Files
RP412/MUNGA/APP.h
T
CydandClaude Opus 5 a5c1e0291c The camera bring-up says how far it got
A Live Cam station is selected entirely by egg data - hostType=1 on that
host's entry plus vehicle=camera - so no code path announces itself and a
station that fails to come up leaves a log that simply stops. RP412CAMLOG=1
traces the sequence: the stand-alone host and its type, the local player
node and game model, the interest-arena and interest-manager loads, the
registry choosing a director, the director making its camera ship, and the
launch handshake it waits on. Off by default.

What it found immediately: a camera host wedges inside
InterestManager::LoadMission - the map-entity load - and never returns.
Everything upstream is correct (the egg parses, hostType 1 is adopted,
gameModel reads 'camera'), and the same call with a racing egg passes
straight through to making the player and launching. Same map both times,
so it is the local host's TYPE that the map load cannot digest, not the
map. That is a defect to fix before a lobby has anything to switch on.

Also recorded while chasing it: a racing -egg run sits in application
state 11 with the low-priority queue never empty for its whole life, and
still simulates - so CheckLoad's no-console self-launch is not what
starts a stand-alone race. Worth knowing before trusting that path.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-10 14:04:26 -05:00

788 lines
16 KiB
C++

#pragma once
#include "network.h"
#include "event.h"
#include "state.h"
#include "cstr.h"
#if defined(TRACE_FOREGROUND_PROCESSING)
extern BitTrace Foreground_Processing;
#define SET_FOREGROUND_PROCESSING() Foreground_Processing.Set()
#define CLEAR_FOREGROUND_PROCESSING() Foreground_Processing.Clear()
#else
#define SET_FOREGROUND_PROCESSING()
#define CLEAR_FOREGROUND_PROCESSING()
#endif
#if defined(TRACE_UPDATE_MANAGER)
extern BitTrace Update_Manager;
#define SET_UPDATE_MANAGER() Update_Manager.Set()
#define CLEAR_UPDATE_MANAGER() Update_Manager.Clear()
#else
#define SET_UPDATE_MANAGER()
#define CLEAR_UPDATE_MANAGER()
#endif
#if defined(TRACE_RENDERER_MANAGER)
extern BitTrace Renderer_Manager;
#define SET_RENDERER_MANAGER() Renderer_Manager.Set()
#define CLEAR_RENDERER_MANAGER() Renderer_Manager.Clear()
#else
#define SET_RENDERER_MANAGER()
#define CLEAR_RENDERER_MANAGER()
#endif
class Mission;
class Registry;
class InterestManager;
class HostManager;
class UpdateManager;
class RendererManager;
class ControlsManager;
class Entity;
class EntityManager;
class Renderer;
class BackgroundTasks;
class ApplicationManager;
class CameraShip;
class SpoolFile;
class AudioRenderer;
class VideoRenderer;
class GaugeRenderer;
class IcomManager;
class ModeManager;
class Player;
class GeneralEventQueue;
class Entity__MakeMessage;
class ResourceFile;
//##########################################################################
//######################### Live Cam tracing #############################
//##########################################################################
//
// RP412CAMLOG=1 traces the camera-station bring-up: the registry choosing
// a director, the director creating its camera ship, and the launch
// handshake it waits on. The Live Cam path is selected purely by egg data
// (hostType=1 plus vehicle=camera), so when it does not come up there is
// nothing in the log to say how far it got - which is exactly the hole
// this fills. Off by default; it prints once per second while waiting.
