Files
o3de/Code/Legacy/CrySystem/System.cpp
T
Chris Burel b53bf52e0d Perform global deinitialization when exiting the game launcher (#4131)
* Fix code that deregisters the Atom Scene subsystem from the AzFramework Scene

The AzFramework Scene subsystem API is a generic container based on the
type of argument that is passed to it. It maintains a vector of typeids,
and only one object of any type is stored at a time. The Bootstrap system
component registers the Atom scene as a `ScenePtr` (aka
`AZStd::shared_ptr<RPI:Scene>`) with the AzFramework Scene's generic
subsystem. However, the component was previously deregistering the type by
value, `RPI::Scene`. Since no subsystem for the type `RPI::Scene` was set,
unsetting this type did nothing. The result was that the `RPI::Scene`
object would still be around by the time that all the Atom
`InstanceDatabse`s were being destroyed, resulting in a large number of
errors reported about leaked instances during global shutdown.

This fixes the above issue by passing the `m_defaultScene` as a parameter
to `AzFramework::Scene::UnsetSubsystem`, the same value that is passed to
`SetSubsystem`. This is better, because instead of providing explicit
template arguments (which were specifying the incorrect type), this now
allows the compiler to deduce the correct type, and the syntax is symmetric
with the call to `SetSubsystem`.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Correctly release the AWS API from the `HttpRequestManager` module

This code was incorrectly assuming that
`AWSNativeSDKInit::InitializationManager::Shutdown()` would be called
automatically by the `InitializationManager` itself. However, all that
`InitAwsApi()` does is create an `AZ::EnvironmentVariable`, which is a
ref-counted type, and stores it in a global static. That global static is
defined in a static library (namely `AWSNativeSDKInit`), which is linked
in to the `HttpRequestManager` dynamic lib. Because it is a global static,
it has to be explicitly cleared with the call to `Shutdown()`. Otherwise
the destructor of the EnvironmentVariable doesn't happen until global
destruction, by which time the allocator that is supplied to the AWS SDK
has already been destroyed, and the shutdown of the AWS SDK attempts to use
the already-destroyed allocator.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Avoid blocking the remote console server thread if there are no connections

The Remote console server runs in a separate thread. Previously, it would
directly call `AzSock::Accept()` and block the server thread until some
client connected to it. However, if no client connected, the thread would
continue to be blocked, even if the game launcher tried to exit.

This adds a check to see if there's a client on the socket before calling
`Accept()`, to avoid the deadlock on launcher exit.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Fix a log message to print one message per line

Signed-off-by: Chris Burel <burelc@amazon.com>

* Allow pumping the event loop to close the launcher window

Events from the OS are handled in the game's main loop. The general loop
looks like this:

 * Read events from the OS
 * Tick the game application

One of the events that can come from the OS is that the window hosting the
game is closed. When this event happens, many resources provided by the
renderer are freed, and the game application's `shouldExit` bit is set.
However, when the game's `Tick()` is called, there is lots of code that
assumes the renderer is still there. To avoid crashing in the `Tick()`
call, check if the game should exit after pumping the system events.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Unload the level when exiting the launcher

This ensures that any resources held onto by the level are freed before the
launcher exits.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Add an explicit bus `Disconnect()` call to `AZCoreLogSink`

This is necessary because this bus has virtual functions and can be called
from multiple threads.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Allow normal cleanup to take place when exiting the game launcher

Previously, global cleanup was side-stepped by calling `TerminateProcess`
or `exit`, when quitting the game launcher. This is in contrast to the call
to `_exit` on Linux and Mac when exiting the Editor. That leading `_` makes
a big difference: the former runs object destruction, the latter does not.
Instead of making the launcher exit with `_exit` on Linux, instead, remove
that call and actually run all the atexit code.

This does not modify the Editor's behavior however. It still uses `_exit`
and `TerminateProcess`.

