Domain correction from playtest: hand-fed eggs are a developer shortcut - a mission only ends on a console command, so the clock hits 00:00 and counts up forever. Even single-player games need a console marshal. RPL4CONSOLE is that console. Like the real one it lives on its own thread: it owns the mission clock and raises the stop request at the selected length; the app-manager per-frame hook (new gPerFrameHook seam in APPMGR, called while the application global is live - the loop condition NULLs it on exit, which ate the first attempt) executes the engine-safe part, dispatching the same StopMissionMessage TeslaConsole sent. Final scores flow in through a new RP-layer sink (gConsoleScoreSink in RPCNSL): RPPlayer feeds it the same score it sends a real console at mission end. It also inherits the launcher role: the application tears down after a stop (arcade pods were relaunched per mission by TeslaLauncher), so WinMain respawns the process when the console ended the mission, landing back on the race-setup screen. L4NetworkManager grows FeedLocalEgg (the single-user egg-inject path, callable mid-session) for the future in-process loop. Verified end to end: menu -> 3:00 race -> stop dispatched exactly on time -> final score collected (host 1 = 4113) -> process respawned with the front end up. -egg runs stay unmarshaled (the dev shortcut). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
39 lines
839 B
C++
39 lines
839 B
C++
#pragma once
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#include "app.h"
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extern HWND ghWnd;
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// per-frame observer called once per RunMissions frame, after the
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// foreground pass (the single-player local-console marshal uses this)
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extern void (*gPerFrameHook)();
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class ApplicationManager : public Node
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{
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public:
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ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate);
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~ApplicationManager();
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void StartApplication(Application *new_app);
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void RunMissions();
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Scalar GetFrameRate()
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{
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Check(this);
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return frameRate;
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}
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HINSTANCE GetHInstance() { return mHInstance; }
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HWND GetHWnd() { return ghWnd; }
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static ApplicationManager* GetCurrentManager() { return CurrentAppManager; }
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protected:
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static ApplicationManager* CurrentAppManager;
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Scalar frameDuration, frameRate;
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SChainOf<Application*> runningApplications;
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HINSTANCE mHInstance;
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};
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