Implement the core of the login system
This commit is contained in:
@@ -81,7 +81,7 @@ void TextGame::do_view_command(const StringVec &cmd) {
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std::cerr << "v command (view) takes no arguments" << std::endl;
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return;
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}
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for (int64_t id : world_->get_near(1, 100, true)) {
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for (int64_t id : world_->get_near(actor_id_, 100, true)) {
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const Tangible *tan = world_->tangible_get(id);
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const AnimStep &aqback = tan->anim_queue_.back();
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std::cerr << id << ": " << aqback.graphic() << " " << aqback.plane() << " " << aqback.xyz() << std::endl;
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@@ -91,15 +91,15 @@ void TextGame::do_view_command(const StringVec &cmd) {
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void TextGame::do_menu_command(const StringVec &cmd) {
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int64_t id;
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if (cmd.size() == 1) {
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id = 1;
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id = actor_id_;
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} else if (cmd.size() == 2) {
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id = util::strtoint(cmd[1], -1);
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} else {
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std::cerr << "m command (menu) expects a tangible ID or defaults to 1" << std::endl;
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std::cerr << "m command (menu) expects a tangible ID or defaults to actor_id" << std::endl;
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return;
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}
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gui_place_ = id;
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world_->update_gui(1, id, &gui_);
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world_->update_gui(actor_id_, id, &gui_);
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int index = 0;
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for (const GuiElt &elt : gui_.elts()) {
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std::cerr << index << " " << elt.label() << std::endl;
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@@ -125,7 +125,7 @@ void TextGame::do_choose_command(const StringVec &cmd) {
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GuiResult dummyresult;
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dummyresult["flavor"] = "chocolate";
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dummyresult["color"] = "blue";
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world_->invoke_plan(1, gui_place_, action, dummyresult);
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world_->invoke_plan(actor_id_, gui_place_, action, dummyresult);
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}
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void TextGame::do_snapshot_command(const StringVec &cmd) {
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@@ -164,12 +164,26 @@ void TextGame::do_command(const StringVec &words) {
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}
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}
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void TextGame::check_redirects() {
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World::Redirects redir = world_->fetch_redirects();
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for (const auto &p : redir) {
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if (p.first == actor_id_) {
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actor_id_ = p.second;
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std::cerr << "Login actor ID: " << actor_id_ << std::endl;
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gui_.clear();
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}
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}
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}
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void TextGame::run()
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{
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world_.reset(new World);
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world_->init_standalone();
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actor_id_ = world_->create_login_actor();
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std::cerr << "Login actor ID: " << actor_id_ << std::endl;
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console_.clear();
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while (true) {
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check_redirects();
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console_.add_stdin();
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int action = console_.action();
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if (action == LuaConsole::DO_LUA) {
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@@ -13,6 +13,7 @@ private:
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LuaConsole console_;
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Gui gui_;
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int64_t gui_place_;
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int64_t actor_id_;
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void do_view_command(const StringVec &cmd);
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void do_menu_command(const StringVec &cmd);
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@@ -23,6 +24,8 @@ private:
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void do_lua(const std::string &exp);
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void do_command(const StringVec &exp);
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void check_redirects();
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public:
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void run();
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};
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@@ -72,29 +72,9 @@ void Tangible::deserialize(StreamBuffer *sb) {
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update_plane_item();
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}
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void Tangible::be_a_player() {
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if (!id_player_pool_.fifo_enabled()) {
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id_player_pool_.enable_fifo();
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AnimStep asinit;
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asinit.set_graphic("player");
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anim_queue_.add(world_->id_global_pool_.get_one(), asinit);
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anim_queue_.keep_only(1);
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update_plane_item();
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LuaVar classtab, mt, place, tangibles;
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LuaStack LS(world_->state(), classtab, mt, place, tangibles);
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LS.makeclass(classtab, "player");
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(place, tangibles, id());
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LS.getmetatable(mt, place);
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LS.rawset(mt, "__index", classtab);
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LS.result();
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}
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}
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void World::init_standalone() {
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assert(stack_is_clear());
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// Load the lua source from disk then rebuild the environment.
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source_db_.update();
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source_db_.rebuild();
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@@ -102,9 +82,7 @@ void World::init_standalone() {
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// Run unit tests.
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source_db_.run_unittests();
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// Create the player tangible.