Signed-off-by: Chris Burel <burelc@amazon.com>
2021-09-15 11:48:08 -05:00

1677 lines
51 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
// Description : CryENGINE system core-handle all subsystems
#include "CrySystem_precompiled.h"
#include "System.h"
#include <time.h>
#include <AzCore/Console/Console.h>
#include <AzCore/IO/IStreamer.h>
#include <AzCore/IO/SystemFile.h>
#include "CryLibrary.h"
#include <CryPath.h>
#include <CrySystemBus.h>
#include <CryCommon/IFont.h>
#include <CryCommon/MiniQueue.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/API/ApplicationAPI_Platform.h>
#include <AzFramework/Input/Devices/Keyboard/InputDeviceKeyboard.h>
#include <AzCore/Debug/Profiler.h>
#include <AzCore/Debug/EventTrace.h>
#include <AzCore/Debug/Trace.h>
#include <AzCore/Debug/IEventLogger.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/std/algorithm.h>
#include <AzFramework/Logging/MissingAssetLogger.h>
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
#include <AzCore/Interface/Interface.h>
#if defined(AZ_RESTRICTED_PLATFORM)
#undef AZ_RESTRICTED_SECTION
#define SYSTEM_CPP_SECTION_1 1
#define SYSTEM_CPP_SECTION_2 2
#define SYSTEM_CPP_SECTION_3 3
#define SYSTEM_CPP_SECTION_4 4
#define SYSTEM_CPP_SECTION_5 5
#define SYSTEM_CPP_SECTION_6 6
#define SYSTEM_CPP_SECTION_7 7
#define SYSTEM_CPP_SECTION_8 8
#define SYSTEM_CPP_SECTION_9 9
#endif
#if defined(_RELEASE) && AZ_LEGACY_CRYSYSTEM_TRAIT_USE_EXCLUDEUPDATE_ON_CONSOLE
//exclude some not needed functionality for release console builds
#define EXCLUDE_UPDATE_ON_CONSOLE
#endif
#ifdef WIN32
#include <AzCore/PlatformIncl.h>
LRESULT WINAPI WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
CSystem* pSystem = 0;
if (gEnv)
{
pSystem = static_cast<CSystem*>(gEnv->pSystem);
}
if (pSystem && !pSystem->IsQuitting())
{
LRESULT result = 0;
bool bAny = false;
for (std::vector<IWindowMessageHandler*>::const_iterator it = pSystem->m_windowMessageHandlers.begin(); it != pSystem->m_windowMessageHandlers.end(); ++it)
{
IWindowMessageHandler* pHandler = *it;
LRESULT maybeResult = 0xDEADDEAD;
if (pHandler->HandleMessage(hWnd, uMsg, wParam, lParam, &maybeResult))
{
assert(maybeResult != 0xDEADDEAD && "Message handler indicated a resulting value, but no value was written");
if (bAny)
{
assert(result == maybeResult && "Two window message handlers tried to return different result values");
}
else
{
bAny = true;
result = maybeResult;
}
}
}
if (bAny)
{
// One of the registered handlers returned something
return result;
}
}
// Handle with the default procedure
assert(IsWindowUnicode(hWnd) && "Window should be Unicode when compiling with UNICODE");
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
#endif
#if defined(LINUX) && !defined(ANDROID)
#include <execinfo.h> // for backtrace
#endif
#if defined(ANDROID)
#include <unwind.h> // for _Unwind_Backtrace and _Unwind_GetIP
#endif
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION SYSTEM_CPP_SECTION_1
#include AZ_RESTRICTED_FILE(System_cpp)
#endif
#include <IRenderer.h>
#include <IMovieSystem.h>
#include <ILog.h>
#include <IAudioSystem.h>
#include <IProcess.h>
#include <LyShine/ILyShine.h>
#include <LoadScreenBus.h>
#include <AzFramework/Archive/Archive.h>
#include "XConsole.h"
#include "Log.h"
#include "XML/xml.h"
#include "LocalizedStringManager.h"
#include "XML/XmlUtils.h"
#include "SystemEventDispatcher.h"
#include "HMDBus.h"
#include "RemoteConsole/RemoteConsole.h"
#include <PNoise3.h>
#include <LyShine/Bus/UiCursorBus.h>
#include <AzFramework/Asset/AssetSystemBus.h>
#include <AzFramework/Input/Buses/Requests/InputSystemRequestBus.h>
#ifdef WIN32
#include <AzFramework/Input/Buses/Notifications/RawInputNotificationBus_Platform.h>
// To enable profiling with vtune (https://software.intel.com/en-us/intel-vtune-amplifier-xe), make sure the line below is not commented out
//#define PROFILE_WITH_VTUNE
#include <process.h>
#include <malloc.h>
#endif
#include <ILevelSystem.h>
#include <AzFramework/IO/LocalFileIO.h>
// profilers api.
VTuneFunction VTResume = NULL;
VTuneFunction VTPause = NULL;
// Define global cvars.
SSystemCVars g_cvars;
#include <IViewSystem.h>
#include <AzCore/Module/Environment.h>
#include <AzCore/Component/ComponentApplication.h>
#include "AZCoreLogSink.h"
/////////////////////////////////////////////////////////////////////////////////
// System Implementation.
//////////////////////////////////////////////////////////////////////////
CSystem::CSystem(SharedEnvironmentInstance* pSharedEnvironment)
{
CrySystemRequestBus::Handler::BusConnect();
if (!pSharedEnvironment)
{
CryFatalError("No shared environment instance provided. "
"Cross-module sharing of EBuses and allocators "
"is not possible.");
}
m_systemGlobalState = ESYSTEM_GLOBAL_STATE_UNKNOWN;
m_iHeight = 0;
m_iWidth = 0;
m_iColorBits = 0;
// CRT ALLOCATION threshold
m_bIsAsserting = false;
m_pSystemEventDispatcher = new CSystemEventDispatcher(); // Must be first.
if (m_pSystemEventDispatcher)
{
m_pSystemEventDispatcher->RegisterListener(this);
}
//////////////////////////////////////////////////////////////////////////
// Clear environment.
//////////////////////////////////////////////////////////////////////////
memset(&m_env, 0, sizeof(m_env));
//////////////////////////////////////////////////////////////////////////
// Initialize global environment interface pointers.
m_env.pSystem = this;
m_env.pTimer = &m_Time;
m_env.bIgnoreAllAsserts = false;
m_env.bNoAssertDialog = false;
m_env.pSharedEnvironment = pSharedEnvironment;
//////////////////////////////////////////////////////////////////////////
m_pIFont = NULL;
m_pIFontUi = NULL;
m_rWidth = NULL;
m_rHeight = NULL;
m_rWidthAndHeightAsFractionOfScreenSize = NULL;
m_rMaxWidth = NULL;
m_rMaxHeight = NULL;
m_rColorBits = NULL;
m_rDepthBits = NULL;
m_cvSSInfo = NULL;
m_rStencilBits = NULL;
m_rFullscreen = NULL;
m_sysNoUpdate = NULL;
m_pProcess = NULL;
m_pCmdLine = NULL;
m_pLevelSystem = NULL;
m_pViewSystem = NULL;
m_pLocalizationManager = NULL;
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION SYSTEM_CPP_SECTION_2
#include AZ_RESTRICTED_FILE(System_cpp)
#endif
m_sys_min_step = 0;
m_sys_max_step = 0;
m_cvAIUpdate = NULL;
m_pUserCallback = NULL;
m_sys_memory_debug = NULL;
m_sysWarnings = NULL;
m_sysKeyboard = NULL;
m_sys_firstlaunch = NULL;
