Files
RP412/RP_L4/RPL4.CPP
T
CydandClaude Opus 5 ae23c040ce Mission review gets far enough to load the race
Starting the MR port, since the pods want it too. Four changes, and one
correction of my own making.

A release Fail now says what failed. It expanded to a bare abort() that
threw the message away, and because the compiler merges identical cold
paths, every Fail in a function became one anonymous stub - a crash named
the function and nothing else. It now prints message, file and line.

It also writes that line to rpl4-fail.log and closes the file. rpl4.log is
std::cout with an ofstream's streambuf swapped in, and the text written
there did NOT survive the exit however it was flushed; rather than guess
where it stopped, the one line that matters goes to its own file, and
fclose is a promise it reached the disk. Its own file because rpl4.log is
already open for writing and Windows will not share it.

-pb plays a spool back without recording a new one. Mode 2 has been in
RPL4.CPP all along - one spool file instead of two, no spooling
application - with no way to ask for it. -mr starts a recorder alongside
the playback and that recorder is the half that cannot cope away from a
pod bay.

Which is the third fix: L4SpoolingNetworkManager::StartConnecting walks
the hosts named in the egg, and called host->GetHostID() on whatever
FindHost returned. FindHost answers NULL for a host that is in the egg but
not connected - impossible in an arcade, ordinary everywhere else - and it
crashed before the mission could start. The table is read back one pair
per egg host in egg order, so a missing host cannot be skipped without
shifting every entry after it; it writes the pair, says so, and carries on.

And RPL4.CPP chose between the playback application and an idle one in
silence. For the first few seconds those look identical from outside, so a
spool that failed to load was indistinguishable from one that had not
started yet. It now says which, and why not.

The correction: I reported a failure in L4AudioRenderer::Initialize on
audiomr.ini's clipping_radius. That was mine. I was running cdb from the
source tree, so the game looked for audio\audiomr.ini beside the debugger
rather than beside itself and found nothing. With the working directory
right, audio initialises fine and always did.

Where it stands: -pb loads last.spl - "2973012 bytes to play" - creates
RPL4PlaybackApplication and runs without crashing. Whether it puts the
race on the screen is the next thing to look at, and that wants eyes
rather than a log.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 13:15:20 -05:00

752 lines
26 KiB
C++

////===========================================================================//
//// File: rp4lbe4.cc //
//// Project: MUNGA Brick: Red Planet LBE Application //
//// Contents: //
////---------------------------------------------------------------------------//
//// Date Who Modification //
//// -------- --- ---------------------------------------------------------- //
//// //
////---------------------------------------------------------------------------//
//// Copyright (C) 1994, Virtual World Entertainment, Inc. //
//// All Rights reserved worldwide //
//// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
////===========================================================================//
//
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x0500
#define WINVER 0x0500
#include <tchar.h>
#include "rpl4.h"
#pragma hdrstop
#include "rpl4pb.h"
#include "rpl4fe.h"
#include "rpl4environ.h"
#include "rpl4console.h"
#include "rpl4lobby.h"
#include "..\munga_l4\l4steamtransport.h"
#include "..\munga_l4\l4splr.h"
#include "..\munga_l4\l4mfdview.h" // RPWindowLayout_*
#include "..\munga_l4\l4joy.h" // RPJoyConfigWizard
#include "rpl4ver.h"
#include "rpl4build.h" // generated: RP412_VERSION / RP412_VERSION_LONG
#include "..\munga\resver.h"
#include "..\munga\resource.h"
// added for game status drawing support
#include "..\munga\player.h"
#include "..\munga\mission.h"
#include "..\munga_l4\l4ctrl.h"
// end add
#include <DbgHelp.h>
#include <strsafe.h>
#include <direct.h>
#include <shellapi.h>
#include <time.h> // the test-build expiry check
#define SPOOL_SIZE 0x600000
//#define SCREEN_WIDTH 1024
//#define SCREEN_HEIGHT 768
Byte version[3] = {MAJOR_DATA_VERSION, RELEASE_VERSION, MINOR_DATA_VERSION};
char* names[] = {"InitializingState",
"WaitingForEgg",
"LoadingMission",
"WaitingForLaunch",
"LaunchingMission",
"RunningMission",
"EndingMission",
"StoppingMission",
"SuspendingMission",
"ResumingMission",
"AbortingMission",
"CreatingMission",
"ApplicationStateCount"};
//##########################################################################
//################## RP4L4Application Globals ########################
//##########################################################################
extern const char* const ProgName;
const char* const ProgName = "rpl4";
Application *rpl4App;
HWND hWnd;
//
// Unhandled-exception minidump: rpl4crash.dmp lands beside the exe so
// a crash on a test machine hands back a stack. dbghelp loads lazily -
// no link-time dependency.
