Files
CydandClaude Fable 5 3f691cacb3 Departed-pod resilience: collision guard + console loss ends the race
Round six raced all three machines (staging fix confirmed) and then
exposed what happens when a pod leaves mid-mission - which arcade pods
never did.

The B crash dump named it exactly: VTV::TakeDamageMessageHandler
resolved message->inflictingEntity to NULL (the entity belonged to the
departed owner) and dereferenced it - Verify is compiled out in
release. Collision damage from an entity that no longer exists is now
ignored.

And the race B and C were left in was a zombie: the owner (console)
had aborted, so the mission clock would count up forever and the
death/respawn flow hung with nobody to arbitrate. Lobby-member races
now set gConsoleLossEndsMission: losing the console mid-mission posts
StopMission locally, the pod tears down, and lands back in the lobby
room. Arcade -net pods keep the re-listen-and-wait behavior.

Loopback hosted race still green.

For the drivers: the ampersand key is the arcade mission-abort - that
was every crash-on-keypress so far; and a sleeping Bluetooth pad wakes
on the Xbox button and hot-connects within 3 seconds (PadRIO
re-probes).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 00:02:54 -05:00

241 lines
5.8 KiB
C++

#include "munga.h"
#pragma hdrstop
#include "appmgr.h"
HWND ghWnd = 0;
// per-frame observer slot (see RunMissions); the game layer registers
// the single-player local-console marshal here
void (*gPerFrameHook)() = NULL;
// an in-process console owns the launch (hosted network races)
Logical gConsoleMarshalsLaunch = False;
// losing the console mid-mission ends it (lobby-member races)
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++;
//------------------------------------------------------------------
// Give the per-frame observer a slice while 'application' is live
// (the loop condition NULLs the global on exit). The single-player
// local-console marshal hangs off this; NULL when unregistered.
//------------------------------------------------------------------
if (gPerFrameHook != NULL)
{
(*gPerFrameHook)();
}
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();
//char str[256];
//Scalar lastFrameLength = Now() - beginFrameTimestamp;
//sprintf(str, "RPL4 - %.2f FPS", 1.0f / lastFrameLength);
//SetWindowTextA(ghWnd, str);
goto Start_Of_Frame;
}