m_sys_enable_budgetmonitoring = NULL;
m_sys_preload = NULL;
// m_sys_filecache = NULL;
m_gpu_particle_physics = NULL;
m_bInitializedSuccessfully = false;
m_bRelaunch = false;
m_iLoadingMode = 0;
m_bTestMode = false;
m_bEditor = false;
m_bPreviewMode = false;
m_bIgnoreUpdates = false;
m_bNoCrashDialog = false;
m_bNoErrorReportWindow = false;
m_pCVarQuit = NULL;
m_bForceNonDevMode = false;
m_bWasInDevMode = false;
m_bInDevMode = false;
m_bGameFolderWritable = false;
m_bDrawConsole = true;
m_bDrawUI = true;
m_nServerConfigSpec = CONFIG_VERYHIGH_SPEC;
m_nMaxConfigSpec = CONFIG_VERYHIGH_SPEC;
m_bPaused = false;
m_bNoUpdate = false;
m_nUpdateCounter = 0;
m_iApplicationInstance = -1;
m_pXMLUtils = new CXmlUtils(this);
if (!AZ::AllocatorInstance<AZ::OSAllocator>::IsReady())
{
m_initedOSAllocator = true;
AZ::AllocatorInstance<AZ::OSAllocator>::Create();
}
if (!AZ::AllocatorInstance<AZ::SystemAllocator>::IsReady())
{
m_initedSysAllocator = true;
AZ::AllocatorInstance<AZ::SystemAllocator>::Create();
AZ::Debug::Trace::Instance().Init();
}
m_eRuntimeState = ESYSTEM_EVENT_LEVEL_UNLOAD;
m_bHasRenderedErrorMessage = false;
m_pDataProbe = nullptr;
#if AZ_LEGACY_CRYSYSTEM_TRAIT_USE_MESSAGE_HANDLER
RegisterWindowMessageHandler(this);
#endif
m_ConfigPlatform = CONFIG_INVALID_PLATFORM;
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
CSystem::~CSystem()
{
ShutDown();
#if AZ_LEGACY_CRYSYSTEM_TRAIT_USE_MESSAGE_HANDLER
UnregisterWindowMessageHandler(this);
#endif
CRY_ASSERT(m_windowMessageHandlers.empty() && "There exists a dangling window message handler somewhere");
SAFE_DELETE(m_pXMLUtils);
SAFE_DELETE(m_pSystemEventDispatcher);
AZCoreLogSink::Disconnect();
if (m_initedSysAllocator)
{
AZ::Debug::Trace::Instance().Destroy();
AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
}
if (m_initedOSAllocator)
{
AZ::AllocatorInstance<AZ::OSAllocator>::Destroy();
}
AZ::Environment::Detach();
m_env.pSystem = 0;
gEnv = 0;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::Release()
{
delete this;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::FreeLib(AZStd::unique_ptr<AZ::DynamicModuleHandle>& hLibModule)
{
if (hLibModule)
{
if (hLibModule->IsLoaded())
{
hLibModule->Unload();
}
hLibModule.release();
}
}
//////////////////////////////////////////////////////////////////////////
IRemoteConsole* CSystem::GetIRemoteConsole()
{
return CRemoteConsole::GetInst();
}
//////////////////////////////////////////////////////////////////////////
void CSystem::SetForceNonDevMode(const bool bValue)
{
m_bForceNonDevMode = bValue;
if (bValue)
{
SetDevMode(false);
}
}
//////////////////////////////////////////////////////////////////////////
bool CSystem::GetForceNonDevMode() const
{
return m_bForceNonDevMode;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::SetDevMode(bool bEnable)
{
if (bEnable)
{
m_bWasInDevMode = true;
}
m_bInDevMode = bEnable;
}
///////////////////////////////////////////////////
void CSystem::ShutDown()
{
CryLogAlways("System Shutdown");
// don't broadcast OnCrySystemShutdown unless
// we'd previously broadcast OnCrySystemInitialized
if (m_bInitializedSuccessfully)
{
EBUS_EVENT(CrySystemEventBus, OnCrySystemShutdown, *this);
}
if (m_pUserCallback)
{
m_pUserCallback->OnShutdown();
}
if (GetIRemoteConsole()->IsStarted())
{
GetIRemoteConsole()->Stop();
}
if (m_sys_firstlaunch)
{
m_sys_firstlaunch->Set("0");
}
if ((m_bEditor) && (m_env.pConsole))
{
// restore the old saved cvars
if (m_env.pConsole->GetCVar("r_Width"))
{
m_env.pConsole->GetCVar("r_Width")->Set(m_iWidth);
}
if (m_env.pConsole->GetCVar("r_Height"))
{
m_env.pConsole->GetCVar("r_Height")->Set(m_iHeight);
}
if (m_env.pConsole->GetCVar("r_ColorBits"))
{
m_env.pConsole->GetCVar("r_ColorBits")->Set(m_iColorBits);
}
}
if (m_bEditor && !m_bRelaunch)
{
SaveConfiguration();
}
// Dispatch the full-shutdown event in case this is not a fast-shutdown.
if (m_pSystemEventDispatcher != NULL)
{
m_pSystemEventDispatcher->OnSystemEvent(ESYSTEM_EVENT_FULL_SHUTDOWN, 0, 0);
}
// Shutdown any running VR devices.
EBUS_EVENT(AZ::VR::HMDInitRequestBus, Shutdown);
if (gEnv && gEnv->pLyShine)
{
gEnv->pLyShine->Release();
gEnv->pLyShine = nullptr;
}
SAFE_RELEASE(m_env.pMovieSystem);
SAFE_RELEASE(m_env.pLyShine);
SAFE_RELEASE(m_env.pCryFont);
if (m_env.pConsole)
{
((CXConsole*)m_env.pConsole)->FreeRenderResources();
}
SAFE_RELEASE(m_pViewSystem);
SAFE_RELEASE(m_pLevelSystem);
if (m_env.pLog)
{
m_env.pLog->UnregisterConsoleVariables();
}
GetIRemoteConsole()->UnregisterConsoleVariables();
// Release console variables.
SAFE_RELEASE(m_pCVarQuit);
SAFE_RELEASE(m_rWidth);
SAFE_RELEASE(m_rHeight);
SAFE_RELEASE(m_rWidthAndHeightAsFractionOfScreenSize);
SAFE_RELEASE(m_rMaxWidth);
SAFE_RELEASE(m_rMaxHeight);
SAFE_RELEASE(m_rColorBits);
SAFE_RELEASE(m_rDepthBits);
SAFE_RELEASE(m_cvSSInfo);
SAFE_RELEASE(m_rStencilBits);
SAFE_RELEASE(m_rFullscreen);
SAFE_RELEASE(m_sysWarnings);
SAFE_RELEASE(m_sysKeyboard);
SAFE_RELEASE(m_sys_firstlaunch);
SAFE_RELEASE(m_sys_enable_budgetmonitoring);
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION SYSTEM_CPP_SECTION_3
#include AZ_RESTRICTED_FILE(System_cpp)
#endif
SAFE_RELEASE(m_sys_min_step);
SAFE_RELEASE(m_sys_max_step);
SAFE_DELETE(m_pLocalizationManager);
delete m_pCmdLine;
m_pCmdLine = 0;
// Audio System Shutdown!
// Shut down audio as late as possible but before the streaming system and console get released!
Audio::Gem::AudioSystemGemRequestBus::Broadcast(&Audio::Gem::AudioSystemGemRequestBus::Events::Release);
// Shut down console as late as possible and after audio!
SAFE_RELEASE(m_env.pConsole);
// Log must be last thing released.
if (m_env.pLog)
{
m_env.pLog->FlushAndClose();
}
SAFE_RELEASE(m_env.pLog); // creates log backup
ShutdownFileSystem();
ShutdownModuleLibraries();
EBUS_EVENT(CrySystemEventBus, OnCrySystemPostShutdown);
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
void CSystem::Quit()
{
CryLogAlways("CSystem::Quit invoked from thread %" PRI_THREADID " (main is %" PRI_THREADID ")", GetCurrentThreadId(), gEnv->mMainThreadId);
AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::ExitMainLoop);
// If this was set from anywhere but the main thread, bail and let the main thread handle shutdown
if (GetCurrentThreadId() != gEnv->mMainThreadId)
{
return;
}
if (m_pUserCallback)