//
static LONG WINAPI RPL4CrashDumpFilter(EXCEPTION_POINTERS *exception)
{
HMODULE dbghelp = LoadLibraryA("dbghelp.dll");
if (dbghelp != NULL)
{
typedef BOOL (WINAPI *MiniDumpWriteDumpFn)(
HANDLE, DWORD, HANDLE, MINIDUMP_TYPE,
PMINIDUMP_EXCEPTION_INFORMATION,
PMINIDUMP_USER_STREAM_INFORMATION,
PMINIDUMP_CALLBACK_INFORMATION);
MiniDumpWriteDumpFn write_dump =
(MiniDumpWriteDumpFn) GetProcAddress(dbghelp, "MiniDumpWriteDump");
if (write_dump != NULL)
{
HANDLE file = CreateFileA("rpl4crash.dmp", GENERIC_WRITE, 0,
NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (file != INVALID_HANDLE_VALUE)
{
MINIDUMP_EXCEPTION_INFORMATION dump_info;
dump_info.ThreadId = GetCurrentThreadId();
dump_info.ExceptionPointers = exception;
dump_info.ClientPointers = FALSE;
write_dump(GetCurrentProcess(), GetCurrentProcessId(), file,
MiniDumpNormal, &dump_info, NULL, NULL);
CloseHandle(file);
}
}
}
return EXCEPTION_CONTINUE_SEARCH;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_SYSCOMMAND:
// Alt is a flight control (reverse thrust) - releasing it must
// not pop the window menu and steal keyboard focus
if ((wParam & 0xFFF0) == SC_KEYMENU)
{
return 0;
}
break;
case WM_EXITSIZEMOVE:
//
// A drag or resize just finished. Here rather than in the
// cockpit's subclass so it also covers the console screen, which
// is where the window gets moved before there is any cockpit to
// subclass. No-op unless RP412MFDLAYOUT is save.
//
RPWindowLayout_Save();
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
char filename[50];
strcpy_s(filename, 50, "rpl4.log");
std::ofstream logfile;
logfile.open(filename);
std::cout.rdbuf(logfile.rdbuf());
SetUnhandledExceptionFilter(RPL4CrashDumpFilter);
//
// Which build this is, before anything else can fail. The patch number
// is this repository's commit count and the hash beside it names the
// commit, so a log from a test machine says exactly where it came from.
// A trailing '+' means the tree had uncommitted changes when it was
// built. See stamp-version.ps1.
//
DEBUG_STREAM << "Red Planet " << RP412_VERSION_LONG << std::endl << std::flush;
// load up our environment variables
//controls
if(getenv("L4CONTROLS") == NULL)
putenv("L4CONTROLS=KEYBOARD");
if(getenv("DPLARG") == NULL)
putenv("DPLARG=1");
if(getenv("L4DPLCFG") == NULL)
putenv("L4DPLCFG=RPDPL.INI");
if(getenv("MULTISAMPLE") == NULL)
putenv("MULTISAMPLE=0");
if(getenv("TARGETFPS") == NULL)
putenv("TARGETFPS=60");
if(getenv("MAXPARTICLES") == NULL)
putenv("MAXPARTICLES=8192");
//
// environ.ini: written on first run and read here. The exe owns the
// template rather than the packaging script laying one down on every
// unzip, so a tester can drop a new build over an old folder and keep
// their settings. See rpl4environ.h.
//
RPL4Environ_Load();
//
//-------------------------------------------------------------------------
// Test builds have a shelf life.
//
// A tester still racing a fortnight-old binary reports things that were
// fixed a week ago, and the afternoon spent chasing them is gone. So the
// build says plainly that it is out of date and stops, rather than
// running on and being quietly wrong about what it is.
//
// This is a nudge, not a lock: the date comes from the machine's own
// clock, so anyone determined can wind it back, and RP412NOEXPIRY=1 is
// there for us when an old build has to be run on purpose. It is
// deliberately not listed in environ.ini - a bypass every tester can see
// is a bypass every tester will use, and then the build never goes stale
// for the one person it was meant to stop.