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Tangible *player = tangible_make(state(), 1, false);
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player->be_a_player();
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assert(stack_is_clear());
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}
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Tangible *World::tangible_get(int64_t id) {
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@@ -207,7 +185,50 @@ Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
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return t.get();
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}
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World::Redirects World::fetch_redirects() {
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World::Redirects result = std::move(redirects_);
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redirects_.clear();
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return std::move(result);
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}
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// void Tangible::be_a_player() {
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// if (!id_player_pool_.fifo_enabled()) {
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// id_player_pool_.enable_fifo();
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// AnimStep asinit;
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// asinit.set_graphic("player");
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// anim_queue_.add(world_->id_global_pool_.get_one(), asinit);
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// anim_queue_.keep_only(1);
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// update_plane_item();
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// LuaVar classtab, mt, place, tangibles;
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// LuaStack LS(world_->state(), classtab, mt, place, tangibles);
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// LS.makeclass(classtab, "player");
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// LS.rawget(tangibles, LuaRegistry, "tangibles");
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// LS.rawget(place, tangibles, id());
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// LS.getmetatable(mt, place);
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// LS.rawset(mt, "__index", classtab);
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// LS.result();
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// }
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// }
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int64_t World::create_login_actor() {
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Tangible *tan = tangible_make(state(), 0, true);
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LuaArg database;
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LuaVar classtab, mt;
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LuaStack LS(state(), database, classtab, mt);
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LS.makeclass(classtab, "login");
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LS.getmetatable(mt, database);
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LS.rawset(mt, "__index", classtab);
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LS.result();
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tan->id_player_pool_.enable_fifo();
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assert(stack_is_clear());
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return tan->id();
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}
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void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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assert(stack_is_clear());
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gui->clear();
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lua_State *L = state();
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@@ -256,9 +277,12 @@ void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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// And we're done.
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LS.result();
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assert(stack_is_clear());
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}
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void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const GuiResult &gres) {
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assert(stack_is_clear());
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// Validate that the action is legal.
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Gui validation_gui;
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update_gui(actor_id, place_id, &validation_gui);
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@@ -334,9 +358,11 @@ void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &a
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// then run the thread queue.
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thread_sched_.add(0, tid, place_id);
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run_scheduled_threads(0);
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assert(stack_is_clear());
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}
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void World::run_scheduled_threads(int64_t clk) {
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assert(stack_is_clear());
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lua_State *L = state();
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LuaVar tangibles, place, mt, threads, thread;
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LuaStack LS(L, tangibles, place, mt, threads, thread);
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@@ -391,9 +417,12 @@ void World::run_scheduled_threads(int64_t clk) {
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}
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}
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LS.result();
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assert(stack_is_clear());
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}
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void World::serialize(StreamBuffer *sb) {
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assert(stack_is_clear());
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assert(redirects_.empty());
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int64_t wc0 = sb->write_count();
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lua_snap_.serialize(sb);
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id_global_pool_.serialize(sb);
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@@ -405,9 +434,12 @@ void World::serialize(StreamBuffer *sb) {
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}
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int64_t wc1 = sb->write_count();
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std::cerr << "World serialized to " << wc1-wc0 << " bytes." << std::endl;
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assert(stack_is_clear());
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}
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void World::deserialize(StreamBuffer *sb) {
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assert(stack_is_clear());
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redirects_.clear();
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lua_snap_.deserialize(sb);
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id_global_pool_.deserialize(sb);
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thread_sched_.deserialize(sb);
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@@ -435,6 +467,7 @@ void World::deserialize(StreamBuffer *sb) {
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++iter;
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}
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}
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assert(stack_is_clear());
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}
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void World::snapshot() {
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@@ -561,6 +594,16 @@ LuaDefine(tangible_get, "c") {
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return LS.result();
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}
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LuaDefine(tangible_redirect, "c") {
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LuaArg actor1, actor2;
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LuaStack LS(L, actor1, actor2);
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World *w = World::fetch_global_pointer(L);
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Tangible *tan1 = w->tangible_get(L, actor1.index());
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Tangible *tan2 = w->tangible_get(L, actor2.index());
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w->redirects_[tan1->id()] = tan2->id();
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return LS.result();
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}
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LuaDefine(world_wait, "f") {
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if ((lua_gettop(L) != 1) || (lua_type(L, -1) != LUA_TNUMBER)) {
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luaL_error(L, "Argument to wait must be a number.");
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@@ -68,12 +68,13 @@ public:
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//
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int64_t id() { return plane_item_.id(); }
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void be_a_player();
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// void be_a_player();
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void update_plane_item();
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};
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class World {
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public:
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// A lua intepreter with snapshot function.
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//
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LuaSnap lua_snap_;
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@@ -99,8 +100,16 @@ public:
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// Serialized snapshot of world model.
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StreamBuffer snapshot_;
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// Redirects.
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//
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using Redirects = std::map<int64_t, int64_t>;
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Redirects redirects_;
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void run_scheduled_threads(int64_t clk);
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static void store_global_pointer(lua_State *L, World *w);
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// Check if main thread has nothing on the stack
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bool stack_is_clear() const { return lua_gettop(state()) == 0; }
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public:
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// Constructor.
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//
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@@ -125,7 +134,7 @@ public:
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//
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// Get the lua interpreter associated with this world model.
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//
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lua_State *state() { return lua_snap_.state(); }
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lua_State *state() const { return lua_snap_.state(); }
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// get_near
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//
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@@ -157,6 +166,18 @@ public:
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//
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void tangible_delete(lua_State *L, int64_t id);
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// Create a login actor.
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//
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// Creates a tangible of class 'login' and returns its ID.
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// This is used to create a temporary actor which is used during
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// the login process.
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//
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int64_t create_login_actor();
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// Fetch all redirects and clear the redirects table.
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//
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Redirects fetch_redirects();
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// Probe the 'interface' function of the specified sprite.
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//
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void update_gui(int64_t actor_id, int64_t place_id, Gui *gui);
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