{
m_pUserCallback->OnQuit();
}
gEnv->pLog->FlushAndClose();
// Latest possible place to flush any pending messages to disk before the forceful termination.
if (auto logger = AZ::Interface<AZ::Debug::IEventLogger>::Get(); logger)
{
logger->Flush();
}
#ifdef WIN32
//Post a WM_QUIT message to the Win32 api which causes the message loop to END
//This is not the same as handling a WM_DESTROY event which destroys a window
//but keeps the message loop alive.
PostQuitMessage(0);
#endif
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
bool CSystem::IsQuitting() const
{
bool wasExitMainLoopRequested = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(wasExitMainLoopRequested, &AzFramework::ApplicationRequests::WasExitMainLoopRequested);
return wasExitMainLoopRequested;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::SetIProcess(IProcess* process)
{
m_pProcess = process;
//if (m_pProcess)
//m_pProcess->SetPMessage("");
}
//////////////////////////////////////////////////////////////////////////
ISystem* CSystem::GetCrySystem()
{
return this;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::SleepIfNeeded()
{
ITimer* const pTimer = gEnv->pTimer;
static bool firstCall = true;
typedef MiniQueue<CTimeValue, 32> PrevNow;
static PrevNow prevNow;
if (firstCall)
{
m_lastTickTime = pTimer->GetAsyncTime();
prevNow.Push(m_lastTickTime);
firstCall = false;
return;
}
const float maxRate = m_svDedicatedMaxRate->GetFVal();
const float minTime = 1.0f / maxRate;
CTimeValue now = pTimer->GetAsyncTime();
float elapsed = (now - m_lastTickTime).GetSeconds();
if (prevNow.Full())
{
prevNow.Pop();
}
prevNow.Push(now);
static bool allowStallCatchup = true;
if (elapsed > minTime && allowStallCatchup)
{
allowStallCatchup = false;
m_lastTickTime = pTimer->GetAsyncTime();
return;
}
allowStallCatchup = true;
float totalElapsed = (now - prevNow.Front()).GetSeconds();
float wantSleepTime = AZStd::clamp(minTime * (prevNow.Size() - 1) - totalElapsed, 0.0f, (minTime - elapsed) * 0.9f);
static float sleepTime = 0;
sleepTime = (15 * sleepTime + wantSleepTime) / 16;
int sleepMS = (int)(1000.0f * sleepTime + 0.5f);
if (sleepMS > 0)
{
AZ_PROFILE_FUNCTION(System);
Sleep(sleepMS);
}
m_lastTickTime = pTimer->GetAsyncTime();
}
extern DWORD g_idDebugThreads[];
extern int g_nDebugThreads;
int prev_sys_float_exceptions = -1;
//////////////////////////////////////////////////////////////////////
bool CSystem::UpdatePreTickBus(int updateFlags, int nPauseMode)
{
// If we detect the quit flag at the start of Update, that means it was set
// from another thread, and we should quit immediately. Otherwise, it will
// be set by game logic or the console during Update and we will quit later
if (IsQuitting())
{
Quit();
return false;
}
#ifndef EXCLUDE_UPDATE_ON_CONSOLE
// do the dedicated sleep earlier than the frame profiler to avoid having it counted
if (gEnv->IsDedicated())
{
SleepIfNeeded();
}
#endif //EXCLUDE_UPDATE_ON_CONSOLE
#ifdef WIN32
// enable/disable SSE fp exceptions (#nan and /0)
// need to do it each frame since sometimes they are being reset
_mm_setcsr(_mm_getcsr() & ~0x280 | (g_cvars.sys_float_exceptions > 0 ? 0 : 0x280));
#endif //WIN32
AZ_TRACE_METHOD();
m_nUpdateCounter++;
#ifndef EXCLUDE_UPDATE_ON_CONSOLE
if (m_pUserCallback)
{
m_pUserCallback->OnUpdate();
}
//////////////////////////////////////////////////////////////////////////
// Enable/Disable floating exceptions.
//////////////////////////////////////////////////////////////////////////
prev_sys_float_exceptions += 1 + g_cvars.sys_float_exceptions & prev_sys_float_exceptions >> 31;
if (prev_sys_float_exceptions != g_cvars.sys_float_exceptions)
{
prev_sys_float_exceptions = g_cvars.sys_float_exceptions;
EnableFloatExceptions(g_cvars.sys_float_exceptions);
}
#endif //EXCLUDE_UPDATE_ON_CONSOLE
//////////////////////////////////////////////////////////////////////////
if (m_env.pLog)
{
m_env.pLog->Update();
}
#ifdef USE_REMOTE_CONSOLE
GetIRemoteConsole()->Update();
#endif
if (nPauseMode != 0)
{
m_bPaused = true;
}
else
{
m_bPaused = false;
}
#ifdef PROFILE_WITH_VTUNE
if (m_bInDevMode)
{
if (VTPause != NULL && VTResume != NULL)
{
static bool bVtunePaused = true;
const AzFramework::InputChannel* inputChannelScrollLock = AzFramework::InputChannelRequests::FindInputChannel(AzFramework::InputDeviceKeyboard::Key::WindowsSystemScrollLock);
const bool bPaused = (inputChannelScrollLock ? inputChannelScrollLock->IsActive() : false);
{
if (bVtunePaused && !bPaused)
{
GetIProfilingSystem()->VTuneResume();
}
if (!bVtunePaused && bPaused)
{
GetIProfilingSystem()->VTunePause();
}
bVtunePaused = bPaused;
}
}
}
#endif //PROFILE_WITH_VTUNE
#ifndef EXCLUDE_UPDATE_ON_CONSOLE
if (m_bIgnoreUpdates)
{
return true;
}
#endif //EXCLUDE_UPDATE_ON_CONSOLE
//static bool sbPause = false;
//bool bPause = false;
bool bNoUpdate = false;
#ifndef EXCLUDE_UPDATE_ON_CONSOLE
if (m_sysNoUpdate && m_sysNoUpdate->GetIVal())
{
bNoUpdate = true;
}
m_bNoUpdate = bNoUpdate;
#endif //EXCLUDE_UPDATE_ON_CONSOLE
//check if we are quitting from the game
if (IsQuitting())
{
Quit();
return (false);
}
//limit frame rate if vsync is turned off
//for consoles this is done inside renderthread to be vsync dependent
{
static ICVar* pSysMaxFPS = NULL;
static ICVar* pVSync = NULL;
if (pSysMaxFPS == NULL && gEnv && gEnv->pConsole)
{
pSysMaxFPS = gEnv->pConsole->GetCVar("sys_MaxFPS");
}
if (pVSync == NULL && gEnv && gEnv->pConsole)
{
pVSync = gEnv->pConsole->GetCVar("r_Vsync");
}
if (pSysMaxFPS && pVSync)
{
int32 maxFPS = pSysMaxFPS->GetIVal();
uint32 vSync = pVSync->GetIVal();
if (maxFPS == 0 && vSync == 0)
{
ILevelSystem* pLvlSys = GetILevelSystem();
const bool inLevel = pLvlSys && pLvlSys->IsLevelLoaded();
maxFPS = !inLevel || IsPaused() ? 60 : 0;
}
if (maxFPS > 0 && vSync == 0)
{
CTimeValue timeFrameMax;
const float safeMarginFPS = 0.5f;//save margin to not drop below 30 fps
static CTimeValue sTimeLast = gEnv->pTimer->GetAsyncTime();
timeFrameMax.SetMilliSeconds((int64)(1000.f / ((float)maxFPS + safeMarginFPS)));
const CTimeValue timeLast = timeFrameMax + sTimeLast;
while (timeLast.GetValue() > gEnv->pTimer->GetAsyncTime().GetValue())
{
CrySleep(0);
}
sTimeLast = gEnv->pTimer->GetAsyncTime();
}
}
}
//////////////////////////////////////////////////////////////////////
