LocalConsole: the in-process marshal that ends missions
Domain correction from playtest: hand-fed eggs are a developer shortcut - a mission only ends on a console command, so the clock hits 00:00 and counts up forever. Even single-player games need a console marshal. RPL4CONSOLE is that console. Like the real one it lives on its own thread: it owns the mission clock and raises the stop request at the selected length; the app-manager per-frame hook (new gPerFrameHook seam in APPMGR, called while the application global is live - the loop condition NULLs it on exit, which ate the first attempt) executes the engine-safe part, dispatching the same StopMissionMessage TeslaConsole sent. Final scores flow in through a new RP-layer sink (gConsoleScoreSink in RPCNSL): RPPlayer feeds it the same score it sends a real console at mission end. It also inherits the launcher role: the application tears down after a stop (arcade pods were relaunched per mission by TeslaLauncher), so WinMain respawns the process when the console ended the mission, landing back on the race-setup screen. L4NetworkManager grows FeedLocalEgg (the single-user egg-inject path, callable mid-session) for the future in-process loop. Verified end to end: menu -> 3:00 race -> stop dispatched exactly on time -> final score collected (host 1 = 4113) -> process respawned with the front end up. -egg runs stay unmarshaled (the dev shortcut). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -5,6 +5,10 @@
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HWND ghWnd = 0;
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// per-frame observer slot (see RunMissions); the game layer registers
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// the single-player local-console marshal here
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void (*gPerFrameHook)() = NULL;
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ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
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ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
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@@ -74,6 +78,17 @@ Start_Of_Frame:
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{
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Check(application);
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foregroundTasksRun++;
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//------------------------------------------------------------------
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// Give the per-frame observer a slice while 'application' is live
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// (the loop condition NULLs the global on exit). The single-player
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// local-console marshal hangs off this; NULL when unregistered.
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//------------------------------------------------------------------
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if (gPerFrameHook != NULL)
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{
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(*gPerFrameHook)();
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}
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if (!application->ExecuteForeground(end_of_frame, frameDuration))
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{
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if (!application->Shutdown(current_application.GetSize()))
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@@ -4,6 +4,10 @@
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extern HWND ghWnd;
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// per-frame observer called once per RunMissions frame, after the
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// foreground pass (the single-player local-console marshal uses this)
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extern void (*gPerFrameHook)();
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class ApplicationManager : public Node
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{
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public:
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@@ -384,6 +384,32 @@ void L4NetworkManager::CreateConsoleHost()
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networkEggNotationFile = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// L4NetworkManager::FeedLocalEgg Load a local egg file and post the same
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// 'local egg' message the single-user startup posts, kicking the next
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// mission cycle. Used by the in-game front end / local console.
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//
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void
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L4NetworkManager::FeedLocalEgg(const char *egg_path)
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{
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Check(this);
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Check_Pointer(egg_path);
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if (networkEggNotationFile != NULL)
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{
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Unregister_Object(networkEggNotationFile);
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delete networkEggNotationFile;
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networkEggNotationFile = NULL;
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}
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networkEggNotationFile = new NotationFile(egg_path);
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Register_Object(networkEggNotationFile);
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networkEggNotationFile->WriteFile("last.egg");
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ReceiveEggFileMessage egg_message(-1, 10, "local egg", 10);
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application->Post(DefaultEventPriority, this, &egg_message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// L4NetworkManager::LoadMission This routine is called when a mission starts to
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// allow the network management system to do stuff (potentially establishing
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@@ -296,6 +296,11 @@ public:
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//static MessageHandlerSet MessageHandlers;
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static MessageHandlerSet& GetMessageHandlers();
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// Load a local egg file and kick the mission cycle - the same path
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// the single-user startup takes; used by the in-game front end /
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// local console for the race-after-race loop.
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void FeedLocalEgg(const char *egg_path);
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void ReceiveEggFileMessageHandler(
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ReceiveEggFileMessage *EggMessage);
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void AcknowledgeEggFileMessageHandler(
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@@ -3,6 +3,9 @@
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#include "rpcnsl.h"
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// see rpcnsl.h - the in-process console registers its intake here
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void (*gConsoleScoreSink)(int player_host_ID, int final_score) = NULL;
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVScoredMessage ~~~~~~~~~~~~~~~~~~~~~~
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ConsolePlayerVTVScoredMessage::
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ConsolePlayerVTVScoredMessage(HostID player_host_ID):
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@@ -17,6 +17,13 @@ enum
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ConsolePlayerVTVDamagedMessageID = 6
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~ Local console sink ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// When an in-process console marshals the game (RP412 single player),
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// this points at its final-score intake; the player's mission-ending
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// path feeds it the same score it sends a real console. NULL when no
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// local console is present.
