After a console-marshaled race ends, the race loop now shows a RACE RESULTS screen (place / pilot / final score, sorted descending, with a CONTINUE button) before returning to the setup menu. Scores come from the local console's intake; single-player rows carry the pilot's own name, additional pods show their host number until the Steam roster maps IDs to personas. The setup menu also keeps the player's selections and pilot name across races now instead of resetting to defaults each cycle. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
217 lines
6.0 KiB
C++
217 lines
6.0 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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int
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RPL4LocalConsole_ResultCount()
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{
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return gResultCount;
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}
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Logical
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RPL4LocalConsole_GetResult(int index, int *host_ID, int *score)
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{
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if (index < 0 || index >= gResultCount)
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{
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return False;
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}
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*host_ID = gResults[index].hostID;
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*score = gResults[index].score;
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return True;
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}
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