87 lines
1.9 KiB
C
87 lines
1.9 KiB
C
|
#include <glib.h>
|
||
|
|
||
|
#include "main.h"
|
||
|
#include "game.h"
|
||
|
|
||
|
/**
|
||
|
* elapsed_seconds:
|
||
|
*
|
||
|
* the number of seconds elapsed since game boot. May be inaccurate, as it
|
||
|
* simply gets updated by a timeout function which should run every second
|
||
|
*/
|
||
|
guint32 elapsed_seconds = 0;
|
||
|
/**
|
||
|
* elapsed_cycle:
|
||
|
*
|
||
|
* yes, I'm optimistic. This counter is increased if, for some reason,
|
||
|
* #elapsed_seconds reaches the maximum value
|
||
|
*/
|
||
|
guint32 elapsed_cycle = 0;
|
||
|
/**
|
||
|
*
|
||
|
* rl_sec_elapsed:
|
||
|
* @user_data: non-used pointer to callback's user data
|
||
|
*
|
||
|
* Keeps track of elapsed real-world time. It is inaccurate by design, but it
|
||
|
* doesn't actually matter.
|
||
|
*/
|
||
|
gboolean
|
||
|
rl_sec_elapsed(gpointer user_data)
|
||
|
{
|
||
|
elapsed_seconds++;
|
||
|
if (elapsed_seconds == G_MAXUINT32)
|
||
|
{
|
||
|
elapsed_seconds = 0;
|
||
|
elapsed_cycle++;
|
||
|
}
|
||
|
|
||
|
if (elapsed_seconds % 30 == 0)
|
||
|
{
|
||
|
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_MESSAGE, "Heartbeat");
|
||
|
}
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* game_thread_func:
|
||
|
* @game_loop: the main loop to be associated with the game thread
|
||
|
*
|
||
|
* The game thread's main function.
|
||
|
*
|
||
|
* Return value: This function always returns %NULL.
|
||
|
*/
|
||
|
gpointer
|
||
|
game_thread_func(GMainLoop *game_loop)
|
||
|
{
|
||
|
/* Run the game loop */
|
||
|
g_main_loop_run(game_loop);
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
gboolean
|
||
|
wmud_game_init(GThread **game_thread, GMainContext **game_context)
|
||
|
{
|
||
|
GMainLoop *game_loop;
|
||
|
GSource *timeout_source;
|
||
|
GError *err = NULL;
|
||
|
|
||
|
/* Create the game context and main loop */
|
||
|
*game_context = g_main_context_new();
|
||
|
game_loop = g_main_loop_new(*game_context, FALSE);
|
||
|
|
||
|
/* Create the timeout source which keeps track of elapsed real-world
|
||
|
* time */
|
||
|
timeout_source = g_timeout_source_new(1000);
|
||
|
g_source_set_callback(timeout_source, rl_sec_elapsed, NULL, NULL);
|
||
|
g_source_attach(timeout_source, *game_context);
|
||
|
g_source_unref(timeout_source);
|
||
|
|
||
|
g_clear_error(&err);
|
||
|
*game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|