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integration/Source/Integration/IntegrationGameModeBase.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "IntegrationGameModeBase.h"
#include "lpx-drvutil.hpp"
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#include "lpx-paths.hpp"
#include "DebugPrint.h"
#include "Tangible.h"
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#include "TangibleManager.h"
#include "CommonTypes.h"
#include "AnimQueue.h"
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#include <string>
#include <string_view>
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using namespace DebugPrint;
using namespace CommonTypes;
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AIntegrationGameModeBase::AIntegrationGameModeBase()
{
TangibleManager = NewObject<UlxTangibleManager>();
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EngineSeconds = 0.0;
NextThreadTrigger = 1.0;
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//PrimaryActorTick.bCanEverTick = true; // Probably wrong
//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
SetActorTickEnabled(true);
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SetActorTickInterval(0.0f);
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DebugPrintControl::EnableCollection();
ResetToInitialState();
}
AIntegrationGameModeBase::~AIntegrationGameModeBase()
{
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ResetToInitialState();
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}
// This method runs in the background thread,
// at the moment we trigger it.
//
uint32 AIntegrationGameModeBase::Run() {
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FlxLockedWrapper lockedwrap(LockableWrapper);
Sockets->Update(lockedwrap);
lockedwrap->play_invoke_event_update(lockedwrap.Get(), EngineSeconds);
Sockets->Update(lockedwrap);
return 0;
}
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void AIntegrationGameModeBase::ResetToInitialState()
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{
Playing = false;
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if (TangibleManager != nullptr) {
TangibleManager->ConditionalBeginDestroy();
TangibleManager = nullptr;
}
// Shut down the thread
LuprexUpdateTask.Shutdown();
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// Now that the thread's gone, we should be able to
// just claim and hold the lock on the wrapper.
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FlxLockedWrapper w(LockableWrapper);
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// Release and close all sockets.
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if (Sockets != nullptr)
{
Sockets->ForceCloseEverything(w);
Sockets.Reset();
}
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// Delete the engine.
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if (w->release != nullptr)
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{
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w->release(w.Get());
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}
// Reset the clocks.
EngineSeconds = 0;
NextThreadTrigger = 1.0;
NextRotateCube = 1.0;
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}
void AIntegrationGameModeBase::UpdateConsoleOutput() {
// Copy Luprex Stdout into the console.
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FlxLockedWrapper lockedwrap(LockableWrapper);
if (Playing) {
ConsoleOutput.Append(lockedwrap.FetchStdout());
}
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// Copy Debugging Prints into the console.
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TArray<FString> prints = DebugPrintControl::GetStored();
for (const FString& fs : prints) {
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ConsoleOutput.AppendLine(fs);
}
// If the Console text has changed, update the widget.
if (ConsoleOutput.IsDirty()) {
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ConsoleSetOutput(ConsoleOutput.Get());
ConsoleOutput.ClearDirty();
}
}
void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
if (!Playing) return;
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FlxLockedWrapper lockedwrap(LockableWrapper);
if (EngineSeconds >= NextThreadTrigger)
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{
LuprexUpdateTask.Trigger();
NextThreadTrigger += 0.05;
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}
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}
#pragma optimize("", off)
void AIntegrationGameModeBase::UpdateTangibles() {
double radius = 1000.0; // Hardwired for now.
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using TanArray = UlxTangibleManager::TanArray;
if (!Playing) return;
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FlxLockedWrapper w(LockableWrapper);
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int64 player = w.GetActor();
IdView nearids = w.GetNear(player, radius, radius, radius);
TangibleManager->UpdateNearAccordingToLuprex(nearids);
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TanArray alltans = TangibleManager->GetAllTangibles();
IdArray allids = TangibleManager->GetIds(alltans);
StringViewVec allqueues = w.GetAnimationQueues(allids);
for (int i = 0; i < alltans.Num(); i++) {
alltans[i]->UpdateAnimationQueue(allqueues[i]);
}
TangibleManager->RecalcNearAccordingToUnreal(player, radius);
TangibleManager->DeleteFarawayTangibles();
}
void AIntegrationGameModeBase::ExecuteDebuggingCommand(const FString &fs) {
if (fs == "\\invokeplayer") {
// FlxLockedWrapper w(LockableWrapper);
// int64 player = w.GetActor();
// w->play_invoke_player(w.Get(), player, datapk);
} else {
ConsoleOutput.AppendLine(TEXT("Unknown Command"));
}
}
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void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
{
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FlxLockedWrapper w(LockableWrapper);
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if (w->engine != nullptr)
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{
ConsoleOutput.AppendLine(FString("> ") + fs);
// This is a bad way to do this. The problem is that if some
// lua code contains '\\', we'll catch it instead of passing it
// through. There's no simple solution, though.
if (fs[0] == '\\') {
ExecuteDebuggingCommand(fs);
} else {
const TCHAR* fstchar = *fs;
if (sizeof(TCHAR) == 2)
{
std::u16string_view fsview((const char16_t*)fstchar, fs.Len());
std::string utf8 = drvutil::utf16_to_utf8(fsview);
utf8 = utf8 + "\n";
w->play_recv_incoming(w.Get(), 0, utf8.size(), utf8.c_str());
}
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}
}
}
void AIntegrationGameModeBase::Tick(float deltaseconds)
{
Super::Tick(deltaseconds);
if (Playing)
{
EngineSeconds += deltaseconds;
}
UpdateConsoleOutput();
UpdateTangibles();
MaybeTriggerUpdateTask(deltaseconds);
}
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void AIntegrationGameModeBase::BeginPlay()
{
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Super::BeginPlay();
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// Make sure we're starting from a clean slate.
// Note: this claims the wrapper lock, so don't claim
// the lock before calling this.
ResetToInitialState();
// Now we're just going to claim the wrapper
// lock for the remainder. When we create the thread,
// the thread will hang until we release this lock.
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FlxLockedWrapper w(LockableWrapper);
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// Sanity checks. Make sure everything is clean.
checkf(!LuprexUpdateTask.IsRunning(), TEXT("There should be no thread here."));
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checkf(w->engine == nullptr, TEXT("There should be no engine here."));
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// Try to initialize the wrapper.
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w.InitWrapper();
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// If we failed to initialize the wrapper, print an error message.
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if (w->play_initialize == nullptr)
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{
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DPrint("Luprex wrapper initialization failed");
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}
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// If wrapper is initialized, try to initialize the luprex engine.
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if (w->play_initialize != nullptr)
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{
drvutil::ostringstream srcpak;
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std::string srcpakerr = drvutil::package_lua_source(LUPREX_ROOT_PATH, &srcpak);
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if (!srcpakerr.empty())
{
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DPrint(srcpakerr.c_str());
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}
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else
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{
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std::string_view srcpakv = srcpak.view();
char* argv[1];
argv[0] = const_cast<char*>("lpxserver");
w->play_initialize(w.Get(), 1, argv, srcpakv.size(), srcpakv.data(), "");
if (w->error[0])
{
DPrint(w->error);
}
if (w->engine != nullptr) {
DPrint("Luprex initialize success");
Playing = true;
}
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}
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}
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// If we successfully created a luprex engine, create a socket system and a worker thread.
if (Playing) {
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Sockets.Reset(FlxSockets::Create(w));
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std::string error = Sockets->GetError();
check(error.empty());
LuprexUpdateTask.Startup(this);
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}
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// Initialize the tangible manager.
TangibleManager = NewObject<UlxTangibleManager>();
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TangibleManager->Init(GetWorld(), ClassTangibleActor);
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}
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void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
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ResetToInitialState();
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}