Files
integration/Source/Integration/IntegrationGameModeBase.cpp

221 lines
5.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IntegrationGameModeBase.h"
#include "drvutil.hpp"
#include "DebugPrint.h"
#include "TangibleManager.h"
#include <string>
#include <string_view>
using namespace DebugPrint;
AIntegrationGameModeBase::AIntegrationGameModeBase()
{
Thread = nullptr;
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(0.0f);
DebugPrintControl::EnableCollection();
}
AIntegrationGameModeBase::~AIntegrationGameModeBase()
{
ResetToInitialState();
}
// Run routine called by the worker thread.
uint32 AIntegrationGameModeBase::Run()
{
while (true)
{
bool triggered = ThreadEvent->Wait(3000);
if (ThreadStopRequested) {
DPrint("Thread stopping as requested");
break;
}
if (!triggered) {
DPrint("Thread waiting a long time...");
continue;
}
{
FLockedWrapper lockedwrap(LockableWrapper);
Sockets->Update(lockedwrap);
lockedwrap->play_invoke_event_update(lockedwrap.Get(), EngineSeconds);
Sockets->Update(lockedwrap);
}
}
return 0;
}
void AIntegrationGameModeBase::ResetToInitialState()
{
// 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;
// Now that the thread's gone, we should be able to
// just claim and hold the lock on the wrapper.
FLockedWrapper w(LockableWrapper);
// Release and close all sockets.
if (Sockets != nullptr)
{
Sockets->ForceCloseEverything(w);
Sockets.Reset();
}
// Delete the engine.
if (w->release != nullptr)
{
w->release(w.Get());
}
// Reset the clocks.
EngineSeconds = 0;
NextThreadTrigger = 1.0;
}
void AIntegrationGameModeBase::HandleLuprexConsoleOutput(FLockedWrapper &w)
{
uint32_t ndata; const char* data;
w->get_outgoing(w.Get(), 0, &ndata, &data);
if (ndata == 0) return;
std::string_view src(data, ndata);
int consumed;
std::u16string cps = drvutil::utf8_to_ucs2(src, &consumed);
w->play_sent_outgoing(w.Get(), 0, consumed);
FString fs(cps.size(), (const UCS2CHAR*)(&cps[0]));
ConsoleOutput.Append(fs);
}
void AIntegrationGameModeBase::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
{
FLockedWrapper lockedwrap(LockableWrapper);
if (lockedwrap->engine != nullptr)
{
EngineSeconds += DeltaSeconds;
HandleLuprexConsoleOutput(lockedwrap);
}
}
TArray<FString> prints = DebugPrintControl::GetStored();
for (const FString& fs : prints) {
ConsoleOutput.AppendLine(fs);
}
if (ConsoleOutput.IsDirty())
{
ConsoleSetOutput(ConsoleOutput.Get());
ConsoleOutput.ClearDirty();
}
if ((Thread != nullptr) && (EngineSeconds >= NextThreadTrigger))
{
ThreadEvent->Trigger();
NextThreadTrigger += 0.05;
}
}
void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
{
FLockedWrapper w(LockableWrapper);
if (w->engine != nullptr)
{
const TCHAR* fstchar = *fs;
if (sizeof(TCHAR) == 2)
{
ConsoleOutput.AppendLine(FString("> ") + fs);
std::u16string_view fsview((const char16_t*)fstchar, fs.Len());
std::string utf8 = drvutil::utf16_to_utf8(fsview);
utf8 = utf8 + "\n";
w->play_recv_incoming(w.Get(), 0, utf8.size(), utf8.c_str());
}
}
}
void AIntegrationGameModeBase::BeginPlay()
{
Super::BeginPlay();
// Make sure we're starting from a clean slate.
// Note: this claims the wrapper lock, so don't claim
// the lock before calling this.
ResetToInitialState();
// Now we're just going to claim the wrapper
// lock for the remainder. When we create the thread,
// the thread will hang until we release this lock.
FLockedWrapper w(LockableWrapper);
// Sanity checks. Make sure everything is clean.
checkf(Thread == nullptr, TEXT("There should be no thread here."));
checkf(w->engine == nullptr, TEXT("There should be no engine here."));
// Try to initialize the wrapper.
w.InitWrapper();
// If we failed to initialize the wrapper, print an error message.
if (w->play_initialize == nullptr)
{
DPrint("Luprex wrapper initialization failed");
}
// If wrapper is initialized, try to initialize the luprex engine.
if (w->play_initialize != nullptr)
{
drvutil::ostringstream srcpak;
std::string srcpakerr = drvutil::package_lua_source("c:\\Luprex", &srcpak);
if (!srcpakerr.empty())
{
DPrint(srcpakerr.c_str());
}
std::string_view srcpakv = srcpak.view();
char* argv[1];
argv[0] = const_cast<char*>("lpxserver");
w->play_initialize(w.Get(), 1, argv, srcpakv.size(), srcpakv.data(), "");
if (w->error[0])
{
DPrint(w->error);
}
else
{
DPrint("Luprex initialize success");
}
}
// If we successfully created a luprex engine, create a socket system and a worker thread.
if (w->engine != nullptr)
{
Sockets.Reset(FLpxSockets::Create(w));
std::string error = Sockets->GetError();
check(error.empty());
ThreadEvent = FPlatformProcess::GetSynchEventFromPool(false);
Thread = FRunnableThread::Create(this, TEXT("Worker Thread"));
}
// Create a tangible.
TangibleManager.Init(GetWorld(), ClassTangibleActor);
TangibleManager.MakeTangible(123);
}
void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
ResetToInitialState();
}