mirror of
https://github.com/OpenRCT2/OpenRCT2.git
synced 2025-01-22 10:21:57 -05:00
Remove GameState class
This commit is contained in:
parent
28451027b1
commit
fef1a27342
18 changed files with 306 additions and 359 deletions
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@ -714,9 +714,7 @@ public:
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{
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if (_titleSequencePlayer == nullptr)
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{
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auto context = GetContext();
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auto gameState = context->GetGameState();
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_titleSequencePlayer = OpenRCT2::Title::CreateTitleSequencePlayer(*gameState);
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_titleSequencePlayer = OpenRCT2::Title::CreateTitleSequencePlayer();
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}
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return _titleSequencePlayer.get();
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}
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@ -46,8 +46,6 @@ namespace OpenRCT2::Title
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class TitleSequencePlayer final : public ITitleSequencePlayer
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{
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private:
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GameState& _gameState;
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std::unique_ptr<TitleSequence> _sequence;
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int32_t _position = 0;
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int32_t _waitCounter = 0;
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@ -57,8 +55,7 @@ namespace OpenRCT2::Title
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ScreenCoordsXY _previousViewPosition = {};
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public:
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explicit TitleSequencePlayer(GameState& gameState)
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: _gameState(gameState)
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explicit TitleSequencePlayer()
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{
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}
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@ -248,7 +245,7 @@ namespace OpenRCT2::Title
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{
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if (Update())
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{
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_gameState.UpdateLogic();
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gameStateUpdateLogic();
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}
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else
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{
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@ -431,8 +428,8 @@ namespace OpenRCT2::Title
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}
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};
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std::unique_ptr<ITitleSequencePlayer> CreateTitleSequencePlayer(GameState& gameState)
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std::unique_ptr<ITitleSequencePlayer> CreateTitleSequencePlayer()
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{
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return std::make_unique<TitleSequencePlayer>(gameState);
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return std::make_unique<TitleSequencePlayer>();
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}
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} // namespace OpenRCT2::Title
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@ -17,10 +17,8 @@ struct IScenarioRepository;
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namespace OpenRCT2
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{
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class GameState;
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namespace Title
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{
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[[nodiscard]] std::unique_ptr<ITitleSequencePlayer> CreateTitleSequencePlayer(GameState& gameState);
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[[nodiscard]] std::unique_ptr<ITitleSequencePlayer> CreateTitleSequencePlayer();
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} // namespace Title
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} // namespace OpenRCT2
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@ -123,7 +123,6 @@ namespace OpenRCT2
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// Game states
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std::unique_ptr<TitleScreen> _titleScreen;
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std::unique_ptr<GameState> _gameState;
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DrawingEngine _drawingEngineType = DrawingEngine::Software;
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std::unique_ptr<IDrawingEngine> _drawingEngine;
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@ -221,11 +220,6 @@ namespace OpenRCT2
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}
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#endif
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GameState* GetGameState() override
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{
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return _gameState.get();
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}
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std::shared_ptr<IPlatformEnvironment> GetPlatformEnvironment() override
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{
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return _env;
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@ -477,14 +471,13 @@ namespace OpenRCT2
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InputResetPlaceObjModifier();
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ViewportInitAll();
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_gameState = std::make_unique<GameState>();
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_gameState->InitAll(DEFAULT_MAP_SIZE);
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gameStateInitAll(GetGameState(), DEFAULT_MAP_SIZE);
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#ifdef ENABLE_SCRIPTING
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_scriptEngine.Initialise();
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#endif
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_titleScreen = std::make_unique<TitleScreen>(*_gameState);
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_titleScreen = std::make_unique<TitleScreen>();
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_uiContext->Initialise();
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return true;
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@ -1199,7 +1192,7 @@ namespace OpenRCT2
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}
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else
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{
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_gameState->Tick();
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gameStateTick();
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}
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#ifdef __ENABLE_DISCORD__
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@ -81,7 +81,6 @@ class NetworkBase;
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namespace OpenRCT2
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{
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class AssetPackManager;
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class GameState;
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struct IPlatformEnvironment;
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struct IReplayManager;
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@ -125,7 +124,6 @@ namespace OpenRCT2
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[[nodiscard]] virtual std::shared_ptr<Audio::IAudioContext> GetAudioContext() abstract;
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[[nodiscard]] virtual std::shared_ptr<Ui::IUiContext> GetUiContext() abstract;
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virtual GameState* GetGameState() abstract;
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[[nodiscard]] virtual std::shared_ptr<IPlatformEnvironment> GetPlatformEnvironment() abstract;
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virtual Localisation::LocalisationService& GetLocalisationService() abstract;
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virtual IObjectManager& GetObjectManager() abstract;
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@ -105,7 +105,7 @@ namespace Editor
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auto& gameState = GetGameState();
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Audio::StopAll();
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ObjectListLoad();
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GetContext()->GetGameState()->InitAll(DEFAULT_MAP_SIZE);
