Files
BT411/engine/MUNGA/WATCHER.cpp
T
arcattackandClaude Opus 4.8 7b1e469ffa Audio: in-game TRIGGERING works -- real StateIndicator attrs + audio-watcher databinding (task #50)
Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds
AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer
databinding) and calls AddAudioWatcher on them.  The reconstruction pointed the
Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a
value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on
0xCDCDCDCD.  Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher.

Mech-level state audio now REAL + driven (verified: walking fires SetupPatch +
PlayNote/alSourcePlay, patches 78/80/116):
- AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators
  (0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation
  so footstep/gait/transition sounds fire on animation change.
- CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision
  via collisionTemporaryState (the deferred @4aa741 per-frame zero + the
  part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide
  split awaits the 0x240/0x244 floats still stubbed by fieldAt()).
- @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is
  collisionTemporaryState (never read as ammo).

Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the
subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/
Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState,
CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad
(was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/
0xCDCDCDCD) skips instead of AV.  Both pass automatically once the subsystem is
reconstructed.  Those subsystem sounds stay silent until then (their audio wave).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 19:40:08 -05:00

204 lines
5.3 KiB
C++

#include <cstdlib>
#include "munga.h"
#pragma hdrstop
#include "watcher.h"
#include "entity.h"
#include "cstr.h"
#include "objstrm.h"
#include "namelist.h"
#include "subsystm.h"
//#############################################################################
//########################## AttributeWatcher ###########################
//#############################################################################
//
//#############################################################################
//#############################################################################
//
AttributeWatcher::~AttributeWatcher()
{
}
//
//#############################################################################
//#############################################################################
//
AttributeWatcher::AttributeWatcher(
PlugStream *stream,
Entity *entity
):
Component(stream)
{
Check(stream);
Check(entity);
#if 0
//
// Get attribute ptr
//
int subsystem_ID;
DynamicMemoryStream_Read(stream, &subsystem_ID);
Simulation *simulation;
if ((simulation = entity->GetSubsystem(subsystem_ID)) == NULL)
{
simulation = entity;
}
Check(simulation);
Simulation::AttributeID attribute_ID;
DynamicMemoryStream_Read(stream, &attribute_ID);
attributePointer = simulation->GetAttributePointer(attribute_ID);
Check_Pointer(attributePointer);
#else
//
// HACK - Get attribute pointer using names
//
CString subsystem_name;
*stream >> subsystem_name;
if ((simulation = entity->FindSubsystem(subsystem_name)) == NULL)
{
#if DEBUG_LEVEL>0
{
CString entity_name("Entity");
if (!(subsystem_name == entity_name))
{
Dump(subsystem_name);
}
Verify(subsystem_name == entity_name);
}
#else
{
CString entity_name("Entity");
if (!(subsystem_name == entity_name))
{
DEBUG_STREAM <<
"AttributeWatcher::AttributeWatcher - subsystem " <<
subsystem_name <<
"\n";
Fail("AttributeWatcher::AttributeWatcher - subsystem not found\n");
}
}
#endif
simulation = entity;
}
Check(simulation);
CString attribute_name;
*stream >> attribute_name;
#if DEBUG_LEVEL>2
Tell("AttributeWatcher::AttributeWatcher - " << attribute_name << "\n");
#endif
attributePointer = simulation->GetAttributePointer(attribute_name);
if (getenv("BT_ATTRBIND_LOG"))
{
DEBUG_STREAM << "[attrbind] subsys=[" << subsystem_name
<< "] attr=[" << attribute_name << "] -> ptr=" << attributePointer
<< " vtbl=" << (attributePointer ? *(void**)attributePointer : (void*)0)
<< "\n" << std::flush;
}
// BRING-UP GUARD [T3, temporary]: audio references attributes on subsystems that
// are not fully reconstructed yet (GeneratorState/On, CondenserState, ReportLeak,
// Torso SpeedOfTorsoHorizontal/MotionState, Reservoir/Avionics/ControlsMapper ...).
// GetAttributePointer returns NULL for those, and the original engine Fail()s
// (fatal) -- which would abort every audio-enabled run. Redirect NULL to a shared
// inert zero pad so scalar/vector watchers read 0 (that sound stays silent) instead
// of crashing; state watchers on it are skipped by the AudioStateWatcher guard.
// Self-clearing: a registered attribute resolves to its real member. Remove once
// the subsystem attribute tables are reconstructed (the audio subsystem wave).
if (attributePointer == NULL)
{
static char s_missingAttrPad[64] = {0};
if (getenv("BT_AUDIO_LOG"))
DEBUG_STREAM << "[attrnull] " << subsystem_name << "." << attribute_name
<< " not reconstructed -> inert pad\n" << std::flush;
attributePointer = s_missingAttrPad;
}
Check_Pointer(attributePointer);
#endif
//
// Get other fields
//
*stream >> sendNotificationOnChange;
attributeChanged = False;
}
//
//#############################################################################
// BuildFromPage
//#############################################################################
//
void
AttributeWatcher::BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
)
{
Component::BuildFromPage(stream, name_list, class_ID, object_ID);
//
// HACK - Store attribute pointer using names
//
MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, subsystem);
MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, attribute);
//
// Store other fields
//
Logical send_notification_on_change = True;
*stream << send_notification_on_change;
}
//
//#############################################################################
//#############################################################################
//
Logical
AttributeWatcher::TestInstance() const
{
Component::TestInstance();
Check(simulation);
Check_Pointer(attributePointer);
return True;
}
//
//#############################################################################
//#############################################################################
//
Logical
AttributeWatcher::DidAttributeChange()
{
if (attributeChanged)
{
attributeChanged = False;
return True;
}
return False;
}
//
//#############################################################################
//#############################################################################
//
void
AttributeWatcher::SendNotificationOfChange()
{
Fail("AttributeWatcher::SendNotificationOfChange - Should never reach here");
}
#ifdef TEST_CLASS
# include "watcher.tcp"
#endif