//update time subsystem
m_Time.UpdateOnFrameStart();
//////////////////////////////////////////////////////////////////////
//update console system
if (m_env.pConsole)
{
m_env.pConsole->Update();
}
if (IsQuitting())
{
Quit();
return false;
}
// Use UI timer for CryMovie, because it should not be affected by pausing game time
const float fMovieFrameTime = m_Time.GetFrameTime(ITimer::ETIMER_UI);
// Run movie system pre-update
if (!bNoUpdate)
{
UpdateMovieSystem(updateFlags, fMovieFrameTime, true);
}
return !IsQuitting();
}
//////////////////////////////////////////////////////////////////////
bool CSystem::UpdatePostTickBus(int updateFlags, int /*nPauseMode*/)
{
CTimeValue updateStart = gEnv->pTimer->GetAsyncTime();
// Run movie system post-update
if (!m_bNoUpdate)
{
const float fMovieFrameTime = m_Time.GetFrameTime(ITimer::ETIMER_UI);
UpdateMovieSystem(updateFlags, fMovieFrameTime, false);
}
//////////////////////////////////////////////////////////////////////
// Update sound system
if (!m_bNoUpdate)
{
UpdateAudioSystems();
}
//Now update frame statistics
CTimeValue cur_time = gEnv->pTimer->GetAsyncTime();
CTimeValue a_second(g_cvars.sys_update_profile_time);
std::vector< std::pair<CTimeValue, float> >::iterator it = m_updateTimes.begin();
for (std::vector< std::pair<CTimeValue, float> >::iterator eit = m_updateTimes.end(); it != eit; ++it)
{
if ((cur_time - it->first) < a_second)
{
break;
}
}
{
if (it != m_updateTimes.begin())
{
m_updateTimes.erase(m_updateTimes.begin(), it);
}
float updateTime = (cur_time - updateStart).GetMilliSeconds();
m_updateTimes.push_back(std::make_pair(cur_time, updateTime));
}
m_pSystemEventDispatcher->Update();
if (!gEnv->IsEditing() && m_eRuntimeState == ESYSTEM_EVENT_LEVEL_GAMEPLAY_START)
{
gEnv->pCryPak->DisableRuntimeFileAccess(true);
}
// Also broadcast for anyone else that needs to draw global debug to do so now
AzFramework::DebugDisplayEventBus::Broadcast(&AzFramework::DebugDisplayEvents::DrawGlobalDebugInfo);
return !IsQuitting();
}
bool CSystem::UpdateLoadtime()
{
return !IsQuitting();
}
void CSystem::UpdateAudioSystems()
{
Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::ExternalUpdate);
}
//////////////////////////////////////////////////////////////////////////
void CSystem::GetUpdateStats(SSystemUpdateStats& stats)
{
if (m_updateTimes.empty())
{
stats = SSystemUpdateStats();
}
else
{
stats.avgUpdateTime = 0;
stats.maxUpdateTime = -FLT_MAX;
stats.minUpdateTime = +FLT_MAX;
for (std::vector< std::pair<CTimeValue, float> >::const_iterator it = m_updateTimes.begin(), eit = m_updateTimes.end(); it != eit; ++it)
{
const float t = it->second;
stats.avgUpdateTime += t;
stats.maxUpdateTime = max(stats.maxUpdateTime, t);
stats.minUpdateTime = min(stats.minUpdateTime, t);
}
stats.avgUpdateTime /= m_updateTimes.size();
}
}
//////////////////////////////////////////////////////////////////////////
void CSystem::UpdateMovieSystem(const int updateFlags, const float fFrameTime, const bool bPreUpdate)
{
if (m_env.pMovieSystem && !(updateFlags & ESYSUPDATE_EDITOR) && g_cvars.sys_trackview)
{
float fMovieFrameTime = fFrameTime;
if (fMovieFrameTime > g_cvars.sys_maxTimeStepForMovieSystem)
{
fMovieFrameTime = g_cvars.sys_maxTimeStepForMovieSystem;
}
if (bPreUpdate)
{
m_env.pMovieSystem->PreUpdate(fMovieFrameTime);
}
else
{
m_env.pMovieSystem->PostUpdate(fMovieFrameTime);
}
}
}
//////////////////////////////////////////////////////////////////////////
// XML stuff
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
XmlNodeRef CSystem::CreateXmlNode(const char* sNodeName, bool bReuseStrings, bool bIsProcessingInstruction)
{
return new CXmlNode(sNodeName, bReuseStrings, bIsProcessingInstruction);
}
//////////////////////////////////////////////////////////////////////////
IXmlUtils* CSystem::GetXmlUtils()
{
return m_pXMLUtils;
}
//////////////////////////////////////////////////////////////////////////
XmlNodeRef CSystem::LoadXmlFromFile(const char* sFilename, bool bReuseStrings)
{
return m_pXMLUtils->LoadXmlFromFile(sFilename, bReuseStrings);
}
//////////////////////////////////////////////////////////////////////////
XmlNodeRef CSystem::LoadXmlFromBuffer(const char* buffer, size_t size, bool bReuseStrings, bool bSuppressWarnings)
{
return m_pXMLUtils->LoadXmlFromBuffer(buffer, size, bReuseStrings, bSuppressWarnings);
}
//////////////////////////////////////////////////////////////////////////
bool CSystem::CheckLogVerbosity(int verbosity)
{
if (verbosity <= m_env.pLog->GetVerbosityLevel())
{
return true;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::Warning(EValidatorModule module, EValidatorSeverity severity, int flags, const char* file, const char* format, ...)
{
va_list args;
va_start(args, format);
WarningV(module, severity, flags, file, format, args);
va_end(args);
}
//////////////////////////////////////////////////////////////////////////
int CSystem::ShowMessage(const char* text, const char* caption, unsigned int uType)
{
if (m_pUserCallback)
{
return m_pUserCallback->ShowMessage(text, caption, uType);
}
return CryMessageBox(text, caption, uType);
}
inline const char* ValidatorModuleToString(EValidatorModule module)
{
switch (module)
{
case VALIDATOR_MODULE_RENDERER:
return "Renderer";
case VALIDATOR_MODULE_3DENGINE:
return "3DEngine";
case VALIDATOR_MODULE_ASSETS:
return "Assets";
case VALIDATOR_MODULE_SYSTEM:
return "System";
case VALIDATOR_MODULE_AUDIO:
return "Audio";
case VALIDATOR_MODULE_MOVIE:
return "Movie";
case VALIDATOR_MODULE_EDITOR:
return "Editor";
case VALIDATOR_MODULE_NETWORK:
return "Network";
case VALIDATOR_MODULE_PHYSICS:
return "Physics";
case VALIDATOR_MODULE_ONLINE:
return "Online";
case VALIDATOR_MODULE_FEATURETESTS:
return "FeatureTests";
case VALIDATOR_MODULE_SHINE:
return "UI";
}
return "";
}
//////////////////////////////////////////////////////////////////////////
void CSystem::WarningV(EValidatorModule module, EValidatorSeverity severity, int flags, const char* file, const char* format, va_list args)
{
// Fran: No logging in a testing environment
if (m_env.pLog == 0)
{
return;
}
const char* sModuleFilter = m_env.pLog->GetModuleFilter();
if (sModuleFilter && *sModuleFilter != 0)
{
const char* sModule = ValidatorModuleToString(module);
if (strlen(sModule) > 1 || AZ::StringFunc::Find(sModule, sModuleFilter) == AZStd::string::npos)