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gameStateInitAll(gameState, DEFAULT_MAP_SIZE);
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gScreenFlags = SCREEN_FLAGS_SCENARIO_EDITOR;
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gameState.EditorStep = EditorStep::ObjectSelection;
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gameState.ParkFlags |= PARK_FLAGS_SHOW_REAL_GUEST_NAMES;
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@ -167,7 +167,7 @@ namespace Editor
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ObjectManagerUnloadAllObjects();
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ObjectListLoad();
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GetContext()->GetGameState()->InitAll(DEFAULT_MAP_SIZE);
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gameStateInitAll(GetGameState(), DEFAULT_MAP_SIZE);
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SetAllLandOwned();
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GetGameState().EditorStep = EditorStep::ObjectSelection;
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ViewportInitAll();
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@ -188,7 +188,7 @@ namespace Editor
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ObjectManagerUnloadAllObjects();
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ObjectListLoad();
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GetContext()->GetGameState()->InitAll(DEFAULT_MAP_SIZE);
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gameStateInitAll(GetGameState(), DEFAULT_MAP_SIZE);
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SetAllLandOwned();
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GetGameState().EditorStep = EditorStep::ObjectSelection;
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ViewportInitAll();
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@ -58,338 +58,332 @@ namespace OpenRCT2
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{
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return _gameState;
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}
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} // namespace OpenRCT2
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GameState::GameState()
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{
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}
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/**
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* Initialises the map, park etc. basically all S6 data.
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*/
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void gameStateInitAll(GameState_t& gameState, const TileCoordsXY& mapSize)
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{
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PROFILED_FUNCTION();
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/**
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* Initialises the map, park etc. basically all S6 data.
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*/
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void GameState::InitAll(const TileCoordsXY& mapSize)
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{
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PROFILED_FUNCTION();
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gInMapInitCode = true;
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gameState.CurrentTicks = 0;
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auto& gameState = GetGameState();
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gInMapInitCode = true;
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gameState.CurrentTicks = 0;
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MapInit(mapSize);
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gameState.Park.Initialise();
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FinanceInit();
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BannerInit(gameState);
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RideInitAll();
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ResetAllEntities();
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UpdateConsolidatedPatrolAreas();
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ResetDate();
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ClimateReset(ClimateType::CoolAndWet);
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News::InitQueue();
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MapInit(mapSize);
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gameState.Park.Initialise();
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FinanceInit();
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BannerInit(gameState);
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RideInitAll();
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ResetAllEntities();
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UpdateConsolidatedPatrolAreas();
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ResetDate();
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ClimateReset(ClimateType::CoolAndWet);
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News::InitQueue();
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gInMapInitCode = false;
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gInMapInitCode = false;
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GetGameState().NextGuestNumber = 1;
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GetGameState().NextGuestNumber = 1;
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ContextInit();
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ScenerySetDefaultPlacementConfiguration();
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ContextInit();
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ScenerySetDefaultPlacementConfiguration();
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auto intent = Intent(INTENT_ACTION_CLEAR_TILE_INSPECTOR_CLIPBOARD);
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ContextBroadcastIntent(&intent);
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auto intent = Intent(INTENT_ACTION_CLEAR_TILE_INSPECTOR_CLIPBOARD);
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ContextBroadcastIntent(&intent);
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LoadPalette();
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LoadPalette();
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CheatsReset();
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ClearRestrictedScenery();
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CheatsReset();
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ClearRestrictedScenery();
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#ifdef ENABLE_SCRIPTING
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auto& scriptEngine = GetContext()->GetScriptEngine();
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scriptEngine.ClearParkStorage();
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auto& scriptEngine = GetContext()->GetScriptEngine();
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scriptEngine.ClearParkStorage();
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#endif
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EntityTweener::Get().Reset();
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}
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EntityTweener::Get().Reset();
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}
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/**
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* Function will be called every kGameUpdateTimeMS.
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* It has its own loop which might run multiple updates per call such as
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* when operating as a client it may run multiple updates to catch up with the server tick,
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* another influence can be the game speed setting.
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*/
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void GameState::Tick()
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{
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PROFILED_FUNCTION();
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// Normal game play will update only once every kGameUpdateTimeMS
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uint32_t numUpdates = 1;
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// 0x006E3AEC // screen_game_process_mouse_input();
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ScreenshotCheck();
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GameHandleKeyboardInput();
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if (GameIsNotPaused() && gPreviewingTitleSequenceInGame)
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/**
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* Function will be called every kGameUpdateTimeMS.
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* It has its own loop which might run multiple updates per call such as
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* when operating as a client it may run multiple updates to catch up with the server tick,
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* another influence can be the game speed setting.
