Files
BT412/engine/MUNGA/APPMGR.cpp
T
CydandClaude Fable 5 5ebb9a5906 Net: NetTransport seam + Steam transport (Workstream C.1)
The wire moves behind NetTransport (L4NETTRANSPORT): L4NET.CPP taken
from RP412 post-seam -- all ~24 Winsock call sites route through
NetTransport_Get() -- with BT's 3 BT_NET_TRACE blocks re-sited onto
their code anchors (they read message/packet metadata, not sockets, so
no collision). Default WinsockNetTransport = the arcade/LAN TCP wire.

SteamNetTransport (L4STEAMTRANSPORT, ISteamNetworkingSockets + FakeIP/
SDR) compiles under option(BT412_STEAM) (default OFF); Steamworks SDK
1.64 vendored at extern/steamworks_sdk_164. steam_appid.txt gitignored
(Spacewar 480 by hand until a real AppID). Ported gConsoleLossEndsMission
from RP412's APPMGR (default False = arcade re-listen).

Verified: default TCP build passes full loopback MP through the seam
(console -> egg msgID-3 chunks -> mesh complete -> both instances tick,
net-tx/net-rx traces fire through NetTransport_Get()); BT412_STEAM=ON
compiles + links against the SDK + boots solo. Live Steam session
deferred to Phase 6. (Phase 4 of docs/BT412-ROADMAP.md)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 08:33:34 -05:00

244 lines
6.0 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "appmgr.h"
HWND ghWnd = 0;
// BT412: losing the console mid-mission ends it (lobby-member / marshaled
// races -- the in-process console owns the clock, so a dropped console
// would otherwise count up forever). Arcade -net pods leave it False and
// re-listen for their console to return, exactly as always. Set by the
// front end / lobby member path (Phase 5/6).
Logical gConsoleLossEndsMission = False;
ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
{
frameRate = frame_rate;
frameDuration = 1.0f/frameRate;
mHInstance = hInstance;
ghWnd = hWnd;
ApplicationManager::CurrentAppManager = this;
Check_Fpu();
}
ApplicationManager::~ApplicationManager()
{
}
void ApplicationManager::StartApplication(Application *new_app)
{
Check(this);
Check(new_app);
runningApplications.Add(new_app);
application = new_app;
new_app->Initialize();
}
//
//#############################################################################
// RunMissions
//#############################################################################
//
void ApplicationManager::RunMissions()
{
Check(this);
int backgroundTasksRun = 0;
int foregroundTasksRun = 0;
Time beginFrameTimestamp, lastFrameTimestamp;
MSG msg;
SChainIteratorOf<Application*> current_application(runningApplications);
SChainOf<Application*> endedApplications(NULL);
SChainIteratorOf<Application*> endingApplication(endedApplications);
Start_Of_Frame:
backgroundTasksRun = 0;
foregroundTasksRun = 0;
beginFrameTimestamp = Now();
current_application.First();
lastFrameTimestamp = Now();
Time end_of_frame = Now();
end_of_frame += frameDuration;
#if defined(LAB_ONLY)
int bad_count = 0;
#endif
//
//----------------------------------
// Run all relevant foreground loops
//----------------------------------
//
Time startForeground = Now();
while ((application = current_application.ReadAndNext()) != NULL)
{
Check(application);
foregroundTasksRun++;
if (!application->ExecuteForeground(end_of_frame, frameDuration))
{
if (!application->Shutdown(current_application.GetSize()))
{
endedApplications.Add(application);
if (current_application.GetCurrent() == NULL)
{
current_application.Last();
} else
{
current_application.Previous();
}
current_application.Remove();
}
}
}
Time endForeground = Now();
//
//-----------------------------------------------------------------------
// Check the Windows message queue for messages to be processed
//-----------------------------------------------------------------------
//
//InvalidateRect(ghWnd, NULL, false);
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
//
//-----------------------------------------------------------------------
// Run all relevant background loops until it is time for the next frame.
// If no applications remain, exit the whole loop
//-----------------------------------------------------------------------
//
current_application.First();
application = current_application.GetCurrent();
if (!application)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
do
{
while (application->GetNetworkManager()->RoutePacket())
;
current_application.Next();
application = current_application.GetCurrent();
} while (application);
current_application.First();
application = current_application.GetCurrent();
if (!application)
{
endingApplication.First();
while (application = endingApplication.ReadAndNext())
{
application->Terminate();
delete application;
}
return;
}
//
//------------------------------------------------------------------
// Give each application a chance to do at least one background task
//------------------------------------------------------------------
//
Time startBackground = Now();
Background_Loop:
do
{
Check(application);
application->ExecuteBackgroundTask();
backgroundTasksRun++;
//
// Move to the next application
//
current_application.Next();
application = current_application.GetCurrent();
} while (application);
//
//---------------------------------------------------------------------
// If time remains before the next frame is due, do another pass on the
// background tasks
//---------------------------------------------------------------------
//
Time t2 = Now();
Time lateTime = Now();
lateTime += 15L;
current_application.First();
application = current_application.GetCurrent();
if (t2 < end_of_frame)
{
#if defined(LAB_ONLY)
if (end_of_frame - t2 > 0.1f)
{
DEBUG_STREAM << t2 << ',' << end_of_frame << endl << std::flush;
if (++bad_count == 1000)
{
Fail("End-of-frame cannot be correctly calculated!");
}
}
#endif
goto Background_Loop;
}
Time endBackground = Now();
// BT perf probe (env BT_PERF): 1-Hz frame breakdown.
{
static int s_perf = -1;
if (s_perf < 0) { const char *e = getenv("BT_PERF"); s_perf = (e && *e != '0') ? 1 : 0; }
if (s_perf)
{
static Time s_lastP = Now();
if (Now() - s_lastP >= 1.0f)
{
s_lastP = Now();
DEBUG_STREAM << "[perf] frame=" << (float)(Now() - beginFrameTimestamp)
<< " fg=" << (float)(startBackground - beginFrameTimestamp)
<< " bg=" << (float)(endBackground - startBackground)
<< " bgTasks=" << backgroundTasksRun << "\n" << std::flush;
}
}
}
//char str[256];
//Scalar lastFrameLength = Now() - beginFrameTimestamp;
//sprintf(str, "RPL4 - %.2f FPS", 1.0f / lastFrameLength);
//SetWindowTextA(ghWnd, str);
goto Start_Of_Frame;
}