wmud/wmud/game.c
Gergely Polonkai (W00d5t0ck) ae8ab4542e Renamed directory src to wmud
Signed-off-by: Gergely Polonkai (W00d5t0ck) <polesz@w00d5t0ck.info>
2012-03-27 17:14:55 +02:00

124 lines
3.2 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
#include <glib.h>
#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);
*game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
return TRUE;
}