WinMain now wraps the engine block in a loop: when a front-end-launched mission ends under the local console, the setup screen comes back in the same process instead of exiting (the arcade relaunch-per-mission model). Replaces the CreateProcess self-respawn - required for Steam, where the lobby and sockets must survive across races. Second-cycle re-init crash fixed: d3d_OBJECT kept a static texture cache keyed by filename, so race 2 got IDirect3DTexture9 pointers created on race 1 destroyed device and died at first draw (DrawMesh AV). The cache is now flushed in ~DPLRenderer before the device is released, and ParticleEngine::Initialize drops particles left over from the previous mission. Verified: three consecutive 30s races in one PID, each stopped on time by the console with final scores collected. Also: L4CONSOLELEN env override for test-length races, and the console exposes MissionCompleted() for the loop. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
199 lines
5.7 KiB
C++
199 lines
5.7 KiB
C++
#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 (arcade
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// pods were relaunched per mission). WinMain's race loop
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// asks MissionCompleted() and cycles back to the setup
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// screen in the same process.
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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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// debug: L4CONSOLELEN overrides the mission length (test races)
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const char *override_string = getenv("L4CONSOLELEN");
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if (override_string != NULL && atoi(override_string) > 0)
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{
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mission_seconds = atoi(override_string);
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DEBUG_STREAM << "LocalConsole: L4CONSOLELEN override, "
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<< mission_seconds << "s\n" << std::flush;
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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_MissionCompleted()
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{
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return gPhase == PhaseStopped;
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}
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