Moved the game thread to game.c
Signed-off-by: Gergely POLONKAI <polesz@w00d5t0ck.info>
This commit is contained in:
parent
a391b1e8f6
commit
f8b5feb361
@ -1,5 +1,5 @@
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bin_PROGRAMS = wmud
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bin_PROGRAMS = wmud
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AM_CPPFLAGS = -DWMUD_STATEDIR=\""$(localstatedir)"\" -DWMUD_CONFDIR=\""$(sysconfdir)"\" $(MEMCACHED_CFLAGS) $(GLIB_CFLAGS) $(GIO_CFLAGS) $(GTHREAD_CFLAGS) $(SQLITE3_CFLAGS)
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AM_CPPFLAGS = -DWMUD_STATEDIR=\""$(localstatedir)"\" -DWMUD_CONFDIR=\""$(sysconfdir)"\" $(MEMCACHED_CFLAGS) $(GLIB_CFLAGS) $(GIO_CFLAGS) $(GTHREAD_CFLAGS) $(SQLITE3_CFLAGS)
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wmud_SOURCES = main.c game-networking.c interpreter.c db.c players.c maintenance.c
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wmud_SOURCES = main.c game-networking.c interpreter.c db.c players.c maintenance.c game.c
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wmud_LDADD = $(MEMCACHED_LIBS) $(GLIB_LIBS) $(GIO_LIBS) $(GTHREAD_LIBS) $(SQLITE3_LIBS)
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wmud_LDADD = $(MEMCACHED_LIBS) $(GLIB_LIBS) $(GIO_LIBS) $(GTHREAD_LIBS) $(SQLITE3_LIBS)
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@ -268,7 +268,7 @@ game_source_callback(GSocket *socket, GIOCondition condition, struct AcceptData
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* err is set accordingly (if not NULL)
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* err is set accordingly (if not NULL)
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*/
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*/
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gboolean
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gboolean
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wmud_networking_init(guint port_number, GError **err)
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wmud_networking_init(guint port_number, GMainContext *game_context, GError **err)
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{
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{
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struct AcceptData *accept_data;
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struct AcceptData *accept_data;
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GSocketListener *game_listener;
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GSocketListener *game_listener;
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@ -50,7 +50,7 @@
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extern GSList *clients;
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extern GSList *clients;
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gboolean wmud_networking_init(guint port_number, GError **err);
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gboolean wmud_networking_init(guint port_number, GMainContext *game_context, GError **err);
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void wmud_client_send(wmudClient *client, const gchar *fmt, ...);
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void wmud_client_send(wmudClient *client, const gchar *fmt, ...);
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void wmud_client_start_login(wmudClient *client);
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void wmud_client_start_login(wmudClient *client);
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void wmud_client_interpret_newplayer_answer(wmudClient *client);
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void wmud_client_interpret_newplayer_answer(wmudClient *client);
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86
src/game.c
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86
src/game.c
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@ -0,0 +1,86 @@
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#include <glib.h>
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#include "main.h"
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#include "game.h"
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/**
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* elapsed_seconds:
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*
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* the number of seconds elapsed since game boot. May be inaccurate, as it
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* simply gets updated by a timeout function which should run every second
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*/
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guint32 elapsed_seconds = 0;
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/**
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* elapsed_cycle:
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*
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* yes, I'm optimistic. This counter is increased if, for some reason,
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* #elapsed_seconds reaches the maximum value
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*/
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guint32 elapsed_cycle = 0;
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/**
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*
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* rl_sec_elapsed:
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* @user_data: non-used pointer to callback's user data
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*
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* Keeps track of elapsed real-world time. It is inaccurate by design, but it
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* 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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elapsed_seconds++;
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if (elapsed_seconds == G_MAXUINT32)
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{
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elapsed_seconds = 0;
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elapsed_cycle++;
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}
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if (elapsed_seconds % 30 == 0)
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{
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g_log(G_LOG_DOMAIN, G_LOG_LEVEL_MESSAGE, "Heartbeat");
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}
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return TRUE;
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}
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/**
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* game_thread_func:
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* @game_loop: the main loop to be associated with the game thread
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*
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* The game thread's main function.
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*
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* Return value: This function always returns %NULL.
