2024-11-19 19:09:00 -08:00

317 lines
11 KiB
C++

// Released under the MIT License. See LICENSE for details.
#include "ballistica/shared/ballistica.h"
#include <string>
#include "ballistica/core/platform/core_platform.h"
#include "ballistica/core/platform/support/min_sdl.h"
#include "ballistica/core/python/core_python.h"
#include "ballistica/core/support/base_soft.h"
#include "ballistica/shared/foundation/fatal_error.h"
#include "ballistica/shared/math/vector3f.h"
#include "ballistica/shared/python/python.h"
#include "ballistica/shared/python/python_command.h"
// Make sure min_sdl.h stays in here even though this file compiles fine
// without it. On some platforms it does a bit of magic to redefine main as
// SDL_main which leads us to a tricky-to-diagnose linker error if it
// removed from here.
#ifndef BALLISTICA_CORE_PLATFORM_SUPPORT_MIN_SDL_H_
#error Please include min_sdl.h here.
#endif
// If desired, define main() in the global namespace.
#if BA_MONOLITHIC_BUILD && BA_DEFINE_MAIN
auto main(int argc, char** argv) -> int {
auto core_config =
ballistica::core::CoreConfig::ForArgsAndEnvVars(argc, argv);
// Arg-parsing may have yielded an error or printed simple output for
// things such as '--help', in which case we're done.
if (core_config.immediate_return_code.has_value()) {
return *core_config.immediate_return_code;
}
return ballistica::MonolithicMain(core_config);
}
#endif
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 22103;
const char* kEngineVersion = "1.7.37";
const int kEngineApiVersion = 9;
#if BA_MONOLITHIC_BUILD
auto MonolithicMain(const core::CoreConfig& core_config) -> int {
// This code is meant to be run standalone so won't inherit any
// feature-set's globals; we'll need to collect anything we need
// explicitly.
core::CoreFeatureSet* l_core{};
core::BaseSoftInterface* l_base{};
try {
auto time1 = core::CorePlatform::GetCurrentMillisecs();
// Even at the absolute start of execution we should be able to
// reasonably log errors. Set env var BA_CRASH_TEST=1 to test this.
if (const char* crashenv = getenv("BA_CRASH_TEST")) {
if (!strcmp(crashenv, "1")) {
FatalError("Fatal-Error-Test");
}
}
// No matter what we're doing, we need the core feature set. Some
// Ballistica functionality implicitly uses core, so we should always
// import it first thing even if we don't explicitly use it.
l_core = core::CoreFeatureSet::Import(&core_config);
auto time2 = core::CorePlatform::GetCurrentMillisecs();
// If a command was passed, simply run it and exit. We want to act
// simply as a Python interpreter in that case; we don't do any
// environment setup (aside from the bits core does automatically such
// as making our built-in binary modules available).
if (l_core->core_config().call_command.has_value()) {
auto gil{Python::ScopedInterpreterLock()};
bool success = PythonCommand(*l_core->core_config().call_command,
"<ballistica app 'command' arg>")
.Exec(true, nullptr, nullptr);
// Let anyone interested know we're trying to go down NOW.
l_core->set_engine_done();
exit(success ? 0 : 1);
}
// Ok, looks like we're doing a standard monolithic-mode app run.
// -------------------------------------------------------------------------
// Phase 1: "The board is set."
// -------------------------------------------------------------------------
// First, set up our environment using our internal paths and whatnot
// (essentially the baenv.configure() call). This needs to be done
// before any other ba* modules are imported since it may affect where
// those modules get loaded from in the first place.
l_core->python->MonolithicModeBaEnvConfigure();
auto time3 = core::CorePlatform::GetCurrentMillisecs();
// We need the base feature-set to run a full app but we don't have a hard
// dependency to it. Let's see if it's available.
l_base = l_core->SoftImportBase();
if (!l_base) {
FatalError("Base module unavailable; can't run app.");
}
auto time4 = core::CorePlatform::GetCurrentMillisecs();
// -------------------------------------------------------------------------
// Phase 2: "The pieces are moving."
// -------------------------------------------------------------------------
// Spin up all app machinery such as threads and subsystems. This gets
// things ready to rock, but there's no actual rocking quite yet.
l_base->StartApp();
// -------------------------------------------------------------------------
// Phase 3: "We come to it at last; the great battle of our time."
// -------------------------------------------------------------------------
// At this point we unleash the beast and then simply process events
// until the app exits (or we return from this function and let the
// environment do that part).
// Make noise if it takes us too long to get to this point.
auto time5 = core::CorePlatform::GetCurrentMillisecs();
auto total_duration = time5 - time1;
if (total_duration > 5000) {
auto core_import_duration = time2 - time1;
auto env_config_duration = time3 - time2;
auto base_import_duration = time4 - time3;
auto start_app_duration = time5 - time4;
core::g_core->Log(LogName::kBa, LogLevel::kWarning, [=] {
return "MonolithicMain took too long (" + std::to_string(total_duration)
+ " ms; " + std::to_string(core_import_duration)
+ " core-import, " + std::to_string(env_config_duration)
+ " env-config, " + std::to_string(base_import_duration)
+ " base-import, " + std::to_string(start_app_duration)
+ " start-app).";
});
}
if (l_base->AppManagesMainThreadEventLoop()) {
// In environments where we control the event loop, do that.
l_base->RunAppToCompletion();
// Let anyone interested know we're trying to go down NOW.
l_core->set_engine_done();
} else {
// If the environment is managing events, we now simply return and let
// it feed us those events.
