Moved the game thread to game.c

Signed-off-by: Gergely POLONKAI <polesz@w00d5t0ck.info>
This commit is contained in:
Gergely POLONKAI 2012-03-25 14:32:28 +02:00
parent a391b1e8f6
commit f8b5feb361
6 changed files with 107 additions and 87 deletions

View File

@ -1,5 +1,5 @@
bin_PROGRAMS = wmud bin_PROGRAMS = wmud
AM_CPPFLAGS = -DWMUD_STATEDIR=\""$(localstatedir)"\" -DWMUD_CONFDIR=\""$(sysconfdir)"\" $(MEMCACHED_CFLAGS) $(GLIB_CFLAGS) $(GIO_CFLAGS) $(GTHREAD_CFLAGS) $(SQLITE3_CFLAGS) AM_CPPFLAGS = -DWMUD_STATEDIR=\""$(localstatedir)"\" -DWMUD_CONFDIR=\""$(sysconfdir)"\" $(MEMCACHED_CFLAGS) $(GLIB_CFLAGS) $(GIO_CFLAGS) $(GTHREAD_CFLAGS) $(SQLITE3_CFLAGS)
wmud_SOURCES = main.c game-networking.c interpreter.c db.c players.c maintenance.c wmud_SOURCES = main.c game-networking.c interpreter.c db.c players.c maintenance.c game.c
wmud_LDADD = $(MEMCACHED_LIBS) $(GLIB_LIBS) $(GIO_LIBS) $(GTHREAD_LIBS) $(SQLITE3_LIBS) wmud_LDADD = $(MEMCACHED_LIBS) $(GLIB_LIBS) $(GIO_LIBS) $(GTHREAD_LIBS) $(SQLITE3_LIBS)

View File

@ -268,7 +268,7 @@ game_source_callback(GSocket *socket, GIOCondition condition, struct AcceptData
* err is set accordingly (if not NULL) * err is set accordingly (if not NULL)
*/ */
gboolean gboolean
wmud_networking_init(guint port_number, GError **err) wmud_networking_init(guint port_number, GMainContext *game_context, GError **err)
{ {
struct AcceptData *accept_data; struct AcceptData *accept_data;
GSocketListener *game_listener; GSocketListener *game_listener;

View File

@ -50,7 +50,7 @@
extern GSList *clients; extern GSList *clients;
gboolean wmud_networking_init(guint port_number, GError **err); gboolean wmud_networking_init(guint port_number, GMainContext *game_context, GError **err);
void wmud_client_send(wmudClient *client, const gchar *fmt, ...); void wmud_client_send(wmudClient *client, const gchar *fmt, ...);
void wmud_client_start_login(wmudClient *client); void wmud_client_start_login(wmudClient *client);
void wmud_client_interpret_newplayer_answer(wmudClient *client); void wmud_client_interpret_newplayer_answer(wmudClient *client);

86
src/game.c Normal file
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@ -0,0 +1,86 @@
#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;
}

7
src/game.h Normal file
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@ -0,0 +1,7 @@
#ifndef __WMUD_GAME_H__
#define __WMUD_GAME_H__
gboolean wmud_game_init(GThread **game_thread, GMainContext **game_context);
#endif /* __WMUD_GAME_H__ */

View File

@ -33,6 +33,7 @@
#include "db.h" #include "db.h"
#include "players.h" #include "players.h"
#include "maintenance.h" #include "maintenance.h"
#include "game.h"
/** /**
* SECTION:utils * SECTION:utils
@ -51,26 +52,6 @@ struct {
int line; int line;
} debug_context_loc = {NULL, 0}; } debug_context_loc = {NULL, 0};
/**
* game_context:
*
* the game thread's main context
*/
GMainContext *game_context;
/**
* 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;
/** /**
* main_rand: * main_rand:
* *
@ -108,31 +89,6 @@ gchar *database_file = NULL;
*/ */
gchar *admin_email = NULL; gchar *admin_email = NULL;
/**
* 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;
}
/** /**
* wmud_random_string: * wmud_random_string:
* @len: the desired length of the generated random string * @len: the desired length of the generated random string
@ -291,23 +247,6 @@ wmud_config_init(GError **err)
return TRUE; 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;
}
/** /**
* main: * main:
* @argc: The number of arguments on the command line * @argc: The number of arguments on the command line
@ -318,10 +257,9 @@ game_thread_func(GMainLoop *game_loop)
int int
main(int argc, char **argv) main(int argc, char **argv)
{ {
GMainLoop *game_loop;
GSource *timeout_source;
GError *err = NULL; GError *err = NULL;
GThread *game_thread; GThread *game_thread;
GMainContext *game_context;
/* Initialize the thread and type system */ /* Initialize the thread and type system */
g_thread_init(NULL); g_thread_init(NULL);
@ -333,17 +271,6 @@ main(int argc, char **argv)
/* Initialize random number generator */ /* Initialize random number generator */
main_rand = g_rand_new(); main_rand = g_rand_new();
/* 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);
/* TODO: Create signal handlers! */ /* TODO: Create signal handlers! */
if (!wmud_config_init(&err)) if (!wmud_config_init(&err))
@ -377,8 +304,16 @@ main(int argc, char **argv)
return 1; return 1;
} }
g_clear_error(&err); g_clear_error(&err);
if (!wmud_networking_init(port, &err)) wmud_db_players_load(&err);
/* Initialization ends here */
wmud_game_init(&game_thread, &game_context);
g_clear_error(&err);
if (!wmud_networking_init(port, game_context, &err))
{ {
if (err) if (err)
{ {
@ -392,14 +327,6 @@ main(int argc, char **argv)
return 1; return 1;
} }
g_clear_error(&err);
wmud_db_players_load(&err);
/* Initialization ends here */
g_clear_error(&err);
game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
wmud_maintenance_init(); wmud_maintenance_init();
/* Initialize other threads here */ /* Initialize other threads here */