Round six raced all three machines (staging fix confirmed) and then exposed what happens when a pod leaves mid-mission - which arcade pods never did. The B crash dump named it exactly: VTV::TakeDamageMessageHandler resolved message->inflictingEntity to NULL (the entity belonged to the departed owner) and dereferenced it - Verify is compiled out in release. Collision damage from an entity that no longer exists is now ignored. And the race B and C were left in was a zombie: the owner (console) had aborted, so the mission clock would count up forever and the death/respawn flow hung with nobody to arbitrate. Lobby-member races now set gConsoleLossEndsMission: losing the console mid-mission posts StopMission locally, the pod tears down, and lands back in the lobby room. Arcade -net pods keep the re-listen-and-wait behavior. Loopback hosted race still green. For the drivers: the ampersand key is the arcade mission-abort - that was every crash-on-keypress so far; and a sleeping Bluetooth pad wakes on the Xbox button and hot-connects within 3 seconds (PadRIO re-probes). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
241 lines
5.8 KiB
C++
241 lines
5.8 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "appmgr.h"
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HWND ghWnd = 0;
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// per-frame observer slot (see RunMissions); the game layer registers
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// the single-player local-console marshal here
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void (*gPerFrameHook)() = NULL;
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// an in-process console owns the launch (hosted network races)
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Logical gConsoleMarshalsLaunch = False;
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// losing the console mid-mission ends it (lobby-member races)
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Logical gConsoleLossEndsMission = False;
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ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
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ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
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{
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frameRate = frame_rate;
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frameDuration = 1.0f/frameRate;
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mHInstance = hInstance;
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ghWnd = hWnd;
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ApplicationManager::CurrentAppManager = this;
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Check_Fpu();
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}
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ApplicationManager::~ApplicationManager()
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{
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}
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void ApplicationManager::StartApplication(Application *new_app)
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{
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Check(this);
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Check(new_app);
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runningApplications.Add(new_app);
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application = new_app;
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new_app->Initialize();
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}
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//
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//#############################################################################
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// RunMissions
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//#############################################################################
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//
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void ApplicationManager::RunMissions()
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{
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Check(this);
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int backgroundTasksRun = 0;
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int foregroundTasksRun = 0;
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Time beginFrameTimestamp, lastFrameTimestamp;
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MSG msg;
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SChainIteratorOf<Application*> current_application(runningApplications);
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SChainOf<Application*> endedApplications(NULL);
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SChainIteratorOf<Application*> endingApplication(endedApplications);
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Start_Of_Frame:
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backgroundTasksRun = 0;
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foregroundTasksRun = 0;
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beginFrameTimestamp = Now();
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current_application.First();
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lastFrameTimestamp = Now();
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Time end_of_frame = Now();
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end_of_frame += frameDuration;
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#if defined(LAB_ONLY)
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int bad_count = 0;
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#endif
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//
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//----------------------------------
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// Run all relevant foreground loops
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//----------------------------------
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//
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Time startForeground = Now();
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while ((application = current_application.ReadAndNext()) != NULL)
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{
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Check(application);
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foregroundTasksRun++;
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//------------------------------------------------------------------
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// Give the per-frame observer a slice while 'application' is live
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// (the loop condition NULLs the global on exit). The single-player
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// local-console marshal hangs off this; NULL when unregistered.
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//------------------------------------------------------------------
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if (gPerFrameHook != NULL)
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{
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(*gPerFrameHook)();
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}
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if (!application->ExecuteForeground(end_of_frame, frameDuration))
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{
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if (!application->Shutdown(current_application.GetSize()))
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{
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endedApplications.Add(application);
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if (current_application.GetCurrent() == NULL)
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{
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current_application.Last();
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} else
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{
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current_application.Previous();
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}
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current_application.Remove();
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}
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}
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}
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Time endForeground = Now();
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//
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//-----------------------------------------------------------------------
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// Check the Windows message queue for messages to be processed
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//-----------------------------------------------------------------------
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//
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//InvalidateRect(ghWnd, NULL, false);
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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//
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//-----------------------------------------------------------------------
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// Run all relevant background loops until it is time for the next frame.
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// If no applications remain, exit the whole loop
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//-----------------------------------------------------------------------
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//
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current_application.First();
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application = current_application.GetCurrent();
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if (!application)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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do
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{
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while (application->GetNetworkManager()->RoutePacket())
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;
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current_application.Next();
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application = current_application.GetCurrent();
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} while (application);
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current_application.First();
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application = current_application.GetCurrent();
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if (!application)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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//
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//------------------------------------------------------------------
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// Give each application a chance to do at least one background task
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//------------------------------------------------------------------
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//
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Time startBackground = Now();
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Background_Loop:
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do
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{
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Check(application);
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application->ExecuteBackgroundTask();
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backgroundTasksRun++;
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//
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// Move to the next application
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//
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current_application.Next();
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application = current_application.GetCurrent();
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} while (application);
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//
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//---------------------------------------------------------------------
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// If time remains before the next frame is due, do another pass on the
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// background tasks
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//---------------------------------------------------------------------
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//
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Time t2 = Now();
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Time lateTime = Now();
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lateTime += 15L;
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current_application.First();
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application = current_application.GetCurrent();
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if (t2 < end_of_frame)
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{
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#if defined(LAB_ONLY)
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if (end_of_frame - t2 > 0.1f)
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{
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DEBUG_STREAM << t2 << ',' << end_of_frame << endl << std::flush;
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if (++bad_count == 1000)
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{
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Fail("End-of-frame cannot be correctly calculated!");
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}
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}
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#endif
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goto Background_Loop;
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}
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Time endBackground = Now();
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//char str[256];
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//Scalar lastFrameLength = Now() - beginFrameTimestamp;
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//sprintf(str, "RPL4 - %.2f FPS", 1.0f / lastFrameLength);
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//SetWindowTextA(ghWnd, str);
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goto Start_Of_Frame;
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}
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