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b739623579
Music Channel for exploration music a basic Sink without spatial audio functionality, which is not required.
294 lines
10 KiB
Rust
294 lines
10 KiB
Rust
#![deny(unsafe_code)]
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#![feature(drain_filter)]
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#![recursion_limit = "2048"]
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#[macro_use]
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pub mod ui;
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pub mod anim;
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pub mod audio;
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mod ecs;
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pub mod error;
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pub mod hud;
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pub mod i18n;
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pub mod key_state;
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mod logging;
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pub mod menu;
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pub mod mesh;
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pub mod meta;
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pub mod render;
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pub mod scene;
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pub mod session;
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pub mod settings;
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#[cfg(feature = "singleplayer")]
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pub mod singleplayer;
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pub mod window;
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// Reexports
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pub use crate::error::Error;
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use crate::{
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audio::AudioFrontend,
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i18n::{i18n_asset_key, VoxygenLocalization},
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menu::main::MainMenuState,
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meta::Meta,
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settings::Settings,
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window::Window,
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};
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use common::assets::{load, load_expect};
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use log::{debug, error};
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use std::{mem, panic, str::FromStr};
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/// A type used to store state that is shared between all play states.
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pub struct GlobalState {
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settings: Settings,
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meta: Meta,
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window: Window,
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audio: AudioFrontend,
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info_message: Option<String>,
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}
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impl GlobalState {
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/// Called after a change in play state has occurred (usually used to
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/// reverse any temporary effects a state may have made).
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pub fn on_play_state_changed(&mut self) {
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self.window.grab_cursor(false);
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self.window.needs_refresh_resize();
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}
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pub fn maintain(&mut self, dt: f32) { self.audio.maintain(dt); }
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}
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pub enum Direction {
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Forwards,
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Backwards,
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}
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/// States can either close (and revert to a previous state), push a new state
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/// on top of themselves, or switch to a totally different state.
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pub enum PlayStateResult {
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/// Pop all play states in reverse order and shut down the program.
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Shutdown,
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/// Close the current play state and pop it from the play state stack.
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Pop,
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/// Push a new play state onto the play state stack.
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Push(Box<dyn PlayState>),
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/// Switch the current play state with a new play state.
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Switch(Box<dyn PlayState>),
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}
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/// A trait representing a playable game state. This may be a menu, a game
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/// session, the title screen, etc.
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pub trait PlayState {
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/// Play the state until some change of state is required (i.e: a menu is
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/// opened or the game is closed).
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fn play(&mut self, direction: Direction, global_state: &mut GlobalState) -> PlayStateResult;
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/// Get a descriptive name for this state type.
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fn name(&self) -> &'static str;
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}
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fn main() {
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// Initialize logging.
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let term_log_level = std::env::var_os("VOXYGEN_LOG")
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.and_then(|env| env.to_str().map(|s| s.to_owned()))
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.and_then(|s| log::LevelFilter::from_str(&s).ok())
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.unwrap_or(log::LevelFilter::Warn);
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let file_log_level = std::env::var_os("VOXYGEN_FILE_LOG")
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.and_then(|env| env.to_str().map(|s| s.to_owned()))
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.and_then(|s| log::LevelFilter::from_str(&s).ok())
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.unwrap_or(log::LevelFilter::Debug);
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// Load the settings
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// Note: This won't log anything due to it being called before
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// ``logging::init``. The issue is we need to read a setting to decide
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// whether we create a log file or not.
