425 lines
12 KiB
C++
425 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "LuprexGameModeBase.h"
|
|
#include "lpx-drvutil.hpp"
|
|
#include "lpx-paths.hpp"
|
|
#include "ConsoleOutput.h"
|
|
#include "Tangible.h"
|
|
#include "TangibleManager.h"
|
|
#include "LuaCall.h"
|
|
#include "Blueprint/UserWidget.h"
|
|
#include "Blueprint/WidgetBlueprintLibrary.h"
|
|
#include "Kismet/GameplayStatics.h"
|
|
|
|
#include "CommonTypes.h"
|
|
#include "AnimQueue.h"
|
|
#include <string>
|
|
#include <string_view>
|
|
|
|
using namespace CommonTypes;
|
|
|
|
DEFINE_LOG_CATEGORY(LogLuprex);
|
|
DEFINE_LOG_CATEGORY(LogLuprexIntegration);
|
|
|
|
ALuprexGameModeBase::ALuprexGameModeBase()
|
|
{
|
|
TangibleManager = nullptr;
|
|
AssetLookup = nullptr;
|
|
PlayerId = 0;
|
|
EngineSeconds = 0.0;
|
|
MustCallLookAtChanged = false;
|
|
//PrimaryActorTick.bCanEverTick = true; // Probably wrong
|
|
//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
|
|
//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
|
|
ResetToInitialState();
|
|
}
|
|
|
|
ALuprexGameModeBase::~ALuprexGameModeBase()
|
|
{
|
|
ResetToInitialState();
|
|
}
|
|
|
|
// This method runs in the background thread,
|
|
// at the moment we trigger it.
|
|
//
|
|
uint32 ALuprexGameModeBase::Run() {
|
|
FlxLockedWrapper lockedwrap(LockableWrapper);
|
|
if (lockedwrap->get_rescan_lua_source(lockedwrap.Get()))
|
|
{
|
|
drvutil::ostringstream srcpak;
|
|
std::string srcpakerr = drvutil::package_lua_source(LUPREX_ROOT_PATH, &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);
|
|
}
|
|
}
|
|
Sockets->Update(lockedwrap);
|
|
lockedwrap->play_update(lockedwrap.Get(), EngineSeconds);
|
|
Sockets->Update(lockedwrap);
|
|
return 0;
|
|
}
|
|
|
|
void ALuprexGameModeBase::ResetToInitialState()
|
|
{
|
|
Playing = false;
|
|
TickEnabled = true;
|
|
|
|
if (TangibleManager != nullptr) {
|
|
TangibleManager->ConditionalBeginDestroy();
|
|
TangibleManager = nullptr;
|
|
}
|
|
|
|
if (AssetLookup != nullptr) {
|
|
AssetLookup->ConditionalBeginDestroy();
|
|
AssetLookup = nullptr;
|
|
}
|
|
|
|
// Stop the tick functions.
|
|
FWorldDelegates::OnWorldPreActorTick.Remove(OnWorldPreActorTickHandle);
|
|
FWorldDelegates::OnWorldPostActorTick.Remove(OnWorldPostActorTickHandle);
|
|
OnWorldPreActorTickHandle.Reset();
|
|
OnWorldPostActorTickHandle.Reset();
|
|
|
|
// 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.
|
|
FlxLockedWrapper 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());
|
|
}
|
|
|
|
// Stop trapping log errors to the debugger.
|
|
BreakToDebuggerLogVerbosityDevice.Reset();
|
|
|
|
// Clear the lua call assembly buffer.
|
|
LuaCallBuffer.clear();
|
|
|
|
// Clear the PlayerID
|
|
PlayerId = 0;
|
|
|
|
// Clear the look-at state;
|
|
CurrentLookAt.Init();
|
|
MustCallLookAtChanged = false;
|
|
|
|
// Reset the clocks.
|
|
EngineSeconds = 0.0;
|
|
NextRotateCube = 1.0;
|
|
}
|
|
|
|
|
|
void ALuprexGameModeBase::UpdateConsoleOutput() {
|
|
// Copy Luprex Stdout into the console.
|
|
FlxLockedWrapper lockedwrap(LockableWrapper);
|
|
if (Playing) {
|
|
ConsoleOutput.Append(lockedwrap.FetchStdout());
|
|
}
|
|
|
|
// If the Console text has changed, update the widget.
|
|
if (ConsoleOutput.IsDirty()) {
|
|
ConsoleSetOutput(ConsoleOutput.Get());
|
|
ConsoleOutput.ClearDirty();
|
|
}
|
|
}
|
|
|
|
#pragma optimize("", off)
|
|
void ALuprexGameModeBase::UpdateTangibles() {
|
|
double radius = 1000.0; // Hardwired for now.