//
// $expireDays in stamp-version.ps1 is what sets this, and 0 turns it off
// for a real release.
//-------------------------------------------------------------------------
//
#if RP412_EXPIRES
{
const char *no_expiry = getenv("RP412NOEXPIRY");
Logical overridden = (no_expiry != NULL && atoi(no_expiry) != 0);
__time64_t raw_now = _time64(NULL);
struct tm today;
if (!overridden && _localtime64_s(&today, &raw_now) == 0)
{
int now_stamp =
(today.tm_year + 1900) * 10000 + (today.tm_mon + 1) * 100 + today.tm_mday;
int expiry_stamp =
RP412_EXPIRY_YEAR * 10000 + RP412_EXPIRY_MONTH * 100 + RP412_EXPIRY_DAY;
if (now_stamp > expiry_stamp)
{
DEBUG_STREAM << "Build expired on " << RP412_EXPIRY_TEXT
<< " - refusing to run\n" << std::flush;
char notice[512];
sprintf(notice,
"This Red Planet test build has expired.\n\n"
" Build %s\n"
" Expired %s\n\n"
"Test builds are good for a fortnight so that nobody spends an "
"afternoon chasing something that was fixed a week ago.\n\n"
"Ask for the current one.",
RP412_VERSION_LONG, RP412_EXPIRY_TEXT);
MessageBoxA(NULL, notice, "Red Planet - test build expired",
MB_OK | MB_ICONWARNING | MB_SETFOREGROUND);
return 1;
}
//
// The last few days get a line in the log, so somebody reading a
// report can see the build was nearly out rather than wondering.
//
struct tm expiry_day;
memset(&expiry_day, 0, sizeof(expiry_day));
expiry_day.tm_year = RP412_EXPIRY_YEAR - 1900;
expiry_day.tm_mon = RP412_EXPIRY_MONTH - 1;
expiry_day.tm_mday = RP412_EXPIRY_DAY;
//
// The END of the expiry day, because that is the rule the check
// above enforces - the build is good for all of that date and
// refuses the morning after. Anchoring at midday instead would
// report one day fewer than the build actually has left.
//
expiry_day.tm_hour = 23;
expiry_day.tm_min = 59;
expiry_day.tm_sec = 59;
expiry_day.tm_isdst = -1;
__time64_t expiry_time = _mktime64(&expiry_day);
if (expiry_time != (__time64_t) -1)
{
int days_left = (int)((expiry_time - raw_now) / (24 * 60 * 60));
if (days_left <= 3)
{
DEBUG_STREAM << "Build expires " << RP412_EXPIRY_TEXT << " ("
<< days_left << " day(s) left)\n" << std::flush;
}
}
}
else if (overridden)
{
DEBUG_STREAM << "Build expiry (" << RP412_EXPIRY_TEXT
<< ") waived by RP412NOEXPIRY\n" << std::flush;
}
}
#endif
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
//
// The frame target and whether drawing interpolates, stated outright.
// Both were previously invisible: TARGETFPS appeared nowhere in the log,
// so a run could not be checked afterwards against what it was actually
// asked for, and interpolation only announced itself when switched OFF.
// Between them that cost a wasted test run and an ambiguous one.
//
// The mismatch note matters because a frame target that is not the
// physics rate used to mean visibly stepped motion - it no longer does
// while interpolation is on, which is exactly why the log should say
// which of the two states it is in.
//
{
const char *interp = getenv("RP412INTERP");
Logical blending = !(interp != NULL && atoi(interp) == 0);
const char *physics = getenv("RP412PHYSICSHZ");
int fps = atoi(getenv("TARGETFPS"));
int hz = (physics != NULL) ? atoi(physics) : 0;
DEBUG_STREAM << "Video: frame target " << fps << " fps, drawing "
<< (blending ? "interpolated across the physics step" : "on exact physics steps")
<< std::endl << std::flush;
if (!blending && hz > 0 && fps != hz)
{
DEBUG_STREAM << "Video: " << fps << " fps against a " << hz
<< " Hz physics step with interpolation off - motion will step"
<< std::endl << std::flush;
}
}
#ifdef RP412_STEAM
//
// RP412STEAM=1 (environ.ini or a Steam launch) swaps the wire to
// ISteamNetworkingSockets. Failure logs the reason and the game
// carries on over TCP - dev boxes without Steam are unaffected.
