Files
RP412/MUNGA/APP.cpp
T
CydandClaude Opus 5 68f5780efa The cockpit clock counts the console's clock
A race ends when the console says so, but the countdown on the map
display was computed from the engine clock and its own idea of when the
race started - QueryPerformanceCounter from Application::gameStarted,
against the console's GetTickCount from gRunStartTick. Two clocks, two
epochs, two threads. They agreed to within a frame in the ordinary case,
which is why nobody noticed.

They do not agree at all when RP412MISSIONSECONDS is set: the override
shortens the CONSOLE's length and leaves the egg's alone, so a 25-second
test race displayed a clock counting down from 5:00 and was stopped with
4:35 still showing.

gMissionClockHook (APPMGR.h, alongside the gPerFrameHook it mirrors) lets
the console answer for the countdown when it is marshalling. NULL, or a
console that has no answer yet, falls back to exactly the old
computation - which is what the arcade -net pods, lobby members and
mission review all take, none of them running a console locally. A
member's clock is anchored by the console's RunMission arriving over the
wire anyway, so it starts within one latency of correct and only drifts
at the rate the two crystals differ.

Two things come out of it beyond the clock itself. The camera directors
switch behaviour at "30 seconds left" (DIRECTOR.cpp, RPDIRECT.cpp) and
were reading the same free-running number, so the dramatic end-of-race
camera and the actual buzzer were on different clocks too; they now
share one. And the countdown holds at 00:00 instead of going negative -
the console polls at 250 ms, so zero always arrives slightly before the
stop is dispatched.

The hook is guarded on gWatchedApp == application. Nothing ever
uninstalls it, so a player who hosts a race and then joins somebody
else's lobby still has it wired up, and in that race the console is a
bystander holding the previous mission's gLengthMs and gRunStartTick.

Verified by running a 25-second race with the menu still set to 5:00 and
photographing the map display: 00:17, 00:01, then 00:00 held while
"time expired - stopping mission" went to the log. Captures use
PrintWindow rather than CopyFromScreen - the first attempt grabbed the
desktop sitting in front of the Map window, which is somebody's screen
contents written to disk, and those files were deleted.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 15:39:19 -05:00

1800 lines
44 KiB
C++

#include "registry.h"
#include "renderer.h"
#include "controls.h"
#include "update.h"
#include "mission.h"
#include "player.h"
#include "director.h"
#include "appmgr.h"
#include "audrend.h"
#include "vidrend.h"
#include "gaugrend.h"
#include "hostmgr.h"
#include "interest.h"
#include "nttmgr.h"
#include "apptask.h"
#include "console.h"
#include "appmsg.h"
#include "evtstat.h"
#if defined(TRACE_FOREGROUND_PROCESSING)
BitTrace Foreground_Processing("Foreground Processing");
#endif
#if defined(TRACE_UPDATE_MANAGER)
BitTrace Update_Manager("Update Manager");
#endif
#if defined(TRACE_RENDERER_MANAGER)
BitTrace Renderer_Manager("Renderer Manager");
#endif
Application *application = NULL;
int Exit_Code = 0;
Logical Application::suppressGauges = False;
//#############################################################################
//########################### Application ###############################
//#############################################################################
//#############################################################################
// Message Support
//
const Receiver::HandlerEntry
Application::MessageHandlerEntries[]=
{
MESSAGE_ENTRY(Application, StateQuery),
MESSAGE_ENTRY(Application, CheckLoad),
MESSAGE_ENTRY(Application, RunMission),
MESSAGE_ENTRY(Application, StopMission),
MESSAGE_ENTRY(Application, ResumeMission),
MESSAGE_ENTRY(Application, SuspendMission),
MESSAGE_ENTRY(Application, KeyCommand),
MESSAGE_ENTRY(Application, LoadMission),
MESSAGE_ENTRY(Application, AbortMission)
};
Application::MessageHandlerSet& Application::GetMessageHandlers()
{
static Application::MessageHandlerSet messageHandlers(ELEMENTS(Application::MessageHandlerEntries), Application::MessageHandlerEntries, NetworkClient::GetMessageHandlers());
return messageHandlers;
}
//#############################################################################
// Virtual Data support
//
Derivation* Application::GetClassDerivations()
{
static Derivation classDerivations(NetworkClient::GetClassDerivations(), "Application");
return &classDerivations;
}
Application::SharedData
Application::DefaultData(
Application::GetClassDerivations(),
Application::GetMessageHandlers()
);
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical
Application::TestInstance() const
{
if (!IsDerivedFrom(*GetClassDerivations()))
{
return False;
}
Check(&applicationState);
if (eventQueue)
{
Check(eventQueue);
}
if (networkManager)
{
Check(networkManager);
}
if (entityManager)
{
Check(entityManager);
}
if (registry)
{
Check(registry);
}
if (hostManager)
{
Check(hostManager);
}
if (interestManager)
{
Check(interestManager);
}
if (updateManager)
{
Check(updateManager);
}
if (rendererManager)
{
Check(rendererManager);
}
if (controlsManager)
{
Check(controlsManager);
}
if (intercomManager)
{
Check(intercomManager);
}
if (resourceFile)
{
Check(resourceFile);
}
if (viewpointEntity)
{
Check(viewpointEntity);
}
if (currentMission)
{
Check(currentMission);
}
if (backgroundTasks)
{
Check(backgroundTasks);
}
if (audioRenderer)
{
Check(audioRenderer);
}
if (videoRenderer)
{
Check(videoRenderer);
}
if (gaugeRenderer)
{
Check(gaugeRenderer);
}
return True;
}
//
//#############################################################################