// IMPORTANT - We're still holding the GIL at this point, so we need
// to permanently release it to avoid starving the app. From this
// point on, any code outside of the logic thread will need to
// explicitly acquire it.
Python::PermanentlyReleaseGIL();
}
} catch (const std::exception& exc) {
std::string error_msg =
std::string("Unhandled exception in MonolithicMain(): ") + exc.what();
// Let the user and/or master-server know what killed us.
FatalError::ReportFatalError(error_msg, true);
// Exiting the app via an exception tends to lead to crash reports. If
// it seems we're not on an official live build then we'd rather just
// exit cleanly with an error code and avoid polluting crash report logs
// with reports from dev builds.
bool try_to_exit_cleanly = !(l_base && l_base->IsUnmodifiedBlessedBuild());
// If this returns true, it means the platform/app-adapter is handling
// things (showing a fatal error dialog, etc.) and it's out of our
// hands.
bool handled = FatalError::HandleFatalError(try_to_exit_cleanly, true);
// If it's not been handled, take the app down ourself.
if (!handled) {
// Let anyone interested know we're trying to go down NOW.
if (l_core) {
l_core->set_engine_done();
}
if (try_to_exit_cleanly) {
exit(1);
} else {
throw; // Crash report here we come!
}
}
}
return 0;
}
// A way to do the same as above except in an incremental manner. This can
// be used to avoid app-not-responding reports on slow devices by
// interleaving engine init steps with other event processing.
class IncrementalInitRunner_ {
public:
explicit IncrementalInitRunner_(const core::CoreConfig* config)
: config_(*config) {}
auto Process() -> bool {
if (zombie_) {
return false;
}
try {
switch (step_) {
case 0:
core_ = core::CoreFeatureSet::Import(&config_);
step_++;
return false;
case 1:
core_->python->MonolithicModeBaEnvConfigure();
step_++;
return false;
case 2:
base_ = core_->SoftImportBase();
if (!base_) {
FatalError("Base module unavailable; can't run app.");
}
step_++;
return false;
case 3:
base_->StartApp();
Python::PermanentlyReleaseGIL();
step_++;
return false;
default:
return true;
}
} catch (const std::exception& exc) {
std::string error_msg =
std::string("Unhandled exception in MonolithicMain(): ") + exc.what();
// Let the user and/or master-server know what killed us.
FatalError::ReportFatalError(error_msg, true);
// Exiting the app via an exception tends to lead to crash reports. If
// it seems we're not on an official live build then we'd rather just
// exit cleanly with an error code and avoid polluting crash report logs
// with reports from dev builds.
bool try_to_exit_cleanly = !(base_ && base_->IsUnmodifiedBlessedBuild());
// If this returns true, it means the platform/app-adapter is handling
// things (showing a fatal error dialog, etc.) and it's out of our
// hands.
bool handled = FatalError::HandleFatalError(try_to_exit_cleanly, true);
// If it's not been handled, take the app down ourself.
if (!handled) {
if (try_to_exit_cleanly) {
exit(1);
} else {
throw; // Crash report here we come!
}
}
// Just go into vegetable mode so hopefully the handler can do its
// thing.
zombie_ = true;
return false;
}
}
private:
int step_{};
bool zombie_{};
core::CoreConfig config_;
core::CoreFeatureSet* core_{};
core::BaseSoftInterface* base_{};
};
static IncrementalInitRunner_* g_incremental_init_runner_{};
auto MonolithicMainIncremental(const core::CoreConfig* config) -> bool {
if (g_incremental_init_runner_ == nullptr) {
g_incremental_init_runner_ = new IncrementalInitRunner_(config);
}
return g_incremental_init_runner_->Process();
}
#endif // BA_MONOLITHIC_BUILD
void FatalError(const std::string& message) {
FatalError::DoFatalError(message);
}
// void Log(LogName name, LogLevel level, const std::string& msg) {
// Logging::Log(name, level, msg);
// }
// void Log(LogName name, LogLevel level, std::string (*msg_generator)()) {
// Logging::Log(name, level, msg_generator());
// }
void ScreenMessage(const std::string& s, const Vector3f& color) {
if (core::g_base_soft) {
core::g_base_soft->ScreenMessage(s, color);
} else {
core::g_core->Log(
LogName::kBa, LogLevel::kError,
"ScreenMessage called without base feature-set loaded (will be lost): '"
+ s + "'");
}
}
void ScreenMessage(const std::string& msg) {
ScreenMessage(msg, {1.0f, 1.0f, 1.0f});
}
auto CurrentThreadName() -> std::string {
// Currently just ask event-loop for this but perhaps should be talking
// more directly to the OS/etc. to cover more cases.
return core::CoreFeatureSet::CurrentThreadName();
}
} // namespace ballistica