Refactor so GameModeBase is the runnable
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@@ -6,23 +6,33 @@
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#include "GameFramework/GameModeBase.h"
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#include "enginewrapper.hpp"
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#include "engineutil.hpp"
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#include "WorkerRunnable.hpp"
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#include "IntegrationGameModeBase.generated.h"
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/**
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*
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*/
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UCLASS()
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class INTEGRATION_API AIntegrationGameModeBase : public AGameModeBase
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class INTEGRATION_API AIntegrationGameModeBase : public AGameModeBase, public FRunnable
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{
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GENERATED_BODY()
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public:
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AIntegrationGameModeBase();
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~AIntegrationGameModeBase();
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virtual void BeginPlay() override;
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virtual void Tick(float) override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
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// Thread start and shutdown.
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void LaunchThread();
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void WaitForThread();
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// Methods of FRunnable, for the thread to use.
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virtual bool Init() override;
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virtual uint32 Run() override;
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virtual void Stop() override;
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// Return true if luprex was successfully initialized.
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inline bool luprex_initialized() {
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return Luprex.play_initialize != nullptr;
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}
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@@ -31,16 +41,17 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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void ConsoleSetOutput(const FString& text);
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// This is called by the GUI whenever the user hits enter.
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UFUNCTION(BlueprintCallable)
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void ConsoleSendInput(const FString& text);
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void HandleConsoleOutput();
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void WaitForWorkerThread();
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// Refresh the console output.
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FWorkerRunnable* Worker;
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// The worker thread is responsible for networking and event_update
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FRunnableThread* Thread;
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bool ThreadStopRequested;
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engineutil::ConsoleOutput ConsoleOutput;
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static EngineWrapper Luprex;
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float EngineSeconds;
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