// Application
//#############################################################################
//
Application::Application(
ResourceFile *resource_file,
ApplicationID application_ID,
ClassID class_ID,
SharedData &shared_data
):
NetworkClient(class_ID, shared_data, ApplicationClientID),
applicationState(ApplicationStateCount)
{
Check(&shared_data);
Check(resource_file);
applicationID = application_ID;
//
// Create the event queue
//
eventQueue = GeneralEventQueue::Make(
EVENT_PRIORITIES_COUNT,
"MUNGA Event Count"
);
Check(eventQueue);
//
// Remember the resource file
//
resourceFile = resource_file;
missionPlayer = NULL;
//
// NULL managers not yet created
//
networkManager = NULL;
registry = NULL;
controlsManager = NULL;
intercomManager = NULL;
backgroundTasks = NULL;
interestManager = NULL;
audioRenderer = NULL;
videoRenderer = NULL;
gaugeRenderer = NULL;
//
// NULL pointers to other objects not yet created
//
viewpointEntity = NULL;
currentMission = NULL;
//
// Create base level managers
//
entityManager = new EntityManager;
Register_Object(entityManager);
hostManager = new HostManager;
Register_Object(hostManager);
updateManager = new UpdateManager;
Register_Object(updateManager);
rendererManager = new RendererManager;
Register_Object(rendererManager);
backgroundTasks = new BackgroundTasks;
Register_Object(backgroundTasks);
//
// Set up game state
//
executeFrames = False;
applicationState.SetState(InitializingState);
currentMission = NULL;
secondsRemainingInGame = 0.0f;
spoolFile = NULL;
routePacketFinished = False;
lastCreationMessage = Now();
//
// HACK - Init analysis bits
//
#if defined(TRACE_ON)
trace_manager.ResetTraces();
#endif
}
//
//#############################################################################
// GetApplicationManager
//#############################################################################
//
ApplicationManager*
Application::GetApplicationManager()
{
PlugIteratorOf<ApplicationManager*> manager_link(this);
ApplicationManager *mgr;
while ((mgr = manager_link.ReadAndNext()) != NULL)
{
if (mgr->GetClassID() == ApplicationManagerClassID)
{
return mgr;
}
}
return NULL;
}
Scalar
Application::GetApplicationLoopFrameRate()
{
ApplicationManager *mgr = GetApplicationManager();
Check(mgr);
return mgr->GetFrameRate();
}
//
//#############################################################################
// Initialize
//#############################################################################
//
void
Application::Initialize()
{
Check(this);
//
//----------------------------
// Create the interest Manager
//----------------------------
//
interestManager = MakeInterestManager();
Register_Object(interestManager);
//
//--------------------------------------------------------------------------
// Create the network manager
//--------------------------------------------------------------------------
//
networkManager = MakeNetworkManager();
Register_Object(networkManager);
//
//--------------------------------------------------------------------------
// Create the registry, load static object streams
//--------------------------------------------------------------------------
//
registry = MakeRegistry();
if (registry)
{
Register_Object(registry);
registry->LoadStaticObjectStreamResource();
}
//
//--------------------------------------------------------------------------
// Create the mode manager
//--------------------------------------------------------------------------
//
modeManager = MakeModeManager();
Register_Object(modeManager);
//
//--------------------------------------------------------------------------
// Create the controls manager
//--------------------------------------------------------------------------
//
controlsManager = MakeControlsManager();
Register_Object(controlsManager);
//
//--------------------------------------------------------------------------
// Create the intercom manager
//--------------------------------------------------------------------------
//
intercomManager = MakeIntercomManager();
Register_Object(intercomManager);
//
//--------------------------------------------------------------------------
// Add background tasks
//--------------------------------------------------------------------------
//
LoadBackgroundTasks();
executeFrames = True;
applicationState.SetState(WaitingForEgg);
//
//--------------------------------------------------------------------------
// Create the audio renderer
//--------------------------------------------------------------------------
//
Verify(audioRenderer == NULL);
if ((audioRenderer = MakeAudioRenderer()) != NULL)
{
Register_Object(audioRenderer);
audioRenderer->Initialize();
}
//
//--------------------------------------------------------------------------
// Create the video renderer
//--------------------------------------------------------------------------
//
Verify(videoRenderer == NULL);
if ((videoRenderer = MakeVideoRenderer()) != NULL)
{
Register_Object(videoRenderer);
}
//
//--------------------------------------------------------------------------
// Create the gauge renderer
//--------------------------------------------------------------------------
//
Verify(gaugeRenderer == NULL);
if (Application::GetVideoRenderer() != NULL)
{
int *secondaryIndex = Application::GetVideoRenderer()->GetSecondaryIndex();
int *aux1Index = Application::GetVideoRenderer()->GetAux1Index();
int *aux2Index = Application::GetVideoRenderer()->GetAux2Index();
if ((gaugeRenderer = MakeGaugeRenderer(secondaryIndex, aux1Index, aux2Index)) != NULL)
{
Register_Object(gaugeRenderer);
}
}
}
//
//#############################################################################
// LoadBackgroundTasks