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*/
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gpointer
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game_thread_func(GMainLoop *game_loop)
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{
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/* Run the game loop */
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g_main_loop_run(game_loop);
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return NULL;
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}
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gboolean
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wmud_game_init(GThread **game_thread, GMainContext **game_context)
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{
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GMainLoop *game_loop;
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GSource *timeout_source;
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GError *err = NULL;
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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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g_source_attach(timeout_source, *game_context);
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g_source_unref(timeout_source);
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g_clear_error(&err);
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*game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
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return TRUE;
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}
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7
src/game.h
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7
src/game.h
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@ -0,0 +1,7 @@
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#ifndef __WMUD_GAME_H__
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#define __WMUD_GAME_H__
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gboolean wmud_game_init(GThread **game_thread, GMainContext **game_context);
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#endif /* __WMUD_GAME_H__ */
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95
src/main.c
95
src/main.c
@ -33,6 +33,7 @@
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#include "db.h"
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#include "db.h"
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#include "players.h"
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#include "players.h"
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#include "maintenance.h"
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#include "maintenance.h"
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#include "game.h"
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/**
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/**
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* SECTION:utils
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* SECTION:utils
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@ -51,26 +52,6 @@ struct {
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int line;
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int line;
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} debug_context_loc = {NULL, 0};
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} debug_context_loc = {NULL, 0};
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/**
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* game_context:
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*
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* the game thread's main context
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*/
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GMainContext *game_context;
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/**
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* elapsed_seconds:
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*
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* the number of seconds elapsed since game boot. May be inaccurate, as it
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* simply gets updated by a timeout function which should run every second
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*/
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guint32 elapsed_seconds = 0;
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/**
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* elapsed_cycle:
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*
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* yes, I'm optimistic. This counter is increased if, for some reason,
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* #elapsed_seconds reaches the maximum value
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*/
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guint32 elapsed_cycle = 0;
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/**
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/**
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* main_rand:
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* main_rand:
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*
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*
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@ -108,31 +89,6 @@ gchar *database_file = NULL;
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*/
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*/
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gchar *admin_email = NULL;
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gchar *admin_email = NULL;
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/**
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* rl_sec_elapsed:
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* @user_data: non-used pointer to callback's user data
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*
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* Keeps track of elapsed real-world time. It is inaccurate by design, but it
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* 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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elapsed_seconds++;
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if (elapsed_seconds == G_MAXUINT32)
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{
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elapsed_seconds = 0;
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elapsed_cycle++;
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}
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if (elapsed_seconds % 30 == 0)
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{
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g_log(G_LOG_DOMAIN, G_LOG_LEVEL_MESSAGE, "Heartbeat");
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}
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return TRUE;
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}
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/**
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/**
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* wmud_random_string:
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* wmud_random_string:
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* @len: the desired length of the generated random string
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* @len: the desired length of the generated random string
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@ -291,23 +247,6 @@ wmud_config_init(GError **err)
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return TRUE;
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return TRUE;
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}
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}
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/**
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* game_thread_func:
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* @game_loop: the main loop to be associated with the game thread
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*
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* The game thread's main function.
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*
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* Return value: This function always returns %NULL.
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*/
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gpointer
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game_thread_func(GMainLoop *game_loop)
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{
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/* Run the game loop */
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g_main_loop_run(game_loop);
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return NULL;
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}
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/**
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/**
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* main:
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* main:
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* @argc: The number of arguments on the command line
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* @argc: The number of arguments on the command line
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@ -318,10 +257,9 @@ game_thread_func(GMainLoop *game_loop)
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int
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int
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main(int argc, char **argv)
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main(int argc, char **argv)
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{
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{
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GMainLoop *game_loop;
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GSource *timeout_source;
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GError *err = NULL;
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GError *err = NULL;
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GThread *game_thread;
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GThread *game_thread;
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GMainContext *game_context;
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/* Initialize the thread and type system */
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/* Initialize the thread and type system */
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g_thread_init(NULL);
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g_thread_init(NULL);
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@ -333,17 +271,6 @@ main(int argc, char **argv)
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/* Initialize random number generator */
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/* Initialize random number generator */
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main_rand = g_rand_new();
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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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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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/* TODO: Create signal handlers! */
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if (!wmud_config_init(&err))
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if (!wmud_config_init(&err))
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@ -377,8 +304,16 @@ main(int argc, char **argv)
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return 1;
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return 1;
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}
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}
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g_clear_error(&err);
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g_clear_error(&err);
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if (!wmud_networking_init(port, &err))
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wmud_db_players_load(&err);
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/* Initialization ends here */
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wmud_game_init(&game_thread, &game_context);
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g_clear_error(&err);
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if (!wmud_networking_init(port, game_context, &err))
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{
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{
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if (err)
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if (err)
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{
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{
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@ -392,14 +327,6 @@ main(int argc, char **argv)
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return 1;
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return 1;
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}
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}
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g_clear_error(&err);
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wmud_db_players_load(&err);
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/* Initialization ends here */
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g_clear_error(&err);
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game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
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wmud_maintenance_init();
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wmud_maintenance_init();
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/* Initialize other threads here */
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/* Initialize other threads here */
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