Files
integration/Source/Integration/IntegrationGameModeBase.cpp

231 lines
5.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IntegrationGameModeBase.h"
#include "lpx-drvutil.hpp"
#include "DebugPrint.h"
#include "Tangible.h"
#include "TangibleManager.h"
#include "TangibleInterface.h"
#include "CommonTypes.h"
#include "AnimQueue.h"
#include <string>
#include <string_view>
using namespace DebugPrint;
using namespace CommonTypes;
AIntegrationGameModeBase::AIntegrationGameModeBase()
{
EngineSeconds = 0.0;
NextThreadTrigger = 1.0;
//PrimaryActorTick.bCanEverTick = true; // Probably wrong
//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
SetActorTickEnabled(true);
SetActorTickInterval(0.0f);
DebugPrintControl::EnableCollection();
ResetToInitialState();
}
AIntegrationGameModeBase::~AIntegrationGameModeBase()
{
ResetToInitialState();
}
// This method runs in the background thread,
// at the moment we trigger it.
//
uint32 AIntegrationGameModeBase::Run() {
FLockedWrapper lockedwrap(LockableWrapper);
Sockets->Update(lockedwrap);
lockedwrap->play_invoke_event_update(lockedwrap.Get(), EngineSeconds);
Sockets->Update(lockedwrap);
return 0;
}
void AIntegrationGameModeBase::ResetToInitialState()
{
Playing = false;
// Shut down the thread
LuprexUpdateTask.Shutdown();
// 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;
NextRotateCube = 1.0;
}
void AIntegrationGameModeBase::UpdateConsoleOutput() {
// Copy Luprex Stdout into the console.
FLockedWrapper lockedwrap(LockableWrapper);
if (Playing) {
ConsoleOutput.Append(lockedwrap.FetchStdout());
}
// Copy Debugging Prints into the console.
TArray<FString> prints = DebugPrintControl::GetStored();
for (const FString& fs : prints) {
ConsoleOutput.AppendLine(fs);
}
// If the Console text has changed, update the widget.
if (ConsoleOutput.IsDirty()) {
ConsoleSetOutput(ConsoleOutput.Get());
ConsoleOutput.ClearDirty();
}
}
void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
if (!Playing) return;
FLockedWrapper lockedwrap(LockableWrapper);
if (EngineSeconds >= NextThreadTrigger)
{
LuprexUpdateTask.Trigger();
NextThreadTrigger += 0.05;
}
}
void AIntegrationGameModeBase::UpdateTangibles() {
if (!Playing) return;
FLockedWrapper w(LockableWrapper);
int64 actor = w.GetActor();
TangibleManager.SetActor(actor);
TangibleManager.SetNear(w.GetNear(actor, 100, 100, 100));
for (int64 id : TangibleManager.GetNear()) {
TangibleManager.MakeTangible(id);
}
IdArray live = TangibleManager.GetLive();
StringViewVec aqueues = w.GetAnimationQueues(live);
for (int i = 0; i < aqueues.Num(); i++) {
FString debugq = FAnimQueueDecoder::DebugString(aqueues[i]);
}
// Tick all the tangibles.
if (EngineSeconds > NextRotateCube) {
for (int i = 0; i < live.Num(); i++) {
UTangible *t = TangibleManager.GetTangible(live[i]);
check(t != nullptr);
ITangibleInterface::Execute_TurnFromCXX(t->Actor);
}
NextRotateCube += 0.5;
}
}
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::Tick(float deltaseconds)
{
Super::Tick(deltaseconds);
if (Playing)
{
EngineSeconds += deltaseconds;
}
UpdateConsoleOutput();
UpdateTangibles();
MaybeTriggerUpdateTask(deltaseconds);
}
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(!LuprexUpdateTask.IsRunning(), 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);
}
if (w->engine != nullptr) {
DPrint("Luprex initialize success");
Playing = true;
}
}
// If we successfully created a luprex engine, create a socket system and a worker thread.
if (Playing) {
Sockets.Reset(FLpxSockets::Create(w));
std::string error = Sockets->GetError();
check(error.empty());
LuprexUpdateTask.Startup(this);
}
// Initialize the tangible manager.
TangibleManager.Init(GetWorld(), ClassTangibleActor);
}
void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
ResetToInitialState();
}