//#############################################################################
//
void
Application::LoadBackgroundTasks()
{
Check(this);
ApplicationTask *application_task;
application_task = new RoutePacketTask;
Register_Object(application_task);
backgroundTasks->AddTask(application_task);
application_task = new ProcessEventTask;
Register_Object(application_task);
backgroundTasks->AddTask(application_task);
application_task = new AudioRendererTask;
Register_Object(application_task);
backgroundTasks->AddTask(application_task);
application_task = new GaugeRendererTask;
Register_Object(application_task);
backgroundTasks->AddTask(application_task);
application_task = new NetworkManagerTask;
Register_Object(application_task);
backgroundTasks->AddTask(application_task);
application_task = new CompleteCyclesTask;
Register_Object(application_task);
backgroundTasks->AddTask(application_task);
application_task = new FryDeathRowTask;
Register_Object(application_task);
backgroundTasks->AddTask(application_task);
}
//
//#############################################################################
// MakeInterestManager
//#############################################################################
//
InterestManager*
Application::MakeInterestManager()
{
return new InterestManager;
}
//
//#############################################################################
// MakeNetworkManager
//#############################################################################
//
NetworkManager*
Application::MakeNetworkManager()
{
return new NetworkManager(NetworkManager::DefaultData);
}
//
//#############################################################################
// MakeRegistry
//#############################################################################
//
Registry*
Application::MakeRegistry()
{
Fail("Application::MakeRegistry - Should never reach here");
return NULL;
}
//
//#############################################################################
// MakeModeManager
//#############################################################################
//
ModeManager*
Application::MakeModeManager()
{
Fail("Application::MakeModeManager - Should never reach here");
return NULL;
}
//
//#############################################################################
// MakeControlsManager
//#############################################################################
//
ControlsManager*
Application::MakeControlsManager()
{
Fail("Application::MakeControlsManager - Should never reach here");
return NULL;
}
//
//#############################################################################
// MakeIntercomManager
//#############################################################################
//
IcomManager*
Application::MakeIntercomManager()
{
Fail("Application::MakeIntercomManager - Should never reach here");
return NULL;
}
//
//#############################################################################
// ExecuteForeground
//#############################################################################
//
Logical
Application::ExecuteForeground(
Time start_of_frame,
Scalar frame_duration
)
{
SET_FOREGROUND_PROCESSING();
Check(this);
Verify(application == this);
if (!executeFrames)
{
CLEAR_FOREGROUND_PROCESSING();
return executeFrames;
}
Time
frame_ticks;
frame_ticks = frame_duration;
//
//--------------------------------------------------------------------------
// Controls Manager
//
// Poll all devices, update all control variables.
//
// This is executed before the update manager so that the
// models have valid control values. It is not necessary for
// the controls to operate at the frame rate of this loop. If
// the controls manager can run run at a lower rate it can
// throttle itself internally.
//--------------------------------------------------------------------------
//
Check(controlsManager);
Time startControls = Now();
controlsManager->Execute();
Time endControls = Now();
if (GetApplicationState() == WaitingForEgg)
{
// since we're idling, let the renderers clear the screens
videoRenderer->ExecuteIdle();
CLEAR_FOREGROUND_PROCESSING();
return executeFrames;
}
//
//--------------------------------------------------------------------------
// Update Manager
//
// Execute replicants.
// Execute master entities if they are interesting here or
// elsewhere.
// Inform interest manager of possible interest zone change.
// If the master entity has provided and update message then
// send it to replicants.
//
// This is executed before the interest manager so that the
// interest manager can merge all interest zone changes before
// broadcasting interest arena deltas and building interesting
// entity lists.
//
// This is executed before the renderers so that the watchers
// have executed on the model and are ready for use by the
// renderers.
//--------------------------------------------------------------------------
//
SET_UPDATE_MANAGER();
Time startUpdate = Now();
Check(updateManager);
updateManager->Execute(start_of_frame);
Time endUpdate = Now();
CLEAR_UPDATE_MANAGER();
//
//--------------------------------------------------------------------------
// Interest Manager
//
// Update the net interest arena.
// Calculate which interest zones should be released and which
// interest zones should be loaded
// Send a becoming uninteresting and becoming interesting
// message to the entity.
// Broadcast the interest arena change
//
// The renderer manager call, update interest origins will
// update only those interest origins required by the renderers
// executing this frame.
//
// This is executed before the renderer manager so that when
// the renderers execute they execute upon interest lists that
// are valid as of the end of a model/update frame.