|
|
using TanArray = UlxTangibleManager::TanArray;
|
|
if (!Playing) return;
|
|
TanArray alltans;
|
|
{
|
|
FlxLockedWrapper w(LockableWrapper);
|
|
PlayerId = w.GetActor();
|
|
IdView nearids = w.GetNear(PlayerId, radius, radius, radius);
|
|
TangibleManager->UpdateNearAccordingToLuprex(nearids);
|
|
alltans = TangibleManager->GetAllTangibles();
|
|
IdArray allids = TangibleManager->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();
|
|
}
|
|
TangibleManager->RecalcNearAccordingToUnreal(PlayerId, radius);
|
|
TangibleManager->DeleteFarawayTangibles();
|
|
}
|
|
|
|
void ALuprexGameModeBase::UpdatePossessedTangible() {
|
|
UlxTangible *ptan = TangibleManager->GetPossessedTangible();
|
|
UlxTangible *tan = TangibleManager->GetTangible(PlayerId);
|
|
APlayerController *ctrl = GetWorld()->GetFirstPlayerController();
|
|
APawn *pawn = nullptr;
|
|
if (tan != nullptr) pawn = Cast<APawn>(tan->GetActor());
|
|
if (pawn == nullptr) {
|
|
if (ptan != nullptr) {
|
|
TangibleManager->SetPossessedTangible(nullptr);
|
|
ctrl->Possess(nullptr);
|
|
}
|
|
} else {
|
|
if (ptan != tan) {
|
|
TangibleManager->SetPossessedTangible(tan);
|
|
ctrl->Possess(pawn);
|
|
}
|
|
}
|
|
}
|
|
|
|
UlxLuaValues *ALuprexGameModeBase::LuaCallEnd(AccessKind kind, int64 place_id) {
|
|
std::string_view datapk = LuaCallBuffer.view();
|
|
FlxLockedWrapper w(LockableWrapper);
|
|
if (place_id == 0) place_id = w.GetActor();
|
|
uint32_t retpklen;
|
|
const char *retpk;
|
|
w->play_access(w.Get(), kind, place_id, datapk.size(), datapk.data(), &retpklen, &retpk);
|
|
if (kind == AccessKind::PROBE_LUA_CALL)
|
|
{
|
|
UlxLuaValues *Result = NewObject<UlxLuaValues>(this);
|
|
Result->Initialize(std::string_view(retpk, retpklen));
|
|
return Result;
|
|
}
|
|
else return nullptr;
|
|
}
|
|
|
|
UlxLuaValues *ALuprexGameModeBase::LuaCallEnd(AccessKind kind) {
|
|
return LuaCallEnd(kind, int64(0));
|
|
}
|
|
|
|
UlxLuaValues *ALuprexGameModeBase::LuaCallEnd(AccessKind kind, AActor *place) {
|
|
if (place == nullptr) {
|
|
return LuaCallEnd(kind, int64(0));
|
|
} else {
|
|
UlxTangible *tan = UlxTangible::GetActorTangibleOrLog(place);
|
|
if (tan == nullptr) {
|
|
return NewObject<UlxLuaValues>(this);
|
|
} else {
|
|
return LuaCallEnd(kind, tan->TangibleId);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ALuprexGameModeBase::ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs) {
|
|
// Nothing here right now.
|
|
}
|
|
|
|
void ALuprexGameModeBase::ConsoleSendInput(const FString& fs)
|
|
{
|
|
if (fs.IsEmpty()) {
|
|
return;
|
|
}
|
|
|
|
FlxLockedWrapper w(LockableWrapper);
|
|
if (w->engine != nullptr)
|
|
{
|
|
ConsoleOutput.AppendLine(FString("> ") + fs);
|
|
// This is a bad way to do this. The problem is that if some
|
|
// lua code contains '\\', we'll catch it instead of passing it
|
|
// through. There's no simple solution, though.
