godot/main/main.cpp

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/*************************************************************************/
/* main.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "main.h"
#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "core/crypto/crypto.h"
#include "core/debugger/engine_debugger.h"
#include "core/extension/extension_api_dump.h"
#include "core/extension/native_extension_manager.h"
#include "core/input/input.h"
#include "core/input/input_map.h"
#include "core/io/dir_access.h"
#include "core/io/file_access_network.h"
#include "core/io/file_access_pack.h"
#include "core/io/file_access_zip.h"
#include "core/io/image_loader.h"
#include "core/io/ip.h"
#include "core/io/resource_loader.h"
#include "core/object/message_queue.h"
#include "core/os/os.h"
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#include "core/os/time.h"
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#include "core/register_core_types.h"
#include "core/string/translation.h"
#include "core/version.h"
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#include "drivers/register_driver_types.h"
#include "main/app_icon.gen.h"
#include "main/main_timer_sync.h"
#include "main/performance.h"
#include "main/splash.gen.h"
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#include "modules/register_module_types.h"
#include "platform/register_platform_apis.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/register_scene_types.h"
#include "scene/resources/packed_scene.h"
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#include "servers/audio_server.h"
#include "servers/camera_server.h"
#include "servers/display_server.h"
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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#include "servers/movie_writer/movie_writer.h"
#include "servers/movie_writer/movie_writer_mjpeg.h"
#include "servers/navigation_server_2d.h"
#include "servers/navigation_server_3d.h"
#include "servers/physics_server_2d.h"
#include "servers/physics_server_3d.h"
#include "servers/register_server_types.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/text/text_server_dummy.h"
#include "servers/text_server.h"
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#include "servers/xr_server.h"
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#ifdef TESTS_ENABLED
#include "tests/test_main.h"
#endif
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#ifdef TOOLS_ENABLED
#include "editor/doc_data_class_path.gen.h"
#include "editor/doc_tools.h"
#include "editor/editor_node.h"
#include "editor/editor_paths.h"
#include "editor/editor_settings.h"
#include "editor/editor_translation.h"
#include "editor/progress_dialog.h"
#include "editor/project_converter_3_to_4.h"
#include "editor/project_manager.h"
#ifndef NO_EDITOR_SPLASH
#include "main/splash_editor.gen.h"
#endif
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#endif
#include "modules/modules_enabled.gen.h" // For mono.
/* Static members */
// Singletons
// Initialized in setup()
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static Engine *engine = nullptr;
static ProjectSettings *globals = nullptr;
static Input *input = nullptr;
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static InputMap *input_map = nullptr;
static TranslationServer *translation_server = nullptr;
static Performance *performance = nullptr;
static PackedData *packed_data = nullptr;
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static Time *time_singleton = nullptr;
#ifdef MINIZIP_ENABLED
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static ZipArchive *zip_packed_data = nullptr;
#endif
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static FileAccessNetworkClient *file_access_network_client = nullptr;
static MessageQueue *message_queue = nullptr;
// Initialized in setup2()
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static AudioServer *audio_server = nullptr;
static DisplayServer *display_server = nullptr;
static RenderingServer *rendering_server = nullptr;
static CameraServer *camera_server = nullptr;
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static XRServer *xr_server = nullptr;
static TextServerManager *tsman = nullptr;
static PhysicsServer3D *physics_server_3d = nullptr;
static PhysicsServer2D *physics_server_2d = nullptr;
static NavigationServer3D *navigation_server_3d = nullptr;
static NavigationServer2D *navigation_server_2d = nullptr;
// We error out if setup2() doesn't turn this true
static bool _start_success = false;
// Drivers
String tablet_driver = "";
String text_driver = "";
String rendering_driver = "";
static int text_driver_idx = -1;
static int display_driver_idx = -1;
static int audio_driver_idx = -1;
// Engine config/tools
static bool editor = false;
static bool project_manager = false;
static bool cmdline_tool = false;
static String locale;
static bool show_help = false;
static bool auto_quit = false;
static OS::ProcessID editor_pid = 0;
#ifdef TOOLS_ENABLED
static bool auto_build_solutions = false;
static String debug_server_uri;
#endif
// Display
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static DisplayServer::WindowMode window_mode = DisplayServer::WINDOW_MODE_WINDOWED;
static DisplayServer::ScreenOrientation window_orientation = DisplayServer::SCREEN_LANDSCAPE;
static DisplayServer::VSyncMode window_vsync_mode = DisplayServer::VSYNC_ENABLED;
static uint32_t window_flags = 0;
static Size2i window_size = Size2i(1024, 600);
static int init_screen = -1;
static bool init_fullscreen = false;
static bool init_maximized = false;
static bool init_windowed = false;
static bool init_always_on_top = false;
static bool init_use_custom_pos = false;
static Vector2 init_custom_pos;
// Debug
static bool use_debug_profiler = false;
#ifdef DEBUG_ENABLED
static bool debug_collisions = false;
static bool debug_paths = false;
static bool debug_navigation = false;
#endif
static int frame_delay = 0;
static bool disable_render_loop = false;
static int fixed_fps = -1;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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static String write_movie_path;
static MovieWriter *movie_writer = nullptr;
static bool disable_vsync = false;
static bool print_fps = false;
#ifdef TOOLS_ENABLED
static bool dump_extension_api = false;
#endif
bool profile_gpu = false;
/* Helper methods */
bool Main::is_cmdline_tool() {
return cmdline_tool;
}
static String unescape_cmdline(const String &p_str) {
return p_str.replace("%20", " ");
}
static String get_full_version_string() {
String hash = String(VERSION_HASH);
if (!hash.is_empty()) {
hash = "." + hash.left(9);
}
return String(VERSION_FULL_BUILD) + hash;
}
// FIXME: Could maybe be moved to PhysicsServer3DManager and PhysicsServer2DManager directly
// to have less code in main.cpp.
void initialize_physics() {
/// 3D Physics Server
physics_server_3d = PhysicsServer3DManager::new_server(
ProjectSettings::get_singleton()->get(PhysicsServer3DManager::setting_property_name));
if (!physics_server_3d) {
// Physics server not found, Use the default physics
physics_server_3d = PhysicsServer3DManager::new_default_server();
}
ERR_FAIL_COND(!physics_server_3d);
physics_server_3d->init();
/// 2D Physics server
physics_server_2d = PhysicsServer2DManager::new_server(
ProjectSettings::get_singleton()->get(PhysicsServer2DManager::setting_property_name));
if (!physics_server_2d) {
// Physics server not found, Use the default physics
physics_server_2d = PhysicsServer2DManager::new_default_server();
}
ERR_FAIL_COND(!physics_server_2d);
physics_server_2d->init();
}
void finalize_physics() {
physics_server_3d->finish();
memdelete(physics_server_3d);
physics_server_2d->finish();
memdelete(physics_server_2d);
}
void finalize_display() {
rendering_server->finish();
memdelete(rendering_server);
memdelete(display_server);
}
void initialize_navigation_server() {
ERR_FAIL_COND(navigation_server_3d != nullptr);
navigation_server_3d = NavigationServer3DManager::new_default_server();
navigation_server_2d = memnew(NavigationServer2D);
}
void finalize_navigation_server() {
memdelete(navigation_server_3d);
navigation_server_3d = nullptr;
memdelete(navigation_server_2d);
navigation_server_2d = nullptr;
}
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//#define DEBUG_INIT
#ifdef DEBUG_INIT
#define MAIN_PRINT(m_txt) print_line(m_txt)
#else
#define MAIN_PRINT(m_txt)
#endif
void Main::print_help(const char *p_binary) {
print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE));
OS::get_singleton()->print("Free and open source software under the terms of the MIT license.\n");
OS::get_singleton()->print("(c) 2007-2022 Juan Linietsky, Ariel Manzur.\n");
OS::get_singleton()->print("(c) 2014-2022 Godot Engine contributors.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Usage: %s [options] [path to scene or 'project.godot' file]\n", p_binary);
OS::get_singleton()->print("\n");
OS::get_singleton()->print("General options:\n");
OS::get_singleton()->print(" -h, --help Display this help message.\n");
OS::get_singleton()->print(" --version Display the version string.\n");
OS::get_singleton()->print(" -v, --verbose Use verbose stdout mode.\n");
OS::get_singleton()->print(" -q, --quiet Quiet mode, silences stdout messages. Errors are still displayed.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Run options:\n");
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#ifdef TOOLS_ENABLED
OS::get_singleton()->print(" -e, --editor Start the editor instead of running the scene.\n");
OS::get_singleton()->print(" -p, --project-manager Start the project manager, even if a project is auto-detected.\n");
OS::get_singleton()->print(" --debug-server <uri> Start the editor debug server (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007)\n");
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#endif
OS::get_singleton()->print(" --quit Quit after the first iteration.\n");
OS::get_singleton()->print(" -l, --language <locale> Use a specific locale (<locale> being a two-letter code).\n");
OS::get_singleton()->print(" --path <directory> Path to a project (<directory> must contain a 'project.godot' file).\n");
OS::get_singleton()->print(" -u, --upwards Scan folders upwards for project.godot file.\n");
OS::get_singleton()->print(" --main-pack <file> Path to a pack (.pck) file to load.\n");
OS::get_singleton()->print(" --render-thread <mode> Render thread mode ('unsafe', 'safe', 'separate').\n");
OS::get_singleton()->print(" --remote-fs <address> Remote filesystem (<host/IP>[:<port>] address).\n");
OS::get_singleton()->print(" --remote-fs-password <password> Password for remote filesystem.\n");
OS::get_singleton()->print(" --audio-driver <driver> Audio driver [");
for (int i = 0; i < AudioDriverManager::get_driver_count(); i++) {
if (i > 0) {
OS::get_singleton()->print(", ");
}
OS::get_singleton()->print("'%s'", AudioDriverManager::get_driver(i)->get_name());
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}
OS::get_singleton()->print("].\n");
OS::get_singleton()->print(" --display-driver <driver> Display driver (and rendering driver) [");
for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
if (i > 0) {
OS::get_singleton()->print(", ");
}
OS::get_singleton()->print("'%s' (", DisplayServer::get_create_function_name(i));
Vector<String> rd = DisplayServer::get_create_function_rendering_drivers(i);
for (int j = 0; j < rd.size(); j++) {
if (j > 0) {
OS::get_singleton()->print(", ");
}
OS::get_singleton()->print("'%s'", rd[j].utf8().get_data());
}
OS::get_singleton()->print(")");
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}
OS::get_singleton()->print("].\n");
OS::get_singleton()->print(" --rendering-driver <driver> Rendering driver (depends on display driver).\n");
OS::get_singleton()->print(" --gpu-index <device_index> Use a specific GPU (run with --verbose to get available device list).\n");
OS::get_singleton()->print(" --text-driver <driver> Text driver (Fonts, BiDi, shaping)\n");
OS::get_singleton()->print(" --tablet-driver <driver> Pen tablet input driver.\n");
OS::get_singleton()->print(" --headless Enable headless mode (--display-driver headless --audio-driver Dummy). Useful for servers and with --script.\n");
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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OS::get_singleton()->print(" --write-movie <file> Run the engine in a way that a movie is written (by default .avi MJPEG). Fixed FPS is forced when enabled, but can be used to change movie FPS. Disabling vsync can speed up movie writing but makes interaction more difficult.\n");
OS::get_singleton()->print(" --disable-vsync Force disabling of vsync. Run the engine in a way that a movie is written (by default .avi MJPEG). Fixed FPS is forced when enabled, but can be used to change movie FPS.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Display options:\n");
OS::get_singleton()->print(" -f, --fullscreen Request fullscreen mode.\n");
OS::get_singleton()->print(" -m, --maximized Request a maximized window.\n");
OS::get_singleton()->print(" -w, --windowed Request windowed mode.\n");
OS::get_singleton()->print(" -t, --always-on-top Request an always-on-top window.\n");
OS::get_singleton()->print(" --resolution <W>x<H> Request window resolution.\n");
OS::get_singleton()->print(" --position <X>,<Y> Request window position.\n");
OS::get_singleton()->print(" --single-window Use a single window (no separate subwindows).\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Debug options:\n");
OS::get_singleton()->print(" -d, --debug Debug (local stdout debugger).\n");
OS::get_singleton()->print(" -b, --breakpoints Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 instead).\n");
OS::get_singleton()->print(" --profiling Enable profiling in the script debugger.\n");
OS::get_singleton()->print(" --gpu-profile Show a GPU profile of the tasks that took the most time during frame rendering.\n");
OS::get_singleton()->print(" --gpu-validation Enable graphics API validation layers for debugging.\n");
#if DEBUG_ENABLED
OS::get_singleton()->print(" --gpu-abort Abort on graphics API usage errors (usually validation layer errors). May help see the problem if your system freezes.\n");
#endif
OS::get_singleton()->print(" --remote-debug <uri> Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).\n");
#if defined(DEBUG_ENABLED)
OS::get_singleton()->print(" --debug-collisions Show collision shapes when running the scene.\n");
OS::get_singleton()->print(" --debug-paths Show path lines when running the scene.\n");
OS::get_singleton()->print(" --debug-navigation Show navigation polygons when running the scene.\n");
OS::get_singleton()->print(" --debug-stringnames Print all StringName allocations to stdout when the engine quits.\n");
#endif
OS::get_singleton()->print(" --frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds).\n");
OS::get_singleton()->print(" --time-scale <scale> Force time scale (higher values are faster, 1.0 is normal speed).\n");
OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
OS::get_singleton()->print(" --disable-crash-handler Disable crash handler when supported by the platform code.\n");
OS::get_singleton()->print(" --fixed-fps <fps> Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
OS::get_singleton()->print(" --print-fps Print the frames per second to the stdout.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Standalone tools:\n");
OS::get_singleton()->print(" -s, --script <script> Run a script.\n");
OS::get_singleton()->print(" --check-only Only parse for errors and quit (use with --script).\n");
#ifdef TOOLS_ENABLED
OS::get_singleton()->print(" --export <preset> <path> Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.\n");
OS::get_singleton()->print(" <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n");
OS::get_singleton()->print(" --export-debug <preset> <path> Same as --export, but using the debug template.\n");
OS::get_singleton()->print(" --export-pack <preset> <path> Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.\n");
OS::get_singleton()->print(" --convert-3to4 Converts project from Godot 3.x to Godot 4.x.\n");
OS::get_singleton()->print(" --validate-conversion-3to4 Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x.\n");
OS::get_singleton()->print(" --doctool [<path>] Dump the engine API reference to the given <path> (defaults to current dir) in XML format, merging if existing files are found.\n");
OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n");
OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.\n");
OS::get_singleton()->print(" --dump-extension-api Generate JSON dump of the Godot API for GDExtension bindings named 'extension_api.json' in the current folder.\n");
#ifdef TESTS_ENABLED
OS::get_singleton()->print(" --test [--help] Run unit tests. Use --test --help for more information.\n");
#endif
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#endif
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OS::get_singleton()->print("\n");
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}
#ifdef TESTS_ENABLED
// The order is the same as in `Main::setup()`, only core and some editor types
// are initialized here. This also combines `Main::setup2()` initialization.
