Files
integration/Source/Integration/IntegrationGameModeBase.cpp

354 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IntegrationGameModeBase.h"
#include "lpx-drvutil.hpp"
#include "lpx-paths.hpp"
#include "DebugPrint.h"
#include "Tangible.h"
#include "TangibleManager.h"
#include "CommonTypes.h"
#include "AnimQueue.h"
#include <string>
#include <string_view>
using namespace DebugPrint;
using namespace CommonTypes;
AIntegrationGameModeBase::AIntegrationGameModeBase()
{
TangibleManager = NewObject<UlxTangibleManager>();
PlayerId = 0;
EngineSeconds = 0.0;
//PrimaryActorTick.bCanEverTick = true; // Probably wrong
//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
SetActorTickEnabled(true);
SetActorTickInterval(0.0f);
DebugPrintControl::EnableCollection();
ResetToInitialState();
OnWorldPreActorTickHandle = FWorldDelegates::OnWorldPreActorTick.AddUObject(this, &AIntegrationGameModeBase::OnWorldPreActorTick);
OnWorldPostActorTickHandle = FWorldDelegates::OnWorldPostActorTick.AddUObject(this, &AIntegrationGameModeBase::OnWorldPostActorTick);
}
AIntegrationGameModeBase::~AIntegrationGameModeBase()
{
ResetToInitialState();
FWorldDelegates::OnWorldPreActorTick.Remove(OnWorldPreActorTickHandle);
FWorldDelegates::OnWorldPostActorTick.Remove(OnWorldPostActorTickHandle);
}
// This method runs in the background thread,
// at the moment we trigger it.
//
uint32 AIntegrationGameModeBase::Run() {
FlxLockedWrapper lockedwrap(LockableWrapper);
Sockets->Update(lockedwrap);
lockedwrap->play_update(lockedwrap.Get(), EngineSeconds);
Sockets->Update(lockedwrap);
return 0;
}
void AIntegrationGameModeBase::ResetToInitialState()
{
Playing = false;
if (TangibleManager != nullptr) {
TangibleManager->ConditionalBeginDestroy();
TangibleManager = nullptr;
}
// 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());
}
// Clear the lua call assembly buffer.
LuaCallBuffer.clear();
// Reset the clocks.
EngineSeconds = 0;
NextRotateCube = 1.0;
}
void AIntegrationGameModeBase::UpdateConsoleOutput() {
// Copy Luprex Stdout into the console.
FlxLockedWrapper 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();
}
}
#pragma optimize("", off)
void AIntegrationGameModeBase::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]);
}
// Maybe call 'BecomePossessed' on some tangible.
UlxTangible *poss = TangibleManager->SetPossessedTangible(PlayerId);
if (poss != nullptr) {
IlxTangibleInterface::Execute_BecomePossessed(poss->GetActor());
}
}
// 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 AIntegrationGameModeBase::LuaCallEnd(InvocationKind 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_call_function(w.Get(), kind, place_id, datapk.size(), datapk.data(), &retpklen, &retpk);
LuaCallResult.open(std::string_view(retpk, retpklen));
}
void AIntegrationGameModeBase::LuaCallEnd(InvocationKind kind) {
LuaCallEnd(kind, int64(0));
}
void AIntegrationGameModeBase::LuaCallEnd(InvocationKind kind, AActor *place) {
if (place == nullptr) {
LuaCallEnd(kind, int64(0));
} else {
LuaCallEnd(kind, UlxTangible::GetActorTangible(place)->TangibleId);
}
}
void AIntegrationGameModeBase::ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs) {
if (fs == "\\invokeplayer") {
DPrint(TEXT("Trying to invoke 'myfunction' in lua"));
FlxStreamBuffer &sb = LuaCallBegin();
sb.write_string("engio");
sb.write_string("myfunction");
sb.write_simple_dynamic_tag(SimpleDynamicTag::NUMBER);
sb.write_double(3.0);
sb.write_simple_dynamic_tag(SimpleDynamicTag::STRING);
sb.write_string("Howdy");
sb.write_simple_dynamic_tag(SimpleDynamicTag::VECTOR);
sb.write_fvector(FVector(2,3,4));
LuaCallEnd(InvocationKind::LUA_INVOKE);
} else {
ConsoleOutput.AppendLine(TEXT("Unknown Command"));
}
}
void AIntegrationGameModeBase::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 AIntegrationGameModeBase::OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
{
if(Playing && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
{
LuprexUpdateTask.Wait();
EngineSeconds += deltaseconds;
UpdateConsoleOutput();
UpdateTangibles();
}
}
void AIntegrationGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
{
if(Playing && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
{
LuprexUpdateTask.Trigger();
}
}
void AIntegrationGameModeBase::Tick(float deltaseconds)
{
Super::Tick(deltaseconds);
UpdateConsoleOutput();
UpdateTangibles();
}
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.
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)
{
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(LUPREX_ROOT_PATH, &srcpak);
if (!srcpakerr.empty())
{
DPrint(srcpakerr.c_str());
}
else
{
std::string_view srcpakv = srcpak.view();
char* argv[1];
argv[0] = const_cast<char*>("lpxclient");
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(FlxSockets::Create(w));
std::string error = Sockets->GetError();
check(error.empty());
LuprexUpdateTask.Startup(this);
}
// Initialize the tangible manager.
TangibleManager = NewObject<UlxTangibleManager>();
TangibleManager->Init(GetWorld(), this);
}
void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
ResetToInitialState();
}
int64 AIntegrationGameModeBase::GetPlayerId() {
return PlayerId;
}
AIntegrationGameModeBase *AIntegrationGameModeBase::GetFromWorld(UWorld *world) {
AIntegrationGameModeBase *result = world->GetAuthGameMode<AIntegrationGameModeBase>();
if (result == nullptr) {
UE_LOG(LogBlueprint, Fatal, TEXT("No IntegrationGameModeBase in this context"));
}
return result;
}
AIntegrationGameModeBase *AIntegrationGameModeBase::GetFromContext(UObject *context) {
return GetFromWorld(context->GetWorld());
}
// /** Gets the game mode that owns this component, this will always return null on the client */
// template <class T>
// T* GetGameMode() const
// {
// // Note: Intentionally getting the game mode from the world instead of the game state as it can be null during game state initialization
// static_assert(TPointerIsConvertibleFromTo<T, AGameModeBase>::Value, "'T' template parameter to GetGameMode must be derived from AGameModeBase");
// const UWorld* World = GetWorld();
// return World ? World->GetAuthGameMode<T>() : nullptr;
// }
// // in GameplayStatics
// /** Returns the current GameModeBase or Null if it can't be retrieved, such as on the client */
// UFUNCTION(BlueprintPure, Category="Game", meta=(WorldContext="WorldContextObject"))
// static ENGINE_API class AGameModeBase* GetGameMode(const UObject* WorldContextObject);
// // Give the URL a chance to override it
// if (AGameModeBase* GameModeBase = GetGameMode<AGameModeBase>())
// {
// EffectiveBotCount = UGameplayStatics::GetIntOption(GameModeBase->OptionsString, TEXT("NumBots"), EffectiveBotCount);
// }
// // In UWorld
// /**
// * Returns the current Game Mode instance cast to the template type.
// * This can only return a valid pointer on the server and may be null if the cast fails. Will always return null on a client.
// */
// template< class T >
// T* GetAuthGameMode() const
// {
// return Cast<T>(AuthorityGameMode);
// }