//
Logical
RPCameraLog();
//##########################################################################
//######################### Application ##############################
//##########################################################################
class Application__StateQueryMessage;
class Application__CheckLoadMessage;
class Application__RunMissionMessage;
class Application__StopMissionMessage;
class Application__SuspendMissionMessage;
class Application__ResumeMissionMessage;
class Application__AbortMissionMessage;
enum EventPriorities
{
MinEventPriority = 0,
LowEventPriority,
DefaultEventPriority,
HighEventPriority,
MaxEventPriority
};
const EventPriorities ControlsEventPriority = HighEventPriority;
const EventPriorities CreationEventPriority = HighEventPriority;
const EventPriorities DestructionEventPriority = HighEventPriority;
const EventPriorities UpdateEventPriority = MaxEventPriority;
const EventPriorities HighInterestEventPriority = DefaultEventPriority;
const EventPriorities LowInterestEventPriority = LowEventPriority;
const EventPriorities EntityManagerEventPriority = DefaultEventPriority;
const EventPriorities EntityInvalidEventPriority = LowEventPriority;
enum ApplicationID
{
RPL4,
BTL4,
NDL4
};
#define EVENT_PRIORITIES_COUNT (5)
class Application:
public NetworkClient
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
Application(
ResourceFile *resource_file,
ApplicationID application_id,
ClassID class_ID=ApplicationClassID,
SharedData &shared_data=DefaultData
);
~Application();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execution control
//
public:
virtual void Initialize();
virtual void
LoadBackgroundTasks();
virtual Logical
ExecuteForeground(
Time start_of_frame,
Scalar frame_duration
);
virtual void
ExecuteBackgroundTask();
void
Stop();
virtual Logical
Shutdown(int remainingApps);
virtual void
Terminate();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Creation Callbacks
//
public:
void
CreateMission(NotationFile *egg_notation_file);
virtual Entity*
MakeAndLinkViewpointEntity(Entity__MakeMessage *message);
protected:
virtual Mission*
MakeMission(
NotationFile *notation_file,
ResourceFile *resources
);
virtual Entity*
MakeViewpointEntity(Entity__MakeMessage *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Current mission
//
public:
Mission*
GetCurrentMission();
Player*
GetMissionPlayer()
{return missionPlayer;}
SpoolFile*
GetSpoolFile()
{return spoolFile;}
protected:
Player
*missionPlayer;
SpoolFile*
spoolFile;
Time
lastCreationMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Application State
//
public:
enum {
InitializingState = 0,
WaitingForEgg,
LoadingMission,
WaitingForLaunch,
LaunchingMission,
RunningMission,
EndingMission,
StoppingMission,
SuspendingMission,
ResumingMission,
AbortingMission,
CreatingMission,
ApplicationStateCount
};
Enumeration
GetApplicationState();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// System level event processing
//
public:
void
Post(
int priority,
Receiver *target,
Receiver::Message *message,
const Time &when=Time::Null
);
void
SendEvent(
int priority,
HostID host_ID,
NetworkManager::ClientID client_ID,
Receiver::Message *message,
Time when=Time::Null
);
void
BroadcastEvent(
int priority,
NetworkManager::ClientID client_ID,
Receiver::Message *message,
Time when=Time::Null
);
void
ExclusiveBroadcastEvent(
int priority,
NetworkManager::ClientID client_ID,
Receiver::Message *message,
Time when=Time::Null
);
#if defined(TRACE_EVENT_COUNT)
size_t
GetEventCount();
#endif
void
DumpEventQueue();
#if 0
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Creation and Interest Event Posting
//
public:
void
PostCreationEvent(
Receiver::Message *message,
const Time &when=Time::Null
);
void
PostInterestEvent(
Entity *entity,
Renderer *renderer
);
void
PostUpdateEvent(
Entity *entity,
Receiver::Message *message
);
void
PostDestructionEvent(
Entity *entity,
Receiver::Message *message
);
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// System level message processing
//
public:
void
SendMessage(
HostID host_ID,
NetworkManager::ClientID client_ID,
Receiver::Message *message
);
void
BroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
);
void
ExclusiveBroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Event level event processing
//
public:
Logical
ProcessOneEvent(int min_priority=0);
void
ProcessAllEvents(int min_priority=0);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Accessors
//
public:
Scalar
GetApplicationLoopFrameRate();
Scalar
GetSecondsRemainingInGame()
{return secondsRemainingInGame;}
//
// Seconds since the console's RunMission started the race, counting up.
// Every machine anchors this on the same message, so anything derived
// from it agrees across the mesh without being replicated - see the
// clockwork doors in DOOR.cpp. Reads 0 outside a running mission
// (gameStarted holds garbage until RunMission stamps it).