{
// Filter out warnings from other modules.
return;
}
}
bool bDbgBreak = false;
if (severity == VALIDATOR_ERROR_DBGBRK)
{
bDbgBreak = true;
severity = VALIDATOR_ERROR; // change it to a standard VALIDATOR_ERROR for simplicity in the rest of the system
}
IMiniLog::ELogType ltype = ILog::eComment;
switch (severity)
{
case VALIDATOR_ERROR:
ltype = ILog::eError;
break;
case VALIDATOR_WARNING:
ltype = ILog::eWarning;
break;
case VALIDATOR_COMMENT:
ltype = ILog::eComment;
break;
default:
break;
}
char szBuffer[MAX_WARNING_LENGTH];
vsnprintf_s(szBuffer, sizeof(szBuffer), sizeof(szBuffer) - 1, format, args);
if (file && *file)
{
AZStd::fixed_string<MAX_WARNING_LENGTH> fmt = szBuffer;
fmt += " [File=";
fmt += file;
fmt += "]";
m_env.pLog->LogWithType(ltype, flags | VALIDATOR_FLAG_SKIP_VALIDATOR, "%s", fmt.c_str());
}
else
{
m_env.pLog->LogWithType(ltype, flags | VALIDATOR_FLAG_SKIP_VALIDATOR, "%s", szBuffer);
}
if (bDbgBreak && g_cvars.sys_error_debugbreak)
{
AZ::Debug::Trace::Break();
}
}
//////////////////////////////////////////////////////////////////////////
void CSystem::GetLocalizedPath(const char* sLanguage, AZStd::string& sLocalizedPath)
{
// Omit the trailing slash!
AZStd::string sLocalizationFolder(PathUtil::GetLocalizationFolder());
sLocalizationFolder.pop_back();
int locFormat = 0;
LocalizationManagerRequestBus::BroadcastResult(locFormat, &LocalizationManagerRequestBus::Events::GetLocalizationFormat);
if(locFormat == 1)
{
sLocalizedPath = sLocalizationFolder + "/" + sLanguage + ".loc.agsxml";
}
else
{
if (AZ::StringFunc::Equal(sLocalizationFolder, "Languages", false))
{
sLocalizedPath = sLocalizationFolder + "/" + sLanguage + "_xml.pak";
}
else
{
sLocalizedPath = AZStd::string("Localized/") + sLanguage + "_xml.pak";
}
}
}
//////////////////////////////////////////////////////////////////////////
void CSystem::GetLocalizedAudioPath(const char* sLanguage, AZStd::string& sLocalizedPath)
{
// Omit the trailing slash!
AZStd::string sLocalizationFolder(PathUtil::GetLocalizationFolder());
sLocalizationFolder.pop_back();
if (AZ::StringFunc::Equal(sLocalizationFolder, "Languages", false))
{
sLocalizedPath = sLocalizationFolder + "/" + sLanguage + ".pak";
}
else
{
sLocalizedPath = AZStd::string("Localized/") + sLanguage + ".pak";
}
}
//////////////////////////////////////////////////////////////////////////
void CSystem::CloseLanguagePak(const char* sLanguage)
{
AZStd::string sLocalizedPath;
GetLocalizedPath(sLanguage, sLocalizedPath);
m_env.pCryPak->ClosePacks({ sLocalizedPath.c_str(), sLocalizedPath.size() });
}
//////////////////////////////////////////////////////////////////////////
void CSystem::CloseLanguageAudioPak(const char* sLanguage)
{
AZStd::string sLocalizedPath;
GetLocalizedAudioPath(sLanguage, sLocalizedPath);
m_env.pCryPak->ClosePacks({ sLocalizedPath.c_str(), sLocalizedPath.size() });
}
//////////////////////////////////////////////////////////////////////////
void CSystem::Relaunch(bool bRelaunch)
{
if (m_sys_firstlaunch)
{
m_sys_firstlaunch->Set("0");
}
m_bRelaunch = bRelaunch;
SaveConfiguration();
}
//////////////////////////////////////////////////////////////////////////
ILocalizationManager* CSystem::GetLocalizationManager()
{
return m_pLocalizationManager;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::debug_GetCallStackRaw(void** callstack, uint32& callstackLength)
{
memset(callstack, 0, sizeof(void*) * callstackLength);
#if !defined(ANDROID)
callstackLength = 0;
#endif
#if AZ_LEGACY_CRYSYSTEM_TRAIT_CAPTURESTACK
uint32 nNumStackFramesToSkip = 1;
uint32 callstackCapacity = callstackLength;
if (callstackCapacity > 0x40)
{
callstackCapacity = 0x40;
}
callstackLength = RtlCaptureStackBackTrace(nNumStackFramesToSkip, callstackCapacity, callstack, NULL);
#elif defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION SYSTEM_CPP_SECTION_7
#include AZ_RESTRICTED_FILE(System_cpp)
#endif
if (callstackLength > 0)
{
std::reverse(callstack, callstack + callstackLength);
}
}
//////////////////////////////////////////////////////////////////////////
void CSystem::ExecuteCommandLine(bool deferred)
{
if (m_executedCommandLine)
{
return;
}
m_executedCommandLine = true;
// execute command line arguments e.g. +g_gametype ASSAULT +map "testy"
ICmdLine* pCmdLine = GetICmdLine();
assert(pCmdLine);
const int iCnt = pCmdLine->GetArgCount();
for (int i = 0; i < iCnt; ++i)
{
const ICmdLineArg* pCmd = pCmdLine->GetArg(i);
if (pCmd->GetType() == eCLAT_Post)
{
AZStd::string sLine = pCmd->GetName();
{
if (pCmd->GetValue())
{
sLine += AZStd::string(" ") + pCmd->GetValue();
}
GetILog()->Log("Executing command from command line: \n%s\n", sLine.c_str()); // - the actual command might be executed much later (e.g. level load pause)
GetIConsole()->ExecuteString(sLine.c_str(), false, deferred);
}
}
}
//gEnv->pConsole->ExecuteString("sys_RestoreSpec test*"); // to get useful debugging information about current spec settings to the log file
}
//////////////////////////////////////////////////////////////////////////
ESystemConfigSpec CSystem::GetMaxConfigSpec() const
{
return m_nMaxConfigSpec;
}
//////////////////////////////////////////////////////////////////////////
void CSystem::SetConfigPlatform(const ESystemConfigPlatform platform)
{
m_ConfigPlatform = platform;
}
//////////////////////////////////////////////////////////////////////////
ESystemConfigPlatform CSystem::GetConfigPlatform() const
{
return m_ConfigPlatform;
}
//////////////////////////////////////////////////////////////////////////
CPNoise3* CSystem::GetNoiseGen()
{
static CPNoise3 m_pNoiseGen;
return &m_pNoiseGen;
}
//////////////////////////////////////////////////////////////////////////
void CProfilingSystem::VTuneResume()
{
#ifdef PROFILE_WITH_VTUNE
if (VTResume)
{
CryLogAlways("VTune Resume");
VTResume();
}
#endif
}
//////////////////////////////////////////////////////////////////////////
void CProfilingSystem::VTunePause()
{
#ifdef PROFILE_WITH_VTUNE
if (VTPause)
{
VTPause();
CryLogAlways("VTune Pause");
}
#endif
}
//////////////////////////////////////////////////////////////////////
void CSystem::OnLanguageCVarChanged(ICVar* language)
{
if (language && language->GetType() == CVAR_STRING)
{
CSystem* pSys = static_cast<CSystem*>(gEnv->pSystem);
