veloren/voxygen/src/main.rs
S Handley b739623579 Split the audio channels into SFX and music channels. This makes the
Music Channel for exploration music a basic Sink without spatial audio
functionality, which is not required.
2020-02-15 21:30:44 +00:00

294 lines
10 KiB
Rust

#![deny(unsafe_code)]
#![feature(drain_filter)]
#![recursion_limit = "2048"]
#[macro_use]
pub mod ui;
pub mod anim;
pub mod audio;
mod ecs;
pub mod error;
pub mod hud;
pub mod i18n;
pub mod key_state;
mod logging;
pub mod menu;
pub mod mesh;
pub mod meta;
pub mod render;
pub mod scene;
pub mod session;
pub mod settings;
#[cfg(feature = "singleplayer")]
pub mod singleplayer;
pub mod window;
// Reexports
pub use crate::error::Error;
use crate::{
audio::AudioFrontend,
i18n::{i18n_asset_key, VoxygenLocalization},
menu::main::MainMenuState,
meta::Meta,
settings::Settings,
window::Window,
};
use common::assets::{load, load_expect};
use log::{debug, error};
use std::{mem, panic, str::FromStr};
/// A type used to store state that is shared between all play states.
pub struct GlobalState {
settings: Settings,
meta: Meta,
window: Window,
audio: AudioFrontend,
info_message: Option<String>,
}
impl GlobalState {
/// Called after a change in play state has occurred (usually used to
/// reverse any temporary effects a state may have made).
pub fn on_play_state_changed(&mut self) {
self.window.grab_cursor(false);
self.window.needs_refresh_resize();
}
pub fn maintain(&mut self, dt: f32) { self.audio.maintain(dt); }
}
pub enum Direction {
Forwards,
Backwards,
}
/// States can either close (and revert to a previous state), push a new state
/// on top of themselves, or switch to a totally different state.
pub enum PlayStateResult {
/// Pop all play states in reverse order and shut down the program.
Shutdown,
/// Close the current play state and pop it from the play state stack.
Pop,
/// Push a new play state onto the play state stack.
Push(Box<dyn PlayState>),
/// Switch the current play state with a new play state.
Switch(Box<dyn PlayState>),
}
/// A trait representing a playable game state. This may be a menu, a game
/// session, the title screen, etc.
pub trait PlayState {
/// Play the state until some change of state is required (i.e: a menu is
/// opened or the game is closed).
fn play(&mut self, direction: Direction, global_state: &mut GlobalState) -> PlayStateResult;
/// Get a descriptive name for this state type.
fn name(&self) -> &'static str;
}
fn main() {
// Initialize logging.
let term_log_level = std::env::var_os("VOXYGEN_LOG")
.and_then(|env| env.to_str().map(|s| s.to_owned()))
.and_then(|s| log::LevelFilter::from_str(&s).ok())
.unwrap_or(log::LevelFilter::Warn);
let file_log_level = std::env::var_os("VOXYGEN_FILE_LOG")
.and_then(|env| env.to_str().map(|s| s.to_owned()))
.and_then(|s| log::LevelFilter::from_str(&s).ok())
.unwrap_or(log::LevelFilter::Debug);
// Load the settings
// Note: This won't log anything due to it being called before
// ``logging::init``. The issue is we need to read a setting to decide
// whether we create a log file or not.