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extern void (*gConsoleScoreSink)(int player_host_ID, int final_score);
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//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVScoredMessage ~~~~~~~~~~~~~~~~~~~
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#ifdef MAC
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#pragma options align=mac68k4byte
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@@ -122,6 +122,15 @@ void
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Player::MissionEndingMessageHandler(message);
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Check(application);
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// feed the in-process console the same final score a real console
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// gets (no-op when none is registered)
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if (gConsoleScoreSink != NULL &&
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application->GetApplicationState() == Application::EndingMission)
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{
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(*gConsoleScoreSink)((int) ownerID, (int) currentScore);
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}
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HostManager *host_manager = application->GetHostManager();
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Check(host_manager);
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Host *console_host = host_manager->GetConsoleHost();
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@@ -22,6 +22,7 @@
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#include "rpl4pb.h"
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#include "rpl4fe.h"
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#include "rpl4console.h"
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#include "..\munga_l4\l4splr.h"
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#include "rpl4ver.h"
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#include "..\munga\resver.h"
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@@ -208,6 +209,12 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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return 0; // player closed the menu without launching
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}
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L4Application::SetEggNotationFileName(frontend_egg);
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// Front-end games are marshaled by the in-process console: it
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// ends the race when the selected time expires and loops back
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// to the setup screen. (Hand-fed -egg runs stay unmarshaled -
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// the developer shortcut.)
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RPL4LocalConsole_Install(RPL4FrontEnd_LastMissionSeconds());
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}
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//
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@@ -311,5 +318,27 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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#endif
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Stop_Registering();
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//
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//-------------------------------------------------------------------------
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// Launcher role: when the local console ended the mission, respawn the
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// process for the next race (the arcade launcher restarted the pod after
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// every mission) - the fresh instance boots back into the setup screen.
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//-------------------------------------------------------------------------
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//
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if (RPL4LocalConsole_ShouldRelaunch())
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{
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STARTUPINFOW startup_info;
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PROCESS_INFORMATION process_info;
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memset(&startup_info, 0, sizeof(startup_info));
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startup_info.cb = sizeof(startup_info);
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if (CreateProcessW(NULL, GetCommandLineW(), NULL, NULL, FALSE,
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0, NULL, NULL, &startup_info, &process_info))
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{
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CloseHandle(process_info.hThread);
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CloseHandle(process_info.hProcess);
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}
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}
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return Exit_Code;
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}
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@@ -0,0 +1,190 @@
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#include "..\munga_l4\mungal4.h"
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#pragma hdrstop
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#include "rpl4console.h"
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#include "rpl4fe.h"
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#include "..\munga\appmgr.h"
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#include "..\munga\appmsg.h"
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#include "..\rp\rpcnsl.h"
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#include "..\munga_l4\l4app.h"
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#include "..\munga_l4\l4net.h"
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//########################################################################
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// The local console runs on ITS OWN THREAD, like the real console: it
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// stays alive across the whole session, owns the mission clock, and
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// raises the stop request when the selected length expires. The game
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// thread's per-frame tick is the only place engine calls happen - it
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// reports state transitions to the console thread and executes the
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// requested StopMissionMessage dispatch (the engine is single
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// threaded; cross-thread dispatch is not safe).
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//
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// Results flow in through gConsoleScoreSink (RP layer): the same final
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// scores RPPlayer sent the arcade console at mission end.
