Files
integration/Source/Integration/LuprexGameModeBase.cpp

263 lines
7.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LuprexGameModeBase.h"
#include "PlayerControllerBase.h"
#include "LockedWrapper.h"
#include "lpx-drvutil.hpp"
#include "Misc/Paths.h"
#include "Tangible.h"
#include "TangibleManager.h"
#include "LuaCall.h"
#include "Blueprint/UserWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/GameInstance.h"
#include "Common.h"
#include "AnimQueue.h"
#include <string>
#include <string_view>
using namespace LpxCommonTypes;
ALuprexGameModeBase::ALuprexGameModeBase() {}
ALuprexGameModeBase::~ALuprexGameModeBase() {}
void ALuprexGameModeBase::ResetToInitialState()
{
Playing = false;
TickEnabled = true;
// Stop the tick function.
FWorldDelegates::OnWorldPostActorTick.Remove(OnWorldPostActorTickHandle);
OnWorldPostActorTickHandle.Reset();
FlxLockedWrapper w;
// Release and close all sockets.
if (Sockets != nullptr)
{
Sockets->ForceCloseEverything(w);
Sockets.Reset();
}
// Delete the engine.
if (w->release != nullptr)
{
w->release(w.Get());
}
// Clear the lua call assembly buffer.
UlxEngineWrapper::GetLuaCallBuffer().clear();
// Stop trapping log errors to the debugger.
BreakToDebuggerLogVerbosityDevice.Reset();
// Clear the PlayerID
PlayerId = 0;
// Reset the clocks.
EngineSeconds = 0.0;
}
void ALuprexGameModeBase::UpdateConsoleOutput() {
// Copy Luprex Stdout into the console.
FlxLockedWrapper lockedwrap;
if (Playing) {
FString Text = lockedwrap.ChannelPrints();
if (!Text.IsEmpty())
{
ConsoleAddOutput(Text);
}
}
}
#pragma optimize("", off)
void ALuprexGameModeBase::UpdateTangibles() {
double radius = 1000.0; // Hardwired for now.
using TanArray = UlxTangibleManager::TanArray;
if (!Playing) return;
UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
TanArray alltans;
{
FlxLockedWrapper w;
PlayerId = w.GetActor();
IdView nearids = w.GetNear(PlayerId, radius, radius, radius);
TM->UpdateNearAccordingToLuprex(nearids);
alltans = TM->GetAllTangibles();
IdArray allids = TM->GetIds(alltans);
StringViewVec allqueues = w.GetAnimationQueues(allids);
for (int i = 0; i < alltans.Num(); i++) {
alltans[i]->UpdateAnimationQueue(allqueues[i]);
}
// Debugging hook.
volatile bool printaqs = false;
if (printaqs) {
for (int i = 0; i < alltans.Num(); i++) {
UE_LOG(LogLuprex, Display, TEXT("\n--- AQ of %ld ---\n%s\n"), allids[i], *(alltans[i]->AnimTracker.DebugString()));
}
}
}
// This is where we run the blueprint code that updates animation
// states. Be aware that the blueprint code could call back
// into the gamemode, which could in turn access the FlxLockedWrapper.
// This is why we've released the FlxLockedWrapper before doing this.