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let settings = Settings::load();
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logging::init(&settings, term_log_level, file_log_level);
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// Load metadata
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let meta = Meta::load();
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// Save settings to add new fields or create the file if it is not already there
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if let Err(err) = settings.save_to_file() {
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panic!("Failed to save settings: {:?}", err);
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}
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let audio_device = || match &settings.audio.audio_device {
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Some(d) => d.to_string(),
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None => audio::get_default_device(),
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};
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let mut audio = if settings.audio.audio_on {
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AudioFrontend::new(audio_device(), settings.audio.max_sfx_channels)
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} else {
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AudioFrontend::no_audio()
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};
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audio.set_music_volume(settings.audio.music_volume);
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audio.set_sfx_volume(settings.audio.sfx_volume);
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let mut global_state = GlobalState {
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audio,
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window: Window::new(&settings).expect("Failed to create window!"),
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settings,
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meta,
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info_message: None,
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};
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// Try to load the localization and log missing entries
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let localized_strings = load::<VoxygenLocalization>(&i18n_asset_key(
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&global_state.settings.language.selected_language,
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))
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.unwrap_or_else(|error| {
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log::warn!(
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"Impossible to load {} language: change to the default language (English) instead. \
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Source error: {:?}",
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&global_state.settings.language.selected_language,
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error
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);
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global_state.settings.language.selected_language = i18n::REFERENCE_LANG.to_owned();
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load_expect::<VoxygenLocalization>(&i18n_asset_key(
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&global_state.settings.language.selected_language,
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))
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});
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localized_strings.log_missing_entries();
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// Set up panic handler to relay swish panic messages to the user
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let default_hook = panic::take_hook();
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panic::set_hook(Box::new(move |panic_info| {
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let panic_info_payload = panic_info.payload();
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let payload_string = panic_info_payload.downcast_ref::<String>();
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let reason = match payload_string {
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Some(s) => &s,
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None => {
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let payload_str = panic_info_payload.downcast_ref::<&str>();
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match payload_str {
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Some(st) => st,
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None => "Payload is not a string",
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}
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},
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};
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let msg = format!(
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"A critical error has occurred and Voxygen has been forced to \
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terminate in an unusual manner. Details about the error can be \
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found below.\n\
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\n\
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> What should I do?\n\
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\n\
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We need your help to fix this! You can help by contacting us and \
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reporting this problem. To do this, open an issue on the Veloren \
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issue tracker:\n\
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\n\
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https://www.gitlab.com/veloren/veloren/issues/new\n\
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\n\
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If you're on the Veloren community Discord server, we'd be \
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grateful if you could also post a message in the #support channel.
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\n\
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> What should I include?\n\
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\n\
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The error information below will be useful in finding and fixing \
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the problem. Please include as much information about your setup \
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and the events that led up to the panic as possible.
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\n\
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Voxygen has logged information about the problem (including this \
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message) to the file {:#?}. Please include the contents of this \
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file in your bug report.
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\n\
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> Error information\n\
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\n\
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The information below is intended for developers and testers.\n\
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\n\
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Panic Payload: {:?}\n\
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PanicInfo: {}",
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// TODO: Verify that this works
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Settings::get_settings_path()
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.join("voxygen-<date>.log")
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.display(),
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reason,
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panic_info,
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);
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error!(
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"VOXYGEN HAS PANICKED\n\n{}\n\nBacktrace:\n{:?}",
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msg,
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backtrace::Backtrace::new(),
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);
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#[cfg(feature = "msgbox")]
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{
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#[cfg(target_os = "macos")]
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dispatch::Queue::main()
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.sync(|| msgbox::create("Voxygen has panicked", &msg, msgbox::IconType::Error));
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#[cfg(not(target_os = "macos"))]
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msgbox::create("Voxygen has panicked", &msg, msgbox::IconType::Error);
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}
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default_hook(panic_info);
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}));
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// Set up the initial play state.
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let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(MainMenuState::new(&mut global_state))];
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states
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.last()
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.map(|current_state| debug!("Started game with state '{}'", current_state.name()));
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// What's going on here?
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// ---------------------
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// The state system used by Voxygen allows for the easy development of
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// stack-based menus. For example, you may want a "title" state that can
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// push a "main menu" state on top of it, which can in turn push a
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// "settings" state or a "game session" state on top of it. The code below
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// manages the state transfer logic automatically so that we don't have to
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// re-engineer it for each menu we decide to add to the game.
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let mut direction = Direction::Forwards;
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while let Some(state_result) = states
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.last_mut()
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.map(|last| last.play(direction, &mut global_state))
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{
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// Implement state transfer logic.
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match state_result {
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PlayStateResult::Shutdown => {
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direction = Direction::Backwards;
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debug!("Shutting down all states...");
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while states.last().is_some() {
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states.pop().map(|old_state| {
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debug!("Popped state '{}'.", old_state.name());
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global_state.on_play_state_changed();
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});
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}
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},
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PlayStateResult::Pop => {
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direction = Direction::Backwards;
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states.pop().map(|old_state| {
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debug!("Popped state '{}'.", old_state.name());
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global_state.on_play_state_changed();
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});
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},
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PlayStateResult::Push(new_state) => {
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direction = Direction::Forwards;
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debug!("Pushed state '{}'.", new_state.name());
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states.push(new_state);
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global_state.on_play_state_changed();
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},
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PlayStateResult::Switch(mut new_state) => {
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direction = Direction::Forwards;
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states.last_mut().map(|old_state| {
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debug!(
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"Switching to state '{}' from state '{}'.",
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new_state.name(),
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old_state.name()
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);
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mem::swap(old_state, &mut new_state);
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global_state.on_play_state_changed();
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});
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},
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}
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}
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// Save any unsaved changes to settings and meta
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global_state.settings.save_to_file_warn();
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global_state.meta.save_to_file_warn();
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}
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