diff options
-rw-r--r-- | design.tex | 202 | ||||
-rw-r--r-- | glossary.bib | 4 | ||||
-rw-r--r-- | img/activity-scripts.puml | 21 | ||||
-rw-r--r-- | img/class-config.puml | 14 | ||||
-rw-r--r-- | img/class-savemgr.puml | 13 | ||||
-rw-r--r-- | img/class-scripts.puml | 7 | ||||
-rw-r--r-- | img/poc-log.png | bin | 0 -> 12526 bytes | |||
-rw-r--r-- | img/poc-output-scripts.png | bin | 0 -> 31761 bytes | |||
-rw-r--r-- | img/theme.ipuml | 14 | ||||
-rw-r--r-- | projdoc.cls | 2 | ||||
-rw-r--r-- | reqs.toml | 65 | ||||
-rw-r--r-- | time.txt | 1 |
12 files changed, 307 insertions, 36 deletions
@@ -115,9 +115,9 @@ the main part of the \gls{ecs}. The design of these eight systems in combination \section{Design} -\subsection{Rendering} +% \subsection{Rendering} -\subsection{Physics} +% \subsection{Physics} \subsection{Scripting} @@ -154,6 +154,7 @@ architecture:\noparbreak \end{itemize} \subsubsection{Architecture} +\label{sec:scripts:architecture} The restrictions detailed at the start of this section are mitigated as follows:\noparbreak @@ -176,10 +177,11 @@ follows:\noparbreak contains the following classes:\noparbreak \begin{description} \item[Script] This is the script \emph{interface}, and is used by the game - programmer to create derived script classes. All methods in this class are - declared virtual and have an empty implementation. + programmer to create derived script classes. All virtual methods in this class + have an empty implementation by default, and are optionally implemented by the + game programmer. - This class' methods are protected by default, and a friend relation to + This class' virtual methods are protected by default, and a friend relation to \codeinline{ScriptSystem} is used to ensure only \codeinline{ScriptSystem} is able to call these methods. @@ -188,6 +190,10 @@ contains the following classes:\noparbreak function returns a reference to the \codeinline{BehaviorScript} instance it was called on so it can be chained after the call to \codeinline{GameObject::add_component}. + + \codeinline{Script} also has a reference to its parent + \codeinline{BehaviorScript} instance so components can easily be retrieved using + the component manager. \item[BehaviorScript] This is the script \emph{component}, and is given as the template parameter to \codeinline{GameObject::add_component}. @@ -195,7 +201,8 @@ contains the following classes:\noparbreak This class also uses a friend relation to \codeinline{ScriptSystem} to restrict access to its private reference member \codeinline{script}. \item[ScriptSystem] This is the system class that runs the methods implemented in - the derivative instances of \codeinline{Script}. + the derivative instances of \codeinline{Script}. Described further in + \cref{sec:scripts:sytem}. \end{description} \begin{figure} @@ -205,11 +212,37 @@ contains the following classes:\noparbreak \label{fig:class-scripts} \end{figure} +\subsubsection{System} +\label{sec:scripts:sytem} + +Because most of the complexity in the scripting interface comes from the containers +described in \cref{sec:scripts:architecture}, the script system class itself is +relatively simple. The script system provides a method +\codeinline{ScriptSystem::update} that calls all active script's update functions. + +Because of the limitation that types cannot be passed as parameters in C++, the +user-defined script class (derived from \codeinline{Script}) can not directly be +instantiated when adding the component to the component manager. To work around this +limitation, the method \codeinline{BehaviorScript::set_script} was created. This +results in the possibility that an instance of \codeinline{BehaviorScript} does not +reference an instance of \codeinline{Script}. In addition to the non-active script +components, the script system skips over these `invalid' instances. This is +illustrated in \cref{fig:activity-scripts}. + +\begin{figure} + \centering + \includepumldiag{img/activity-scripts.puml} + \caption{Script system update method} + \label{fig:activity-scripts} +\end{figure} + +A \gls{poc} for the script system is shown in \cref{poc:scripts}. + \subsection{Audio} Since writing a custom real-time audio mixing engine is outside the scope of this project\mref and C++ does not provide a built-in cross-platform