Refactor to use LockedWrapper guard
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@@ -41,10 +41,10 @@ uint32 AIntegrationGameModeBase::Run()
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continue;
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}
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{
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FScopeLock lk(&LuprexMutex);
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Sockets->Update();
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Luprex.play_invoke_event_update(&Luprex, EngineSeconds);
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Sockets->Update();
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FLockedWrapper 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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}
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}
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return 0;
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@@ -52,6 +52,8 @@ uint32 AIntegrationGameModeBase::Run()
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void AIntegrationGameModeBase::ResetToInitialState()
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{
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FLockedWrapper w(LockableWrapper);
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// Shut down the thread and release the ThreadEvent
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if (Thread != nullptr)
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{
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@@ -65,12 +67,16 @@ void AIntegrationGameModeBase::ResetToInitialState()
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ThreadStopRequested = false;
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// Release and close all sockets.
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Sockets.Reset();
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if (Sockets != nullptr)
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{
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Sockets->ForceCloseEverything(w);
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Sockets.Reset();
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}
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// Delete the engine.
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if (Luprex.release != nullptr)
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if (w->release != nullptr)
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{
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Luprex.release(&Luprex);
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w->release(w.Get());
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}
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// Reset the clocks.
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@@ -79,15 +85,15 @@ void AIntegrationGameModeBase::ResetToInitialState()
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}
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void AIntegrationGameModeBase::HandleLuprexConsoleOutput()
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void AIntegrationGameModeBase::HandleLuprexConsoleOutput(FLockedWrapper &w)
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{
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uint32_t ndata; const char* data;
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Luprex.get_outgoing(&Luprex, 0, &ndata, &data);
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w->get_outgoing(w.Get(), 0, &ndata, &data);
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if (ndata == 0) return;
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std::string_view src(data, ndata);
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int consumed;
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std::u16string cps = drvutil::utf8_to_ucs2(src, &consumed);
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Luprex.play_sent_outgoing(&Luprex, 0, consumed);
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w->play_sent_outgoing(w.Get(), 0, consumed);
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FString fs(cps.size(), (const UCS2CHAR*)(&cps[0]));
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ConsoleOutput.Append(fs);
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}
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@@ -96,11 +102,11 @@ void AIntegrationGameModeBase::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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{
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FScopeLock lk(&LuprexMutex);
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if (Luprex.engine != nullptr)
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FLockedWrapper lockedwrap(LockableWrapper);
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if (lockedwrap->engine != nullptr)
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{
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EngineSeconds += DeltaSeconds;
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HandleLuprexConsoleOutput();
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HandleLuprexConsoleOutput(lockedwrap);
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}
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}
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TArray<FString> prints = engineutil::DPrintGetStored();
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@@ -121,9 +127,9 @@ void AIntegrationGameModeBase::Tick(float DeltaSeconds)
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void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
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{
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if (Luprex.engine != nullptr)
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FLockedWrapper w(LockableWrapper);
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if (w->engine != nullptr)
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{
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FScopeLock lk(&LuprexMutex);
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const TCHAR* fstchar = *fs;
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if (sizeof(TCHAR) == 2)
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{
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@@ -131,7 +137,7 @@ void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
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std::u16string_view fsview((const char16_t*)fstchar, fs.Len());
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std::string utf8 = drvutil::utf16_to_utf8(fsview);
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utf8 = utf8 + "\n";
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Luprex.play_recv_incoming(&Luprex, 0, utf8.size(), utf8.c_str());
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w->play_recv_incoming(w.Get(), 0, utf8.size(), utf8.c_str());
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}
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}
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}
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@@ -140,27 +146,26 @@ void AIntegrationGameModeBase::BeginPlay()
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{
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Super::BeginPlay();
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FLockedWrapper w(LockableWrapper);
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// Sanity checks.
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checkf(Thread == nullptr, TEXT("There should be no thread here."));
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checkf(Luprex.engine == nullptr, TEXT("There should be no engine here."));
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checkf(w->engine == nullptr, TEXT("There should be no engine here."));
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// Make sure we're starting from a clean slate.
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ResetToInitialState();
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// Try to initialize the wrapper.
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if (Luprex.play_initialize == nullptr)
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{
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engineutil::init_wrapper(&Luprex);
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}
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w.InitWrapper();
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// If we failed to initialize the wrapper, print an error message.
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if (Luprex.play_initialize == nullptr)
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if (w->play_initialize == nullptr)
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{
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engineutil::DPrint("Luprex wrapper initialization failed");
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}
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// If wrapper is initialized, try to initialize the luprex engine.
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if (Luprex.play_initialize != nullptr)
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if (w->play_initialize != nullptr)
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{
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drvutil::ostringstream srcpak;
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std::string srcpakerr = drvutil::package_lua_source("c:\\Luprex", &srcpak);
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@@ -171,10 +176,10 @@ void AIntegrationGameModeBase::BeginPlay()
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std::string_view srcpakv = srcpak.view();
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char* argv[1];
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argv[0] = const_cast<char*>("lpxserver");
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Luprex.play_initialize(&Luprex, 1, argv, srcpakv.size(), srcpakv.data(), "");
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if (Luprex.error[0])
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w->play_initialize(w.Get(), 1, argv, srcpakv.size(), srcpakv.data(), "");
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if (w->error[0])
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{
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engineutil::DPrint(Luprex.error);
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engineutil::DPrint(w->error);
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}
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else
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{
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@@ -183,9 +188,9 @@ void AIntegrationGameModeBase::BeginPlay()
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}
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// If we successfully created a luprex engine, create a socket system and a worker thread.
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if (Luprex.engine != nullptr)
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if (w->engine != nullptr)
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{
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Sockets.Reset(FLpxSockets::Create(&Luprex));
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Sockets.Reset(FLpxSockets::Create(w));
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std::string error = Sockets->GetError();
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check(error.empty());
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ThreadEvent = FPlatformProcess::GetSynchEventFromPool(false);
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