if (pSys && pSys->GetLocalizationManager())
{
const char* lang = language->GetString();
// Hook up Localization initialization
int locFormat = 0;
LocalizationManagerRequestBus::BroadcastResult(locFormat, &LocalizationManagerRequestBus::Events::GetLocalizationFormat);
if (locFormat == 0)
{
const char* locLanguage = nullptr;
LocalizationManagerRequestBus::BroadcastResult(locLanguage, &LocalizationManagerRequestBus::Events::GetLanguage);
pSys->OpenLanguagePak(lang);
}
LocalizationManagerRequestBus::Broadcast(&LocalizationManagerRequestBus::Events::SetLanguage, lang);
LocalizationManagerRequestBus::Broadcast(&LocalizationManagerRequestBus::Events::ReloadData);
if (gEnv->pCryFont)
{
gEnv->pCryFont->OnLanguageChanged();
}
}
}
}
//////////////////////////////////////////////////////////////////////////
void CSystem::OnLocalizationFolderCVarChanged(ICVar* const pLocalizationFolder)
{
if (pLocalizationFolder && pLocalizationFolder->GetType() == CVAR_STRING)
{
CSystem* const pSystem = static_cast<CSystem* const>(gEnv->pSystem);
if (pSystem != NULL && gEnv->pCryPak != NULL)
{
CLocalizedStringsManager* const pLocalizationManager = static_cast<CLocalizedStringsManager* const>(pSystem->GetLocalizationManager());
if (pLocalizationManager)
{
// Get what is currently loaded
CLocalizedStringsManager::TLocalizationTagVec tagVec;
pLocalizationManager->GetLoadedTags(tagVec);
// Release the old localization data.
CLocalizedStringsManager::TLocalizationTagVec::const_iterator end = tagVec.end();
for (CLocalizedStringsManager::TLocalizationTagVec::const_iterator it = tagVec.begin(); it != end; ++it)
{
pLocalizationManager->ReleaseLocalizationDataByTag(it->c_str());
}
// Close the paks situated in the previous localization folder.
pSystem->CloseLanguagePak(pLocalizationManager->GetLanguage());
pSystem->CloseLanguageAudioPak(pSystem->m_currentLanguageAudio.c_str());
// Set the new localization folder.
gEnv->pCryPak->SetLocalizationFolder(pLocalizationFolder->GetString());
// Now open the paks situated in the new localization folder.
pSystem->OpenLanguagePak(pLocalizationManager->GetLanguage());
pSystem->OpenLanguageAudioPak(pSystem->m_currentLanguageAudio.c_str());
// And load the new data.
for (CLocalizedStringsManager::TLocalizationTagVec::const_iterator it = tagVec.begin(); it != end; ++it)
{
pLocalizationManager->LoadLocalizationDataByTag(it->c_str());
}
}
}
}
}
// Catch changes to assert verbosity and update the global used to track it
void CSystem::SetAssertLevel(int _assertlevel)
{
AZ::EnvironmentVariable<int> assertVerbosityLevel = AZ::Environment::FindVariable<int>("assertVerbosityLevel");
if (assertVerbosityLevel)
{
assertVerbosityLevel.Set(_assertlevel);
}
}
void CSystem::OnAssertLevelCvarChanged(ICVar* pArgs)
{
SetAssertLevel(pArgs->GetIVal());
}
void CSystem::SetLogLevel(int _loglevel)
{
AZ::EnvironmentVariable<int> logVerbosityLevel = AZ::Environment::FindVariable<int>("sys_LogLevel");
if (logVerbosityLevel.IsConstructed())
{
logVerbosityLevel.Set(_loglevel);
}
}
void CSystem::OnLogLevelCvarChanged(ICVar* pArgs)
{
if (pArgs)
{
SetLogLevel(pArgs->GetIVal());
}
}
void CSystem::OnSystemEvent(ESystemEvent event, [[maybe_unused]] UINT_PTR wparam, [[maybe_unused]] UINT_PTR lparam)
{
switch (event)
{
case ESYSTEM_EVENT_LEVEL_LOAD_START_LOADINGSCREEN:
case ESYSTEM_EVENT_LEVEL_UNLOAD:
gEnv->pCryPak->DisableRuntimeFileAccess(false);
case ESYSTEM_EVENT_LEVEL_GAMEPLAY_START:
m_eRuntimeState = event;
break;
}
}
ESystemGlobalState CSystem::GetSystemGlobalState(void)
{
return m_systemGlobalState;
}
const char* CSystem::GetSystemGlobalStateName(const ESystemGlobalState systemGlobalState)
{
static const char* const s_systemGlobalStateNames[] = {
"UNKNOWN", // ESYSTEM_GLOBAL_STATE_UNKNOWN,
"INIT", // ESYSTEM_GLOBAL_STATE_INIT,
"RUNNING", // ESYSTEM_GLOBAL_STATE_RUNNING,
"LEVEL_LOAD_PREPARE", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PREPARE,
"LEVEL_LOAD_START", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START,
"LEVEL_LOAD_MATERIALS", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_MATERIALS,
"LEVEL_LOAD_OBJECTS", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_OBJECTS,
"LEVEL_LOAD_STATIC_WORLD", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_STATIC_WORLD,
"LEVEL_LOAD_PRECACHE", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_PRECACHE,
"LEVEL_LOAD_TEXTURES", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_START_TEXTURES,
"LEVEL_LOAD_END", // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_END,
"LEVEL_LOAD_COMPLETE" // ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_COMPLETE
};
const size_t numElements = sizeof(s_systemGlobalStateNames) / sizeof(s_systemGlobalStateNames[0]);
const size_t index = (size_t)systemGlobalState;
if (index >= numElements)
{
return "INVALID INDEX";
}
return s_systemGlobalStateNames[index];
}
void CSystem::SetSystemGlobalState(const ESystemGlobalState systemGlobalState)
{
static CTimeValue s_startTime = CTimeValue();
if (systemGlobalState != m_systemGlobalState)
{
if (gEnv && gEnv->pTimer)
{
const CTimeValue endTime = gEnv->pTimer->GetAsyncTime();
[[maybe_unused]] const float numSeconds = endTime.GetDifferenceInSeconds(s_startTime);
CryLog("SetGlobalState %d->%d '%s'->'%s' %3.1f seconds",
m_systemGlobalState, systemGlobalState,
CSystem::GetSystemGlobalStateName(m_systemGlobalState), CSystem::GetSystemGlobalStateName(systemGlobalState),
numSeconds);
s_startTime = gEnv->pTimer->GetAsyncTime();
}
}
m_systemGlobalState = systemGlobalState;
#if AZ_LOADSCREENCOMPONENT_ENABLED
if (m_systemGlobalState == ESYSTEM_GLOBAL_STATE_LEVEL_LOAD_COMPLETE)
{
EBUS_EVENT(LoadScreenBus, Stop);
}
#endif // if AZ_LOADSCREENCOMPONENT_ENABLED
}
//////////////////////////////////////////////////////////////////////////
void* CSystem::GetRootWindowMessageHandler()
{
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION SYSTEM_CPP_SECTION_9
#include AZ_RESTRICTED_FILE(System_cpp)
#endif
#if defined(AZ_RESTRICTED_SECTION_IMPLEMENTED)
#undef AZ_RESTRICTED_SECTION_IMPLEMENTED
#elif defined(WIN32)
return reinterpret_cast<void*>(&WndProc);
#else
CRY_ASSERT(false && "This platform does not support window message handlers");
return NULL;
#endif
}
//////////////////////////////////////////////////////////////////////////