Error Main::test_setup() {
OS::get_singleton()->initialize();
engine = memnew(Engine);
register_core_types();
register_core_driver_types();
packed_data = memnew(PackedData);
globals = memnew(ProjectSettings);
GLOBAL_DEF("debug/settings/crash_handler/message",
String("Please include this when reporting the bug on https://github.com/godotengine/godot/issues"));
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GLOBAL_DEF_RST("rendering/occlusion_culling/bvh_build_quality", 2);
register_core_settings(); //here globals are present
translation_server = memnew(TranslationServer);
tsman = memnew(TextServerManager);
if (tsman) {
Ref<TextServerDummy> ts;
ts.instantiate();
tsman->add_interface(ts);
}
// From `Main::setup2()`.
initialize_modules(MODULE_INITIALIZATION_LEVEL_CORE);
register_core_extensions();
register_core_singletons();
/** INITIALIZE SERVERS **/
register_server_types();
initialize_modules(MODULE_INITIALIZATION_LEVEL_SERVERS);
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
translation_server->setup(); //register translations, load them, etc.
if (!locale.is_empty()) {
translation_server->set_locale(locale);
}
translation_server->load_translations();
ResourceLoader::load_translation_remaps(); //load remaps for resources
ResourceLoader::load_path_remaps();
register_scene_types();
register_driver_types();
initialize_modules(MODULE_INITIALIZATION_LEVEL_SCENE);
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SCENE);
#ifdef TOOLS_ENABLED
ClassDB::set_current_api(ClassDB::API_EDITOR);
EditorNode::register_editor_types();
initialize_modules(MODULE_INITIALIZATION_LEVEL_EDITOR);
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_EDITOR);
ClassDB::set_current_api(ClassDB::API_CORE);
#endif
register_platform_apis();
// Theme needs modules to be initialized so that sub-resources can be loaded.
initialize_theme();
ERR_FAIL_COND_V(TextServerManager::get_singleton()->get_interface_count() == 0, ERR_CANT_CREATE);
/* Use one with the most features available. */
int max_features = 0;
for (int i = 0; i < TextServerManager::get_singleton()->get_interface_count(); i++) {
uint32_t features = TextServerManager::get_singleton()->get_interface(i)->get_features();
int feature_number = 0;
while (features) {
feature_number += features & 1;
features >>= 1;
}
if (feature_number >= max_features) {
max_features = feature_number;
text_driver_idx = i;
}
}
if (text_driver_idx >= 0) {
TextServerManager::get_singleton()->set_primary_interface(TextServerManager::get_singleton()->get_interface(text_driver_idx));
} else {
ERR_FAIL_V_MSG(ERR_CANT_CREATE, "TextServer: Unable to create TextServer interface.");
}
ClassDB::set_current_api(ClassDB::API_NONE);
_start_success = true;
return OK;
}
// The order is the same as in `Main::cleanup()`.
void Main::test_cleanup() {
ERR_FAIL_COND(!_start_success);
EngineDebugger::deinitialize();
ResourceLoader::remove_custom_loaders();
ResourceSaver::remove_custom_savers();
#ifdef TOOLS_ENABLED
NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_EDITOR);
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_EDITOR);
EditorNode::unregister_editor_types();
#endif
NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SCENE);
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_SCENE);
unregister_platform_apis();
unregister_driver_types();
unregister_scene_types();
NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_SERVERS);
unregister_server_types();
OS::get_singleton()->finalize();
if (translation_server) {
memdelete(translation_server);
}
if (tsman) {
memdelete(tsman);
}
if (globals) {
memdelete(globals);
}
if (packed_data) {
memdelete(packed_data);
}
if (engine) {
memdelete(engine);
}
unregister_core_driver_types();
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_CORE);
2022-02-16 17:02:38 +00:00
unregister_core_extensions();
unregister_core_types();
OS::get_singleton()->finalize_core();
}
#endif
int Main::test_entrypoint(int argc, char *argv[], bool &tests_need_run) {
#ifdef TESTS_ENABLED
for (int x = 0; x < argc; x++) {
if ((strncmp(argv[x], "--test", 6) == 0) && (strlen(argv[x]) == 6)) {
tests_need_run = true;
// TODO: need to come up with different test contexts.
// Not every test requires high-level functionality like `ClassDB`.
test_setup();
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int status = test_main(argc, argv);
test_cleanup();
2020-07-24 13:38:57 +00:00
return status;
}
}
#endif
tests_need_run = false;
return 0;
}
/* Engine initialization
*
* Consists of several methods that are called by each platform's specific main(argc, argv).
* To fully understand engine init, one should therefore start from the platform's main and
* see how it calls into the Main class' methods.
*
* The initialization is typically done in 3 steps (with the setup2 step triggered either
* automatically by setup, or manually in the platform's main).
*
* - setup(execpath, argc, argv, p_second_phase) is the main entry point for all platforms,
* responsible for the initialization of all low level singletons and core types, and parsing
* command line arguments to configure things accordingly.
* If p_second_phase is true, it will chain into setup2() (default behaviour). This is
* disabled on some platforms (Android, iOS, UWP) which trigger the second step in their
* own time.
*
* - setup2(p_main_tid_override) registers high level servers and singletons, displays the
* boot splash, then registers higher level types (scene, editor, etc.).
*
* - start() is the last step and that's where command line tools can run, or the main loop
* can be created eventually and the project settings put into action. That's also where
* the editor node is created, if relevant.
* start() does it own argument parsing for a subset of the command line arguments described
* in help, it's a bit messy and should be globalized with the setup() parsing somehow.
*/
Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) {
OS::get_singleton()->initialize();
engine = memnew(Engine);
2014-02-10 01:10:30 +00:00
MAIN_PRINT("Main: Initialize CORE");
register_core_types();
register_core_driver_types();
MAIN_PRINT("Main: Initialize Globals");
input_map = memnew(InputMap);
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time_singleton = memnew(Time);
globals = memnew(ProjectSettings);
2014-02-10 01:10:30 +00:00
register_core_settings(); //here globals are present
2014-02-10 01:10:30 +00:00
translation_server = memnew(TranslationServer);
performance = memnew(Performance);
GDREGISTER_CLASS(Performance);
engine->add_singleton(Engine::Singleton("Performance", performance));
2014-02-10 01:10:30 +00:00
// Only flush stdout in debug builds by default, as spamming `print()` will
// decrease performance if this is enabled.
GLOBAL_DEF_RST("application/run/flush_stdout_on_print", false);
GLOBAL_DEF_RST("application/run/flush_stdout_on_print.debug", true);
GLOBAL_DEF("debug/settings/crash_handler/message",
String("Please include this when reporting the bug to the project developer."));
GLOBAL_DEF("debug/settings/crash_handler/message.editor",
String("Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"));
2014-02-10 01:10:30 +00:00
MAIN_PRINT("Main: Parse CMDLine");
/* argument parsing and main creation */
List<String> args;
List<String> main_args;
List<String> platform_args = OS::get_singleton()->get_cmdline_platform_args();
2016-03-08 23:00:52 +00:00
// Add command line arguments.
for (int i = 0; i < argc; i++) {
args.push_back(String::utf8(argv[i]));
2014-02-10 01:10:30 +00:00
}
// Add arguments received from macOS LaunchService (URL schemas, file associations).
for (const String &arg : platform_args) {
args.push_back(arg);
}
List<String>::Element *I = args.front();
2014-02-10 01:10:30 +00:00
while (I) {
I->get() = unescape_cmdline(I->get().strip_edges());
I = I->next();
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}
String display_driver = "";
String audio_driver = "";
String project_path = ".";
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bool upwards = false;
String debug_uri = "";
2019-07-29 18:09:22 +00:00
bool skip_breakpoints = false;
String main_pack;
bool quiet_stdout = false;
int rtm = -1;
2014-02-10 01:10:30 +00:00
String remotefs;
String remotefs_pass;
Vector<String> breakpoints;
bool use_custom_res = true;
bool force_res = false;
#ifdef TOOLS_ENABLED
bool found_project = false;
#endif
2014-02-10 01:10:30 +00:00
String default_renderer = "";
String renderer_hints = "";
packed_data = PackedData::get_singleton();
if (!packed_data) {
packed_data = memnew(PackedData);
}
2014-02-10 01:10:30 +00:00
#ifdef MINIZIP_ENABLED
2016-03-08 23:00:52 +00:00
2015-05-06 23:37:25 +00:00
//XXX: always get_singleton() == 0x0
zip_packed_data = ZipArchive::get_singleton();
2015-05-06 23:37:25 +00:00
//TODO: remove this temporary fix
if (!zip_packed_data) {
zip_packed_data = memnew(ZipArchive);
}
packed_data->add_pack_source(zip_packed_data);
2014-02-10 01:10:30 +00:00
#endif
// Default exit code, can be modified for certain errors.
Error exit_code = ERR_INVALID_PARAMETER;
I = args.front();
while (I) {
#ifdef MACOS_ENABLED
// Ignore the process serial number argument passed by macOS Gatekeeper.
// Otherwise, Godot would try to open a non-existent project on the first start and abort.
if (I->get().begins_with("-psn_")) {
I = I->next();
continue;
}
#endif
List<String>::Element *N = I->next();
2014-02-10 01:10:30 +00:00
if (I->get() == "-h" || I->get() == "--help" || I->get() == "/?") { // display help
2016-03-08 23:00:52 +00:00
show_help = true;
exit_code = ERR_HELP; // Hack to force an early exit in `main()` with a success code.
2014-02-10 01:10:30 +00:00
goto error;
2016-03-08 23:00:52 +00:00
} else if (I->get() == "--version") {
print_line(get_full_version_string());
exit_code = ERR_HELP; // Hack to force an early exit in `main()` with a success code.
goto error;
} else if (I->get() == "-v" || I->get() == "--verbose") { // verbose output
OS::get_singleton()->_verbose_stdout = true;
} else if (I->get() == "-q" || I->get() == "--quiet") { // quieter output
quiet_stdout = true;
} else if (I->get() == "--audio-driver") { // audio driver
if (I->next()) {
audio_driver = I->next()->get();
bool found = false;
for (int i = 0; i < AudioDriverManager::get_driver_count(); i++) {
if (audio_driver == AudioDriverManager::get_driver(i)->get_name()) {
found = true;
}
}
if (!found) {
OS::get_singleton()->print("Unknown audio driver '%s', aborting.\nValid options are ",
audio_driver.utf8().get_data());
for (int i = 0; i < AudioDriverManager::get_driver_count(); i++) {
if (i == AudioDriverManager::get_driver_count() - 1) {
OS::get_singleton()->print(" and ");
} else if (i != 0) {
OS::get_singleton()->print(", ");
}
OS::get_singleton()->print("'%s'", AudioDriverManager::get_driver(i)->get_name());
}
OS::get_singleton()->print(".\n");
goto error;
}
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing audio driver argument, aborting.\n");
goto error;
}
} else if (I->get() == "--text-driver") {
if (I->next()) {
text_driver = I->next()->get();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing text driver argument, aborting.\n");
goto error;
}
} else if (I->get() == "--display-driver") { // force video driver
if (I->next()) {
display_driver = I->next()->get();
bool found = false;
for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
if (display_driver == DisplayServer::get_create_function_name(i)) {
found = true;
}
}
if (!found) {
OS::get_singleton()->print("Unknown display driver '%s', aborting.\nValid options are ",
display_driver.utf8().get_data());
for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
if (i == DisplayServer::get_create_function_count() - 1) {
OS::get_singleton()->print(" and ");
} else if (i != 0) {
OS::get_singleton()->print(", ");
}
OS::get_singleton()->print("'%s'", DisplayServer::get_create_function_name(i));
}
OS::get_singleton()->print(".\n");
goto error;
}
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing display driver argument, aborting.\n");
goto error;
}
} else if (I->get() == "--rendering-driver") {
if (I->next()) {
rendering_driver = I->next()->get();
// as the rendering drivers available may depend on the display driver selected,
// we can't do an exhaustive check here, but we can look through all the options in
// all the display drivers for a match
bool found = false;
for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
Vector<String> r_drivers = DisplayServer::get_create_function_rendering_drivers(i);
for (int d = 0; d < r_drivers.size(); d++) {
if (rendering_driver == r_drivers[d]) {
found = true;
break;
}
}
}
if (!found) {
OS::get_singleton()->print("Unknown rendering driver '%s', aborting.\nValid options are ",
rendering_driver.utf8().get_data());
for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
Vector<String> r_drivers = DisplayServer::get_create_function_rendering_drivers(i);
for (int d = 0; d < r_drivers.size(); d++) {
OS::get_singleton()->print("'%s', ", r_drivers[d].utf8().get_data());
}
}
OS::get_singleton()->print(".\n");
goto error;
}
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing rendering driver argument, aborting.\n");
goto error;
}
} else if (I->get() == "-f" || I->get() == "--fullscreen") { // force fullscreen
init_fullscreen = true;
} else if (I->get() == "-m" || I->get() == "--maximized") { // force maximized window
init_maximized = true;
window_mode = DisplayServer::WINDOW_MODE_MAXIMIZED;
} else if (I->get() == "-w" || I->get() == "--windowed") { // force windowed window
init_windowed = true;
} else if (I->get() == "--gpu-index") {
if (I->next()) {
Engine::singleton->gpu_idx = I->next()->get().to_int();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing GPU index argument, aborting.\n");
goto error;
}
} else if (I->get() == "--gpu-validation") {
Engine::singleton->use_validation_layers = true;
#ifdef DEBUG_ENABLED
} else if (I->get() == "--gpu-abort") {
2019-10-05 13:27:43 +00:00
Engine::singleton->abort_on_gpu_errors = true;
#endif
2020-05-19 20:34:26 +00:00
} else if (I->get() == "--tablet-driver") {
if (I->next()) {
tablet_driver = I->next()->get();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing tablet driver argument, aborting.\n");
goto error;
}
} else if (I->get() == "--single-window") { // force single window
OS::get_singleton()->_single_window = true;
} else if (I->get() == "-t" || I->get() == "--always-on-top") { // force always-on-top window
init_always_on_top = true;
} else if (I->get() == "--resolution") { // force resolution
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
if (I->next()) {
String vm = I->next()->get();
2016-03-08 23:00:52 +00:00
2022-02-03 16:03:38 +00:00
if (!vm.contains("x")) { // invalid parameter format
2016-03-08 23:00:52 +00:00
OS::get_singleton()->print("Invalid resolution '%s', it should be e.g. '1280x720'.\n",
vm.utf8().get_data());
2014-02-10 01:10:30 +00:00
goto error;
}
2016-03-08 23:00:52 +00:00
int w = vm.get_slice("x", 0).to_int();
int h = vm.get_slice("x", 1).to_int();
2016-03-08 23:00:52 +00:00
if (w <= 0 || h <= 0) {
OS::get_singleton()->print("Invalid resolution '%s', width and height must be above 0.\n",
vm.utf8().get_data());
2014-02-10 01:10:30 +00:00
goto error;
}
2016-03-08 23:00:52 +00:00
window_size.width = w;
window_size.height = h;
force_res = true;
2016-03-08 23:00:52 +00:00
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing resolution argument, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
} else if (I->get() == "--position") { // set window position
if (I->next()) {
String vm = I->next()->get();
2022-02-03 16:03:38 +00:00
if (!vm.contains(",")) { // invalid parameter format
OS::get_singleton()->print("Invalid position '%s', it should be e.g. '80,128'.\n",
vm.utf8().get_data());
goto error;
}
int x = vm.get_slice(",", 0).to_int();
int y = vm.get_slice(",", 1).to_int();
init_custom_pos = Point2(x, y);
init_use_custom_pos = true;
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing position argument, aborting.\n");
goto error;
}
} else if (I->get() == "--headless") { // enable headless mode (no audio, no rendering).