audio \gls{api}, the -audio system inside the cr\^epe engine is implemented as a fa\c{c}ade around an +audio system inside the cr\^epe engine is implemented as a \gls{facade} around an existing audio library. \subsubsection{Libraries} @@ -220,15 +253,7 @@ searching for libraries (search terms: `dynamic/adaptive audio', `real-time audi `audio library', `game audio engine'), several libraries were found. These libraries were checked against the audio engine requirements \autocite{crepe:requirements} and then tested by writing the same benchmark-style \gls{poc} using the remaining -qualifying libraries:\noparbreak -\begin{enumerate} - \item Load a background track (Ogg Vorbis) - \item Load three short samples (WAV) - \item Start the background track - \item Play each sample sequentially while pausing and resuming the background track - \item Play all samples simultaniously - \item Stop all audio and exit -\end{enumerate} +qualifying libraries. These \glspl{poc} are detailed in \cref{poc:audio}. Of these libraries the following were determined to be unsuitable for use in this project:\noparbreak @@ -244,12 +269,12 @@ project:\noparbreak The only library that remained after these tests is SoLoud \autocite{lib:soloud}. It is Zlib/LibPng licensed and provides a high-level object-oriented C++ \gls{api}. -\Cref{sec:audio:architecture} describes the fa\c{c}ade written for this library. +\Cref{sec:audio:architecture} describes the \gls{facade} written for this library. \subsubsection{Architecture} \label{sec:audio:architecture} -\Cref{fig:class-audio-facade} shows a class diagram of the audio fa\c{c}ade. It +\Cref{fig:class-audio-facade} shows a class diagram of the audio \gls{facade}. It contains the following classes: \begin{description} \item[SoundContext] This is a wrapper around the \codeinline{SoLoud::soloud} @@ -265,17 +290,148 @@ contains the following classes: \begin{figure} \centering \includepumldiag{img/facade-audio.puml} - \caption{Audio fa\c{c}ade class diagram} + \caption{Audio \glsfmtshort{facade} class diagram} \label{fig:class-audio-facade} \end{figure} -\subsection{Input} +A \gls{poc} for the final Audio \gls{facade} is also showcased in \cref{poc:audio}. + +% \subsection{Save manager} +% +% The save manager \gls{api} is designed to give the game programmer an easy to use +% interface for retrieving and storing game-specific data (\cref{req:savemgr}). +% +% Because the engine validation app only stores statistics and highscores, the save +% manager is not required to support loading different save files +% (\cref{req:savemgr:multi-file}), nor storing complicated data types +% (\cref{req:savemgr:types-custom}). The save manager only supports storing simple +% types (\cref{req:savemgr:types-scalar,req:savemgr:types-string}). +% +% In order to reduce complexity for the game programmer further, the following +% requirements were also set:\noparbreak +% +% \begin{itemize} +% \item Prevent data loss in the case of crashes (\cref{req:savemgr:journalling}) +% \item Handle opening/closing/flushing of the underlying file automatically +% (\cref{req:savemgr:file-manage}) +% \item Save file variables are uniquely identified (\cref{req:savemgr:var-key}) +% \end{itemize} +% +% \subsubsection{Architecture} +% \label{sec:savemgr:architecture} +% +% \begin{figure} +% \centering +% \includepumldiag{img/class-savemgr.puml} +% \caption{Save manager class diagram} +% \label{fig:class-savemgr} +% \end{figure} +% +% In order to realize \cref{req:savemgr:journalling,req:savemgr:var-key}, a third-party +% key-value database library is used. + +\subsection{Global configuration interface} + +Because the game programmer only has access to interfaces within the public \gls{api} +namespace (\codeinline{crepe::api}), they would not be able to configure aspects of +engine-internal components. To work around this access restriction, a global +interface was made that stores arbitrary data, which can be accessed both internally +and via the public \gls{api}. + +\subsubsection{Architecture} +\label{sec:config:architecture} + +The global configuration interface consists of a single singleton class that can be +accessed globally (see \cref{fig:class-config}). This class holds several anonymous +structs, which are used to organize options per system