//
{
const char *steam_switch = getenv("RP412STEAM");
if (steam_switch != NULL && atoi(steam_switch) != 0)
{
SteamNetTransport_Install();
}
}
#endif
// GetProcessAffinityMask(GetCurrentProcess(),
DWORD_PTR res = SetThreadAffinityMask(GetCurrentThread(), (DWORD_PTR)1);
if (res == 0)
{
DWORD err = GetLastError();
DEBUG_STREAM << "Could not set thread affinity. Err Code = " << err << std::endl << std::flush;
}
//
//----------------------------------------------------------------------
// Parse command line for an egg notation file name
//----------------------------------------------------------------------
//
int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
Logical run_application = RPL4Application::ParseCommandLine(argc, argv);
if (!run_application)
{
return 1;
}
else
{
Start_Registering();
}
//
//-------------------------------------------------------------------------
// Create our window. This is only temporary because this will move after
// the graphics are moved over.
//-------------------------------------------------------------------------
//
WNDCLASS wc;
if (!hPrevInstance)
{
wc.style = 0;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon((HINSTANCE) NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor((HINSTANCE) NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = L"MainWndClass";
if (!RegisterClass(&wc))
return FALSE;
}
//
// The style the window is BORN with, rather than one worked out and
// then thrown away - the old code computed a style and handed
// CreateWindowEx a literal WS_OVERLAPPEDWINDOW regardless.
//
// Windowed keeps the full overlapped set on purpose: the sizing
// border and the maximise box are how the player arranges the
// cockpit, and mfd_layout.cfg remembers where they left it. The
// borderless modes are born borderless instead of being restyled a
// moment later, so there is no framed window on screen first.
//
DWORD wsStyle = WS_OVERLAPPEDWINDOW;
if (L4Application::GetFullscreen() || L4Application::GetFitDisplay())
{
wsStyle = WS_POPUP;
}
//
// -res is a RENDER size, so it is the client area that has to be it.
// Passed straight to CreateWindowEx it sets the OUTER rectangle and
// the chrome comes out of the middle - which is how -res 640 480
// came to present into a 624x441 client.
//
RECT wanted;
wanted.left = 0;
wanted.top = 0;
wanted.right = (LONG) L4Application::GetScreenWidth();
wanted.bottom = (LONG) L4Application::GetScreenHeight();
AdjustWindowRect(&wanted, wsStyle, FALSE);
hWnd = CreateWindowEx(0, L"MainWndClass", L"RPL4", wsStyle, 0, 0,
wanted.right - wanted.left, wanted.bottom - wanted.top,
(HWND)NULL, (HMENU)NULL, hInstance, (LPVOID)NULL);
if (!hWnd)
return FALSE;
ShowWindow(hWnd, nShowCmd);
//
// Sticky placement, from the first frame the player sees. SVGA16 also
// registers and reloads when it builds the cockpit, but that is not
// until a mission starts - without this the console screen would come
// up at the default rect with its title bar still on, and only jump
// to the saved placement once a race began. -fit takes the whole
// monitor and has no placement of the player's to restore.
//
if (!L4Application::GetFitDisplay() && !L4Application::GetFullscreen())
{
RPWindowLayout_Register(hWnd, "RPL4", True);
RPWindowLayout_Load();
}
else if (L4Application::GetFitDisplay())
{
//
// -fit has no saved placement to restore, but it does have a
// shape to take, and it has to take it NOW. SVGA16 applies the
// same borderless full-monitor rect when it assembles the
// cockpit, which is after the first mission has already built
// its D3D device against the window as it stands - so the first
// race of a session used to render to a bordered client and
// every race after it to the borderless monitor. Same lobby,
// same settings, different target and different frame cost.
//
// Settle the window here and every mission of the session,
// first included, is set up against the identical client area.
//
L4Application::FitWindowToMonitor(hWnd);
}
//
//-------------------------------------------------------------------------
// RP412JOYCONFIG=1 (joyconfig.bat): the joystick setup wizard, before
// anything else claims the screen. It asks the player to move each
// control on their stick, HOTAS or pedals and writes the joy* rows of
// bindings.txt, then falls through into the game so they can try them
// straight away.
//
// One shot: the variable is cleared from this process so a rebuilt
// PadRIO later in the session cannot run the wizard a second time.