audio_driver = "Dummy";
display_driver = "headless";
} else if (I->get() == "--profiling") { // enable profiling
use_debug_profiler = true;
2016-03-08 23:00:52 +00:00
} else if (I->get() == "-l" || I->get() == "--language") { // language
2014-02-10 01:10:30 +00:00
if (I->next()) {
locale = I->next()->get();
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing language argument, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
} else if (I->get() == "--remote-fs") { // remote filesystem
2014-02-10 01:10:30 +00:00
if (I->next()) {
remotefs = I->next()->get();
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing remote filesystem address, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
} else if (I->get() == "--remote-fs-password") { // remote filesystem password
2014-02-10 01:10:30 +00:00
if (I->next()) {
remotefs_pass = I->next()->get();
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing remote filesystem password, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
} else if (I->get() == "--render-thread") { // render thread mode
2014-02-10 01:10:30 +00:00
if (I->next()) {
if (I->next()->get() == "safe") {
rtm = OS::RENDER_THREAD_SAFE;
} else if (I->next()->get() == "unsafe") {
rtm = OS::RENDER_THREAD_UNSAFE;
} else if (I->next()->get() == "separate") {
rtm = OS::RENDER_SEPARATE_THREAD;
}
2014-02-10 01:10:30 +00:00
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing render thread mode argument, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
#ifdef TOOLS_ENABLED
} else if (I->get() == "-e" || I->get() == "--editor") { // starts editor
2014-02-10 01:10:30 +00:00
editor = true;
} else if (I->get() == "-p" || I->get() == "--project-manager") { // starts project manager
project_manager = true;
} else if (I->get() == "--debug-server") {
if (I->next()) {
debug_server_uri = I->next()->get();
2022-02-03 16:03:38 +00:00
if (!debug_server_uri.contains("://")) { // wrong address
OS::get_singleton()->print("Invalid debug server uri. It should be of the form <protocol>://<bind_address>:<port>.\n");
goto error;
}
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing remote debug server uri, aborting.\n");
goto error;
}
} else if (I->get() == "--build-solutions") { // Build the scripting solution such C#
auto_build_solutions = true;
editor = true;
cmdline_tool = true;
} else if (I->get() == "--dump-extension-api") {
// Register as an editor instance to use low-end fallback if relevant.
editor = true;
cmdline_tool = true;
dump_extension_api = true;
print_line("Dumping Extension API");
// Hack. Not needed but otherwise we end up detecting that this should
// run the project instead of a cmdline tool.
// Needs full refactoring to fix properly.
main_args.push_back(I->get());
} else if (I->get() == "--export" || I->get() == "--export-debug" ||
I->get() == "--export-pack") { // Export project
// Actually handling is done in start().
editor = true;
cmdline_tool = true;
main_args.push_back(I->get());
} else if (I->get() == "--convert-3to4") {
// Actually handling is done in start().
cmdline_tool = true;
main_args.push_back(I->get());
} else if (I->get() == "--validate-conversion-3to4") {
// Actually handling is done in start().
cmdline_tool = true;
main_args.push_back(I->get());
} else if (I->get() == "--doctool") {
// Actually handling is done in start().
cmdline_tool = true;
// `--doctool` implies `--headless` to avoid spawning an unnecessary window
// and speed up class reference generation.
audio_driver = "Dummy";
display_driver = "headless";
main_args.push_back(I->get());
#endif
} else if (I->get() == "--path") { // set path of project to start or edit
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
if (I->next()) {
String p = I->next()->get();
2022-07-18 22:27:05 +00:00
if (OS::get_singleton()->set_cwd(p) != OK) {
OS::get_singleton()->print("Invalid project path specified: \"%s\", aborting.\n", p.utf8().get_data());
goto error;
2014-02-10 01:10:30 +00:00
}
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing relative or absolute path, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
2017-10-10 12:45:54 +00:00
} else if (I->get() == "-u" || I->get() == "--upwards") { // scan folders upwards
upwards = true;
} else if (I->get() == "--quit") { // Auto quit at the end of the first main loop iteration
auto_quit = true;
} else if (I->get().ends_with("project.godot")) {
String path;
String file = I->get();
int sep = MAX(file.rfind("/"), file.rfind("\\"));
if (sep == -1) {
path = ".";
} else {
path = file.substr(0, sep);
}
if (OS::get_singleton()->set_cwd(path) == OK) {
// path already specified, don't override
} else {
project_path = path;
}
#ifdef TOOLS_ENABLED
editor = true;
#endif
} else if (I->get() == "-b" || I->get() == "--breakpoints") { // add breakpoints
2014-02-10 01:10:30 +00:00
if (I->next()) {
String bplist = I->next()->get();
breakpoints = bplist.split(",");
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing list of breakpoints, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
} else if (I->get() == "--frame-delay") { // force frame delay
2014-02-10 01:10:30 +00:00
if (I->next()) {
frame_delay = I->next()->get().to_int();
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing frame delay argument, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
} else if (I->get() == "--time-scale") { // force time scale
if (I->next()) {
Engine::get_singleton()->set_time_scale(I->next()->get().to_float());
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing time scale argument, aborting.\n");
goto error;
}
} else if (I->get() == "--main-pack") {
if (I->next()) {
main_pack = I->next()->get();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing path to main pack file, aborting.\n");
goto error;
};
} else if (I->get() == "-d" || I->get() == "--debug") {
debug_uri = "local://";
OS::get_singleton()->_debug_stdout = true;
#if defined(DEBUG_ENABLED)
} else if (I->get() == "--debug-collisions") {
debug_collisions = true;
} else if (I->get() == "--debug-paths") {
debug_paths = true;
} else if (I->get() == "--debug-navigation") {
debug_navigation = true;
} else if (I->get() == "--debug-stringnames") {
StringName::set_debug_stringnames(true);
#endif
} else if (I->get() == "--remote-debug") {
2014-02-10 01:10:30 +00:00
if (I->next()) {
debug_uri = I->next()->get();
2022-02-03 16:03:38 +00:00
if (!debug_uri.contains("://")) { // wrong address
OS::get_singleton()->print(
"Invalid debug host address, it should be of the form <protocol>://<host/IP>:<port>.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
N = I->next()->next();
2014-02-10 01:10:30 +00:00
} else {
OS::get_singleton()->print("Missing remote debug host address, aborting.\n");
2014-02-10 01:10:30 +00:00
goto error;
}
} else if (I->get() == "--editor-pid") { // not exposed to user
if (I->next()) {
editor_pid = I->next()->get().to_int();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing editor PID argument, aborting.\n");
goto error;
2014-02-10 01:10:30 +00:00
}
} else if (I->get() == "--disable-render-loop") {
disable_render_loop = true;
} else if (I->get() == "--fixed-fps") {
if (I->next()) {
fixed_fps = I->next()->get().to_int();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing fixed-fps argument, aborting.\n");
goto error;
}
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
} else if (I->get() == "--write-movie") {
if (I->next()) {
write_movie_path = I->next()->get();
N = I->next()->next();
if (fixed_fps == -1) {
fixed_fps = 60;
}
OS::get_singleton()->_writing_movie = true;
} else {
OS::get_singleton()->print("Missing write-movie argument, aborting.\n");
goto error;
}
} else if (I->get() == "--disable-vsync") {
disable_vsync = true;
} else if (I->get() == "--print-fps") {
print_fps = true;
} else if (I->get() == "--profile-gpu") {
profile_gpu = true;
} else if (I->get() == "--disable-crash-handler") {
OS::get_singleton()->disable_crash_handler();
2019-07-29 18:09:22 +00:00
} else if (I->get() == "--skip-breakpoints") {
skip_breakpoints = true;
2014-02-10 01:10:30 +00:00
} else {
main_args.push_back(I->get());
2014-02-10 01:10:30 +00:00
}
2016-03-08 23:00:52 +00:00
I = N;
2014-02-10 01:10:30 +00:00
}
#ifdef TOOLS_ENABLED
if (editor && project_manager) {
OS::get_singleton()->print(
"Error: Command line arguments implied opening both editor and project manager, which is not possible. Aborting.\n");
goto error;
}
#endif
// Network file system needs to be configured before globals, since globals are based on the
// 'project.godot' file which will only be available through the network if this is enabled
FileAccessNetwork::configure();
if (!remotefs.is_empty()) {
file_access_network_client = memnew(FileAccessNetworkClient);
int port;
2022-02-03 16:03:38 +00:00
if (remotefs.contains(":")) {
port = remotefs.get_slicec(':', 1).to_int();
remotefs = remotefs.get_slicec(':', 0);
} else {
port = 6010;
}
Error err = file_access_network_client->connect(remotefs, port, remotefs_pass);
if (err) {
OS::get_singleton()->printerr("Could not connect to remotefs: %s:%i.\n", remotefs.utf8().get_data(), port);
goto error;
}
FileAccess::make_default<FileAccessNetwork>(FileAccess::ACCESS_RESOURCES);
}
2021-11-22 15:10:31 +00:00
if (globals->setup(project_path, main_pack, upwards, editor) == OK) {
#ifdef TOOLS_ENABLED
found_project = true;
#endif
} else {
#ifdef TOOLS_ENABLED
editor = false;
#else
const String error_msg = "Error: Couldn't load project data at path \"" + project_path + "\". Is the .pck file missing?\nIf you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).\n";
OS::get_singleton()->print("%s", error_msg.utf8().get_data());
OS::get_singleton()->alert(error_msg);
goto error;
#endif
}
// Initialize user data dir.
OS::get_singleton()->ensure_user_data_dir();
initialize_modules(MODULE_INITIALIZATION_LEVEL_CORE);
2022-02-16 17:02:38 +00:00
register_core_extensions(); // core extensions must be registered after globals setup and before display
ResourceUID::get_singleton()->load_from_cache(); // load UUIDs from cache.
GLOBAL_DEF("memory/limits/multithreaded_server/rid_pool_prealloc", 60);
ProjectSettings::get_singleton()->set_custom_property_info("memory/limits/multithreaded_server/rid_pool_prealloc",
PropertyInfo(Variant::INT,
"memory/limits/multithreaded_server/rid_pool_prealloc",
PROPERTY_HINT_RANGE,
"0,500,1")); // No negative and limit to 500 due to crashes
GLOBAL_DEF("network/limits/debugger/max_chars_per_second", 32768);
ProjectSettings::get_singleton()->set_custom_property_info("network/limits/debugger/max_chars_per_second",
PropertyInfo(Variant::INT,
"network/limits/debugger/max_chars_per_second",
PROPERTY_HINT_RANGE,
"0, 4096, 1, or_greater"));
GLOBAL_DEF("network/limits/debugger/max_queued_messages", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("network/limits/debugger/max_queued_messages",
PropertyInfo(Variant::INT,
"network/limits/debugger/max_queued_messages",
PROPERTY_HINT_RANGE,
"0, 8192, 1, or_greater"));
GLOBAL_DEF("network/limits/debugger/max_errors_per_second", 400);
ProjectSettings::get_singleton()->set_custom_property_info("network/limits/debugger/max_errors_per_second",
PropertyInfo(Variant::INT,
"network/limits/debugger/max_errors_per_second",
PROPERTY_HINT_RANGE,
"0, 200, 1, or_greater"));
GLOBAL_DEF("network/limits/debugger/max_warnings_per_second", 400);
ProjectSettings::get_singleton()->set_custom_property_info("network/limits/debugger/max_warnings_per_second",
PropertyInfo(Variant::INT,
"network/limits/debugger/max_warnings_per_second",
PROPERTY_HINT_RANGE,
"0, 200, 1, or_greater"));
2014-02-10 01:10:30 +00:00
EngineDebugger::initialize(debug_uri, skip_breakpoints, breakpoints, []() {
if (editor_pid) {
DisplayServer::get_singleton()->enable_for_stealing_focus(editor_pid);
}
});
2014-02-10 01:10:30 +00:00
#ifdef TOOLS_ENABLED
if (editor) {
packed_data->set_disabled(true);
globals->set_disable_feature_overrides(true);
2017-08-13 14:21:45 +00:00
Engine::get_singleton()->set_editor_hint(true);
main_args.push_back("--editor");
2017-12-29 19:10:15 +00:00
if (!init_windowed) {
init_maximized = true;
window_mode = DisplayServer::WINDOW_MODE_MAXIMIZED;
2017-12-29 19:10:15 +00:00
}
2014-02-10 01:10:30 +00:00
}
if (!project_manager && !editor) {
// If we didn't find a project, we fall back to the project manager.
project_manager = !found_project && !cmdline_tool;
}
if (project_manager) {
Engine::get_singleton()->set_project_manager_hint(true);
}
2014-02-10 01:10:30 +00:00
#endif
GLOBAL_DEF("debug/file_logging/enable_file_logging", false);
// Only file logging by default on desktop platforms as logs can't be
// accessed easily on mobile/Web platforms (if at all).