//
Scalar
GetMissionElapsed();
ApplicationID
GetApplicationID()
{return applicationID;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Module accessors
//
public:
//
// Managers
//
NetworkManager*
GetNetworkManager();
EntityManager*
GetEntityManager();
Registry*
GetRegistry();
HostManager*
GetHostManager();
InterestManager*
GetInterestManager();
UpdateManager*
GetUpdateManager();
RendererManager*
GetRendererManager();
ControlsManager*
GetControlsManager();
IcomManager*
GetIntercomManager();
AudioRenderer*
GetAudioRenderer();
VideoRenderer*
GetVideoRenderer();
GaugeRenderer*
GetGaugeRenderer();
ModeManager*
GetModeManager();
//
// StreamableResourceFile
//
ResourceFile*
GetResourceFile();
void
SetResourceFile(ResourceFile *resources);
ApplicationManager*
GetApplicationManager();
//
// Viewpoint entity
//
Entity*
GetViewpointEntity();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
public:
enum {
StateQueryMessageID = NetworkClient::NextMessageID,
CheckLoadMessageID,
RunMissionMessageID,
StopMissionMessageID,
KeyCommandMessageID,
SuspendMissionMessageID,
ResumeMissionMessageID,
LoadMissionMessageID,
AbortMissionMessageID,
NextMessageID
};
typedef Application__StateQueryMessage StateQueryMessage;
typedef Application__CheckLoadMessage CheckLoadMessage;
typedef Application__RunMissionMessage RunMissionMessage;
typedef Application__StopMissionMessage StopMissionMessage;
typedef Application__SuspendMissionMessage SuspendMissionMessage;
typedef Application__ResumeMissionMessage ResumeMissionMessage;
typedef Application__AbortMissionMessage AbortMissionMessage;
static const HandlerEntry
MessageHandlerEntries[];
//static MessageHandlerSet MessageHandlers;
static MessageHandlerSet& GetMessageHandlers();
void
StateQueryMessageHandler(StateQueryMessage *message);
void
CheckLoadMessageHandler(CheckLoadMessage *message);
void
RunMissionMessageHandler(RunMissionMessage *message);
void
StopMissionMessageHandler(StopMissionMessage *message);
void
SuspendMissionMessageHandler(SuspendMissionMessage *message);
void
ResumeMissionMessageHandler(ResumeMissionMessage *message);
void
KeyCommandMessageHandler(ReceiverDataMessageOf<int> *message);
void
LoadMissionMessageHandler(Message *message);
void
AbortMissionMessageHandler(AbortMissionMessage *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
static Logical DoSuppressGauges() { return suppressGauges; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Modules
//
protected:
//
// Managers
//
NetworkManager
*networkManager;
EntityManager
*entityManager;
Registry
*registry;
HostManager
*hostManager;
InterestManager
*interestManager;
UpdateManager
*updateManager;
RendererManager
*rendererManager;
ControlsManager
*controlsManager;
IcomManager
*intercomManager;
AudioRenderer
*audioRenderer;
VideoRenderer
*videoRenderer;
GaugeRenderer
*gaugeRenderer;
ModeManager
*modeManager;
static Logical suppressGauges;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Module Creation
//
protected:
//
// Managers
//
virtual NetworkManager*
MakeNetworkManager();
virtual Registry*
MakeRegistry();
virtual ControlsManager*
MakeControlsManager();
virtual IcomManager*
MakeIntercomManager();
virtual InterestManager*
MakeInterestManager();
virtual AudioRenderer*
MakeAudioRenderer();
virtual VideoRenderer*
MakeVideoRenderer();
virtual GaugeRenderer*
MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index);
virtual ModeManager*
MakeModeManager();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
protected:
ApplicationID
applicationID;
Scalar
secondsRemainingInGame;
Time
gameStarted;
GeneralEventQueue
*eventQueue;
BackgroundTasks
*backgroundTasks;
ResourceFile
*resourceFile;
Entity
*viewpointEntity;
Logical
executeFrames;
StateIndicator