let settings = Settings::load();
logging::init(&settings, term_log_level, file_log_level);
// Load metadata
let meta = Meta::load();
// Save settings to add new fields or create the file if it is not already there
if let Err(err) = settings.save_to_file() {
panic!("Failed to save settings: {:?}", err);
}
let audio_device = || match &settings.audio.audio_device {
Some(d) => d.to_string(),
None => audio::get_default_device(),
};
let mut audio = if settings.audio.audio_on {
AudioFrontend::new(audio_device(), settings.audio.max_sfx_channels)
} else {
AudioFrontend::no_audio()
};
audio.set_music_volume(settings.audio.music_volume);
audio.set_sfx_volume(settings.audio.sfx_volume);
let mut global_state = GlobalState {
audio,
window: Window::new(&settings).expect("Failed to create window!"),
settings,
meta,
info_message: None,
};
// Try to load the localization and log missing entries
let localized_strings = load::<VoxygenLocalization>(&i18n_asset_key(
&global_state.settings.language.selected_language,
))
.unwrap_or_else(|error| {
log::warn!(
"Impossible to load {} language: change to the default language (English) instead. \
Source error: {:?}",
&global_state.settings.language.selected_language,
error
);
global_state.settings.language.selected_language = i18n::REFERENCE_LANG.to_owned();
load_expect::<VoxygenLocalization>(&i18n_asset_key(
&global_state.settings.language.selected_language,
))
});
localized_strings.log_missing_entries();
// Set up panic handler to relay swish panic messages to the user
let default_hook = panic::take_hook();
panic::set_hook(Box::new(move |panic_info| {
let panic_info_payload = panic_info.payload();
let payload_string = panic_info_payload.downcast_ref::<String>();
let reason = match payload_string {
Some(s) => &s,
None => {
let payload_str = panic_info_payload.downcast_ref::<&str>();
match payload_str {
Some(st) => st,
None => "Payload is not a string",
}
},
};
let msg = format!(
"A critical error has occurred and Voxygen has been forced to \
terminate in an unusual manner. Details about the error can be \
found below.\n\
\n\
> What should I do?\n\
\n\
We need your help to fix this! You can help by contacting us and \
reporting this problem. To do this, open an issue on the Veloren \
issue tracker:\n\
\n\
https://www.gitlab.com/veloren/veloren/issues/new\n\
\n\
If you're on the Veloren community Discord server, we'd be \
grateful if you could also post a message in the #support channel.
\n\
> What should I include?\n\
\n\
The error information below will be useful in finding and fixing \
the problem. Please include as much information about your setup \
and the events that led up to the panic as possible.
\n\
Voxygen has logged information about the problem (including this \
message) to the file {:#?}. Please include the contents of this \
file in your bug report.
\n\
> Error information\n\
\n\
The information below is intended for developers and testers.\n\
\n\
Panic Payload: {:?}\n\
PanicInfo: {}",
// TODO: Verify that this works
Settings::get_settings_path()
.join("voxygen-<date>.log")
.display(),
reason,
panic_info,
);
error!(
"VOXYGEN HAS PANICKED\n\n{}\n\nBacktrace:\n{:?}",
msg,
backtrace::Backtrace::new(),
);
#[cfg(feature = "msgbox")]
{
#[cfg(target_os = "macos")]
dispatch::Queue::main()
.sync(|| msgbox::create("Voxygen has panicked", &msg, msgbox::IconType::Error));
#[cfg(not(target_os = "macos"))]
msgbox::create("Voxygen has panicked", &msg, msgbox::IconType::Error);
}
default_hook(panic_info);
}));
// Set up the initial play state.
let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(MainMenuState::new(&mut global_state))];
states
.last()
.map(|current_state| debug!("Started game with state '{}'", current_state.name()));
// What's going on here?
// ---------------------
// The state system used by Voxygen allows for the easy development of
// stack-based menus. For example, you may want a "title" state that can
// push a "main menu" state on top of it, which can in turn push a
// "settings" state or a "game session" state on top of it. The code below
// manages the state transfer logic automatically so that we don't have to
// re-engineer it for each menu we decide to add to the game.
let mut direction = Direction::Forwards;
while let Some(state_result) = states
.last_mut()
.map(|last| last.play(direction, &mut global_state))
{
// Implement state transfer logic.
match state_result {
PlayStateResult::Shutdown => {
direction = Direction::Backwards;
debug!("Shutting down all states...");
while states.last().is_some() {
states.pop().map(|old_state| {
debug!("Popped state '{}'.", old_state.name());
global_state.on_play_state_changed();
});
}
},
PlayStateResult::Pop => {
direction = Direction::Backwards;
states.pop().map(|old_state| {
debug!("Popped state '{}'.", old_state.name());
global_state.on_play_state_changed();
});
},
PlayStateResult::Push(new_state) => {
direction = Direction::Forwards;
debug!("Pushed state '{}'.", new_state.name());
states.push(new_state);
global_state.on_play_state_changed();
},
PlayStateResult::Switch(mut new_state) => {
direction = Direction::Forwards;
states.last_mut().map(|old_state| {
debug!(
"Switching to state '{}' from state '{}'.",
new_state.name(),
old_state.name()
);
mem::swap(old_state, &mut new_state);
global_state.on_play_state_changed();
});
},
}
}
// Save any unsaved changes to settings and meta
global_state.settings.save_to_file_warn();
global_state.meta.save_to_file_warn();
}