// This also prevents logs from being created for the editor instance, as feature tags
// are disabled while in the editor (even if they should logically apply).
GLOBAL_DEF("debug/file_logging/enable_file_logging.pc", true);
GLOBAL_DEF("debug/file_logging/log_path", "user://logs/godot.log");
GLOBAL_DEF("debug/file_logging/max_log_files", 5);
ProjectSettings::get_singleton()->set_custom_property_info("debug/file_logging/max_log_files",
PropertyInfo(Variant::INT,
"debug/file_logging/max_log_files",
PROPERTY_HINT_RANGE,
"0,20,1,or_greater")); //no negative numbers
if (!project_manager && !editor && FileAccess::get_create_func(FileAccess::ACCESS_USERDATA) &&
GLOBAL_GET("debug/file_logging/enable_file_logging")) {
// Don't create logs for the project manager as they would be written to
// the current working directory, which is inconvenient.
String base_path = GLOBAL_GET("debug/file_logging/log_path");
int max_files = GLOBAL_GET("debug/file_logging/max_log_files");
OS::get_singleton()->add_logger(memnew(RotatedFileLogger(base_path, max_files)));
}
if (main_args.size() == 0 && String(GLOBAL_GET("application/run/main_scene")) == "") {
#ifdef TOOLS_ENABLED
if (!editor && !project_manager) {
#endif
const String error_msg = "Error: Can't run project: no main scene defined in the project.\n";
OS::get_singleton()->print("%s", error_msg.utf8().get_data());
OS::get_singleton()->alert(error_msg);
goto error;
#ifdef TOOLS_ENABLED
}
#endif
}
if (editor || project_manager) {
Engine::get_singleton()->set_editor_hint(true);
use_custom_res = false;
input_map->load_default(); //keys for editor
} else {
input_map->load_from_project_settings(); //keys for game
}
if (bool(ProjectSettings::get_singleton()->get("application/run/disable_stdout"))) {
quiet_stdout = true;
}
if (bool(ProjectSettings::get_singleton()->get("application/run/disable_stderr"))) {
_print_error_enabled = false;
};
if (quiet_stdout) {
_print_line_enabled = false;
}
Logger::set_flush_stdout_on_print(ProjectSettings::get_singleton()->get("application/run/flush_stdout_on_print"));
OS::get_singleton()->set_cmdline(execpath, main_args);
// possibly be worth changing the default from vulkan to something lower spec,
// for the project manager, depending on how smooth the fallback is.
// this list is hard coded, which makes it more difficult to add new backends.
// can potentially be changed to more of a plugin system at a later date.
// Start with Vulkan, which will be the default if enabled.
#ifdef VULKAN_ENABLED
renderer_hints = "vulkan";
#endif
// And OpenGL3 next, or first if Vulkan is disabled.
#ifdef GLES3_ENABLED
if (!renderer_hints.is_empty()) {
renderer_hints += ",";
}
renderer_hints += "opengl3";
#endif
if (renderer_hints.is_empty()) {
ERR_PRINT("No rendering driver available.");
}
default_renderer = renderer_hints.get_slice(",", 0);
GLOBAL_DEF_RST("rendering/driver/driver_name", default_renderer);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/driver/driver_name",
PropertyInfo(Variant::STRING,
"rendering/driver/driver_name",
PROPERTY_HINT_ENUM, renderer_hints));
// if not set on the command line
if (rendering_driver.is_empty()) {
rendering_driver = GLOBAL_GET("rendering/driver/driver_name");
}
// note this is the desired rendering driver, it doesn't mean we will get it.
// TODO - make sure this is updated in the case of fallbacks, so that the user interface
// shows the correct driver string.
OS::get_singleton()->set_current_rendering_driver_name(rendering_driver);
// always convert to lower case for consistency in the code
rendering_driver = rendering_driver.to_lower();
2014-02-10 01:10:30 +00:00
if (use_custom_res) {
if (!force_res) {
window_size.width = GLOBAL_GET("display/window/size/viewport_width");
window_size.height = GLOBAL_GET("display/window/size/viewport_height");
if (globals->has_setting("display/window/size/window_width_override") &&
globals->has_setting("display/window/size/window_height_override")) {
int desired_width = globals->get("display/window/size/window_width_override");
if (desired_width > 0) {
window_size.width = desired_width;
}
int desired_height = globals->get("display/window/size/window_height_override");
if (desired_height > 0) {
window_size.height = desired_height;
}
}
}
if (!bool(GLOBAL_GET("display/window/size/resizable"))) {
window_flags |= DisplayServer::WINDOW_FLAG_RESIZE_DISABLED_BIT;
}
if (bool(GLOBAL_GET("display/window/size/borderless"))) {
window_flags |= DisplayServer::WINDOW_FLAG_BORDERLESS_BIT;
}
if (bool(GLOBAL_GET("display/window/size/fullscreen"))) {
window_mode = DisplayServer::WINDOW_MODE_FULLSCREEN;
}
if (bool(GLOBAL_GET("display/window/size/always_on_top"))) {
window_flags |= DisplayServer::WINDOW_FLAG_ALWAYS_ON_TOP_BIT;
}
}
2014-02-10 01:10:30 +00:00
GLOBAL_DEF("internationalization/rendering/force_right_to_left_layout_direction", false);
GLOBAL_DEF("internationalization/locale/include_text_server_data", false);
OS::get_singleton()->_allow_hidpi = GLOBAL_DEF("display/window/dpi/allow_hidpi", true);
// FIXME: Restore support.
#if 0
//OS::get_singleton()->_allow_layered = GLOBAL_DEF("display/window/per_pixel_transparency/allowed", false);
video_mode.layered = GLOBAL_DEF("display/window/per_pixel_transparency/enabled", false);
#endif
if (editor || project_manager) {
// The editor and project manager always detect and use hiDPI if needed
OS::get_singleton()->_allow_hidpi = true;
OS::get_singleton()->_allow_layered = false;
}
OS::get_singleton()->_keep_screen_on = GLOBAL_DEF("display/window/energy_saving/keep_screen_on", true);
if (rtm == -1) {
rtm = GLOBAL_DEF("rendering/driver/threads/thread_model", OS::RENDER_THREAD_SAFE);
2014-02-10 01:10:30 +00:00
}
if (rtm >= 0 && rtm < 3) {
#ifdef NO_THREADS
rtm = OS::RENDER_THREAD_UNSAFE; // No threads available on this platform.
#else
if (editor) {
rtm = OS::RENDER_THREAD_SAFE;
}
#endif
OS::get_singleton()->_render_thread_mode = OS::RenderThreadMode(rtm);
}
2014-02-10 01:10:30 +00:00
/* Determine audio and video drivers */
2016-03-08 23:00:52 +00:00
// Display driver, e.g. X11, Wayland.
// Make sure that headless is the last one, which it is assumed to be by design.
DEV_ASSERT(String("headless") == DisplayServer::get_create_function_name(DisplayServer::get_create_function_count() - 1));
for (int i = 0; i < DisplayServer::get_create_function_count(); i++) {
String name = DisplayServer::get_create_function_name(i);
if (display_driver == name) {
display_driver_idx = i;
2014-02-10 01:10:30 +00:00
break;
}
}
if (display_driver_idx < 0) {
// If the requested driver wasn't found, pick the first entry.
// If all else failed it would be the headless server.
display_driver_idx = 0;
2014-02-10 01:10:30 +00:00
}
// Store this in a globally accessible place, so we can retrieve the rendering drivers
// list from the display driver for the editor UI.
OS::get_singleton()->set_display_driver_id(display_driver_idx);
GLOBAL_DEF_RST_NOVAL("audio/driver/driver", AudioDriverManager::get_driver(0)->get_name());
if (audio_driver.is_empty()) { // Specified in project.godot.
audio_driver = GLOBAL_GET("audio/driver/driver");
}
// Make sure that dummy is the last one, which it is assumed to be by design.
DEV_ASSERT(String("Dummy") == AudioDriverManager::get_driver(AudioDriverManager::get_driver_count() - 1)->get_name());
for (int i = 0; i < AudioDriverManager::get_driver_count(); i++) {
if (audio_driver == AudioDriverManager::get_driver(i)->get_name()) {
audio_driver_idx = i;
2014-02-10 01:10:30 +00:00
break;
}
}
if (audio_driver_idx < 0) {
// If the requested driver wasn't found, pick the first entry.
// If all else failed it would be the dummy driver (no sound).
audio_driver_idx = 0;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
}
if (write_movie_path != String()) {
// Always use dummy driver for audio driver (which is last), also in no threaded mode.
audio_driver_idx = AudioDriverManager::get_driver_count() - 1;
AudioDriverDummy::get_dummy_singleton()->set_use_threads(false);
2014-02-10 01:10:30 +00:00
}
{
window_orientation = DisplayServer::ScreenOrientation(int(GLOBAL_DEF_BASIC("display/window/handheld/orientation", DisplayServer::ScreenOrientation::SCREEN_LANDSCAPE)));
2014-02-10 01:10:30 +00:00
}
{
window_vsync_mode = DisplayServer::VSyncMode(int(GLOBAL_DEF("display/window/vsync/vsync_mode", DisplayServer::VSyncMode::VSYNC_ENABLED)));
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
if (disable_vsync) {
window_vsync_mode = DisplayServer::VSyncMode::VSYNC_DISABLED;
}
}
Engine::get_singleton()->set_physics_ticks_per_second(GLOBAL_DEF_BASIC("physics/common/physics_ticks_per_second", 60));
ProjectSettings::get_singleton()->set_custom_property_info("physics/common/physics_ticks_per_second",
PropertyInfo(Variant::INT, "physics/common/physics_ticks_per_second",
PROPERTY_HINT_RANGE, "1,1000,1"));
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-10 23:03:31 +00:00
Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5));
Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0));
ProjectSettings::get_singleton()->set_custom_property_info("debug/settings/fps/force_fps",
PropertyInfo(Variant::INT,
"debug/settings/fps/force_fps",
PROPERTY_HINT_RANGE, "0,1000,1"));
GLOBAL_DEF("debug/settings/stdout/print_fps", false);
GLOBAL_DEF("debug/settings/stdout/print_gpu_profile", false);
GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
2014-02-10 01:10:30 +00:00
if (!OS::get_singleton()->_verbose_stdout) { // Not manually overridden.
OS::get_singleton()->_verbose_stdout = GLOBAL_GET("debug/settings/stdout/verbose_stdout");
}
2014-02-10 01:10:30 +00:00
if (frame_delay == 0) {
frame_delay = GLOBAL_DEF("application/run/frame_delay_msec", 0);
ProjectSettings::get_singleton()->set_custom_property_info("application/run/frame_delay_msec",
PropertyInfo(Variant::INT,
"application/run/frame_delay_msec",
PROPERTY_HINT_RANGE,
"0,100,1,or_greater")); // No negative numbers
}
OS::get_singleton()->set_low_processor_usage_mode(GLOBAL_DEF("application/run/low_processor_mode", false));
OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(
GLOBAL_DEF("application/run/low_processor_mode_sleep_usec", 6900)); // Roughly 144 FPS
ProjectSettings::get_singleton()->set_custom_property_info("application/run/low_processor_mode_sleep_usec",
PropertyInfo(Variant::INT,
"application/run/low_processor_mode_sleep_usec",
PROPERTY_HINT_RANGE,
"0,33200,1,or_greater")); // No negative numbers
GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
GLOBAL_DEF("input_devices/pointing/ios/touch_delay", 0.15);
ProjectSettings::get_singleton()->set_custom_property_info("input_devices/pointing/ios/touch_delay",
PropertyInfo(Variant::FLOAT,
"input_devices/pointing/ios/touch_delay",
PROPERTY_HINT_RANGE, "0,1,0.001"));
// XR project settings.
2022-03-16 23:24:47 +00:00
GLOBAL_DEF_RST_BASIC("xr/openxr/enabled", false);
GLOBAL_DEF_BASIC("xr/openxr/default_action_map", "res://openxr_action_map.tres");
ProjectSettings::get_singleton()->set_custom_property_info("xr/openxr/default_action_map", PropertyInfo(Variant::STRING, "xr/openxr/default_action_map", PROPERTY_HINT_FILE, "*.tres"));
GLOBAL_DEF_BASIC("xr/openxr/form_factor", "0");
ProjectSettings::get_singleton()->set_custom_property_info("xr/openxr/form_factor", PropertyInfo(Variant::INT, "xr/openxr/form_factor", PROPERTY_HINT_ENUM, "Head Mounted,Handheld"));
GLOBAL_DEF_BASIC("xr/openxr/view_configuration", "1");
ProjectSettings::get_singleton()->set_custom_property_info("xr/openxr/view_configuration", PropertyInfo(Variant::INT, "xr/openxr/view_configuration", PROPERTY_HINT_ENUM, "Mono,Stereo")); // "Mono,Stereo,Quad,Observer"
GLOBAL_DEF_BASIC("xr/openxr/reference_space", "1");
ProjectSettings::get_singleton()->set_custom_property_info("xr/openxr/reference_space", PropertyInfo(Variant::INT, "xr/openxr/reference_space", PROPERTY_HINT_ENUM, "Local,Stage"));
#ifdef TOOLS_ENABLED
// Disabled for now, using XR inside of the editor we'll be working on during the coming months.