or engine component. + +\begin{figure} + \centering + \includepumldiag{img/class-config.puml} + \caption{Global configuration interface class diagram} + \label{fig:class-config} +\end{figure} + +% \subsection{Input} + +% \subsection{Physics} + +\appendix + +\section{\Glsfmtlongpl{poc}} + +The full (documented) source code of these \glspl{poc} is available on GitHub +\autocite{crepe:code-repo}. -\subsection{Physics} +\subsection{Script system} +\label{poc:scripts} -\section{Tools} +The script system \gls{poc} \autocite[script example]{crepe:code-repo} consists of +the following:\noparbreak +\begin{itemize} + \item A user-defined class (\codeinline{MyScript}) derived from + \codeinline{Script}, which only implements the \codeinline{update()} function. + \item A main function that--- + \begin{itemize} + \item Creates a game object with \codeinline{Transform} and + \codeinline{BehaviorScript} components. + \item A call to \codeinline{ScriptSystem::update}, which results in + \codeinline{MyScript::update} being called. + \end{itemize} +\end{itemize} + +Running the \gls{poc} results in the output shown in \cref{fig:poc-output-scripts}, +demonstrating that the system works as intended. + +\begin{figure} + \centering + \fitimg{\includegraphics[scale=0.7]{img/poc-output-scripts.png}} + \caption{Script system \glsfmtshort{poc} output} + \label{fig:poc-output-scripts} +\end{figure} + +\subsection{Logging utilities} +\label{poc:log} + +A small \gls{poc} was written to test the engine's logging functions \autocite[log +example]{crepe:code-repo}. The following calls are used in this example: + +\begin{blockcode} +dbg_trace(); // the dbg_* macros automatically show +dbg_logf("test printf parameters: %d", 3); // where the message is coming from +logf(LogLevel::INFO, "info message"); +logf(LogLevel::WARNING, "warning"); +logf(LogLevel::ERROR, "error"); +\end{blockcode} + +The output of this test is shown in \cref{fig:poc-log}. + +\begin{figure} + \centering + \includegraphics[scale=0.7]{img/poc-log.png} + \caption{Logging function outputs} + \label{fig:poc-log} +\end{figure} + +\subsection{Audio} +\label{poc:audio} + +A test that consists of the following steps was written for each audio library +mentioned in \cref{sec:audio:libs}:\noparbreak +\begin{enumerate} + \item Load a background track (Ogg Vorbis) + \item Load three short samples (WAV) + \item Start the background track + \item Play each sample sequentially while pausing and resuming the background track + \item Play all samples simultaniously + \item Stop all audio and exit +\end{enumerate} -\section{Conclusion} +The repository \autocite{crepe:code-repo} contains two finished \glspl{poc} under the +\codeinline{mwe/audio/} subdirectory for miniaudio and SoLoud. The SoLoud \gls{poc} +was later converted to a full audio \gls{facade}, which is currently part of the +cr\^epe engine. The \gls{poc} using the audio \gls{facade} is available from the same +repository, under the \codeinline{src/example/audio_internal.cpp} file. \end{document} diff --git a/glossary.bib b/glossary.bib index fda634f..0842ff8 100644 --- a/glossary.bib +++ b/glossary.bib @@ -51,4 +51,8 @@ long = {proof-of-concept}, } +@entry{facade, + name = {fa\c{c}ade}, + description = {Design pattern used to provide an abstraction from other software}, +} diff --git a/img/activity-scripts.puml b/img/activity-scripts.puml new file mode 100644 index 0000000..b833bdf --- /dev/null +++ b/img/activity-scripts.puml @@ -0,0 +1,21 @@ +@startuml +!include theme.ipuml + +start + +label continue +:Get list of ""BehaviorScript"" components from ""ComponentManager""; + +while (for each ""BehaviorScript"" in list) + if (""BehaviorScript"" is active) then (yes) + if (""BehaviorScript"" has an instance of ""Script"") then (yes) + :Call update function of ""BehaviorScript""'s ""Script"" instance; + else (no) + endif + else (no) + endif +endwhile + +stop + +@enduml diff --git a/img/class-config.puml b/img/class-config.puml new file mode 100644 index 0000000..72e5e6c --- /dev/null +++ b/img/class-config.puml @@ -0,0 +1,14 @@ +@startuml +!include theme.ipuml + +class Config <<singleton>> { + - Config() + + ~Config() + -- + + get_instance() : Config & <<static>> + -- + + log : struct ... + ... +} + +@enduml diff --git a/img/class-savemgr.puml