void CSystem::RegisterWindowMessageHandler(IWindowMessageHandler* pHandler)
{
#if AZ_LEGACY_CRYSYSTEM_TRAIT_USE_MESSAGE_HANDLER
assert(pHandler && !stl::find(m_windowMessageHandlers, pHandler) && "This IWindowMessageHandler is already registered");
m_windowMessageHandlers.push_back(pHandler);
#else
CRY_ASSERT(false && "This platform does not support window message handlers");
#endif
}
//////////////////////////////////////////////////////////////////////////
void CSystem::UnregisterWindowMessageHandler(IWindowMessageHandler* pHandler)
{
#if AZ_LEGACY_CRYSYSTEM_TRAIT_USE_MESSAGE_HANDLER
#if !defined(NDEBUG)
bool bRemoved =
#endif
stl::find_and_erase(m_windowMessageHandlers, pHandler);
assert(pHandler && bRemoved && "This IWindowMessageHandler was not registered");
#else
CRY_ASSERT(false && "This platform does not support window message handlers");
#endif
}
//////////////////////////////////////////////////////////////////////////
#if defined(WIN32)
bool CSystem::HandleMessage([[maybe_unused]] HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, LRESULT* pResult)
{
static bool sbInSizingModalLoop;
int x = LOWORD(lParam);
int y = HIWORD(lParam);
*pResult = 0;
switch (uMsg)
{
// System event translation
case WM_CLOSE:
/*
Trigger CSystem to call Quit() the next time
it calls Update(). HandleMessages can get messages
pumped to it from SyncMainWithRender which would
be called recurively by Quit(). Doing so would
cause the render thread to deadlock and the main
thread to spin in SRenderThread::WaitFlushFinishedCond.
*/
AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::ExitMainLoop);
return false;
case WM_MOVE:
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_MOVE, x, y);
return false;
case WM_SIZE:
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_RESIZE, x, y);
switch (wParam)
{
case SIZE_MINIMIZED:
EBUS_EVENT(AzFramework::WindowsLifecycleEvents::Bus, OnMinimized);
break;
case SIZE_MAXIMIZED:
EBUS_EVENT(AzFramework::WindowsLifecycleEvents::Bus, OnMaximized);
break;
case SIZE_RESTORED:
EBUS_EVENT(AzFramework::WindowsLifecycleEvents::Bus, OnRestored);
break;
}
return false;
case WM_WINDOWPOSCHANGED:
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_POS_CHANGED, 1, 0);
return false;
case WM_STYLECHANGED:
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_STYLE_CHANGED, 1, 0);
return false;
case WM_ACTIVATE:
// Pass HIWORD(wParam) as well to indicate whether this window is minimized or not
// HIWORD(wParam) != 0 is minimized, HIWORD(wParam) == 0 is not minimized
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_ACTIVATE, LOWORD(wParam) != WA_INACTIVE, HIWORD(wParam));
return true;
case WM_SETFOCUS:
EBUS_EVENT(AzFramework::WindowsLifecycleEvents::Bus, OnSetFocus);
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_CHANGE_FOCUS, 1, 0);
return false;
case WM_KILLFOCUS:
EBUS_EVENT(AzFramework::WindowsLifecycleEvents::Bus, OnKillFocus);
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_CHANGE_FOCUS, 0, 0);
return false;
case WM_INPUTLANGCHANGE:
GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LANGUAGE_CHANGE, wParam, lParam);
return false;
case WM_SYSCOMMAND:
if ((wParam & 0xFFF0) == SC_SCREENSAVE)
{
// Check if screen saver is allowed
IConsole* const pConsole = gEnv->pConsole;
const ICVar* const pVar = pConsole ? pConsole->GetCVar("sys_screensaver_allowed") : 0;
return pVar && pVar->GetIVal() == 0;
}
return false;
// Mouse activation
case WM_MOUSEACTIVATE:
*pResult = MA_ACTIVATEANDEAT;
return true;
// Hardware mouse counters
case WM_ENTERSIZEMOVE:
sbInSizingModalLoop = true;
// Fall through intended
case WM_ENTERMENULOOP:
{
UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
return true;
}
case WM_CAPTURECHANGED:
// If WM_CAPTURECHANGED is received after WM_ENTERSIZEMOVE (ie, moving/resizing begins).
// but no matching WM_EXITSIZEMOVE is received (this can happen if the window is not actually moved).
// we still need to decrement the hardware mouse counter that was incremented when WM_ENTERSIZEMOVE was seen.
// So in this case, we effectively treat WM_CAPTURECHANGED as if it was the WM_EXITSIZEMOVE message.
// This behavior has only been reproduced the window is deactivated during the modal loop (ie, breakpoint triggered and focus moves to VS).
case WM_EXITSIZEMOVE:
if (!sbInSizingModalLoop)
{
return false;
}
sbInSizingModalLoop = false;
// Fall through intended
case WM_EXITMENULOOP:
{
UiCursorBus::Broadcast(&UiCursorInterface::DecrementVisibleCounter);
return (uMsg != WM_CAPTURECHANGED);
}
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
{
const bool bAlt = (lParam & (1 << 29)) != 0;
if (bAlt && wParam == VK_F4)
{
return false; // Pass though ALT+F4
}
// Prevent game from entering menu loop! Editor does allow menu loop.
return !m_bEditor;
}
case WM_INPUT:
{
UINT rawInputSize;
const UINT rawInputHeaderSize = sizeof(RAWINPUTHEADER);
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, NULL, &rawInputSize, rawInputHeaderSize);
AZStd::array<BYTE, sizeof(RAWINPUT)> rawInputBytesArray;
LPBYTE rawInputBytes = rawInputBytesArray.data();
[[maybe_unused]] const UINT bytesCopied = GetRawInputData((HRAWINPUT)lParam, RID_INPUT, rawInputBytes, &rawInputSize, rawInputHeaderSize);
CRY_ASSERT(bytesCopied == rawInputSize);
[[maybe_unused]] RAWINPUT* rawInput = (RAWINPUT*)rawInputBytes;
CRY_ASSERT(rawInput);
AzFramework::RawInputNotificationBusWindows::Broadcast(&AzFramework::RawInputNotificationsWindows::OnRawInputEvent, *rawInput);
return false;
}
case WM_DEVICECHANGE:
{
if (wParam == 0x0007) // DBT_DEVNODES_CHANGED
{
AzFramework::RawInputNotificationBusWindows::Broadcast(&AzFramework::RawInputNotificationsWindows::OnRawInputDeviceChangeEvent);
}
return true;
}
case WM_CHAR:
{
const unsigned short codeUnitUTF16 = static_cast<unsigned short>(wParam);
AzFramework::RawInputNotificationBusWindows::Broadcast(&AzFramework::RawInputNotificationsWindows::OnRawInputCodeUnitUTF16Event, codeUnitUTF16);
return true;
}
// Any other event doesn't interest us
default:
return false;
}
}
#endif
std::shared_ptr<AZ::IO::FileIOBase> CSystem::CreateLocalFileIO()
{
return std::make_shared<AZ::IO::LocalFileIO>();
}
IViewSystem* CSystem::GetIViewSystem()
{
return m_pViewSystem;
}
ILevelSystem* CSystem::GetILevelSystem()
{
return m_pLevelSystem;
}
#undef EXCLUDE_UPDATE_ON_CONSOLE