// editor settings (it seems we're too early in the process when setting up rendering, to access editor settings...)
// EDITOR_DEF_RST("xr/openxr/in_editor", false);
// GLOBAL_DEF("xr/openxr/in_editor", false);
#endif
Engine::get_singleton()->set_frame_delay(frame_delay);
message_queue = memnew(MessageQueue);
2014-02-10 01:10:30 +00:00
if (p_second_phase) {
2014-02-10 01:10:30 +00:00
return setup2();
}
2014-02-10 01:10:30 +00:00
return OK;
error:
2016-03-08 23:00:52 +00:00
text_driver = "";
display_driver = "";
audio_driver = "";
2020-05-19 20:34:26 +00:00
tablet_driver = "";
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
write_movie_path = "";
project_path = "";
2016-03-08 23:00:52 +00:00
args.clear();
2014-02-10 01:10:30 +00:00
main_args.clear();
2016-03-08 23:00:52 +00:00
if (show_help) {
print_help(execpath);
}
2014-02-10 01:10:30 +00:00
EngineDebugger::deinitialize();
if (performance) {
2014-02-10 01:10:30 +00:00
memdelete(performance);
}
if (input_map) {
2014-02-10 01:10:30 +00:00
memdelete(input_map);
}
2021-05-24 11:54:05 +00:00
if (time_singleton) {
memdelete(time_singleton);
}
if (translation_server) {
memdelete(translation_server);
}
if (globals) {
2014-02-10 01:10:30 +00:00
memdelete(globals);
}
if (engine) {
memdelete(engine);
}
if (packed_data) {
2014-02-10 01:10:30 +00:00
memdelete(packed_data);
}
if (file_access_network_client) {
2014-02-10 01:10:30 +00:00
memdelete(file_access_network_client);
}
2015-10-30 11:56:07 +00:00
unregister_core_driver_types();
2022-02-16 17:02:38 +00:00
unregister_core_extensions();
2014-02-10 01:10:30 +00:00
unregister_core_types();
2016-03-08 23:00:52 +00:00
2014-02-10 01:10:30 +00:00
OS::get_singleton()->_cmdline.clear();
if (message_queue) {
memdelete(message_queue);
}
2014-02-10 01:10:30 +00:00
OS::get_singleton()->finalize_core();
locale = String();
2016-03-08 23:00:52 +00:00
return exit_code;
2014-02-10 01:10:30 +00:00
}
Error Main::setup2(Thread::ID p_main_tid_override) {
tsman = memnew(TextServerManager);
if (tsman) {
Ref<TextServerDummy> ts;
ts.instantiate();
tsman->add_interface(ts);
}
register_server_types();
initialize_modules(MODULE_INITIALIZATION_LEVEL_SERVERS);
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
// Print engine name and version
print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE));
#if !defined(NO_THREADS)
if (p_main_tid_override) {
Thread::main_thread_id = p_main_tid_override;
}
#endif
2014-02-10 01:10:30 +00:00
#ifdef TOOLS_ENABLED
if (editor || project_manager || cmdline_tool) {
EditorPaths::create();
}
#endif
/* Initialize Input */
input = memnew(Input);
/* Initialize Display Server */
{
String display_driver = DisplayServer::get_create_function_name(display_driver_idx);
// rendering_driver now held in static global String in main and initialized in setup()
Error err;
display_server = DisplayServer::create(display_driver_idx, rendering_driver, window_mode, window_vsync_mode, window_flags, window_size, err);
if (err != OK || display_server == nullptr) {
// We can't use this display server, try other ones as fallback.
// Skip headless (always last registered) because that's not what users
// would expect if they didn't request it explicitly.
for (int i = 0; i < DisplayServer::get_create_function_count() - 1; i++) {
if (i == display_driver_idx) {
continue; // Don't try the same twice.
}
display_server = DisplayServer::create(i, rendering_driver, window_mode, window_vsync_mode, window_flags, window_size, err);
if (err == OK && display_server != nullptr) {
break;
}
}
}
if (err != OK || display_server == nullptr) {
ERR_PRINT("Unable to create DisplayServer, all display drivers failed.");
return err;
}
}
if (display_server->has_feature(DisplayServer::FEATURE_ORIENTATION)) {
display_server->screen_set_orientation(window_orientation);
}
if (GLOBAL_GET("debug/settings/stdout/print_fps") || print_fps) {
// Print requested V-Sync mode at startup to diagnose the printed FPS not going above the monitor refresh rate.
switch (window_vsync_mode) {
case DisplayServer::VSyncMode::VSYNC_DISABLED:
print_line("Requested V-Sync mode: Disabled");
break;
case DisplayServer::VSyncMode::VSYNC_ENABLED:
print_line("Requested V-Sync mode: Enabled - FPS will likely be capped to the monitor refresh rate.");
break;
case DisplayServer::VSyncMode::VSYNC_ADAPTIVE:
print_line("Requested V-Sync mode: Adaptive");
break;
case DisplayServer::VSyncMode::VSYNC_MAILBOX:
print_line("Requested V-Sync mode: Mailbox");
break;
}
}
/* Initialize Pen Tablet Driver */
{
GLOBAL_DEF_RST_NOVAL("input_devices/pen_tablet/driver", "");
GLOBAL_DEF_RST_NOVAL("input_devices/pen_tablet/driver.windows", "");
ProjectSettings::get_singleton()->set_custom_property_info("input_devices/pen_tablet/driver.windows", PropertyInfo(Variant::STRING, "input_devices/pen_tablet/driver.windows", PROPERTY_HINT_ENUM, "wintab,winink"));
}
if (tablet_driver.is_empty()) { // specified in project.godot
tablet_driver = GLOBAL_GET("input_devices/pen_tablet/driver");
if (tablet_driver.is_empty()) {
tablet_driver = DisplayServer::get_singleton()->tablet_get_driver_name(0);
}
}
for (int i = 0; i < DisplayServer::get_singleton()->tablet_get_driver_count(); i++) {
if (tablet_driver == DisplayServer::get_singleton()->tablet_get_driver_name(i)) {
DisplayServer::get_singleton()->tablet_set_current_driver(DisplayServer::get_singleton()->tablet_get_driver_name(i));
break;
}
}
if (DisplayServer::get_singleton()->tablet_get_current_driver().is_empty()) {
DisplayServer::get_singleton()->tablet_set_current_driver(DisplayServer::get_singleton()->tablet_get_driver_name(0));
}
print_verbose("Using \"" + tablet_driver + "\" pen tablet driver...");
/* Initialize Rendering Server */
rendering_server = memnew(RenderingServerDefault(OS::get_singleton()->get_render_thread_mode() == OS::RENDER_SEPARATE_THREAD));
rendering_server->init();
//rendering_server->call_set_use_vsync(OS::get_singleton()->_use_vsync);
rendering_server->set_render_loop_enabled(!disable_render_loop);
if (profile_gpu || (!editor && bool(GLOBAL_GET("debug/settings/stdout/print_gpu_profile")))) {
rendering_server->set_print_gpu_profile(true);
}
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
if (write_movie_path != String()) {
movie_writer = MovieWriter::find_writer_for_file(write_movie_path);
if (movie_writer == nullptr) {
ERR_PRINT("Can't find movie writer for file type, aborting: " + write_movie_path);
write_movie_path = String();
}
}
#ifdef UNIX_ENABLED
// Print warning after initializing the renderer but before initializing audio.
if (OS::get_singleton()->get_environment("USER") == "root" && !OS::get_singleton()->has_environment("GODOT_SILENCE_ROOT_WARNING")) {
WARN_PRINT("Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.\nSet the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.");
}
#endif
OS::get_singleton()->initialize_joypads();
/* Initialize Audio Driver */
AudioDriverManager::initialize(audio_driver_idx);
print_line(" "); //add a blank line for readability
if (init_use_custom_pos) {
display_server->window_set_position(init_custom_pos);
}
// right moment to create and initialize the audio server
2017-01-15 19:06:14 +00:00
audio_server = memnew(AudioServer);
2017-01-15 19:06:14 +00:00
audio_server->init();
2020-04-08 14:47:36 +00:00
// also init our xr_server from here
xr_server = memnew(XRServer);
2014-02-10 01:10:30 +00:00
register_core_singletons();
MAIN_PRINT("Main: Setup Logo");
#if defined(JAVASCRIPT_ENABLED) || defined(ANDROID_ENABLED)
2017-08-21 19:15:36 +00:00
bool show_logo = false;
#else
bool show_logo = true;
2014-02-10 01:10:30 +00:00
#endif
if (init_screen != -1) {
DisplayServer::get_singleton()->window_set_current_screen(init_screen);
}
if (init_windowed) {
//do none..
} else if (init_maximized) {
DisplayServer::get_singleton()->window_set_mode(DisplayServer::WINDOW_MODE_MAXIMIZED);
} else if (init_fullscreen) {
DisplayServer::get_singleton()->window_set_mode(DisplayServer::WINDOW_MODE_FULLSCREEN);
}
if (init_always_on_top) {
DisplayServer::get_singleton()->window_set_flag(DisplayServer::WINDOW_FLAG_ALWAYS_ON_TOP, true);
}
MAIN_PRINT("Main: Load Boot Image");
2015-09-04 02:24:55 +00:00
Color clear = GLOBAL_DEF_BASIC("rendering/environment/defaults/default_clear_color", Color(0.3, 0.3, 0.3));
RenderingServer::get_singleton()->set_default_clear_color(clear);
2014-02-10 01:10:30 +00:00
if (show_logo) { //boot logo!
const bool boot_logo_image = GLOBAL_DEF_BASIC("application/boot_splash/show_image", true);
const String boot_logo_path = String(GLOBAL_DEF_BASIC("application/boot_splash/image", String())).strip_edges();
const bool boot_logo_scale = GLOBAL_DEF_BASIC("application/boot_splash/fullsize", true);
const bool boot_logo_filter = GLOBAL_DEF_BASIC("application/boot_splash/use_filter", true);
ProjectSettings::get_singleton()->set_custom_property_info("application/boot_splash/image",
PropertyInfo(Variant::STRING,
"application/boot_splash/image",
PROPERTY_HINT_FILE, "*.png"));
Ref<Image> boot_logo;
if (boot_logo_image) {
if (!boot_logo_path.is_empty()) {
boot_logo.instantiate();
Error load_err = ImageLoader::load_image(boot_logo_path, boot_logo);
if (load_err) {
ERR_PRINT("Non-existing or invalid boot splash at '" + boot_logo_path + "'. Loading default splash.");
}
}
} else {
// Create a 1×1 transparent image. This will effectively hide the splash image.
boot_logo.instantiate();
boot_logo->create(1, 1, false, Image::FORMAT_RGBA8);
boot_logo->set_pixel(0, 0, Color(0, 0, 0, 0));
}
2014-02-10 01:10:30 +00:00
#if defined(TOOLS_ENABLED) && !defined(NO_EDITOR_SPLASH)
const Color boot_bg_color =
GLOBAL_DEF_BASIC("application/boot_splash/bg_color",
(editor || project_manager) ? boot_splash_editor_bg_color : boot_splash_bg_color);
#else
const Color boot_bg_color = GLOBAL_DEF_BASIC("application/boot_splash/bg_color", boot_splash_bg_color);
#endif
if (boot_logo.is_valid()) {
RenderingServer::get_singleton()->set_boot_image(boot_logo, boot_bg_color, boot_logo_scale,
boot_logo_filter);
2014-02-10 01:10:30 +00:00
} else {
#ifndef NO_DEFAULT_BOOT_LOGO
MAIN_PRINT("Main: Create bootsplash");
#if defined(TOOLS_ENABLED) && !defined(NO_EDITOR_SPLASH)
Ref<Image> splash = (editor || project_manager) ? memnew(Image(boot_splash_editor_png)) : memnew(Image(boot_splash_png));
#else
Ref<Image> splash = memnew(Image(boot_splash_png));
#endif
2014-02-10 01:10:30 +00:00
MAIN_PRINT("Main: ClearColor");
RenderingServer::get_singleton()->set_default_clear_color(boot_bg_color);
2014-02-10 01:10:30 +00:00
MAIN_PRINT("Main: Image");
RenderingServer::get_singleton()->set_boot_image(splash, boot_bg_color, false);
2014-02-10 01:10:30 +00:00
#endif
}
#ifdef TOOLS_ENABLED
if (OS::get_singleton()->get_bundle_icon_path().is_empty()) {
Ref<Image> icon = memnew(Image(app_icon_png));
DisplayServer::get_singleton()->set_icon(icon);
}
#endif
2014-02-10 01:10:30 +00:00
}
2016-04-07 23:30:00 +00:00
MAIN_PRINT("Main: DCC");
RenderingServer::get_singleton()->set_default_clear_color(
GLOBAL_DEF_BASIC("rendering/environment/defaults/default_clear_color", Color(0.3, 0.3, 0.3)));
2016-04-07 23:30:00 +00:00
GLOBAL_DEF("application/config/icon", String());
ProjectSettings::get_singleton()->set_custom_property_info("application/config/icon",
PropertyInfo(Variant::STRING, "application/config/icon",
PROPERTY_HINT_FILE, "*.png,*.webp,*.svg"));
2014-02-10 01:10:30 +00:00
GLOBAL_DEF("application/config/macos_native_icon", String());
ProjectSettings::get_singleton()->set_custom_property_info("application/config/macos_native_icon",
PropertyInfo(Variant::STRING,
"application/config/macos_native_icon",
PROPERTY_HINT_FILE, "*.icns"));
GLOBAL_DEF("application/config/windows_native_icon", String());
ProjectSettings::get_singleton()->set_custom_property_info("application/config/windows_native_icon",
PropertyInfo(Variant::STRING,
"application/config/windows_native_icon",
PROPERTY_HINT_FILE, "*.ico"));
Input *id = Input::get_singleton();
if (id) {
agile_input_event_flushing = GLOBAL_DEF("input_devices/buffering/agile_event_flushing", false);
if (bool(GLOBAL_DEF("input_devices/pointing/emulate_touch_from_mouse", false)) &&
!(editor || project_manager)) {
bool found_touchscreen = false;
for (int i = 0; i < DisplayServer::get_singleton()->get_screen_count(); i++) {
if (DisplayServer::get_singleton()->screen_is_touchscreen(i)) {
found_touchscreen = true;
}
}
if (!found_touchscreen) {
//only if no touchscreen ui hint, set emulation
id->set_emulate_touch_from_mouse(true);
}
}
id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF("input_devices/pointing/emulate_mouse_from_touch", true)));
}
MAIN_PRINT("Main: Load Translations and Remaps");
translation_server->setup(); //register translations, load them, etc.