//-------------------------------------------------------------------------
//
{
const char *joyconfig = getenv("RP412JOYCONFIG");
if (joyconfig != NULL && *joyconfig != '\0' && atoi(joyconfig) != 0)
{
RPJoyConfigWizard();
SetEnvironmentVariableA("RP412JOYCONFIG", NULL);
_putenv("RP412JOYCONFIG=");
}
}
#if !_DEBUG
// Arcade pods have no mouse - but desktop/windowed play needs the
// cursor for the on-screen cockpit buttons, so hide it only when
// running fullscreen.
if (L4Application::GetFullscreen())
{
ShowCursor(FALSE);
}
#endif
//
//-------------------------------------------------------------------------
// Front-end mode: started without an egg, a network, or mission review.
// The race loop below keeps everything in ONE process - setup screen,
// mission, teardown, and back to the setup screen - with the local
// console marshaling each race. (-egg / -net / -mr run a single pass,
// exactly as before.)
//-------------------------------------------------------------------------
//
Logical front_end_mode =
L4Application::GetMissionReviewMode() == 0 &&
L4Application::GetNetworkCommonFlatAddress() == 0 &&
!L4Application::GetEggNotationFileName(); // no egg on the command line
int last_launch_mode = FELaunchSingle;
//
//-------------------------------------------------------------------------
// A hand-fed egg run stays unmarshaled - no console, so the race never
// ends - UNLESS it is given a length. RP412MISSIONSECONDS supplies one,
// and with it '-egg' can play a whole race through to the buzzer, the
// podium and the results.
//
// That is the difference between a shortcut that can only be watched and
// one that can be TESTED: everything after the chequered flag - the fade,
// the winners' circle, the teardown - was unreachable from the command
// line, so it could only ever be exercised by hand through the menu.
//-------------------------------------------------------------------------
//
if (!front_end_mode && L4Application::GetEggNotationFileName())
{
const char *egg_seconds = getenv("RP412MISSIONSECONDS");
if (egg_seconds != NULL && atoi(egg_seconds) > 0)
{
DEBUG_STREAM << "LocalConsole: marshalling the hand-fed egg run ("
<< atoi(egg_seconds) << "s, RP412MISSIONSECONDS)\n" << std::flush;
L4Application::SetNetworkCommonFlatAddress(0);
RPL4LocalConsole_Install(atoi(egg_seconds));
}
}
for (;;)
{
if (front_end_mode)
{
if (!IsWindow(hWnd))
{
break; // the cockpit window is gone (closed mid-race)
}
// drain any WM_QUIT left over from the previous mission's
// teardown so it cannot instantly close the setup screen
MSG leftover;
while (PeekMessage(&leftover, NULL, WM_QUIT, WM_QUIT, PM_REMOVE))
{
}
// lobby races: the owner publishes the score sheet, members
// pull it - the same results screen shows on every machine
RPL4Lobby_PushRaceResults();
RPL4Lobby_PullRaceResults();
// last race's final scores first (no-op on first boot)
if (!RPL4FrontEnd_ShowResults(hInstance, hWnd))
{
break;
}
static char frontend_egg[MAX_PATH];
if (!RPL4FrontEnd_Run(hInstance, hWnd, frontend_egg, sizeof(frontend_egg)))
{
break; // player closed the menu without launching
}
last_launch_mode = RPL4FrontEnd_LastLaunchMode();
Exit_Code = 0;
if (last_launch_mode == FELaunchMember)
{
//
// Lobby member: enter the race as a network pod. The
// owner's console connects over the wire, feeds the egg,
// and marshals us - no local egg, no local console. If
// the owner leaves mid-race the mission ends (a race
// with no console never stops on its own).
//
L4Application::SetNetworkCommonFlatAddress(1501);
gConsoleLossEndsMission = True;
}
else
{
gConsoleLossEndsMission = False;
L4Application::SetEggNotationFileName(frontend_egg);
// Front-end games are marshaled by the in-process console:
// it ends the race when the selected time expires.
// (Hand-fed -egg runs stay unmarshaled - the developer
// shortcut.)