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//########################################################################
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namespace
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{
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enum ConsolePhase
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{
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PhaseWaiting = 0, // waiting for the mission to start running
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PhaseRunning, // mission running, console thread watching the clock
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PhaseStopped // stop dispatched, waiting for teardown
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};
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ConsolePhase gPhase = PhaseWaiting;
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int gMissionSeconds = 0;
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Application *gWatchedApp = NULL;
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HANDLE gConsoleThread = NULL;
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// shared with the console thread
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volatile LONG gMissionRunning = 0;
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volatile LONG gStopRequested = 0;
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volatile LONG gShuttingDown = 0;
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volatile LONG gRunStartTick = 0;
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volatile LONG gLengthMs = 0;
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// collected mission results (this session's last race)
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enum { maxResults = 16 };
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struct FinalScore
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{
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int hostID;
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int score;
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};
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FinalScore gResults[maxResults];
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int gResultCount = 0;
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//---------------------------------------------------------------
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// The console thread: the mission clock lives here
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//---------------------------------------------------------------
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DWORD WINAPI ConsoleThreadProc(LPVOID)
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{
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while (!gShuttingDown)
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{
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Sleep(250);
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if (gMissionRunning && !gStopRequested)
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{
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LONG length_ms = gLengthMs;
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if (length_ms > 0 &&
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(LONG)(GetTickCount() - (DWORD) gRunStartTick) >= length_ms)
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{
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InterlockedExchange(&gStopRequested, 1);
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}
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}
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}
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return 0;
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}
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//---------------------------------------------------------------
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// Final-score intake (called on the game thread from RPPlayer's
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// mission-ending path, via the RP-layer sink)
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//---------------------------------------------------------------
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void CollectFinalScore(int host_ID, int score)
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{
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if (gResultCount < maxResults)
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{
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gResults[gResultCount].hostID = host_ID;
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gResults[gResultCount].score = score;
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++gResultCount;
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}
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DEBUG_STREAM << "LocalConsole: final score, host " << host_ID
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<< " = " << score << "\n" << std::flush;
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}
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//---------------------------------------------------------------
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// The game-thread tick: state reporting + engine-safe execution
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//---------------------------------------------------------------
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void ConsoleTick()
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{
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if (application == NULL)
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{
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return;
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}
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if (gPhase != PhaseWaiting && application != gWatchedApp)
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{
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return;
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}
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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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if (state == Application::RunningMission)
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{
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gPhase = PhaseRunning;
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gWatchedApp = application;
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gResultCount = 0;
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InterlockedExchange(&gRunStartTick, (LONG) GetTickCount());
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InterlockedExchange(&gStopRequested, 0);
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InterlockedExchange(&gMissionRunning, 1);
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DEBUG_STREAM << "LocalConsole: 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 (state != Application::RunningMission)
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{
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// mission ended some other way (pilot exit etc.)
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InterlockedExchange(&gMissionRunning, 0);
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gPhase = PhaseStopped;
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}
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else if (gStopRequested)
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{
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//-----------------------------------------------------
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// The console clock expired: end the race exactly the
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// way the arcade console did, otherwise the mission
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// clock rolls past 00:00 and counts up forever.
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//-----------------------------------------------------
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DEBUG_STREAM << "LocalConsole: time expired - stopping mission\n" << std::flush;
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InterlockedExchange(&gMissionRunning, 0);
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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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case PhaseStopped:
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// The application tears itself down after a stop (in the
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// arcade the launcher restarted the pod for the next
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// mission). WinMain asks ShouldRelaunch() on the way out
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// and respawns the process, landing back on the setup
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// screen with the collected results in the log.
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break;
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}
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}
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}
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void
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RPL4LocalConsole_Install(int mission_seconds)
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{
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gMissionSeconds = mission_seconds;
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InterlockedExchange(&gLengthMs, (LONG) mission_seconds * 1000);
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gPhase = PhaseWaiting;
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gWatchedApp = NULL;
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// game-thread execution point
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gPerFrameHook = &ConsoleTick;
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// results intake from the RP layer
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gConsoleScoreSink = &CollectFinalScore;
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// the console itself lives on its own thread, like the real one
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if (gConsoleThread == NULL)
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{
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gConsoleThread = CreateThread(
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NULL, 0, ConsoleThreadProc, NULL, 0, NULL);
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}
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DEBUG_STREAM << "LocalConsole: installed (length "
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<< mission_seconds << "s, console thread "
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<< (gConsoleThread != NULL ? "up" : "FAILED") << ")\n" << std::flush;
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}
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Logical
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RPL4LocalConsole_ShouldRelaunch()
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{
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return gPhase == PhaseStopped;
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}
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@@ -0,0 +1,28 @@
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#pragma once
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#include "..\munga\style.h"
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//########################################################################
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//########################## RPL4 Local Console ##########################
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//########################################################################
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//
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// The single-player marshal. Hand-fed eggs are a developer shortcut: a
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// mission only ends on a console command, so without one the timer hits
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// 00:00 and just counts up forever. This is the in-process console for
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// front-end-launched games - it watches the mission, dispatches the
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// same StopMissionMessage TeslaConsole sent when the selected length
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// expires, and when the pod returns to WaitingForEgg it brings the race
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// setup back up and feeds the next egg (or quits if the player closes
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// the menu).
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//
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// Installs itself as the application manager's per-frame hook.
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//
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void
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RPL4LocalConsole_Install(int mission_seconds);
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// True when the last mission ended under the console's control (timer
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// stop or pilot exit). WinMain then plays the launcher role - the
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// arcade launcher restarted the pod after every mission - and respawns
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// the process, landing back on the race setup screen.