if (!locale.is_empty()) {
translation_server->set_locale(locale);
}
translation_server->load_translations();
ResourceLoader::load_translation_remaps(); //load remaps for resources
ResourceLoader::load_path_remaps();
2014-02-10 01:10:30 +00:00
MAIN_PRINT("Main: Load TextServer");
/* Enum text drivers */
GLOBAL_DEF("internationalization/rendering/text_driver", "");
String text_driver_options;
for (int i = 0; i < TextServerManager::get_singleton()->get_interface_count(); i++) {
if (i > 0) {
text_driver_options += ",";
}
text_driver_options += TextServerManager::get_singleton()->get_interface(i)->get_name();
}
ProjectSettings::get_singleton()->set_custom_property_info("internationalization/rendering/text_driver", PropertyInfo(Variant::STRING, "internationalization/rendering/text_driver", PROPERTY_HINT_ENUM, text_driver_options));
/* Determine text driver */
if (text_driver.is_empty()) {
text_driver = GLOBAL_GET("internationalization/rendering/text_driver");
}
if (!text_driver.is_empty()) {
/* Load user selected text server. */
for (int i = 0; i < TextServerManager::get_singleton()->get_interface_count(); i++) {
if (TextServerManager::get_singleton()->get_interface(i)->get_name() == text_driver) {
text_driver_idx = i;
break;
}
}
}
if (text_driver_idx < 0) {
/* If not selected, use one with the most features available. */
int max_features = 0;
for (int i = 0; i < TextServerManager::get_singleton()->get_interface_count(); i++) {
uint32_t features = TextServerManager::get_singleton()->get_interface(i)->get_features();
int feature_number = 0;
while (features) {
feature_number += features & 1;
features >>= 1;
}
if (feature_number >= max_features) {
max_features = feature_number;
text_driver_idx = i;
}
}
}
if (text_driver_idx >= 0) {
TextServerManager::get_singleton()->set_primary_interface(TextServerManager::get_singleton()->get_interface(text_driver_idx));
} else {
ERR_FAIL_V_MSG(ERR_CANT_CREATE, "TextServer: Unable to create TextServer interface.");
}
2014-02-10 01:10:30 +00:00
MAIN_PRINT("Main: Load Scene Types");
register_scene_types();
register_driver_types();
initialize_modules(MODULE_INITIALIZATION_LEVEL_SCENE);
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SCENE);
#ifdef TOOLS_ENABLED
ClassDB::set_current_api(ClassDB::API_EDITOR);
EditorNode::register_editor_types();
initialize_modules(MODULE_INITIALIZATION_LEVEL_EDITOR);
NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_EDITOR);
ClassDB::set_current_api(ClassDB::API_CORE);
#endif
MAIN_PRINT("Main: Load Modules");
register_platform_apis();
// Theme needs modules to be initialized so that sub-resources can be loaded.
initialize_theme();
GLOBAL_DEF_BASIC("display/mouse_cursor/custom_image", String());
GLOBAL_DEF_BASIC("display/mouse_cursor/custom_image_hotspot", Vector2());
GLOBAL_DEF_BASIC("display/mouse_cursor/tooltip_position_offset", Point2(10, 10));
ProjectSettings::get_singleton()->set_custom_property_info("display/mouse_cursor/custom_image",
PropertyInfo(Variant::STRING,
"display/mouse_cursor/custom_image",
PROPERTY_HINT_FILE, "*.png,*.webp"));
if (String(ProjectSettings::get_singleton()->get("display/mouse_cursor/custom_image")) != String()) {
Ref<Texture2D> cursor = ResourceLoader::load(
ProjectSettings::get_singleton()->get("display/mouse_cursor/custom_image"));
if (cursor.is_valid()) {
Vector2 hotspot = ProjectSettings::get_singleton()->get("display/mouse_cursor/custom_image_hotspot");
Input::get_singleton()->set_custom_mouse_cursor(cursor, Input::CURSOR_ARROW, hotspot);
}
}
camera_server = CameraServer::create();
MAIN_PRINT("Main: Load Physics");
initialize_physics();
initialize_navigation_server();
register_server_singletons();
// This loads global classes, so it must happen before custom loaders and savers are registered
ScriptServer::init_languages();
2017-01-25 17:30:40 +00:00
audio_server->load_default_bus_layout();
2014-02-10 01:10:30 +00:00
if (use_debug_profiler && EngineDebugger::is_active()) {
// Start the "scripts" profiler, used in local debugging.
// We could add more, and make the CLI arg require a comma-separated list of profilers.
EngineDebugger::get_singleton()->profiler_enable("scripts", true);
}
if (!project_manager) {
// If not running the project manager, and now that the engine is
// able to load resources, load the global shader variables.
// If running on editor, don't load the textures because the editor
// may want to import them first. Editor will reload those later.
rendering_server->global_variables_load_settings(!editor);
}
_start_success = true;
2014-02-10 01:10:30 +00:00
ClassDB::set_current_api(ClassDB::API_NONE); //no more APIs are registered at this point
print_verbose("CORE API HASH: " + uitos(ClassDB::get_api_hash(ClassDB::API_CORE)));
print_verbose("EDITOR API HASH: " + uitos(ClassDB::get_api_hash(ClassDB::API_EDITOR)));
2014-02-10 01:10:30 +00:00
MAIN_PRINT("Main: Done");
return OK;
}
2021-12-14 01:44:12 +00:00
String Main::get_rendering_driver_name() {
return rendering_driver;
}
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-10 23:03:31 +00:00
// everything the main loop needs to know about frame timings
static MainTimerSync main_timer_sync;
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-10 23:03:31 +00:00
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bool Main::start() {
ERR_FAIL_COND_V(!_start_success, false);
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bool hasicon = false;
String positional_arg;
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String game_path;
String script;
bool check_only = false;
#ifdef TOOLS_ENABLED
String doc_tool_path;
bool doc_base = true;
String _export_preset;
bool export_debug = false;
bool export_pack_only = false;
bool converting_project = false;
bool validating_converting_project = false;
#endif
main_timer_sync.init(OS::get_singleton()->get_ticks_usec());
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List<String> args = OS::get_singleton()->get_cmdline_args();
for (int i = 0; i < args.size(); i++) {
// First check parameters that do not have an argument to the right.
// Doctest Unit Testing Handler
// Designed to override and pass arguments to the unit test handler.
if (args[i] == "--check-only") {
check_only = true;
#ifdef TOOLS_ENABLED
} else if (args[i] == "--no-docbase") {
doc_base = false;
} else if (args[i] == "--convert-3to4") {
converting_project = true;
} else if (args[i] == "--validate-conversion-3to4") {
validating_converting_project = true;
} else if (args[i] == "-e" || args[i] == "--editor") {
editor = true;
} else if (args[i] == "-p" || args[i] == "--project-manager") {
project_manager = true;
#endif
} else if (args[i].length() && args[i][0] != '-' && positional_arg.is_empty()) {
positional_arg = args[i];
if (args[i].ends_with(".scn") ||
args[i].ends_with(".tscn") ||
args[i].ends_with(".escn") ||
args[i].ends_with(".res") ||
args[i].ends_with(".tres")) {
// Only consider the positional argument to be a scene path if it ends with
// a file extension associated with Godot scenes. This makes it possible
// for projects to parse command-line arguments for custom CLI arguments
// or other file extensions without trouble. This can be used to implement
// "drag-and-drop onto executable" logic, which can prove helpful
// for non-game applications.
game_path = args[i];
}
}
// Then parameters that have an argument to the right.
else if (i < (args.size() - 1)) {
bool parsed_pair = true;
if (args[i] == "-s" || args[i] == "--script") {
script = args[i + 1];
#ifdef TOOLS_ENABLED
} else if (args[i] == "--doctool") {
doc_tool_path = args[i + 1];
if (doc_tool_path.begins_with("-")) {
// Assuming other command line arg, so default to cwd.
doc_tool_path = ".";
parsed_pair = false;
}
} else if (args[i] == "--export") {
editor = true; //needs editor
_export_preset = args[i + 1];
} else if (args[i] == "--export-debug") {
editor = true; //needs editor
_export_preset = args[i + 1];
export_debug = true;
} else if (args[i] == "--export-pack") {
editor = true;
_export_preset = args[i + 1];
export_pack_only = true;
#endif
} else {
// The parameter does not match anything known, don't skip the next argument
parsed_pair = false;
}
if (parsed_pair) {
i++;
}
}
#ifdef TOOLS_ENABLED
// Handle case where no path is given to --doctool.
else if (args[i] == "--doctool") {
doc_tool_path = ".";
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}
#endif
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}
uint64_t minimum_time_msec = GLOBAL_DEF("application/boot_splash/minimum_display_time", 0);
ProjectSettings::get_singleton()->set_custom_property_info("application/boot_splash/minimum_display_time",
PropertyInfo(Variant::INT,
"application/boot_splash/minimum_display_time",
PROPERTY_HINT_RANGE,
"0,100,1,or_greater,suffix:ms")); // No negative numbers.
2014-02-10 01:10:30 +00:00
#ifdef TOOLS_ENABLED
if (!doc_tool_path.is_empty()) {
// Needed to instance editor-only classes for their default values
Engine::get_singleton()->set_editor_hint(true);
// Translate the class reference only when `-l LOCALE` parameter is given.
if (!locale.is_empty() && locale != "en") {
load_doc_translations(locale);
}
{
Ref<DirAccess> da = DirAccess::open(doc_tool_path);
ERR_FAIL_COND_V_MSG(da.is_null(), false, "Argument supplied to --doctool must be a valid directory path.");
}
#ifndef MODULE_MONO_ENABLED
// Hack to define Mono-specific project settings even on non-Mono builds,
// so that we don't lose their descriptions and default values in DocData.
// Default values should be synced with mono_gd/gd_mono.cpp.
GLOBAL_DEF("mono/debugger_agent/port", 23685);
GLOBAL_DEF("mono/debugger_agent/wait_for_debugger", false);
GLOBAL_DEF("mono/debugger_agent/wait_timeout", 3000);
GLOBAL_DEF("mono/profiler/args", "log:calls,alloc,sample,output=output.mlpd");
GLOBAL_DEF("mono/profiler/enabled", false);
GLOBAL_DEF("mono/runtime/unhandled_exception_policy", 0);
#endif
Error err;
DocTools doc;
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doc.generate(doc_base);
DocTools docsrc;
HashMap<String, String> doc_data_classes;
HashSet<String> checked_paths;
print_line("Loading docs...");
for (int i = 0; i < _doc_data_class_path_count; i++) {
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
// Custom modules are always located by absolute path.
String path = _doc_data_class_paths[i].path;
if (path.is_relative_path()) {
path = doc_tool_path.plus_file(path);
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 16:34:09 +00:00
}
String name = _doc_data_class_paths[i].name;
doc_data_classes[name] = path;
if (!checked_paths.has(path)) {
checked_paths.insert(path);
// Create the module documentation directory if it doesn't exist
Ref<DirAccess> da = DirAccess::create_for_path(path);
err = da->make_dir_recursive(path);
ERR_FAIL_COND_V_MSG(err != OK, false, "Error: Can't create directory: " + path + ": " + itos(err));
print_line("Loading docs from: " + path);
err = docsrc.load_classes(path);
ERR_FAIL_COND_V_MSG(err != OK, false, "Error loading docs from: " + path + ": " + itos(err));
}
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}
String index_path = doc_tool_path.plus_file("doc/classes");
// Create the main documentation directory if it doesn't exist
Ref<DirAccess> da = DirAccess::create_for_path(index_path);
err = da->make_dir_recursive(index_path);
ERR_FAIL_COND_V_MSG(err != OK, false, "Error: Can't create index directory: " + index_path + ": " + itos(err));
print_line("Loading classes from: " + index_path);
err = docsrc.load_classes(index_path);
ERR_FAIL_COND_V_MSG(err != OK, false, "Error loading classes from: " + index_path + ": " + itos(err));
checked_paths.insert(index_path);
print_line("Merging docs...");
doc.merge_from(docsrc);
for (const String &E : checked_paths) {
print_line("Erasing old docs at: " + E);
err = DocTools::erase_classes(E);
ERR_FAIL_COND_V_MSG(err != OK, false, "Error erasing old docs at: " + E + ": " + itos(err));
}
print_line("Generating new docs...");
err = doc.save_classes(index_path, doc_data_classes);
ERR_FAIL_COND_V_MSG(err != OK, false, "Error saving new docs:" + itos(err));
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OS::get_singleton()->set_exit_code(EXIT_SUCCESS);
return false;
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}
if (dump_extension_api) {
NativeExtensionAPIDump::generate_extension_json_file("extension_api.json");
return false;
}
if (converting_project) {
int exit_code = ProjectConverter3To4().convert();
OS::get_singleton()->set_exit_code(exit_code);
return false;
}
if (validating_converting_project) {
int exit_code = ProjectConverter3To4().validate_conversion();
OS::get_singleton()->set_exit_code(exit_code);
return false;
}
#endif
if (script.is_empty() && game_path.is_empty() && String(GLOBAL_GET("application/run/main_scene")) != "") {
game_path = GLOBAL_GET("application/run/main_scene");
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}
#ifdef TOOLS_ENABLED
if (!editor && !project_manager && !cmdline_tool && script.is_empty() && game_path.is_empty()) {
// If we end up here, it means we didn't manage to detect what we want to run.
// Let's throw an error gently. The code leading to this is pretty brittle so
// this might end up triggered by valid usage, in which case we'll have to
// fine-tune further.