|
|
if (fs[0] == '\\') {
|
|
ExecuteDebuggingCommand(w, fs);
|
|
} else {
|
|
FTCHARToUTF8 utf8fs(fs);
|
|
std::string ufs(utf8fs.Get(), utf8fs.Length());
|
|
ufs = ufs + "\n";
|
|
w->play_recv_incoming(w.Get(), 0, ufs.size(), ufs.c_str());
|
|
}
|
|
}
|
|
}
|
|
|
|
void ALuprexGameModeBase::OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
|
|
{
|
|
if(Playing && TickEnabled && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
|
|
{
|
|
LuprexUpdateTask.Wait();
|
|
EngineSeconds += deltaseconds;
|
|
UpdateConsoleOutput();
|
|
UpdateTangibles();
|
|
UpdatePossessedTangible();
|
|
UpdateLookAt();
|
|
}
|
|
}
|
|
|
|
void ALuprexGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
|
|
{
|
|
if(Playing && TickEnabled && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
|
|
{
|
|
LuprexUpdateTask.Trigger();
|
|
}
|
|
}
|
|
|
|
void ALuprexGameModeBase::BeginPlay()
|
|
{
|
|
ResetToInitialState();
|
|
InitializeGlobalState();
|
|
Super::BeginPlay();
|
|
}
|
|
|
|
void ALuprexGameModeBase::InitializeGlobalState()
|
|
{
|
|
FlxLockedWrapper 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)
|
|
{
|
|
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 and a worker thread.
|
|
if (Playing) {
|
|
Sockets.Reset(FlxSockets::Create(w));
|
|
std::string error = Sockets->GetError();
|
|
check(error.empty());
|
|
LuprexUpdateTask.Startup(this);
|
|
}
|
|
|
|
if (Playing) {
|
|
OnWorldPreActorTickHandle = FWorldDelegates::OnWorldPreActorTick.AddUObject(this, &ALuprexGameModeBase::OnWorldPreActorTick);
|
|
OnWorldPostActorTickHandle = FWorldDelegates::OnWorldPostActorTick.AddUObject(this, &ALuprexGameModeBase::OnWorldPostActorTick);
|
|
}
|
|
|
|
// Initialize the asset lookup table.
|
|
AssetLookup = NewObject<UlxAssetLookup>(this);
|
|
AssetLookup->RebuildIndex();
|
|
|
|
// Initialize the tangible manager.
|
|
TangibleManager = NewObject<UlxTangibleManager>(this);
|
|
TangibleManager->Init(this);
|
|
|
|
// If somebody generates a log message that's severe enough, break to debugger.
|
|
BreakToDebuggerLogVerbosityDevice.Reset(
|
|
new FlxDebugBlueprintErrorsOutputDevice(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;
|
|
}
|
|
|
|
|
|
void ALuprexGameModeBase::SetLookAt(const UObject *Context, const FHitResult &HitResult)
|
|
{
|
|
ALuprexGameModeBase *Mode = FromContext(Context);
|
|
if (Mode->CurrentLookAt.HitObjectHandle != HitResult.HitObjectHandle)
|
|
{
|
|
Mode->MustCallLookAtChanged = true;
|
|
}
|
|
Mode->CurrentLookAt = HitResult;
|
|
}
|
|
|
|
void ALuprexGameModeBase::SetLookAtChanged(const UObject *Context)
|
|
{
|
|
ALuprexGameModeBase *Mode = FromContext(Context);
|
|
Mode->MustCallLookAtChanged = true;
|
|
}
|
|
|
|
FVector2D ALuprexGameModeBase::GetLookAtPixel(const UObject *Context)
|
|
{
|
|
ALuprexGameModeBase *Mode = FromContext(Context);
|
|
APlayerController *pc = Context->GetWorld()->GetFirstPlayerController();
|
|
if (pc == nullptr) return FVector2D();
|
|
FVector2D ScreenPosition;
|
|
if (!UGameplayStatics::ProjectWorldToScreen(pc, Mode->CurrentLookAt.Location, ScreenPosition, false))
|
|
{
|
|
return FVector2D();
|
|
}
|
|
return ScreenPosition;
|
|
}
|
|
|
|
void ALuprexGameModeBase::UpdateLookAt() {
|
|
// Make sure the world is fully configured before we attempt to cast rays.
|
|
UlxTangible *possessed = TangibleManager->GetPossessedTangible();
|
|
if (possessed == nullptr) return;
|
|
APlayerController *pc = GetWorld()->GetFirstPlayerController();
|
|
if (pc == nullptr) return;
|
|
APawn *pawn = pc->GetPawn();
|
|
if (pawn == nullptr) return;
|
|
if (possessed->GetActor() != pawn) return;
|
|
APlayerCameraManager *cam = pc->PlayerCameraManager;
|
|
if (cam == nullptr) return;
|
|
|
|
CalculateLookAt(pc);
|
|
|
|
if (MustCallLookAtChanged) {
|
|
MustCallLookAtChanged = false;
|
|
LookAtChanged();
|
|
}
|
|
}
|
|
|