b/img/class-savemgr.puml new file mode 100644 index 0000000..30bcd08 --- /dev/null +++ b/img/class-savemgr.puml @@ -0,0 +1,13 @@ +@startuml +!include theme.ipuml +skinparam Linetype ortho + +class SaveManager { + +} + +class ValueBroker { + +} + +@enduml diff --git a/img/class-scripts.puml b/img/class-scripts.puml index 8fc36c9..44cbe85 100644 --- a/img/class-scripts.puml +++ b/img/class-scripts.puml @@ -10,10 +10,12 @@ package api { class Component <<irrelevant>> class Script { + - Script() + -- # init() <<virtual>> # update() <<virtual>> -- - - Script() + - parent : BehaviorScript * } class BehaviorScript { @@ -26,7 +28,8 @@ package api { } BehaviorScript -u-|> Component - Script .u.> BehaviorScript + Script <.u. BehaviorScript : > friend + Script ..u> BehaviorScript } class System <<irrelevant>> diff --git a/img/poc-log.png b/img/poc-log.png Binary files differnew file mode 100644 index 0000000..12e2c61 --- /dev/null +++ b/img/poc-log.png diff --git a/img/poc-output-scripts.png b/img/poc-output-scripts.png Binary files differnew file mode 100644 index 0000000..068f345 --- /dev/null +++ b/img/poc-output-scripts.png diff --git a/img/theme.ipuml b/img/theme.ipuml index 81391e2..c44db05 100644 --- a/img/theme.ipuml +++ b/img/theme.ipuml @@ -1,18 +1,10 @@ ' vim:ft=plantuml - -<style> -root { - BackgroundColor white - FontColor black - LineThickness 1 - Margin 0 -} -</style> - +!theme plain skinparam ClassAttributeIconSize 0 skinparam ClassFontStyle bold skinparam DefaultFontName Inter skinparam DefaultFontSize 10 +skinparam DefaultMonospacedFontName "JetBrains Mono" skinparam MaxMessageSize 200 skinparam Nodesep 25 ' skinparam Padding 0 @@ -20,6 +12,8 @@ skinparam Ranksep 50 skinparam RoundCorner 0 skinparam PackageStyle rectangle skinparam PackageFontStyle italic +skinparam ActivityStartColor black +skinparam ActivityEndColor black hide class circle diff --git a/projdoc.cls b/projdoc.cls index b369b18..a0c8e10 100644 --- a/projdoc.cls +++ b/projdoc.cls @@ -330,7 +330,7 @@ % adjust scale for puml diagrams \newcommand{\includepumldiag}[1]{% \StrSubstitute{#1}{.puml}{.eps}[\filename]% - \fitimg{\includegraphics[scale=0.75]{\filename}}% + \fitimg{\includegraphics[scale=0.65]{\filename}}% } % prevent page break between two paragraphs @@ -117,3 +117,68 @@ Unless explicitly changed by the game programmer, methods on instances of must be called by the script system. ''' +[savemgr] +type = 'user' +priority = 'must' +description = ''' +The engine provides an \gls{api} for saving various kinds of game data +(e.g.~progress, levels, statistics, unlocked items, achievements). +''' + +[savemgr:journalling] +type = 'system' +priority = 'should' +description = ''' +The save manager uses a journal to store data, such that partial saves do not +cause data loss. +''' + +[savemgr:types-custom] +type = 'system' +priority = 'will not' +description = ''' +The save manager can be extended to store and retrieve game programmer-defined +types and data structures. +''' + +[savemgr:types-scalar] +type = 'system' +priority = 'must' +description = ''' +The save manager is able to store and retrieve scalar types. +''' + +[savemgr:types-string] +type = 'system' +priority = 'must' +description = ''' +The save manager is able to store and retrieve strings. +''' + +[savemgr:multi-file] +type = 'system' +priority = 'will not' +description = ''' +The save manager can load multiple different save files. +''' + +[savemgr:file-manage] +type = 'system' +priority = 'must' +description = ''' +The save manager manages opening/closing the underlying file, and flushing +in-memory data to the file. +''' +done = ''' +The game programmer is able to use the save manager without explicit +(de)initialization. +''' + +[savemgr:var-key] +type = 'system' +priority = 'must' +description = ''' +The save manager provides access to variables uniquely identified by a key +string. +''' + @@ -92,6 +92,7 @@ loek: 2024-10-30 30m project meeting (min/max component count constraints) loek: 2024-10-24 10m review :: PR review (#40, #41 and #42) loek: 2024-10-31 3h45m project meeting loek: 2024-10-31 2h50m docs :: design :: POCs +loek: 2024-11-01 1h05m docs :: design (log POC & Global configuration interface) max: 2024-09-02 1h project kickoff max: 2024-09-02 45m first project meeting |