applicationState;
Mission
*currentMission;
Logical
routePacketFinished;
};
extern Application *application;
extern int Exit_Code;
//~~~~~~~~~~~~~~~~~~~~ Application__CheckLoadMessage ~~~~~~~~~~~~~~~~~~~~~~~
class Application__CheckLoadMessage:
public NetworkClient::Message
{
public:
Application__CheckLoadMessage();
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ Application inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline Mission*
Application::GetCurrentMission()
{
Check(this);
return currentMission;
}
inline Enumeration
Application::GetApplicationState()
{
Check(this);
return applicationState.GetState();
}
inline void
Application::Post(
int priority,
Receiver *target,
Receiver::Message *message,
const Time &when
)
{
Check(this);
eventQueue->Post(priority,target,message,when);
}
inline void
Application::SendEvent(
int priority,
HostID host_ID,
NetworkClient::ClientID client_ID,
Receiver::Message *message,
Time when
)
{
Check(this);
eventQueue->SendEvent(priority,host_ID,client_ID,message,when);
}
inline void
Application::BroadcastEvent(
int priority,
NetworkClient::ClientID client_ID,
Receiver::Message *message,
Time when
)
{
Check(this);
eventQueue->BroadcastEvent(priority,client_ID,message,when);
}
inline void
Application::ExclusiveBroadcastEvent(
int priority,
NetworkClient::ClientID client_ID,
Receiver::Message *message,
Time when
)
{
Check(this);
eventQueue->ExclusiveBroadcastEvent(priority,client_ID,message,when);
}
#if defined(GET_EVENT_COUNT)
inline size_t
Application::GetEventCount()
{
return eventQueue->GetEventCount();
}
#endif
inline void
Application::DumpEventQueue()
{
eventQueue->DumpEventQueue();
}
inline void
Application::SendMessage(
HostID host_ID,
NetworkClient::ClientID client_ID,
Receiver::Message *message
)
{
Check(this);
networkManager->Send(message,client_ID,host_ID);
}
inline void
Application::BroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
)
{
Check(this);
networkManager->Broadcast(message,client_ID);
}
inline void
Application::ExclusiveBroadcastMessage(
NetworkManager::ClientID client_ID,
Receiver::Message *message
)
{
Check(this);
networkManager->ExclusiveBroadcast(message,client_ID);
}
inline Logical
Application::ProcessOneEvent(int min_priority)
{
Check(this);
return eventQueue->ProcessOneEvent(min_priority);
}
inline void
Application::ProcessAllEvents(int min_priority)
{
Check(this);
eventQueue->ProcessAllEvents(min_priority);
}
inline NetworkManager*
Application::GetNetworkManager()
{
Check(networkManager);
return networkManager;
}
inline EntityManager*
Application::GetEntityManager()
{
return entityManager;
}
inline Registry*
Application::GetRegistry()
{
return registry;
}
inline HostManager*
Application::GetHostManager()
{
return hostManager;
}
inline InterestManager*
Application::GetInterestManager()
{
return interestManager;
}
inline UpdateManager*
Application::GetUpdateManager()
{
return updateManager;
}
inline RendererManager*
Application::GetRendererManager()
{
return rendererManager;
}
inline ControlsManager*
Application::GetControlsManager()
{
return controlsManager;
}
inline IcomManager*
Application::GetIntercomManager()
{
return intercomManager;
}
inline ResourceFile*
Application::GetResourceFile()
{
return resourceFile;
}
inline void
Application::SetResourceFile(ResourceFile *resources)
{
resourceFile = resources;
}
inline Entity*
Application::GetViewpointEntity()
{
return viewpointEntity;
}
inline AudioRenderer*
Application::GetAudioRenderer()
{
return audioRenderer;
}
inline VideoRenderer*
Application::GetVideoRenderer()
{
return videoRenderer;
}
inline GaugeRenderer*
Application::GetGaugeRenderer()
{
return gaugeRenderer;
}
inline ModeManager*
Application::GetModeManager()
{
return modeManager;
}