OS::get_singleton()->alert("Couldn't detect whether to run the editor, the project manager or a specific project. Aborting.");
ERR_FAIL_V_MSG(false, "Couldn't detect whether to run the editor, the project manager or a specific project. Aborting.");
}
#endif
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MainLoop *main_loop = nullptr;
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if (editor) {
main_loop = memnew(SceneTree);
}
String main_loop_type = GLOBAL_DEF("application/run/main_loop_type", "SceneTree");
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if (!script.is_empty()) {
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Ref<Script> script_res = ResourceLoader::load(script);
ERR_FAIL_COND_V_MSG(script_res.is_null(), false, "Can't load script: " + script);
2016-03-08 23:00:52 +00:00
if (check_only) {
if (!script_res->is_valid()) {
OS::get_singleton()->set_exit_code(EXIT_FAILURE);
} else {
OS::get_singleton()->set_exit_code(EXIT_SUCCESS);
}
return false;
}
if (script_res->can_instantiate()) {
StringName instance_type = script_res->get_instance_base_type();
Object *obj = ClassDB::instantiate(instance_type);
MainLoop *script_loop = Object::cast_to<MainLoop>(obj);
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if (!script_loop) {
if (obj) {
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memdelete(obj);
}
OS::get_singleton()->alert(vformat("Can't load the script \"%s\" as it doesn't inherit from SceneTree or MainLoop.", script));
ERR_FAIL_V_MSG(false, vformat("Can't load the script \"%s\" as it doesn't inherit from SceneTree or MainLoop.", script));
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}
script_loop->set_initialize_script(script_res);
main_loop = script_loop;
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} else {
return false;
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}
} else { // Not based on script path.
if (!editor && !ClassDB::class_exists(main_loop_type) && ScriptServer::is_global_class(main_loop_type)) {
String script_path = ScriptServer::get_global_class_path(main_loop_type);
Ref<Script> script_res = ResourceLoader::load(script_path);
StringName script_base = ScriptServer::get_global_class_native_base(main_loop_type);
Object *obj = ClassDB::instantiate(script_base);
MainLoop *script_loop = Object::cast_to<MainLoop>(obj);
if (!script_loop) {
if (obj) {
memdelete(obj);
}
OS::get_singleton()->alert("Error: Invalid MainLoop script base type: " + script_base);
ERR_FAIL_V_MSG(false, vformat("The global class %s does not inherit from SceneTree or MainLoop.", main_loop_type));
}
script_loop->set_initialize_script(script_res);
main_loop = script_loop;
}
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}
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if (!main_loop && main_loop_type.is_empty()) {
main_loop_type = "SceneTree";
}
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if (!main_loop) {
if (!ClassDB::class_exists(main_loop_type)) {
OS::get_singleton()->alert("Error: MainLoop type doesn't exist: " + main_loop_type);
return false;
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} else {
Object *ml = ClassDB::instantiate(main_loop_type);
ERR_FAIL_COND_V_MSG(!ml, false, "Can't instance MainLoop type.");
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main_loop = Object::cast_to<MainLoop>(ml);
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if (!main_loop) {
memdelete(ml);
ERR_FAIL_V_MSG(false, "Invalid MainLoop type.");
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}
}
}
SceneTree *sml = Object::cast_to<SceneTree>(main_loop);
if (sml) {
#ifdef DEBUG_ENABLED
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if (debug_collisions) {
sml->set_debug_collisions_hint(true);
}
if (debug_paths) {
sml->set_debug_paths_hint(true);
}
if (debug_navigation) {
sml->set_debug_navigation_hint(true);
}
#endif
bool embed_subwindows = GLOBAL_DEF("display/window/subwindows/embed_subwindows", true);
if (OS::get_singleton()->is_single_window() || (!project_manager && !editor && embed_subwindows) || !DisplayServer::get_singleton()->has_feature(DisplayServer::Feature::FEATURE_SUBWINDOWS)) {
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sml->get_root()->set_embedding_subwindows(true);
}
ResourceLoader::add_custom_loaders();
ResourceSaver::add_custom_savers();
if (!project_manager && !editor) { // game
if (!game_path.is_empty() || !script.is_empty()) {
//autoload
HashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
//first pass, add the constants so they exist before any script is loaded
for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : autoloads) {
const ProjectSettings::AutoloadInfo &info = E.value;
if (info.is_singleton) {
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptServer::get_language(i)->add_global_constant(info.name, Variant());
}
}
}
//second pass, load into global constants
List<Node *> to_add;
for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : autoloads) {
const ProjectSettings::AutoloadInfo &info = E.value;
Ref<Resource> res = ResourceLoader::load(info.path);
ERR_CONTINUE_MSG(res.is_null(), "Can't autoload: " + info.path);
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Node *n = nullptr;
Ref<PackedScene> scn = res;
Ref<Script> script_res = res;
if (scn.is_valid()) {
n = scn->instantiate();
} else if (script_res.is_valid()) {
StringName ibt = script_res->get_instance_base_type();
bool valid_type = ClassDB::is_parent_class(ibt, "Node");
ERR_CONTINUE_MSG(!valid_type, "Script does not inherit from Node: " + info.path);
Object *obj = ClassDB::instantiate(ibt);
ERR_CONTINUE_MSG(!obj, "Cannot instance script for autoload, expected 'Node' inheritance, got: " + String(ibt) + ".");
n = Object::cast_to<Node>(obj);
n->set_script(script_res);
}
ERR_CONTINUE_MSG(!n, "Path in autoload not a node or script: " + info.path);
n->set_name(info.name);
//defer so references are all valid on _ready()
to_add.push_back(n);
if (info.is_singleton) {
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptServer::get_language(i)->add_global_constant(info.name, n);
}
}
}
for (Node *E : to_add) {
sml->get_root()->add_child(E);
}
}
}
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#ifdef TOOLS_ENABLED
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EditorNode *editor_node = nullptr;
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if (editor) {
editor_node = memnew(EditorNode);
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sml->get_root()->add_child(editor_node);
if (!_export_preset.is_empty()) {
editor_node->export_preset(_export_preset, positional_arg, export_debug, export_pack_only);
game_path = ""; // Do not load anything.
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}
}
#endif
if (!editor && !project_manager) {
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//standard helpers that can be changed from main config
String stretch_mode = GLOBAL_DEF_BASIC("display/window/stretch/mode", "disabled");
String stretch_aspect = GLOBAL_DEF_BASIC("display/window/stretch/aspect", "keep");
Size2i stretch_size = Size2i(GLOBAL_DEF_BASIC("display/window/size/viewport_width", 0),
GLOBAL_DEF_BASIC("display/window/size/viewport_height", 0));
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real_t stretch_scale = GLOBAL_DEF_BASIC("display/window/stretch/scale", 1.0);
Window::ContentScaleMode cs_sm = Window::CONTENT_SCALE_MODE_DISABLED;
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if (stretch_mode == "canvas_items") {
cs_sm = Window::CONTENT_SCALE_MODE_CANVAS_ITEMS;
} else if (stretch_mode == "viewport") {
cs_sm = Window::CONTENT_SCALE_MODE_VIEWPORT;
}
Window::ContentScaleAspect cs_aspect = Window::CONTENT_SCALE_ASPECT_IGNORE;
if (stretch_aspect == "keep") {
cs_aspect = Window::CONTENT_SCALE_ASPECT_KEEP;
} else if (stretch_aspect == "keep_width") {
cs_aspect = Window::CONTENT_SCALE_ASPECT_KEEP_WIDTH;
} else if (stretch_aspect == "keep_height") {
cs_aspect = Window::CONTENT_SCALE_ASPECT_KEEP_HEIGHT;
} else if (stretch_aspect == "expand") {
cs_aspect = Window::CONTENT_SCALE_ASPECT_EXPAND;
}
sml->get_root()->set_content_scale_mode(cs_sm);
sml->get_root()->set_content_scale_aspect(cs_aspect);
sml->get_root()->set_content_scale_size(stretch_size);
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sml->get_root()->set_content_scale_factor(stretch_scale);
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sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true));
sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true));
String appname = ProjectSettings::get_singleton()->get("application/config/name");
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appname = TranslationServer::get_singleton()->translate(appname);
#ifdef DEBUG_ENABLED
// Append a suffix to the window title to denote that the project is running
// from a debug build (including the editor). Since this results in lower performance,
// this should be clearly presented to the user.
DisplayServer::get_singleton()->window_set_title(vformat("%s (DEBUG)", appname));
#else
DisplayServer::get_singleton()->window_set_title(appname);
#endif
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// Define a very small minimum window size to prevent bugs such as GH-37242.
// It can still be overridden by the user in a script.
DisplayServer::get_singleton()->window_set_min_size(Size2i(64, 64));
bool snap_controls = GLOBAL_DEF("gui/common/snap_controls_to_pixels", true);
sml->get_root()->set_snap_controls_to_pixels(snap_controls);
bool font_oversampling = GLOBAL_DEF("gui/fonts/dynamic_fonts/use_oversampling", true);
sml->get_root()->set_use_font_oversampling(font_oversampling);
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int texture_filter = GLOBAL_DEF("rendering/textures/canvas_textures/default_texture_filter", 1);
int texture_repeat = GLOBAL_DEF("rendering/textures/canvas_textures/default_texture_repeat", 0);
sml->get_root()->set_default_canvas_item_texture_filter(
Viewport::DefaultCanvasItemTextureFilter(texture_filter));
sml->get_root()->set_default_canvas_item_texture_repeat(
Viewport::DefaultCanvasItemTextureRepeat(texture_repeat));
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} else {
GLOBAL_DEF_BASIC("display/window/stretch/mode", "disabled");
ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/mode",
PropertyInfo(Variant::STRING,
"display/window/stretch/mode",
PROPERTY_HINT_ENUM,
"disabled,canvas_items,viewport"));
GLOBAL_DEF_BASIC("display/window/stretch/aspect", "keep");
ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/aspect",
PropertyInfo(Variant::STRING,
"display/window/stretch/aspect",
PROPERTY_HINT_ENUM,
"ignore,keep,keep_width,keep_height,expand"));
GLOBAL_DEF_BASIC("display/window/stretch/scale", 1.0);
ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/scale",
PropertyInfo(Variant::FLOAT,
"display/window/stretch/scale",
PROPERTY_HINT_RANGE,
"1.0,8.0,0.1"));
sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true));
sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true));
GLOBAL_DEF_BASIC("gui/common/snap_controls_to_pixels", true);
GLOBAL_DEF_BASIC("gui/fonts/dynamic_fonts/use_oversampling", true);
GLOBAL_DEF_BASIC("rendering/textures/canvas_textures/default_texture_filter", 1);
ProjectSettings::get_singleton()->set_custom_property_info(
"rendering/textures/canvas_textures/default_texture_filter",
PropertyInfo(Variant::INT, "rendering/textures/canvas_textures/default_texture_filter", PROPERTY_HINT_ENUM,
"Nearest,Linear,Linear Mipmap,Nearest Mipmap"));
GLOBAL_DEF_BASIC("rendering/textures/canvas_textures/default_texture_repeat", 0);
ProjectSettings::get_singleton()->set_custom_property_info(
"rendering/textures/canvas_textures/default_texture_repeat",
PropertyInfo(Variant::INT, "rendering/textures/canvas_textures/default_texture_repeat", PROPERTY_HINT_ENUM,
"Disable,Enable,Mirror"));
2014-02-10 01:10:30 +00:00
}
#ifdef TOOLS_ENABLED
if (editor) {
bool editor_embed_subwindows = EditorSettings::get_singleton()->get_setting(
"interface/editor/single_window_mode");
if (editor_embed_subwindows) {
2022-03-13 15:18:44 +00:00
sml->get_root()->set_embedding_subwindows(true);
}
}
#endif
String local_game_path;
if (!game_path.is_empty() && !project_manager) {
local_game_path = game_path.replace("\\", "/");
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if (!local_game_path.begins_with("res://")) {
bool absolute =
(local_game_path.size() > 1) && (local_game_path[0] == '/' || local_game_path[1] == ':');
2014-02-10 01:10:30 +00:00
if (!absolute) {
if (ProjectSettings::get_singleton()->is_using_datapack()) {
local_game_path = "res://" + local_game_path;
2014-02-10 01:10:30 +00:00
} else {
int sep = local_game_path.rfind("/");
if (sep == -1) {
Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
local_game_path = da->get_current_dir().plus_file(local_game_path);
} else {
Ref<DirAccess> da = DirAccess::open(local_game_path.substr(0, sep));
if (da.is_valid()) {
local_game_path = da->get_current_dir().plus_file(
local_game_path.substr(sep + 1, local_game_path.length()));
}
2014-02-10 01:10:30 +00:00
}
}
}
}
local_game_path = ProjectSettings::get_singleton()->localize_path(local_game_path);
2014-02-10 01:10:30 +00:00
#ifdef TOOLS_ENABLED
if (editor) {
if (game_path != String(GLOBAL_GET("application/run/main_scene")) || !editor_node->has_scenes_in_session()) {
Error serr = editor_node->load_scene(local_game_path);
if (serr != OK) {
ERR_PRINT("Failed to load scene");
}
}
DisplayServer::get_singleton()->set_context(DisplayServer::CONTEXT_EDITOR);
if (!debug_server_uri.is_empty()) {
EditorDebuggerNode::get_singleton()->start(debug_server_uri);
}
}
2014-02-10 01:10:30 +00:00
#endif
if (!editor) {
DisplayServer::get_singleton()->set_context(DisplayServer::CONTEXT_ENGINE);
}
}
2014-02-10 01:10:30 +00:00
if (!project_manager && !editor) { // game
// Load SSL Certificates from Project Settings (or builtin).
