBloomEffect::releaseInstance();
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// Release Scene, textcontexts, materials, ...
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Driver->release();
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// Delete the driver.
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delete Driver;
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Driver = 0;
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}
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ContinentMngr.reset();
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}
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// ***************************************************************************
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// final release : Release before exit.
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void release()
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{
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if (StartPlayTime != 0)
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{
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CLoginProgressPostThread::getInstance().step(CLoginStep(LoginStep_GameExit, "login_step_game_exit&play_time=" + toString((NLMISC::CTime::getLocalTime() - StartPlayTime) / 1000)));
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}
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CBGDownloaderAccess::getInstance().release();
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ProgressBar.release();
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R2::getEditor().release();
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R2::CEditor::releaseInstance();
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// flush the server string cache
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STRING_MANAGER::CStringManagerClient::instance()->flushStringCache();
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STRING_MANAGER::CStringManagerClient::release(true);
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// restore screensaver state
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CSystemUtils::enableScreensaver(LastScreenSaverEnabled);
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// release PACS primitives
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deletePrimitiveBlocks();
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// Release the commands
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releaseCommands();
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// Exit config file stuff
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ClientCfg.release ();
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// Disconnect the client from the server.
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NetMngr.disconnect();
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// delete the sound manager
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if(SoundMngr)
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{
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delete SoundMngr;
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SoundMngr = 0;
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}
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// Release the Entities Animation Manager
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CEntityAnimationManager::delInstance();
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EAM= NULL;
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// Delete the driver.
|
|
if(Driver)
|
|
{
|
|
// Release the prim
|
|
PrimFiles.release (*Driver);
|
|
|
|
if (TextContext != NULL)
|
|
Driver->deleteTextContext(TextContext);
|
|
TextContext = NULL;
|
|
|
|
// Release Bloom
|
|
CBloomEffect::releaseInstance();
|
|
|
|
// Release Scene, textcontexts, materials, ...
|
|
Driver->release();
|
|
|
|
// Delete the driver.
|
|
delete Driver;
|
|
Driver = 0;
|
|
}
|
|
|
|
NetMngr.getConnection().close();
|
|
HttpClient.disconnect();
|
|
|
|
// Remove the Actions listener from the Events Server.
|
|
EventsListener.removeFromServer(CInputHandlerManager::getInstance()->FilteredEventServer);
|
|
|
|
IDisplayer *clientLogDisplayer = ErrorLog->getDisplayer("CLIENT.LOG");
|
|
if( clientLogDisplayer )
|
|
{
|
|
DebugLog->removeDisplayer (clientLogDisplayer);
|
|
InfoLog->removeDisplayer (clientLogDisplayer);
|
|
WarningLog->removeDisplayer (clientLogDisplayer);
|
|
ErrorLog->removeDisplayer (clientLogDisplayer);
|
|
AssertLog->removeDisplayer (clientLogDisplayer);
|
|
delete clientLogDisplayer;
|
|
}
|
|
|
|
CSheetId::uninit();
|
|
|
|
// shutdown a few other singletons
|
|
CLoginProgressPostThread::releaseInstance();
|
|
CAttackListManager::releaseInstance();
|
|
CFactionWarManager::release();
|
|
CEncyclopediaManager::releaseInstance();
|
|
CDoorManager::releaseInstance();
|
|
NL3D::CParticleSystemManager::release();
|
|
CUserCommand::release();
|
|
CStaticFames::releaseInstance();
|
|
CSPhraseManager::releaseInstance(); // must release before BrickManager, SkillManager
|
|
CSBrickManager::releaseInstance();
|
|
CSkillManager::releaseInstance();
|
|
CVisualSlotManager::releaseInstance();
|
|
CEntityAnimationManager::delInstance();
|
|
CBarManager::releaseInstance();
|
|
CInterfaceManager::destroy();
|
|
CDDXManager::releaseInstance();
|
|
R2::CObjectSerializer::releaseInstance();
|
|
NLMISC::CBigFile::getInstance().removeAll();
|
|
NLMISC::CBigFile::releaseInstance();
|
|
NL3D::CFastHLSModifier::releaseInstance();
|
|
CLandscapePolyDrawer::releaseInstance();
|
|
NL3D::CParticleSystemShape::releaseInstance();
|
|
NLMISC::CPath::releaseInstance();
|
|
SheetMngr.release();
|
|
// releaseWeather(); // AJM FIXME conflicting ownership with SheetManager
|
|
R2::CScenarioEntryPoints::releaseInstance();
|
|
CMacroCmdManager::releaseInstance();
|
|
CInputHandlerManager::releaseInstance();
|
|
ICDBNode::releaseStringMapper();
|
|
CClassRegistry::release();
|
|
CReflectSystem::release();
|
|
CInterfaceExpr::release();
|
|
CPdrTokenRegistry::releaseInstance();
|
|
NLNET::IModuleManager::releaseInstance();
|
|
delete &CLuaManager::getInstance();
|
|
NLGUI::CDBManager::release();
|
|
CWidgetManager::release();
|
|
|
|
|
|
|
|
|
|
#if FINAL_VERSION
|
|
// openURL ("http://ryzom.com/exit/");
|
|
#endif
|
|
|
|
}// release //
|