Change some class naming conventions
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@@ -36,7 +36,7 @@ AIntegrationGameModeBase::~AIntegrationGameModeBase()
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// at the moment we trigger it.
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//
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uint32 AIntegrationGameModeBase::Run() {
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FLockedWrapper lockedwrap(LockableWrapper);
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FlxLockedWrapper lockedwrap(LockableWrapper);
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Sockets->Update(lockedwrap);
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lockedwrap->play_invoke_event_update(lockedwrap.Get(), EngineSeconds);
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Sockets->Update(lockedwrap);
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@@ -52,7 +52,7 @@ void AIntegrationGameModeBase::ResetToInitialState()
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// Now that the thread's gone, we should be able to
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// just claim and hold the lock on the wrapper.
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FLockedWrapper w(LockableWrapper);
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FlxLockedWrapper w(LockableWrapper);
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// Release and close all sockets.
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if (Sockets != nullptr)
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@@ -76,7 +76,7 @@ void AIntegrationGameModeBase::ResetToInitialState()
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void AIntegrationGameModeBase::UpdateConsoleOutput() {
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// Copy Luprex Stdout into the console.
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FLockedWrapper lockedwrap(LockableWrapper);
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FlxLockedWrapper lockedwrap(LockableWrapper);
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if (Playing) {
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ConsoleOutput.Append(lockedwrap.FetchStdout());
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}
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@@ -96,7 +96,7 @@ void AIntegrationGameModeBase::UpdateConsoleOutput() {
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void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
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if (!Playing) return;
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FLockedWrapper lockedwrap(LockableWrapper);
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FlxLockedWrapper lockedwrap(LockableWrapper);
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if (EngineSeconds >= NextThreadTrigger)
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{
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LuprexUpdateTask.Trigger();
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@@ -106,7 +106,7 @@ void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
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void AIntegrationGameModeBase::UpdateTangibles() {
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if (!Playing) return;
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FLockedWrapper w(LockableWrapper);
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FlxLockedWrapper w(LockableWrapper);
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int64 actor = w.GetActor();
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TangibleManager.SetActor(actor);
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TangibleManager.SetNear(w.GetNear(actor, 100, 100, 100));
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@@ -119,18 +119,18 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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for (int i = 0; i < tanids.Num(); i++) {
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uint64_t tanid = tanids[i];
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std::string_view aqueue = aqueues[i];
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UTangible* t = TangibleManager.GetTangible(tanid);
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UlxTangible* t = TangibleManager.GetTangible(tanid);
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check(t != nullptr);
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t->AnimTracker.Update(aqueue);
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TArray<uint64> aborted = t->AnimTracker.GetAborted();
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for (uint64 hash : aborted) {
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ITangibleInterface::Execute_AbortAnimation(t->Actor, hash);
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IlxTangibleInterface::Execute_AbortAnimation(t->Actor, hash);
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}
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if (t->AnimTracker.AnyUnstarted()) {
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FAnimStoredStep step = t->AnimTracker.GetUnstarted();
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bool started = ITangibleInterface::Execute_StartAnimation(t->Actor, step.Hash, step.Body.size());
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FlxAnimStoredStep step = t->AnimTracker.GetUnstarted();
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bool started = IlxTangibleInterface::Execute_StartAnimation(t->Actor, step.Hash, step.Body.size());
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if (started) {
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t->AnimTracker.Started(step.Hash);
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}
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@@ -140,7 +140,7 @@ void AIntegrationGameModeBase::UpdateTangibles() {
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void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
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{
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FLockedWrapper w(LockableWrapper);
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FlxLockedWrapper w(LockableWrapper);
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if (w->engine != nullptr)
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{
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const TCHAR* fstchar = *fs;
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@@ -181,7 +181,7 @@ void AIntegrationGameModeBase::BeginPlay()
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// Now we're just going to claim the wrapper
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// lock for the remainder. When we create the thread,
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// the thread will hang until we release this lock.
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FLockedWrapper w(LockableWrapper);
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FlxLockedWrapper w(LockableWrapper);
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// Sanity checks. Make sure everything is clean.
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checkf(!LuprexUpdateTask.IsRunning(), TEXT("There should be no thread here."));
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@@ -221,7 +221,7 @@ void AIntegrationGameModeBase::BeginPlay()
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// If we successfully created a luprex engine, create a socket system and a worker thread.
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if (Playing) {
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Sockets.Reset(FLpxSockets::Create(w));
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Sockets.Reset(FlxSockets::Create(w));
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std::string error = Sockets->GetError();
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check(error.empty());
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LuprexUpdateTask.Startup(this);
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