//
// In theory the interest manager does not have to run every
// frame. If throttled less, this would cause fuzz at interest
// zone borders, which may or may not be acceptable depending
// on the size of the interest arena.
//--------------------------------------------------------------------------
//
Time startInterest = Now();
Check(rendererManager);
rendererManager->UpdateInterestOrigins(start_of_frame);
Check(interestManager);
interestManager->Execute();
Time endInterest = Now();
//
//--------------------------------------------------------------------------
// Renderer Manager
//
// Execute renderers.
// Get interest list from interest manager.
// Poll watchers.
//
// It is not necessary for all renderers to operate at the frame
// rate of this loop. If a renderer can run at a lower rate it
// does so via the renderer manager which will govern if a
// renderer executes this frame.
//--------------------------------------------------------------------------
//
SET_RENDERER_MANAGER();
Time startRender = Now();
Check(rendererManager);
rendererManager->Execute(start_of_frame, frame_ticks, frame_ticks);
Time endRender = Now();
CLEAR_RENDERER_MANAGER();
//
//--------------------------------------------------------------------------
// Intercom Manager
//--------------------------------------------------------------------------
//
Time startIntercom = Now();
Check(intercomManager);
intercomManager->Execute();
Time endIntercom = Now();
//
//--------------------------------------------------------------------------
// Execution statistics
//--------------------------------------------------------------------------
//
if (GetApplicationState() == RunningMission)
{
//
// Ask the console first: it owns the clock that actually ends the
// race, so this is the countdown the buzzer will agree with. Its
// own reckoning is the fallback for everything with no console of
// its own - see gMissionClockHook in APPMGR.h.
//
Scalar console_remaining;
if (gMissionClockHook != NULL &&
(*gMissionClockHook)(&console_remaining))
{
secondsRemainingInGame = console_remaining;
}
else
{
secondsRemainingInGame =
currentMission->GetGameLength() - (Now() - gameStarted);
}
}
routePacketFinished = False;
CLEAR_FOREGROUND_PROCESSING();
return executeFrames && !Exit_Code;
}
//
//#############################################################################
// ExecuteBackgroundTask
//#############################################################################
//
#define QUIET_TIME_OUT 3.0f
void
Application::ExecuteBackgroundTask()
{
Check(this);
//
//------------------------------------------------------------------------
// If we are processing the map's creation messages, don't allow any other
// processing to happen until nothing appears for the timeout period
//------------------------------------------------------------------------
//
if (GetApplicationState() == CreatingMission)
{
Check(networkManager);
if (networkManager->RoutePacket())
{
return;
}
if (ProcessOneEvent(DefaultEventPriority))
{
return;
}
if (ProcessOneEvent(LowEventPriority))
{
lastCreationMessage = Now();
}
else
{
Scalar wait = Now() - lastCreationMessage;
if (wait > QUIET_TIME_OUT)
{
applicationState.SetState(LoadingMission);
networkManager->Marker("MUNGA MARKER - Starting renderer load...\n");
networkManager->Mode(NetworkManager::UnreliableMode);
#if defined(LAB_ONLY)
DEBUG_STREAM << "Starting renderer load...\n" << std::flush;
#endif
}
}
return;
}
//
// If there exists a high priority event, execute it
//
if (ProcessOneEvent(HighEventPriority))
{
return;
}
//
// if
// we are not finished routing packets this frames or
// we are not running the game
// then
// attempt to route a network packet
// we are finished routing packets for this frame
//
if (
!routePacketFinished ||
applicationState.GetState() != RunningMission
)
{
Check(networkManager);
if (networkManager->RoutePacket())
{
return;
}
}
routePacketFinished = True;
//
// Execute lower priority tasks
//
Check(backgroundTasks);
backgroundTasks->Execute();
}
//
//#############################################################################
// Stop
//#############################################################################
//
void
Application::Stop()
{
Check(this);
//
// Dump analysis sample
//
#if defined(USE_TIME_ANALYSIS)
DEBUG_STREAM << "\nGame timing statistics:\n" << std::flush;
trace_manager.SnapshotTimingAnalysis(True);
#endif
#if defined(USE_TRACE_LOG)
trace_manager.SaveTraceLog("trace.log");
#endif
#if defined(USE_EVENT_STATISTICS)
event_statistics_manager.Report();
#endif
//
// Set state variables to end game status
//
executeFrames = False;
DEBUG_STREAM << std::flush << std::flush;
applicationState.SetState(StoppingMission);
}
//
//#############################################################################
// Shutdown
//#############################################################################
//
Logical
Application::Shutdown(int remainingApps)
{
Check(this);
//
//--------------------------------------------------------------------------
// Shutdown gauge renderer
//--------------------------------------------------------------------------
//
if (gaugeRenderer != NULL)
{
Check(gaugeRenderer);
gaugeRenderer->Shutdown();
gaugeRenderer->UnlinkFromEntity();
}
//
//--------------------------------------------------------------------------
// Shutdown video renderer
//--------------------------------------------------------------------------
//
if (videoRenderer != NULL)
{
Check(videoRenderer);
videoRenderer->Shutdown();
videoRenderer->UnlinkFromEntity();
}
//
//--------------------------------------------------------------------------
// Shutdown audio renderer
