Refactor so GameModeBase is the runnable
This commit is contained in:
@@ -8,7 +8,7 @@ public class Integration : ModuleRules
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{
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Sockets", "Networking" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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@@ -24,13 +24,18 @@ EngineWrapper AIntegrationGameModeBase::Luprex;
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AIntegrationGameModeBase::AIntegrationGameModeBase()
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AIntegrationGameModeBase::AIntegrationGameModeBase()
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{
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{
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Worker = nullptr;
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Thread = 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.bCanEverTick = true; // Probably wrong
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//PrimaryActorTick.bTickEvenWhenPaused = 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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//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
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SetActorTickEnabled(true); // Probably wrong
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SetActorTickEnabled(true);
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SetActorTickInterval(1.0f); // Probably wrong
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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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}
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void AIntegrationGameModeBase::HandleConsoleOutput()
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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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ConsoleOutput.Append(fs);
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}
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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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{
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if (Thread == nullptr) return;
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if (Thread == nullptr) return;
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//Worker->Stop();
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Stop(); // Notifies the thread to clean up and exit.
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//Thread->WaitForCompletion();
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delete Thread; // This waits for the thread to complete.
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delete Thread;
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delete Worker;
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Worker = nullptr;
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Thread = nullptr;
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Thread = nullptr;
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}
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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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EngineSeconds += DeltaSeconds;
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Luprex.play_invoke_event_update(&Luprex, EngineSeconds);
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Luprex.play_invoke_event_update(&Luprex, EngineSeconds);
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}
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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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ConsoleOutput.AppendLine(fs);
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}
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}
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engineutil::DPrintClearStored();
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if (ConsoleOutput.IsDirty()) {
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if (ConsoleOutput.IsDirty()) {
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ConsoleSetOutput(ConsoleOutput.Get());
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ConsoleSetOutput(ConsoleOutput.Get());
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ConsoleOutput.ClearDirty();
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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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void AIntegrationGameModeBase::BeginPlay()
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{
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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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Super::BeginPlay();
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if (!luprex_initialized()) {
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if (!luprex_initialized()) {
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engineutil::init_wrapper(&Luprex);
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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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ConsoleOutput.AppendLine(FString("Initialize Luprex Success"));
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}
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}
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EngineSeconds = 0;
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EngineSeconds = 0;
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LaunchThread();
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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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}
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}
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void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason) {
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void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason) {
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engineutil::RawPrint("In EndPlay");
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engineutil::DPrint("In EndPlay");
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WaitForWorkerThread();
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WaitForThread();
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}
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}
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@@ -6,23 +6,33 @@
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#include "GameFramework/GameModeBase.h"
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#include "GameFramework/GameModeBase.h"
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#include "enginewrapper.hpp"
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#include "enginewrapper.hpp"
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#include "engineutil.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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#include "IntegrationGameModeBase.generated.h"
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/**
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/**
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*
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*
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*/
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*/
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UCLASS()
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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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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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AIntegrationGameModeBase();
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AIntegrationGameModeBase();
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~AIntegrationGameModeBase();
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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virtual void Tick(float) 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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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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inline bool luprex_initialized() {
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return Luprex.play_initialize != nullptr;
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return Luprex.play_initialize != nullptr;
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}
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}
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@@ -31,16 +41,17 @@ public:
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UFUNCTION(BlueprintImplementableEvent)
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UFUNCTION(BlueprintImplementableEvent)
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void ConsoleSetOutput(const FString& text);
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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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UFUNCTION(BlueprintCallable)
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void ConsoleSendInput(const FString& text);
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void ConsoleSendInput(const FString& text);
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void HandleConsoleOutput();
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void HandleConsoleOutput();
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void WaitForWorkerThread();
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// Refresh the console output.
