ae8ab4542e
Signed-off-by: Gergely Polonkai (W00d5t0ck) <polesz@w00d5t0ck.info>
124 lines
3.2 KiB
C
124 lines
3.2 KiB
C
/* wMUD - Yet another MUD codebase by W00d5t0ck
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* Copyright (C) 2012 - Gergely POLONKAI
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*
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* game.c: Game Thread related functions
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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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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* SECTION:game-thread
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* @short_description: Game related functions
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* @title: The Game Thread
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*
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* The game thread is supposed to serve game client connections. Also,
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* maintaining the loaded game world is the objective ot this thread.
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*
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* This thread has to serve all the game clients after a connection is
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* estabilished. Player login, menu interaction and play are both the tasks of
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* this thread.
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*
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* The other main objective is to maintain the loaded world. Moving and
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* resetting the mobs, cleaning up areas and many other things belong here.
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*/
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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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