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Logical
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RPL4LocalConsole_ShouldRelaunch();
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@@ -152,6 +152,7 @@ namespace
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};
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FEState *gFE = NULL;
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int gLastMissionSeconds = 0;
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const COLORREF kGreenBright = RGB(64, 255, 64);
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const COLORREF kGreenDim = RGB(24, 140, 24);
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@@ -680,6 +681,8 @@ Logical
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Logical launched = fe.launched;
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if (launched)
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{
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gLastMissionSeconds = kLengths[fe.selection[GroupLength]].seconds;
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GetWindowTextA(fe.nameEdit, fe.pilotName, sizeof(fe.pilotName) - 1);
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if (fe.pilotName[0] == '\0')
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{
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@@ -718,6 +721,12 @@ Logical
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return launched;
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}
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int
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RPL4FrontEnd_LastMissionSeconds()
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{
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return gLastMissionSeconds;
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}
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//########################################################################
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// Ordinal plasma graphics (verbatim from the console / TEST.EGG)
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//########################################################################
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@@ -23,3 +23,8 @@ Logical
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char *egg_path_out,
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int egg_path_size
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);
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// The race length (seconds; 0 = endless) selected at the last
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// successful launch - the local console marshals the mission with it.
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int
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RPL4FrontEnd_LastMissionSeconds();
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@@ -106,6 +106,7 @@
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<ItemGroup>
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<ClCompile Include=".\RPL4.CPP" />
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<ClCompile Include=".\RPL4APP.cpp" />
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<ClCompile Include=".\RPL4CONSOLE.cpp" />
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<ClCompile Include=".\RPL4FE.cpp" />
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<ClCompile Include=".\RPL4ARND.cpp" />
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<ClCompile Include=".\RPL4GAUG.cpp" />
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@@ -142,6 +143,7 @@
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<ClInclude Include=".\RPL4.h" />
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<ClInclude Include=".\RPL4.HPP" />
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<ClInclude Include=".\RPL4APP.h" />
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<ClInclude Include=".\RPL4CONSOLE.h" />
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<ClInclude Include=".\RPL4FE.h" />
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<ClInclude Include=".\RPL4ARND.h" />
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<ClInclude Include=".\RPL4GAUG.h" />
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@@ -36,6 +36,9 @@
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<ClCompile Include=".\RPL4FE.cpp">
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<Filter>Source Files\RP_L4</Filter>
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</ClCompile>
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<ClCompile Include=".\RPL4CONSOLE.cpp">
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<Filter>Source Files\RP_L4</Filter>
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</ClCompile>
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<ClCompile Include=".\RPL4ARND.cpp">
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<Filter>Source Files\RP_L4</Filter>
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</ClCompile>
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@@ -140,6 +143,9 @@
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<ClInclude Include=".\RPL4FE.h">
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<Filter>Header Files\RP_L4</Filter>
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</ClInclude>
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<ClInclude Include=".\RPL4CONSOLE.h">
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<Filter>Header Files\RP_L4</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include=".\RPL4ARND.h">
|
||||
<Filter>Header Files\RP_L4</Filter>
|
||||
</ClInclude>
|
||||
|
||||
@@ -84,6 +84,19 @@ so press-feedback works like the real button field.
|
||||
`RPMission.ToEggString` port incl. GDI-rendered plasma name bitmaps)
|
||||
and feeds the standard egg-load path. Verified end to end: menu →
|
||||
LAUNCH → generated egg → racing in the cockpit.
|
||||
- ✅ **LocalConsole marshal** (`RP_L4/RPL4CONSOLE.cpp`): hand-fed eggs are
|
||||
a dev shortcut — a mission only ends on a console command, otherwise
|
||||
the clock rolls past 00:00 and counts up forever. Front-end games are
|
||||
now marshaled by an in-process console **on its own thread** (like the
|
||||
real one): it owns the mission clock, dispatches the arcade's
|
||||
`StopMissionMessage` at expiry, and collects the final scores through
|
||||
the same intake `RPPlayer` fed the real console (`gConsoleScoreSink`).
|
||||
It also plays the **launcher role**: after a marshaled mission end the
|
||||
process respawns (the arcade launcher restarted pods per mission),
|
||||
landing back on the setup screen. Verified: 3:00 race ends at 3:00,
|
||||
score collected, fresh instance boots to the menu. `-egg` runs stay
|
||||
unmarshaled (the dev shortcut, timer counts up as before).
|
||||
Results SCREEN (showing the collected scores) is the next brick.
|
||||
- See [RP412-FRONTEND-DESIGN.md](RP412-FRONTEND-DESIGN.md) for the
|
||||
TeslaConsole control-code analysis and the Steam lobby mapping this
|
||||
builds toward (lobby owner = console, SteamID list = pilot list,
|
||||
|
||||
Reference in New Issue
Block a user