More work on tangibleCharacter, especially thread synch stuff
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@@ -42,8 +42,11 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void InvokeEngioMove(const FString &action, const FVector &xyz);
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// Execute a debugging command, typed on the GUI.
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void ExecuteDebuggingCommand(const FString &fs);
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void ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs);
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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@@ -51,8 +54,9 @@ public:
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// Update the tangibles according to what Luprex tells us.
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void UpdateTangibles();
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// Trigger the update task, if enough time has passed.
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void MaybeTriggerUpdateTask(float deltaseconds);
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// Pre-tick and post-tick functions.
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void OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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void OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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// The run function is called by a background thread
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// to update luprex sockets and update luprex itself.
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@@ -83,9 +87,10 @@ public:
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// Amount of elapsed time since BeginPlay.
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float EngineSeconds;
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// When do we next trigger the thread event.
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float NextThreadTrigger;
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// When do we next rotate the cube.
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float NextRotateCube;
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// These allow us to pre-tick and post-tick.
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FDelegateHandle OnWorldPreActorTickHandle;
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FDelegateHandle OnWorldPostActorTickHandle;
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};
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