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// The worker thread is responsible for networking and event_update
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FWorkerRunnable* Worker;
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FRunnableThread* Thread;
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FRunnableThread* Thread;
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bool ThreadStopRequested;
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engineutil::ConsoleOutput ConsoleOutput;
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engineutil::ConsoleOutput ConsoleOutput;
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static EngineWrapper Luprex;
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static EngineWrapper Luprex;
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float EngineSeconds;
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float EngineSeconds;
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@@ -1,26 +0,0 @@
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#include "WorkerRunnable.hpp"
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#include "engineutil.hpp"
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bool FWorkerRunnable::Init()
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{
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engineutil::RawPrint("WorkerRunnable::Init");
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return true;
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}
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uint32 FWorkerRunnable::Run()
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{
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while (!StopRequested)
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{
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engineutil::RawPrint("WorkerRunnable::Run");
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FPlatformProcess::Sleep(1.0);
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}
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engineutil::RawPrint("WorkerRunnable Done");
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return 0;
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}
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void FWorkerRunnable::Stop()
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{
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StopRequested = true;
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}
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@@ -1,15 +0,0 @@
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#pragma once
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#include "CoreMinimal.h"
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class FWorkerRunnable : public FRunnable
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{
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public:
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FWorkerRunnable() : StopRequested(false) {}
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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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private:
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bool StopRequested;
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};
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@@ -14,34 +14,31 @@ void init_wrapper(EngineWrapper* w) {
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}
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}
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}
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}
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// Print text using GEngine->Add...
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// The DPrint array. This stores the dprints
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void RawPrint(const char* text) {
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// until they can be collected by the console implementation.
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if (GEngine)
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static TArray<FString> dprint_array;
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{
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static FCriticalSection dprint_mutex;
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GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, FString(text));
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}
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}
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static TArray<FString> dprints;
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void DPrint(const FString& fs) {
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void DPrint(const FString& fs) {
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dprints.Emplace(fs);
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FScopeLock lk(&dprint_mutex);
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dprint_array.Emplace(fs);
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}
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}
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void DPrint(const char* msg) {
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void DPrint(const char* msg) {
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dprints.Emplace(msg);
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FScopeLock lk(&dprint_mutex);
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dprint_array.Emplace(msg);
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}
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}
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void DPrintHook(const char* msg, size_t len) {
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void DPrintHook(const char* msg, size_t len) {
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dprints.Emplace(len, (const UTF8CHAR*)msg);
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FScopeLock lk(&dprint_mutex);
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dprint_array.Emplace(len, (const UTF8CHAR*)msg);
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}
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}
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const TArray<FString>& DPrintGetStored() {
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TArray<FString> DPrintGetStored() {
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return dprints;
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FScopeLock lk(&dprint_mutex);
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}
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TArray<FString> result = std::move(dprint_array);
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dprint_array.Empty();
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void DPrintClearStored() {
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return result;
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dprints.Reset();
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}
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}
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void ConsoleOutput::Append(const FString& text) {
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void ConsoleOutput::Append(const FString& text) {
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@@ -6,9 +6,6 @@ namespace engineutil {
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// Load the DLL and initialize the wrapper, if possible.
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// Load the DLL and initialize the wrapper, if possible.
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void init_wrapper(EngineWrapper* w);
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void init_wrapper(EngineWrapper* w);
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// Print text using GEngine->Add...
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void RawPrint(const char* text);
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// Print text on the console.
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// Print text on the console.
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void DPrint(const FString& fs);
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void DPrint(const FString& fs);
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@@ -19,10 +16,7 @@ void DPrint(const char* msg);
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void DPrintHook(const char* msg, size_t len);
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void DPrintHook(const char* msg, size_t len);
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// Get all the stored dprints.
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// Get all the stored dprints.
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const TArray<FString>& DPrintGetStored();
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TArray<FString> DPrintGetStored();
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// Clear the stored dprints.
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void DPrintClearStored();
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class ConsoleOutput {
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class ConsoleOutput {
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private:
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private:
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