Crypto::load_default_certificates(GLOBAL_DEF("network/ssl/certificate_bundle_override", ""));
if (!game_path.is_empty()) {
2020-04-01 23:20:12 +00:00
Node *scene = nullptr;
2014-02-10 01:10:30 +00:00
Ref<PackedScene> scenedata = ResourceLoader::load(local_game_path);
if (scenedata.is_valid()) {
scene = scenedata->instantiate();
}
2014-02-10 01:10:30 +00:00
ERR_FAIL_COND_V_MSG(!scene, false, "Failed loading scene: " + local_game_path);
sml->add_current_scene(scene);
2014-02-10 01:10:30 +00:00
#ifdef MACOS_ENABLED
String mac_iconpath = GLOBAL_DEF("application/config/macos_native_icon", "Variant()");
if (!mac_iconpath.is_empty()) {
DisplayServer::get_singleton()->set_native_icon(mac_iconpath);
hasicon = true;
}
#endif
#ifdef WINDOWS_ENABLED
String win_iconpath = GLOBAL_DEF("application/config/windows_native_icon", "Variant()");
if (!win_iconpath.is_empty()) {
DisplayServer::get_singleton()->set_native_icon(win_iconpath);
hasicon = true;
}
#endif
String iconpath = GLOBAL_DEF("application/config/icon", "Variant()");
if ((!iconpath.is_empty()) && (!hasicon)) {
Ref<Image> icon;
icon.instantiate();
if (ImageLoader::load_image(iconpath, icon) == OK) {
DisplayServer::get_singleton()->set_icon(icon);
hasicon = true;
}
2014-02-10 01:10:30 +00:00
}
}
}
#ifdef TOOLS_ENABLED
if (project_manager) {
Engine::get_singleton()->set_editor_hint(true);
ProjectManager *pmanager = memnew(ProjectManager);
ProgressDialog *progress_dialog = memnew(ProgressDialog);
pmanager->add_child(progress_dialog);
2014-02-10 01:10:30 +00:00
sml->get_root()->add_child(pmanager);
DisplayServer::get_singleton()->set_context(DisplayServer::CONTEXT_PROJECTMAN);
2014-02-10 01:10:30 +00:00
}
if (project_manager || editor) {
// Load SSL Certificates from Editor Settings (or builtin)
Crypto::load_default_certificates(
EditorSettings::get_singleton()->get_setting("network/ssl/editor_ssl_certificates").operator String());
}
2014-02-10 01:10:30 +00:00
#endif
}
if (!hasicon && OS::get_singleton()->get_bundle_icon_path().is_empty()) {
Ref<Image> icon = memnew(Image(app_icon_png));
DisplayServer::get_singleton()->set_icon(icon);
}
OS::get_singleton()->set_main_loop(main_loop);
2014-02-10 01:10:30 +00:00
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
if (movie_writer) {
movie_writer->begin(DisplayServer::get_singleton()->window_get_size(), fixed_fps, write_movie_path);
}
if (minimum_time_msec) {
uint64_t minimum_time = 1000 * minimum_time_msec;
uint64_t elapsed_time = OS::get_singleton()->get_ticks_usec();
if (elapsed_time < minimum_time) {
OS::get_singleton()->delay_usec(minimum_time - elapsed_time);
}
}
return true;
2014-02-10 01:10:30 +00:00
}
/* Main iteration
*
* This is the iteration of the engine's game loop, advancing the state of physics,
* rendering and audio.
* It's called directly by the platform's OS::run method, where the loop is created
* and monitored.
*
* The OS implementation can impact its draw step with the Main::force_redraw() method.
*/
uint64_t Main::last_ticks = 0;
uint32_t Main::frames = 0;
uint32_t Main::hide_print_fps_attempts = 3;
uint32_t Main::frame = 0;
2014-02-10 01:10:30 +00:00
bool Main::force_redraw_requested = false;
int Main::iterating = 0;
bool Main::agile_input_event_flushing = false;
bool Main::is_iterating() {
return iterating > 0;
}
2014-02-10 01:10:30 +00:00
// For performance metrics.
static uint64_t physics_process_max = 0;
static uint64_t process_max = 0;
2014-02-10 01:10:30 +00:00
bool Main::iteration() {
//for now do not error on this
//ERR_FAIL_COND_V(iterating, false);
iterating++;
const uint64_t ticks = OS::get_singleton()->get_ticks_usec();
Engine::get_singleton()->_frame_ticks = ticks;
main_timer_sync.set_cpu_ticks_usec(ticks);
main_timer_sync.set_fixed_fps(fixed_fps);
const uint64_t ticks_elapsed = ticks - last_ticks;
2014-02-10 01:10:30 +00:00
const int physics_ticks_per_second = Engine::get_singleton()->get_physics_ticks_per_second();
const double physics_step = 1.0 / physics_ticks_per_second;
const double time_scale = Engine::get_singleton()->get_time_scale();
MainFrameTime advance = main_timer_sync.advance(physics_step, physics_ticks_per_second);
double process_step = advance.process_step;
double scaled_step = process_step * time_scale;
Engine::get_singleton()->_process_step = process_step;
Engine::get_singleton()->_physics_interpolation_fraction = advance.interpolation_fraction;
uint64_t physics_process_ticks = 0;
uint64_t process_ticks = 0;
frame += ticks_elapsed;
2014-02-10 01:10:30 +00:00
last_ticks = ticks;
2014-02-10 01:10:30 +00:00
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-10 23:03:31 +00:00
static const int max_physics_steps = 8;
if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) {
process_step -= (advance.physics_steps - max_physics_steps) * physics_step;
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-10 23:03:31 +00:00
advance.physics_steps = max_physics_steps;
}
2014-02-10 01:10:30 +00:00
bool exit = false;
2014-02-10 01:10:30 +00:00
2021-08-29 06:05:11 +00:00
// process all our active interfaces
XRServer::get_singleton()->_process();
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
2018-02-10 23:03:31 +00:00
for (int iters = 0; iters < advance.physics_steps; ++iters) {
if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {
Input::get_singleton()->flush_buffered_events();
}
Engine::get_singleton()->_in_physics = true;
2017-10-21 14:28:08 +00:00
uint64_t physics_begin = OS::get_singleton()->get_ticks_usec();
2014-02-10 01:10:30 +00:00
PhysicsServer3D::get_singleton()->sync();
PhysicsServer3D::get_singleton()->flush_queries();
2014-02-10 01:10:30 +00:00
PhysicsServer2D::get_singleton()->sync();
PhysicsServer2D::get_singleton()->flush_queries();
2014-02-10 01:10:30 +00:00
if (OS::get_singleton()->get_main_loop()->physics_process(physics_step * time_scale)) {
exit = true;
2014-02-10 01:10:30 +00:00
break;
}
NavigationServer3D::get_singleton_mut()->process(physics_step * time_scale);
2014-02-10 01:10:30 +00:00
message_queue->flush();
PhysicsServer3D::get_singleton()->end_sync();
PhysicsServer3D::get_singleton()->step(physics_step * time_scale);
PhysicsServer2D::get_singleton()->end_sync();
PhysicsServer2D::get_singleton()->step(physics_step * time_scale);
2014-02-10 01:10:30 +00:00
message_queue->flush();
physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference
2017-10-21 14:28:08 +00:00
physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max);
Engine::get_singleton()->_physics_frames++;
Engine::get_singleton()->_in_physics = false;
2014-02-10 01:10:30 +00:00
}
if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {
Input::get_singleton()->flush_buffered_events();
}
uint64_t process_begin = OS::get_singleton()->get_ticks_usec();
2014-02-10 01:10:30 +00:00
if (OS::get_singleton()->get_main_loop()->process(process_step * time_scale)) {
exit = true;
}
2014-02-10 01:10:30 +00:00
message_queue->flush();
RenderingServer::get_singleton()->sync(); //sync if still drawing from previous frames.
if (DisplayServer::get_singleton()->can_any_window_draw() &&
RenderingServer::get_singleton()->is_render_loop_enabled()) {
2014-02-10 01:10:30 +00:00
if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
if (RenderingServer::get_singleton()->has_changed()) {
RenderingServer::get_singleton()->draw(true, scaled_step); // flush visual commands
Engine::get_singleton()->frames_drawn++;
2014-02-10 01:10:30 +00:00
}
} else {
RenderingServer::get_singleton()->draw(true, scaled_step); // flush visual commands
Engine::get_singleton()->frames_drawn++;
2014-02-10 01:10:30 +00:00
force_redraw_requested = false;
}
}
process_ticks = OS::get_singleton()->get_ticks_usec() - process_begin;
process_max = MAX(process_ticks, process_max);
uint64_t frame_time = OS::get_singleton()->get_ticks_usec() - ticks;
for (int i = 0; i < ScriptServer::get_language_count(); i++) {
2014-02-10 01:10:30 +00:00
ScriptServer::get_language(i)->frame();
}
AudioServer::get_singleton()->update();
if (EngineDebugger::is_active()) {
EngineDebugger::get_singleton()->iteration(frame_time, process_ticks, physics_process_ticks, physics_step);
}
2014-02-10 01:10:30 +00:00
frames++;
Engine::get_singleton()->_process_frames++;
2014-02-10 01:10:30 +00:00
if (frame > 1000000) {
// Wait a few seconds before printing FPS, as FPS reporting just after the engine has started is inaccurate.
if (hide_print_fps_attempts == 0) {
if (editor || project_manager) {
if (print_fps) {
print_line(vformat("Editor FPS: %d (%s mspf)", frames, rtos(1000.0 / frames).pad_decimals(2)));
}
} else if (print_fps || GLOBAL_GET("debug/settings/stdout/print_fps")) {
print_line(vformat("Project FPS: %d (%s mspf)", frames, rtos(1000.0 / frames).pad_decimals(2)));
}
} else {
hide_print_fps_attempts--;
}
2014-02-10 01:10:30 +00:00
Engine::get_singleton()->_fps = frames;
performance->set_process_time(USEC_TO_SEC(process_max));
performance->set_physics_process_time(USEC_TO_SEC(physics_process_max));
process_max = 0;
physics_process_max = 0;
2014-02-10 01:10:30 +00:00
frame %= 1000000;
frames = 0;
2014-02-10 01:10:30 +00:00
}
iterating--;
// Needed for OSs using input buffering regardless accumulation (like Android)
if (Input::get_singleton()->is_using_input_buffering() && !agile_input_event_flushing) {
Input::get_singleton()->flush_buffered_events();
}
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
if (movie_writer) {
RID main_vp_rid = RenderingServer::get_singleton()->viewport_find_from_screen_attachment(DisplayServer::MAIN_WINDOW_ID);
RID main_vp_texture = RenderingServer::get_singleton()->viewport_get_texture(main_vp_rid);
Ref<Image> vp_tex = RenderingServer::get_singleton()->texture_2d_get(main_vp_texture);
movie_writer->add_frame(vp_tex);
}
if (fixed_fps != -1) {
return exit;
}
OS::get_singleton()->add_frame_delay(DisplayServer::get_singleton()->window_can_draw());
#ifdef TOOLS_ENABLED
if (auto_build_solutions) {
auto_build_solutions = false;
// Only relevant when running the editor.
if (!editor) {
ERR_FAIL_V_MSG(true,
"Command line option --build-solutions was passed, but no project is being edited. Aborting.");
}
if (!EditorNode::get_singleton()->call_build()) {
ERR_FAIL_V_MSG(true,
"Command line option --build-solutions was passed, but the build callback failed. Aborting.");
}
}
#endif
return exit || auto_quit;
2014-02-10 01:10:30 +00:00
}
void Main::force_redraw() {
force_redraw_requested = true;
}
/* Engine deinitialization
*
* Responsible for freeing all the memory allocated by previous setup steps,
* so that the engine closes cleanly without leaking memory or crashing.
* The order matters as some of those steps are linked with each other.
*/
void Main::cleanup(bool p_force) {
if (!p_force) {
ERR_FAIL_COND(!_start_success);
}
2014-02-10 01:10:30 +00:00
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
if (movie_writer) {
movie_writer->end();
}
ResourceLoader::remove_custom_loaders();
ResourceSaver::remove_custom_savers();
// Flush before uninitializing the scene, but delete the MessageQueue as late as possible.
2018-01-14 12:50:52 +00:00
message_queue->flush();
2014-02-10 01:10:30 +00:00
OS::get_singleton()->delete_main_loop();
OS::get_singleton()->_cmdline.clear();
OS::get_singleton()->_execpath = "";
OS::get_singleton()->_local_clipboard = "";
2014-02-10 01:10:30 +00:00
ResourceLoader::clear_translation_remaps();
ResourceLoader::clear_path_remaps();
ScriptServer::finish_languages();
2017-01-15 19:06:14 +00:00
// Sync pending commands that may have been queued from a different thread during ScriptServer finalization
RenderingServer::get_singleton()->sync();
//clear global shader variables before scene and other graphics stuff are deinitialized.
rendering_server->global_variables_clear();
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if (xr_server) {
// Now that we're unregistering properly in plugins we need to keep access to xr_server for a little longer
// We do however unset our primary interface
xr_server->set_primary_interface(Ref<XRInterface>());
}
#ifdef TOOLS_ENABLED
NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_EDITOR);
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_EDITOR);
EditorNode::unregister_editor_types();
#endif
ImageLoader::cleanup();
NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SCENE);
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_SCENE);
unregister_platform_apis();
unregister_driver_types();
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unregister_scene_types();
NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_SERVERS);
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unregister_server_types();
EngineDebugger::deinitialize();
if (xr_server) {
memdelete(xr_server);
}
if (audio_server) {
audio_server->finish();
memdelete(audio_server);
}
if (camera_server) {
memdelete(camera_server);
}
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OS::get_singleton()->finalize();
finalize_physics();
finalize_navigation_server();
finalize_display();
if (input) {
memdelete(input);
}
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if (packed_data) {
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memdelete(packed_data);
}
if (file_access_network_client) {
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memdelete(file_access_network_client);
}
if (performance) {
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memdelete(performance);
}
if (input_map) {
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memdelete(input_map);
}
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if (time_singleton) {
memdelete(time_singleton);
}
if (translation_server) {
memdelete(translation_server);
}
if (tsman) {
memdelete(tsman);
}
if (globals) {
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memdelete(globals);
}
if (engine) {
memdelete(engine);
}
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if (OS::get_singleton()->is_restart_on_exit_set()) {
//attempt to restart with arguments
List<String> args = OS::get_singleton()->get_restart_on_exit_arguments();
OS::get_singleton()->create_instance(args);
OS::get_singleton()->set_restart_on_exit(false, List<String>()); //clear list (uses memory)
}
// Now should be safe to delete MessageQueue (famous last words).
message_queue->flush();
memdelete(message_queue);
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unregister_core_driver_types();
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unregister_core_extensions();
uninitialize_modules(MODULE_INITIALIZATION_LEVEL_CORE);
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unregister_core_types();
OS::get_singleton()->finalize_core();
}