//--------------------------------------------------------------------------
//
if (audioRenderer != NULL)
{
Check(audioRenderer);
audioRenderer->Shutdown();
audioRenderer->UnlinkFromEntity();
}
//
//--------------------------------------------------------------------------
// Delete the viewpoint entity
//--------------------------------------------------------------------------
//
if (viewpointEntity != NULL)
{
Unregister_Object(viewpointEntity);
delete viewpointEntity;
viewpointEntity = NULL;
}
//
//--------------------------------------------------------------------------
// Shutdown the interest manager
//--------------------------------------------------------------------------
//
Check(interestManager);
interestManager->Shutdown();
//
//--------------------------------------------------------------------------
// Shutdown the host manager
//--------------------------------------------------------------------------
//
Check(hostManager);
hostManager->Shutdown();
//
//--------------------------------------------------------------------------
// Shutdown the network manager
//--------------------------------------------------------------------------
//
Check(networkManager);
networkManager->Shutdown();
//
//--------------------------------------------------
// Delete the current mission if it has been created
//--------------------------------------------------
//
if (currentMission)
{
Unregister_Object(currentMission);
delete currentMission;
currentMission = NULL;
}
//
//---------------------------------
// Allow the process to start again
//---------------------------------
//
executeFrames = True;
applicationState.SetState(WaitingForEgg);
#if 0
return !Exit_Code;
#else
return False;
#endif
}
//
//#############################################################################
// Terminate
//#############################################################################
//
void
Application::Terminate()
{
Check(this);
//
//--------------------------------------------------------------------------
// Delete the gauge renderer
//--------------------------------------------------------------------------
//
if (gaugeRenderer != NULL)
{
Unregister_Object(gaugeRenderer);
delete gaugeRenderer;
gaugeRenderer = NULL;
}
//
//--------------------------------------------------------------------------
// Delete the video renderer
//--------------------------------------------------------------------------
//
if (videoRenderer != NULL)
{
Unregister_Object(videoRenderer);
delete videoRenderer;
videoRenderer = NULL;
}
//
//--------------------------------------------------------------------------
// Delete the audio renderer
//--------------------------------------------------------------------------
//
if (audioRenderer != NULL)
{
Unregister_Object(audioRenderer);
delete audioRenderer;
audioRenderer = NULL;
}
//
//-----------------------------------------------------------------------
// Delete the intercom manager
//-----------------------------------------------------------------------
//
if (intercomManager != NULL)
{
Unregister_Object(intercomManager);
delete intercomManager;
intercomManager = NULL;
}
//
//-----------------------------------------------------------------------
// Delete the controls manager
//-----------------------------------------------------------------------
//
if (controlsManager != NULL)
{
Unregister_Object(controlsManager);
delete controlsManager;
controlsManager = NULL;
}
//
//------------------------
// Delete the mode manager
//------------------------
//
if (modeManager)
{
Unregister_Object(modeManager);
delete modeManager;
modeManager = NULL;
}
//
//-----------------------------------------------------------------------
// Delete the registry
//-----------------------------------------------------------------------
//
if (registry != NULL)
{
Unregister_Object(registry);
delete registry;
registry = NULL;
}
//
//-----------------------------------------------------------------------
// Delete the network manager
//-----------------------------------------------------------------------
//
if (networkManager != NULL)
{
Unregister_Object(networkManager);
delete networkManager;
networkManager = NULL;
}
//
//----------------------------
// Delete the interest manager
//----------------------------
//
if (interestManager != NULL)
{
Unregister_Object(interestManager);
delete interestManager;
interestManager = NULL;
}
}
//
//#############################################################################
// ~Application
//#############################################################################
//
Application::~Application()
{
//
// Verify that these managers have been deleted
//
Verify(interestManager == NULL);
Verify(networkManager == NULL);
Verify(registry == NULL);
Verify(controlsManager == NULL);
Verify(intercomManager == NULL);
Verify(audioRenderer == NULL);
Verify(videoRenderer == NULL);
Verify(gaugeRenderer == NULL);
//
// Verify that the mission has been deleted
//
Verify(currentMission == NULL);
//
// Verify that the viewpoint entity has been deleted
//
Verify(viewpointEntity == NULL);
//
// Destroy these managers
//
Unregister_Object(backgroundTasks);
delete backgroundTasks;
backgroundTasks = NULL;
Unregister_Object(rendererManager);
delete rendererManager;
rendererManager = NULL;
Unregister_Object(updateManager);
delete updateManager;
updateManager = NULL;
Unregister_Object(hostManager);
delete hostManager;
hostManager = NULL;
Unregister_Object(entityManager);
delete entityManager;
entityManager = NULL;
resourceFile = NULL;
//
// Destroy the event queue
// HACK - the event queue is transparently created as an array,
// therefore must be deleted as one
//
Unregister_Object(eventQueue);
