#include #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; }