The in-process console that replaces the operator for solo play: it owns
the mission clock and ends the race at the chosen length, then relaunches
to the setup menu -- the arcade launcher behavior in one binary.
- engine/APPMGR: gPerFrameHook -- a per-frame observer called on the game
thread in RunMissions (the marshal's engine-safe tick site).
- btl4console.{hpp,cpp}: BTLocalConsole_Install/MissionCompleted -- the
marshal watches for RunningMission, starts the clock, and dispatches
Application::StopMissionMessage at expiry (BT_MISSION_SECONDS overrides
for testing). Confirmed: StopMission cleanly ends the mission and
RunMissions returns.
- btl4fe: expose BTFrontEnd_LastMissionSeconds; Enter=LAUNCH / Esc=quit in
the menu loop; BT_FE_AUTOLAUNCH quick-launch (skips the menu).
- btl4main WinMain: front-end mode runs menu -> arms marshal -> mission;
when the marshal ends it, RELAUNCH a fresh instance (arcade launcher
model) -> lands back on the menu. This sidesteps BT's in-process
re-init fragility: a second mission in-process AV'd on stale gBT*
per-mission entity globals (gBTTerrainEntity et al., cdb-traced to
MakeEntityRenderables); a fresh process has none.
Verified: menu LAUNCH -> mission runs -> marshal stops it at the set
length -> RunMissions returns -> relaunch (3 distinct PIDs across a
multi-cycle run, no crash).
Remaining in Phase 5: the results screen (kills/deaths at stop).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
//===========================================================================//
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// btl4console.cpp -- BT412 in-process LocalConsole marshal (solo path).
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//
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// See btl4console.hpp. Models RP412's RPL4CONSOLE ConsoleTick, reduced to the
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// single-player case: no remote pods, no wire -- just own the mission clock and
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// dispatch StopMissionMessage at expiry. The tick runs on the game thread
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// (gPerFrameHook), so the engine call (Dispatch) is safe.
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//===========================================================================//
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#include <bt.hpp> // Application, application, DEBUG_STREAM
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#pragma hdrstop
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#include "appmsg.hpp" // full Application::StopMissionMessage definition
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#include "appmgr.hpp" // gPerFrameHook
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#include "btl4console.hpp"
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namespace
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{
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enum Phase { PhaseIdle, PhaseWaiting, PhaseRunning, PhaseStopped };
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Phase gPhase = PhaseIdle;
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int gMissionSeconds = 0;
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unsigned long gStartTick = 0;
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Application *gWatched = 0;
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//
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// The game-thread tick (called every frame while an application is live).
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//
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void ConsoleTick()
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{
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if (application == 0)
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return;
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int state = application->GetApplicationState();
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switch (gPhase)
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{
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case PhaseWaiting:
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// The mission has staged and started running -> start the clock.
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if (state == Application::RunningMission)
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{
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gPhase = PhaseRunning;
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gWatched = application;
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gStartTick = GetTickCount();
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DEBUG_STREAM << "[marshal] mission running -- length "
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<< gMissionSeconds << "s\n" << std::flush;
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}
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break;
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case PhaseRunning:
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if (application != gWatched)
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return; // only marshal our own mission
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if (state != Application::RunningMission)
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{
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// ended some other way (pilot abort, teardown)
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gPhase = PhaseStopped;
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DEBUG_STREAM << "[marshal] mission ended (state change)\n" << std::flush;
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}
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else if (gMissionSeconds > 0 &&
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(GetTickCount() - gStartTick) >= (unsigned long)(gMissionSeconds * 1000))
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{
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// The console clock expired: stop the race exactly as the
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// arcade console did (StopMissionMessage on our own pod).
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DEBUG_STREAM << "[marshal] time expired -- stopping mission\n" << std::flush;
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Application::StopMissionMessage message(0);
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application->Dispatch(&message);
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gPhase = PhaseStopped;
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}
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break;
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default:
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break;
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}
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}
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}
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void BTLocalConsole_Install(int mission_seconds)
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{
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gMissionSeconds = mission_seconds;
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gPhase = PhaseWaiting;
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gStartTick = 0;
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gWatched = 0;
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// Marshaled: the in-process console owns the clock, so a console-loss
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// (there is none locally) would end the race -- harmless for solo.
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gConsoleLossEndsMission = True;
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gPerFrameHook = &ConsoleTick;
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DEBUG_STREAM << "[marshal] installed (length " << mission_seconds << "s)\n" << std::flush;
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}
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int BTLocalConsole_MissionCompleted()
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{
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return (gPhase == PhaseStopped) ? 1 : 0;
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}
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void BTLocalConsole_Uninstall()
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{
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gPerFrameHook = 0;
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gPhase = PhaseIdle;
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}
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