delete[] eventQueue;
eventQueue = NULL;
}
//
//#############################################################################
// StateQueryMessageHandler
//#############################################################################
//
void
Application::StateQueryMessageHandler(
#if DEBUG_LEVEL>0
StateQueryMessage *message
#else
StateQueryMessage *
#endif
)
{
Check(this);
Check(message);
Verify(message->messageID == StateQueryMessageID);
//
//--------------------------------------------------------------------------
// Send the console our application state
//--------------------------------------------------------------------------
//
Host *console_host;
Check(GetHostManager());
if ((console_host = GetHostManager()->GetConsoleHost()) != NULL)
{
Check(console_host);
unsigned int appState = applicationState.GetState();
ConsoleApplicationStateResponseMessage
response_message(
0, // GetHostManager()->GetLocalHostID(),
applicationState.GetState(),
GetApplicationID()
);
SendMessage(
console_host->GetHostID(),
ConsoleClientID,
&response_message
);
}
}
//
//#############################################################################
// CreateMission
//#############################################################################
//
void
Application::CreateMission(NotationFile *egg_notation_file)
{
Check(this);
Check(egg_notation_file);
//
//--------------------------------------------------------------------------
// Create mission from egg notation file
//--------------------------------------------------------------------------
//
currentMission = MakeMission(egg_notation_file, resourceFile);
Register_Object(currentMission);
secondsRemainingInGame = currentMission->GetGameLength();
//
//----------------------------------------------------------------------
// Now, start up the network connect process. The network must have at
// least established the local host before returning, so that the player
// data load can work
//----------------------------------------------------------------------
//
NetworkManager *net_mgr = GetNetworkManager();
Check(net_mgr);
net_mgr->StartConnecting(currentMission);
currentMission->SetPlayerData(egg_notation_file);
InterestManager *interest_mgr = GetInterestManager();
Check(interest_mgr);
interest_mgr->LoadInterestArenas(currentMission);
}
//
//#############################################################################
// MakeMission
//#############################################################################
//
Mission*
Application::MakeMission(
NotationFile*,
ResourceFile*
)
{
Fail("Application::MakeMisson - Should never reach here");
return NULL;
}
//
//#############################################################################
// LoadMissionMessageHandler
//#############################################################################
//
void
Application::LoadMissionMessageHandler(Message *)
{
Check(this);
//
//--------------------------------------------------------------------------
// Load the interest manager
//--------------------------------------------------------------------------
//
#ifdef USE_TIME_ANALYSIS
trace_manager.StartTimingAnalysis();
#endif
Check(interestManager);
interestManager->LoadMission(currentMission);
//
//--------------------------------------------------------------------------
// Make the player
//--------------------------------------------------------------------------
//
Registry* registry = GetRegistry();
Check(registry);
missionPlayer = registry->MakePlayer(currentMission);
Register_Object(missionPlayer);
//
//--------------------------------------------------------------------------
// Set application state to loading
//--------------------------------------------------------------------------
//
applicationState.SetState(CreatingMission);
#if defined(LAB_ONLY)
DEBUG_STREAM << "Starting entity creation...\n" << std::flush;
#endif
}
//
//#############################################################################
// MakeAndLinkViewpointEntity
//#############################################################################
//
Entity*
Application::MakeAndLinkViewpointEntity(Entity::MakeMessage* message)
{
Check(this);
Check(message);
//
//--------------------------------------------------------------------------
// Create the viewpoint entity
//--------------------------------------------------------------------------
//
#if DEBUG_LEVEL>0
HostManager *host = GetHostManager();
Check(host);
Verify(message->entityID.GetHostID() == host->GetLocalHostID());
#endif
Verify(viewpointEntity == NULL);
viewpointEntity = MakeViewpointEntity(message);
//
//--------------------------------------------------------------------------
// Post a message to check the status of the load
//--------------------------------------------------------------------------
//
CheckLoadMessage check_load_message;
Post(DefaultEventPriority, this, &check_load_message);
//
//--------------------------------------------------------------------------
// Load audio renderer
//--------------------------------------------------------------------------
//
if (audioRenderer != NULL)
{
Check(audioRenderer);
audioRenderer->LinkToEntity(viewpointEntity);
audioRenderer->LoadMission(GetCurrentMission());
audioRenderer->SetRendererStatusToRunning();
}
//
//--------------------------------------------------------------------------
// Load video renderer
//--------------------------------------------------------------------------
//
if (videoRenderer != NULL)
{
Check(videoRenderer);
videoRenderer->LinkToEntity(viewpointEntity);
videoRenderer->LoadMission(GetCurrentMission());
videoRenderer->SetRendererStatusToRunning();
}
//
//--------------------------------------------------------------------------
