Added function comments in main.c. Removed some debug texts from main.c
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63c37a8791
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25
src/main.c
25
src/main.c
@ -20,6 +20,11 @@ guint32 elapsed_seconds = 0;
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guint32 elapsed_cycle = 0;
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GRand *main_rand = NULL;
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/* rl_sec_elapsed()
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*
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* This function keeps track of elapsed real-world time. It is inaccurate by
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* design, but it doesn't actually matter.
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*/
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gboolean
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rl_sec_elapsed(gpointer user_data)
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{
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@ -29,13 +34,18 @@ rl_sec_elapsed(gpointer user_data)
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elapsed_seconds = 0;
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elapsed_cycle++;
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}
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g_print("%d RL sec elapsed.\n", elapsed_seconds);
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return TRUE;
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}
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#ifdef DEBUG
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void
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/* debug_context()
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*
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* This function keeps track of the code flow in some way. It can help with
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* debugging, as during a SIGSEGV or such signal this will print out the last
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* place of DebugContext in the code.
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*/
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debug_context(char *file, int line)
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{
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if (debug_context_loc.file != NULL)
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@ -57,28 +67,33 @@ main(int argc, char **argv)
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guint timeout_id;
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GSocketListener *game_listener;
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/* Initialize the thread and type system */
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g_thread_init(NULL);
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g_type_init();
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g_print("Starting up...\n");
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/* Initialize random number generator */
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main_rand = g_rand_new();
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/* Create the game context and main loop */
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game_context = g_main_context_new();
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game_loop = g_main_loop_new(game_context, FALSE);
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/* Create the timeout source which keeps track of elapsed real-world
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* time */
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timeout_source = g_timeout_source_new(1000);
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g_source_set_callback(timeout_source, rl_sec_elapsed, NULL, NULL);
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timeout_id = g_source_attach(timeout_source, game_context);
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g_source_unref(timeout_source);
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/* TODO: Create signal handlers! */
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game_listener = g_socket_listener_new();
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wmud_interpreter_init();
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/* TODO: Change 4000 to the port number coming from configuration */
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wmud_networking_init(4000);
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g_print("Startup finished\n");
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/* Run the game loop */
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g_main_loop_run(game_loop);
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return 0;
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