//
// RP412HOSTPODS turns the launch into a hosted network
// race: this pod switches to network mode (it meshes like
// any pod) and the console also marshals the listed member
// pods over the wire. The Steam lobby primes the same path.
const char *host_pods = getenv("RP412HOSTPODS");
if (host_pods != NULL && host_pods[0] != '\0')
{
int host_port = 1501;
const char *port_override = getenv("RP412HOSTPORT");
if (port_override != NULL && atoi(port_override) > 0)
{
host_port = atoi(port_override);
}
L4Application::SetNetworkCommonFlatAddress(host_port);
if (!RPL4LocalConsole_InstallNetworkRace(
RPL4FrontEnd_LastMissionSeconds(), frontend_egg,
host_pods, RPL4FrontEnd_LastPilotNames()))
{
DEBUG_STREAM << "Network race setup failed - back to the menu\n" << std::flush;
L4Application::SetNetworkCommonFlatAddress(0);
continue;
}
}
else
{
L4Application::SetNetworkCommonFlatAddress(0);
RPL4LocalConsole_Install(RPL4FrontEnd_LastMissionSeconds());
}
}
}
//
//-------------------------------------------------------------------------
// Open the resource file. The brace will help correct the scoping problem
// of destruction the resource file
//-------------------------------------------------------------------------
//
{
StreamableResourceFile resources("rpl4.res", version);
Check(&resources);
//
//----------------------------------------------
// Create and initialize the application manager
//----------------------------------------------
//
ApplicationManager* app_manager;
Application *new_app;
int review_mode = RPL4Application::GetMissionReviewMode();
if (review_mode > 0)
{
MissionReviewApplicationManager *spool_mgr = new MissionReviewApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")), (review_mode == 2) ? 1 : 2, SPOOL_SIZE);
app_manager = spool_mgr;
Register_Object(app_manager);
//
//-------------------------------------------------------------------
// Create and initialize the playback application if there is a spool
// file
//-------------------------------------------------------------------
//
#if 1
CString spoolFileName = L4Application::GetSpoolFileName();
if (!spoolFileName)
spoolFileName = "last.spl";
//
// Say which of the two this is. The choice was made in silence,
// and the two look identical from outside for the first few
// seconds - one plays a race back, the other sits there - so a
// spool that failed to load was indistinguishable from a spool
// that loaded and had not started yet.
//
SpoolFile *spool = spool_mgr->GetStoredSpoolFile(spoolFileName);
if (spool)
{
DEBUG_STREAM << "Playback: " << spoolFileName
<< " loaded, " << (int) spool->GetBytesRemaining()
<< " bytes to play\n" << std::flush;
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, spool);
} else
{
DEBUG_STREAM << "Playback: could not load '" << spoolFileName
<< "' - starting idle with nothing to show. It must exist, be"
<< " no larger than " << (int) SPOOL_SIZE
<< " bytes, and have been written by this build.\n" << std::flush;
new_app = new RPL4IdleApplication(hInstance, hWnd, &resources);
}
Register_Object(new_app);
app_manager->StartApplication(new_app);
#else
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, NULL);
Register_Object(new_app);
app_manager->StartApplication(new_app);
#endif
//
//------------------------------------
// Initialize the spooling application
//------------------------------------
//
if (review_mode == 1)
{
new_app = new L4SpoolingApplication(hInstance, hWnd, &resources, RPL4);
Register_Object(new_app);
app_manager->StartApplication(new_app);
}
}
else
{
app_manager = new ApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")));
Register_Object(app_manager);
//
//--------------------------------------
// Create and initialize the application
//--------------------------------------
//
Application *new_app = new RPL4Application(hInstance, hWnd, &resources);
rpl4App = new_app;
Register_Object(new_app);
SetCursorPos(1680 / 2, 1050 / 2);
app_manager->StartApplication(new_app);
}
//
//--------------------------
// Run missions till we done
//--------------------------
//
app_manager->RunMissions();
rpl4App = NULL;
Unregister_Object(app_manager);
delete app_manager;
}
//
//-------------------------------------------------------------------------
// Single-binary race loop: if the local console ended this mission
// (or we raced as a lobby member under the owner's console), go
// back to the setup screen / lobby room for the next one; anything
// else (user quit, -egg / -net / -mr single pass) falls out.
//-------------------------------------------------------------------------
//
if (!front_end_mode ||
(last_launch_mode != FELaunchMember && !RPL4LocalConsole_MissionCompleted()))
{
break;
}
}
//
// Last word on the window's placement. Every finished drag has already
// written it and SVGA16 writes again as the cockpit comes down, but a
// session that never started a race has neither - and quitting from
// the console screen is exactly how somebody would leave after moving
// the window to where they want it. No-op unless the mode is save.
//
if (IsWindow(hWnd))
{
RPWindowLayout_Save();
}
RPWindowLayout_Forget(hWnd);
#if !_DEBUG
// symmetric with the fullscreen-only hide at startup
if (L4Application::GetFullscreen())
{
ShowCursor(TRUE);
}
#endif
Stop_Registering();
return Exit_Code;
}