// Load gauge renderer
//--------------------------------------------------------------------------
//
if (gaugeRenderer != NULL)
{
Check(gaugeRenderer);
gaugeRenderer->LinkToEntity(viewpointEntity);
gaugeRenderer->LoadMission(GetCurrentMission());
gaugeRenderer->SetRendererStatusToRunning();
}
return viewpointEntity;
}
//
//#############################################################################
// MakeViewpointEntity
//#############################################################################
//
Entity*
Application::MakeViewpointEntity(Entity::MakeMessage*)
{
Fail("Application::MakeViewpointEntity - Should never reach here");
return NULL;
}
//
//#############################################################################
// MakeAudioRenderer
//#############################################################################
//
AudioRenderer*
Application::MakeAudioRenderer()
{
Fail("Application::MakeAudioRenderer - Should never reach here");
return NULL;
}
//
//#############################################################################
// MakeVideoRenderer
//#############################################################################
//
VideoRenderer*
Application::MakeVideoRenderer()
{
Fail("Application::MakeVideoRenderer - Should never reach here");
return NULL;
}
//
//#############################################################################
// MakeGaugeRenderer
//#############################################################################
//
GaugeRenderer*
Application::MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index)
{
Fail("Application::MakeGaugeRenderer - Should never reach here");
return NULL;
}
//
//#############################################################################
// CheckLoadMessageHandler
//#############################################################################
//
void
Application::CheckLoadMessageHandler(
CheckLoadMessage *message
)
{
Check(this);
Check(message);
Verify(message->messageID == CheckLoadMessageID);
//
//--------------------------------------------------------------------------
// If the application is already running then ignore this message
//--------------------------------------------------------------------------
//
switch (applicationState.GetState())
{
case CreatingMission:
case LoadingMission:
case WaitingForLaunch:
if (eventQueue->IsPriorityEmpty(MinEventPriority))
{
Host *console_host;
if (applicationState.GetState() == LoadingMission)
{
ResourceFile *res_file = GetResourceFile();
Check(res_file);
res_file->ReleaseUnlockedResources();
#if defined(LAB_ONLY)
DEBUG_STREAM << "Waiting for translocation!\n" << std::flush;
#endif
#if defined(USE_TIME_ANALYSIS)
DEBUG_STREAM << "Loading time usage:\n" << std::flush;
trace_manager.SnapshotTimingAnalysis(True);
#endif
}
applicationState.SetState(WaitingForLaunch);
Check(GetHostManager());
static bool hasConsolidated = false;
if (!hasConsolidated)
{
//Consolidate level geometry here
VideoRenderer *renderer = Application::GetVideoRenderer();
renderer->ConsolidateStaticObjects();
hasConsolidated = true;
}
console_host = GetHostManager()->GetConsoleHost();
if (
!gConsoleMarshalsLaunch &&
(
(console_host == NULL) ||
(
console_host != NULL &&
console_host->GetConnectStatus() != Host::OnLineConnectionStatus
)
)
)
{
//
// In the absence of the console just post the message to
// run. An IN-PROCESS console (hosted network race) has no
// connection to this pod but still owns the launch - the
// gConsoleMarshalsLaunch flag holds us at WaitingForLaunch
// until every pod in the mesh is staged.
//
RunMissionMessage run_mission_message;
Post(DefaultEventPriority, this, &run_mission_message);
Tell("Sent ready message to ourselves\n");
}
}
//
//-----------------------------------------------------------------------
// Post this message again until the application is running
//-----------------------------------------------------------------------
//
Time post_time;
post_time = Now();
#if DEBUG_LEVEL<3
post_time += 1.0f;
#else
post_time += 5.0;
#endif
Post(DefaultEventPriority, this, message, post_time);
break;
}
}
//
//#############################################################################
// RunMissionMessageHandler
//#############################################################################
//
void
Application::RunMissionMessageHandler(
#if DEBUG_LEVEL>0
RunMissionMessage *message
#else
RunMissionMessage *
#endif
)
{
Check(this);
Check(message);
Verify(message->messageID == RunMissionMessageID);
//
//--------------------------------------------------------------------------
// If the application is already running then ignore this message
//--------------------------------------------------------------------------
//
switch (GetApplicationState())
{
case RunningMission:
return;
case LaunchingMission:
//
// Start analysis sample
//
#if defined(USE_TRACE_LOG)
{
char *log_size_str = getenv("LOGSIZE");
if (log_size_str)
{
size_t log_size = atoi(log_size_str);
if (log_size > 0)
{
trace_manager.CreateTraceLog(log_size,True);
}
}
}
#endif
#ifdef USE_TIME_ANALYSIS
trace_manager.StartTimingAnalysis();
#endif
Tell("Application::RunMissionMessageHandler - running mission\n");
applicationState.SetState(RunningMission);
gameStarted = Now();
break;
case WaitingForLaunch:
{
Tell("Application::RunMissionMessageHandler - Translocation\n");
applicationState.SetState(LaunchingMission);
Player *player = GetMissionPlayer();
Check(player);
Player::MissionStartingMessage
launch(
Player::MissionStartingMessageID,
sizeof(Player::MissionStartingMessage)
);
player->Dispatch(&launch);
break;
}
default:
Fail("Application::RunMissionMessageHandler - Not ready to run!\n");
break;
}
}
//