for (int i = 0; i < alltans.Num(); i++) {
alltans[i]->MaybeExecuteAnimStateChanged();
}
TM->RecalcNearAccordingToUnreal(PlayerId, radius);
TM->DeleteFarawayTangibles();
}
void ALuprexGameModeBase::UpdatePossessedTangible() {
UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
UlxTangible *ptan = TM->GetPossessedTangible();
UlxTangible *tan = TM->GetTangible(PlayerId);
APlayerController *ctrl = GetWorld()->GetFirstPlayerController();
APawn *pawn = nullptr;
if (tan != nullptr) pawn = Cast<APawn>(tan->GetActor());
if (pawn == nullptr) {
if (ptan != nullptr) {
TM->SetPossessedTangible(nullptr);
ctrl->UnPossess();
}
} else {
if (ptan != tan) {
TM->SetPossessedTangible(tan);
ctrl->Possess(pawn);
}
}
}
void ALuprexGameModeBase::UpdateLuaSourceCode() {
FlxLockedWrapper lockedwrap;
if (lockedwrap->get_rescan_lua_source(lockedwrap.Get()))
{
drvutil::ostringstream srcpak;
FString LuprexRoot = FPaths::Combine(FPaths::ProjectDir(), TEXT("luprex"));
std::string srcpakerr = drvutil::package_lua_source(TCHAR_TO_UTF8(*LuprexRoot), &srcpak);
if (!srcpakerr.empty())
{
FString FMessage((const UTF8CHAR *)(srcpakerr.c_str()));
UE_LOG(LogLuprexIntegration, Error, TEXT("Trying to read Lua source: %s"), *FMessage);
}
else
{
std::string_view srcpakv = srcpak.view();
lockedwrap->play_access(lockedwrap.Get(), AccessKind::INVOKE_LUA_SOURCE, 0, srcpakv.size(), srcpakv.data(), nullptr, nullptr);
}
}
}
void ALuprexGameModeBase::UpdateSocketsAndLua()
{
FlxLockedWrapper lockedwrap;
Sockets->Update(lockedwrap);
lockedwrap->play_update(lockedwrap.Get(), EngineSeconds);
Sockets->Update(lockedwrap);
}
void ALuprexGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
{
if(Playing && TickEnabled && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
{
EngineSeconds += deltaseconds;
UpdateLuaSourceCode();
UpdateSocketsAndLua();
UpdateConsoleOutput();
UpdateTangibles();
UpdatePossessedTangible();
AlxPlayerControllerBase *PC = Cast<AlxPlayerControllerBase>(GetWorld()->GetFirstPlayerController());
if (PC != nullptr)
{
PC->UpdateLookAt();
PC->UpdateEventDispatch();
}
}
}
void ALuprexGameModeBase::BeginPlay()
{
ResetToInitialState();
InitializeGlobalState();
Super::BeginPlay();
}
void ALuprexGameModeBase::InitializeGlobalState()
{
FlxLockedWrapper w;
// Sanity checks. Make sure everything is clean.
checkf(w->engine == nullptr, TEXT("There should be no engine here."));
// If we failed to initialize the wrapper, print an error message.
if (w->play_initialize == nullptr)
{
UE_LOG(LogLuprexIntegration, Error, TEXT("Luprex wrapper initialization failed"));
}
// If wrapper is initialized, try to initialize the luprex engine.
if (w->play_initialize != nullptr)
{
w->play_initialize(w.Get(), "lpxclient", "");
if (w->error[0])
{
FString FMessage((const UTF8CHAR *)w->error);
UE_LOG(LogLuprexIntegration, Error, TEXT("Calling Luprex play_initialize: %s"), *FMessage);
}
if (w->engine != nullptr) {
UE_LOG(LogLuprexIntegration, Verbose, TEXT("Luprex initialization success."));
Playing = true;
}
}
// Possibly tell the engine to connect to a server.
if (Playing) {
FString LuprexServer;
FParse::Value(FCommandLine::Get(), TEXT("-LuprexServer="), LuprexServer);
LuprexServer = LuprexServer.ToLower();
UE_LOG(LogTemp, Display, TEXT("LuprexServer = %s"), *LuprexServer)
if (LuprexServer != TEXT("standalone"))
{
FTCHARToUTF8 utf8server(LuprexServer);
w->play_access(w.Get(), AccessKind::CONNECT_TO_SERVER, 0, utf8server.Length(), utf8server.Get(), nullptr, nullptr);
}
}
// If we successfully created a luprex engine, create a socket system.
if (Playing) {
Sockets.Reset(FlxSockets::Create(w));
std::string error = Sockets->GetError();
check(error.empty());
}
if (Playing) {
OnWorldPostActorTickHandle = FWorldDelegates::OnWorldPostActorTick.AddUObject(this, &ALuprexGameModeBase::OnWorldPostActorTick);
}
// If somebody generates a log message that's severe enough, break to debugger.
BreakToDebuggerLogVerbosityDevice.Reset(
new FlxBreakToDebuggerOutputDevice(BreakToDebuggerLogVerbosity));
}
void ALuprexGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
ResetToInitialState();
Super::EndPlay(EndPlayReason);
}
int64 ALuprexGameModeBase::GetPlayerId() {
return PlayerId;
}
ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
ALuprexGameModeBase *result = context->GetWorld()->GetAuthGameMode<ALuprexGameModeBase>();
if (result == nullptr) {
UE_LOG(LogBlueprint, Fatal, TEXT("Not currently using a Luprex Game Mode."));
}
return result;
}