Refactor so GameModeBase is the runnable
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@@ -24,13 +24,18 @@ EngineWrapper AIntegrationGameModeBase::Luprex;
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AIntegrationGameModeBase::AIntegrationGameModeBase()
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{
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Worker = nullptr;
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Thread = nullptr;
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ThreadStopRequested = false;
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//PrimaryActorTick.bCanEverTick = true; // Probably wrong
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//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
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//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
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SetActorTickEnabled(true); // Probably wrong
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SetActorTickInterval(1.0f); // Probably wrong
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SetActorTickEnabled(true);
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SetActorTickInterval(1.0f);
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}
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AIntegrationGameModeBase::~AIntegrationGameModeBase()
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{
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WaitForThread();
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}
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void AIntegrationGameModeBase::HandleConsoleOutput()
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@@ -46,14 +51,44 @@ void AIntegrationGameModeBase::HandleConsoleOutput()
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ConsoleOutput.Append(fs);
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}
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void AIntegrationGameModeBase::WaitForWorkerThread()
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void AIntegrationGameModeBase::LaunchThread()
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{
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if (Thread == nullptr) {
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ThreadStopRequested = false;
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Thread = FRunnableThread::Create(this, TEXT("Worker Thread"));
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}
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}
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// Init routine called by the worker thread.
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bool AIntegrationGameModeBase::Init()
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{
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engineutil::DPrint("WorkerRunnable::Init");
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return true;
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}
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// Run routine called by the worker thread.
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uint32 AIntegrationGameModeBase::Run()
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{
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while (!ThreadStopRequested)
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{
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engineutil::DPrint("WorkerRunnable::Run");
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FPlatformProcess::Sleep(1.0);
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}
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engineutil::DPrint("WorkerRunnable Done");
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return 0;
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}
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void AIntegrationGameModeBase::Stop()
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{
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ThreadStopRequested = true;
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}
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#pragma optimize( "", off )
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void AIntegrationGameModeBase::WaitForThread()
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{
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if (Thread == nullptr) return;
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//Worker->Stop();
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//Thread->WaitForCompletion();
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delete Thread;
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delete Worker;
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Worker = nullptr;
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Stop(); // Notifies the thread to clean up and exit.
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delete Thread; // This waits for the thread to complete.
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Thread = nullptr;
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}
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@@ -68,10 +103,10 @@ void AIntegrationGameModeBase::Tick(float DeltaSeconds)
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EngineSeconds += DeltaSeconds;
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Luprex.play_invoke_event_update(&Luprex, EngineSeconds);
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}
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for (const FString& fs : engineutil::DPrintGetStored()) {
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TArray<FString> prints = engineutil::DPrintGetStored();
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for (const FString& fs : prints) {
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ConsoleOutput.AppendLine(fs);
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}
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engineutil::DPrintClearStored();
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if (ConsoleOutput.IsDirty()) {
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ConsoleSetOutput(ConsoleOutput.Get());
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ConsoleOutput.ClearDirty();
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@@ -94,7 +129,7 @@ void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
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void AIntegrationGameModeBase::BeginPlay()
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{
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engineutil::RawPrint("In BeginPlay");
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engineutil::DPrint("In BeginPlay");
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Super::BeginPlay();
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if (!luprex_initialized()) {
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engineutil::init_wrapper(&Luprex);
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@@ -122,16 +157,12 @@ void AIntegrationGameModeBase::BeginPlay()
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ConsoleOutput.AppendLine(FString("Initialize Luprex Success"));
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}
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EngineSeconds = 0;
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if (Thread == nullptr) {
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Worker = new FWorkerRunnable();
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Thread = FRunnableThread::Create(Worker, TEXT("Worker Thread"));
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}
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LaunchThread();
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}
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void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason) {
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engineutil::RawPrint("In EndPlay");
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WaitForWorkerThread();
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engineutil::DPrint("In EndPlay");
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WaitForThread();
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}
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