/* wMUD - Yet another MUD codebase by W00d5t0ck * Copyright (C) 2012 - Gergely POLONKAI * * game.c: Game Thread related functions * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include #include "main.h" #include "game.h" /** * SECTION:game-thread * @short_description: Game related functions * @title: The Game Thread * * The game thread is supposed to serve game client connections. Also, * maintaining the loaded game world is the objective ot this thread. * * This thread has to serve all the game clients after a connection is * estabilished. Player login, menu interaction and play are both the tasks of * this thread. * * The other main objective is to maintain the loaded world. Moving and * resetting the mobs, cleaning up areas and many other things belong here. */ /** * 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); #if GLIB_CHECK_VERSION(2, 32, 0) *game_thread = g_thread_new("game", (GThreadFunc)game_thread_func, game_loop); #else *game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err); #endif return TRUE; }