Stub of FLpxSockets is now in place

This commit is contained in:
2023-06-23 16:27:23 -04:00
parent 42f3e02ec2
commit d5d4e0a650
6 changed files with 220 additions and 51 deletions

View File

@@ -6,10 +6,6 @@
#include <string>
#include <string_view>
EngineWrapper AIntegrationGameModeBase::Luprex;
//// Main loop.
//while (!engw.get_stop_driver(&engw)) {
// handle_lua_source();
@@ -27,32 +23,17 @@ AIntegrationGameModeBase::AIntegrationGameModeBase()
ThreadStopRequested = false;
EngineSeconds = 0.0;
NextThreadTrigger = 1.0;
ThreadEvent = nullptr;
//PrimaryActorTick.bCanEverTick = true; // Probably wrong
//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
SetActorTickEnabled(true);
SetActorTickInterval(0.05f);
ThreadEvent = FPlatformProcess::GetSynchEventFromPool(false);
}
AIntegrationGameModeBase::~AIntegrationGameModeBase()
{
WaitForThread();
FPlatformProcess::ReturnSynchEventToPool(ThreadEvent);
ThreadEvent = nullptr;
}
void AIntegrationGameModeBase::HandleLuprexConsoleOutput()
{
uint32_t ndata; const char* data;
Luprex.get_outgoing(&Luprex, 0, &ndata, &data);
if (ndata == 0) return;
std::string_view src(data, ndata);
int consumed;
std::u16string cps = drvutil::utf8_to_ucs2(src, &consumed);
Luprex.play_sent_outgoing(&Luprex, 0, consumed);
FString fs(cps.size(), (const UCS2CHAR*)(&cps[0]));
ConsoleOutput.Append(fs);
ResetToInitialState();
}
// Run routine called by the worker thread.
@@ -72,20 +53,53 @@ uint32 AIntegrationGameModeBase::Run()
engineutil::DPrint("Thread triggered.");
{
FScopeLock lk(&LuprexMutex);
Sockets->Update();
Luprex.play_invoke_event_update(&Luprex, EngineSeconds);
}
}
return 0;
}
#pragma optimize( "", off )
void AIntegrationGameModeBase::WaitForThread()
void AIntegrationGameModeBase::ResetToInitialState()
{
if (Thread == nullptr) return;
ThreadStopRequested = true;
ThreadEvent->Trigger();
delete Thread; // This waits for the thread to complete.
Thread = nullptr;
// Shut down the thread and release the ThreadEvent
if (Thread != nullptr)
{
ThreadStopRequested = true;
ThreadEvent->Trigger();
delete Thread; // This waits for the thread to complete.
Thread = nullptr;
FPlatformProcess::ReturnSynchEventToPool(ThreadEvent);
ThreadEvent = nullptr;
}
ThreadStopRequested = false;
// Delete the engine.
if (Luprex.release != nullptr)
{
Luprex.release(&Luprex);
}
// Release and close all sockets.
Sockets.Reset();
// Reset the clocks.
EngineSeconds = 0;
NextThreadTrigger = 1.0;
}
void AIntegrationGameModeBase::HandleLuprexConsoleOutput()
{
uint32_t ndata; const char* data;
Luprex.get_outgoing(&Luprex, 0, &ndata, &data);
if (ndata == 0) return;
std::string_view src(data, ndata);
int consumed;
std::u16string cps = drvutil::utf8_to_ucs2(src, &consumed);
Luprex.play_sent_outgoing(&Luprex, 0, consumed);
FString fs(cps.size(), (const UCS2CHAR*)(&cps[0]));
ConsoleOutput.Append(fs);
}
void AIntegrationGameModeBase::Tick(float DeltaSeconds)
@@ -93,8 +107,11 @@ void AIntegrationGameModeBase::Tick(float DeltaSeconds)
Super::Tick(DeltaSeconds);
{
FScopeLock lk(&LuprexMutex);
EngineSeconds += DeltaSeconds;
HandleLuprexConsoleOutput();
if (Luprex.engine != nullptr)
{
EngineSeconds += DeltaSeconds;
HandleLuprexConsoleOutput();
}
}
TArray<FString> prints = engineutil::DPrintGetStored();
for (const FString& fs : prints) {
@@ -133,31 +150,28 @@ void AIntegrationGameModeBase::BeginPlay()
{
Super::BeginPlay();
// There should be no thread at this point.
// Sanity checks.
checkf(Thread == nullptr, TEXT("There should be no thread here."));
checkf(Luprex.engine == nullptr, TEXT("There should be no engine here."));
// Reinitialize simple state.
EngineSeconds = 0;
NextThreadTrigger = 1.0;
ThreadStopRequested = false;
ThreadEvent->Wait(0); // Clear the event if set.
// Make sure we're starting from a clean slate.
ResetToInitialState();
// Try to initialize the wrapper.
if (Luprex.play_initialize == nullptr)
{
engineutil::init_wrapper(&Luprex);
if (Luprex.play_initialize == nullptr)
{
engineutil::DPrint("Luprex wrapper initialization failed");
}
}
// If we failed to initialize the wrapper, print an error message.
if (Luprex.play_initialize == nullptr)
{
engineutil::DPrint("Luprex wrapper initialization failed");
}
// If wrapper is initialized, try to initialize the luprex engine.
if (Luprex.play_initialize != nullptr)
{
Luprex.release(&Luprex);
Luprex.hook_dprint(engineutil::DPrintHook);
drvutil::ostringstream srcpak;
std::string srcpakerr = drvutil::package_lua_source("c:\\Luprex", &srcpak);
if (!srcpakerr.empty())
@@ -178,16 +192,18 @@ void AIntegrationGameModeBase::BeginPlay()
}
}
// If we successfully created a Luprex engine, create a worker thread.
// If we successfully created a luprex engine, create a socket system and a worker thread.
if (Luprex.engine != nullptr)
{
Sockets.Reset(FLpxSockets::Create(&Luprex));
ThreadEvent = FPlatformProcess::GetSynchEventFromPool(false);
Thread = FRunnableThread::Create(this, TEXT("Worker Thread"));
}
}
void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
WaitForThread();
ResetToInitialState();
}