//#############################################################################
// SuspendMissionMessageHandler
//#############################################################################
//
void
Application::SuspendMissionMessageHandler(
#if DEBUG_LEVEL>0
SuspendMissionMessage *message
#else
SuspendMissionMessage *
#endif
)
{
Check(this);
Check(message);
Verify(message->messageID == SuspendMissionMessageID);
//
//--------------------------------------------------------------------------
// The application should be either running or already suspended
//--------------------------------------------------------------------------
//
switch (GetApplicationState())
{
case RunningMission:
{
Player::MissionEndingMessage
player_message(
Player::MissionEndingMessageID,
sizeof(Player::MissionEndingMessage)
);
Player *player;
Tell("Application::SuspendMissionMessageHandler - Suspending\n");
applicationState.SetState(SuspendingMission);
player = GetMissionPlayer();
Check(player);
player->Dispatch(&player_message);
}
break;
case SuspendingMission:
//
// Already suspended
//
break;
default:
//
// Any other state is an error
//
Fail("Application::SuspendMissionMessageHandler - Illegal state");
break;
}
}
//
//#############################################################################
// ResumeMissionMessageHandler
//#############################################################################
//
void
Application::ResumeMissionMessageHandler(
#if DEBUG_LEVEL>0
ResumeMissionMessage *message
#else
ResumeMissionMessage *
#endif
)
{
Check(this);
Check(message);
Verify(message->messageID == ResumeMissionMessageID);
//
//--------------------------------------------------------------------------
// The application should be in the suspended state or resuming
//--------------------------------------------------------------------------
//
switch (GetApplicationState())
{
case SuspendingMission:
{
Player::MissionStartingMessage
launch(
Player::MissionStartingMessageID,
sizeof(Player::MissionStartingMessage)
);
Player *player;
Tell("Application::ResumeMissionMessageHandler - Resuming mission\n");
applicationState.SetState(ResumingMission);
player = GetMissionPlayer();
Check(player);
player->Dispatch(&launch);
}
break;
case ResumingMission:
Tell("Application::ResumeMissionMessageHandler - Running mission\n");
applicationState.SetState(RunningMission);
gameStarted = Now();
break;
default:
Fail("Application::ResumeMissionMessageHandler - Illegal state\n");
break;
}
}
//
//#############################################################################
// StopMissionMessageHandler
//#############################################################################
//
void
Application::StopMissionMessageHandler(
#if DEBUG_LEVEL>0
StopMissionMessage *message
#else
StopMissionMessage *
#endif
)
{
Check(this);
Check(message);
Verify(message->messageID == StopMissionMessageID);
//
//--------------------------------------------------------------------------
// If the application is already stopping then ignore the message
//--------------------------------------------------------------------------
//
switch (GetApplicationState())
{
case StoppingMission:
return;
case EndingMission:
case AbortingMission:
Stop();
break;
default:
{
applicationState.SetState(EndingMission);
Player *player = GetMissionPlayer();
if (player)
{
networkManager->Mode(NetworkManager::ReliableMode);
Check(player);
Player::MissionEndingMessage
launch(
Player::MissionEndingMessageID,
sizeof(Player::MissionEndingMessage)
);
player->Dispatch(&launch);
}
else
{
Stop();
}
break;
}
}
}
//
//#############################################################################
// StopMissionMessageHandler
//#############################################################################
//
void
Application::AbortMissionMessageHandler(
#if DEBUG_LEVEL>0
AbortMissionMessage *message
#else
AbortMissionMessage *
#endif
)
{
Check(this);
Check(message);
Verify(message->messageID == AbortMissionMessageID);
//
//--------------------------------------------------------------------------
// If the application is already stopping then ignore the message
//--------------------------------------------------------------------------
//
switch (GetApplicationState())
{
case StoppingMission:
return;
case EndingMission:
case AbortingMission:
Stop();
break;
default:
{
applicationState.SetState(AbortingMission);
Player *player = GetMissionPlayer();
if (player)
{
Check(player);
Player::MissionEndingMessage
launch(
Player::MissionEndingMessageID,
sizeof(Player::MissionEndingMessage)
);
player->Dispatch(&launch);
}
else
{
Stop();
}
break;
}
}
}
//
//#############################################################################
// KeyCommandMessageHandler
//#############################################################################
//
void
Application::KeyCommandMessageHandler(
ReceiverDataMessageOf<ControlsKey> *message
)
{
Check(this);
Check(message);
switch (message->dataContents)
{
case '&':
if (GetApplicationState() != StoppingMission)
{
Exit_Code = 1;
Stop();
DEBUG_STREAM << "Mission stopped by keystroke!\n" << std::flush;
if (GetApplicationState() == WaitingForEgg)
{
applicationState.SetState(EndingMission);
}
}
break;
#if defined(USE_TRACE_LOG)
case ' ':
trace_manager.MarkTraceLog();
break;
case '/':
trace_manager.ResumeTraceLogging();
break;
case '\\':
trace_manager.SuspendTraceLogging();
break;
#endif
}
}
//~~~~~~~~~~~~~~~~~~~~~~ Application__CheckLoadMessage ~~~~~~~~~~~~~~~~~~~~~~~~
Application__CheckLoadMessage::Application__CheckLoadMessage():
NetworkClient::Message(
Application::CheckLoadMessageID,
sizeof(Application__CheckLoadMessage)
)
{
}
#ifdef TEST_CLASS
# include "app.tcp"
#endif