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*/
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void gameStateTick()
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{
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auto player = GetContext()->GetUiContext()->GetTitleSequencePlayer();
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if (player != nullptr)
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PROFILED_FUNCTION();
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// Normal game play will update only once every kGameUpdateTimeMS
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uint32_t numUpdates = 1;
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// 0x006E3AEC // screen_game_process_mouse_input();
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ScreenshotCheck();
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GameHandleKeyboardInput();
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if (GameIsNotPaused() && gPreviewingTitleSequenceInGame)
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{
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player->Update();
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auto player = GetContext()->GetUiContext()->GetTitleSequencePlayer();
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if (player != nullptr)
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{
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player->Update();
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}
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}
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}
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NetworkUpdate();
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NetworkUpdate();
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if (NetworkGetMode() == NETWORK_MODE_CLIENT && NetworkGetStatus() == NETWORK_STATUS_CONNECTED
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&& NetworkGetAuthstatus() == NetworkAuth::Ok)
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{
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numUpdates = std::clamp<uint32_t>(NetworkGetServerTick() - GetGameState().CurrentTicks, 0, 10);
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}
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else
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{
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// Determine how many times we need to update the game
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if (gGameSpeed > 1)
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if (NetworkGetMode() == NETWORK_MODE_CLIENT && NetworkGetStatus() == NETWORK_STATUS_CONNECTED
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&& NetworkGetAuthstatus() == NetworkAuth::Ok)
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{
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// Update more often if game speed is above normal.
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numUpdates = 1 << (gGameSpeed - 1);
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}
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}
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bool isPaused = GameIsPaused();
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if (NetworkGetMode() == NETWORK_MODE_SERVER && gConfigNetwork.PauseServerIfNoClients)
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{
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// If we are headless we always have 1 player (host), pause if no one else is around.
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if (gOpenRCT2Headless && NetworkGetNumPlayers() == 1)
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{
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isPaused |= true;
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}
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}
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bool didRunSingleFrame = false;
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if (isPaused)
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{
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if (gDoSingleUpdate && NetworkGetMode() == NETWORK_MODE_NONE)
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{
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didRunSingleFrame = true;
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PauseToggle();
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numUpdates = 1;
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numUpdates = std::clamp<uint32_t>(NetworkGetServerTick() - GetGameState().CurrentTicks, 0, 10);
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}
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else
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{
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// NOTE: Here are a few special cases that would be normally handled in UpdateLogic.
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// If the game is paused it will not call UpdateLogic at all.
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numUpdates = 0;
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if (NetworkGetMode() == NETWORK_MODE_SERVER)
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// Determine how many times we need to update the game
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if (gGameSpeed > 1)
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{
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// Make sure the client always knows about what tick the host is on.
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NetworkSendTick();
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// Update more often if game speed is above normal.
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numUpdates = 1 << (gGameSpeed - 1);
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}
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// Keep updating the money effect even when paused.
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UpdateMoneyEffect();
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// Update the animation list. Note this does not
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// increment the map animation.
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MapAnimationInvalidateAll();
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// Post-tick network update
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NetworkProcessPending();
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// Post-tick game actions.
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GameActions::ProcessQueue();
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}
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}
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// Update the game one or more times
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for (uint32_t i = 0; i < numUpdates; i++)
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{
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UpdateLogic();
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if (gGameSpeed == 1)
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bool isPaused = GameIsPaused();
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if (NetworkGetMode() == NETWORK_MODE_SERVER && gConfigNetwork.PauseServerIfNoClients)
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{
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if (InputGetState() == InputState::Reset || InputGetState() == InputState::Normal)
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// If we are headless we always have 1 player (host), pause if no one else is around.
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if (gOpenRCT2Headless && NetworkGetNumPlayers() == 1)
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{
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if (InputTestFlag(INPUT_FLAG_VIEWPORT_SCROLLING))
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{
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InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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break;
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}
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isPaused |= true;
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}
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}
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bool didRunSingleFrame = false;
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if (isPaused)
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{
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if (gDoSingleUpdate && NetworkGetMode() == NETWORK_MODE_NONE)
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{
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didRunSingleFrame = true;
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PauseToggle();
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numUpdates = 1;
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}
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else
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{
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break;
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// NOTE: Here are a few special cases that would be normally handled in UpdateLogic.
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// If the game is paused it will not call UpdateLogic at all.
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numUpdates = 0;
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if (NetworkGetMode() == NETWORK_MODE_SERVER)
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{
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// Make sure the client always knows about what tick the host is on.
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NetworkSendTick();
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}
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// Keep updating the money effect even when paused.
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UpdateMoneyEffect();
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// Update the animation list. Note this does not
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// increment the map animation.
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MapAnimationInvalidateAll();
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// Post-tick network update
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NetworkProcessPending();
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// Post-tick game actions.
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GameActions::ProcessQueue();
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}
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}
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// Don't call UpdateLogic again if the game was just paused.
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isPaused |= GameIsPaused();
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if (isPaused)
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break;
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}
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NetworkFlush();
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if (!gOpenRCT2Headless)
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{
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InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
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// the flickering frequency is reduced by 4, compared to the original
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// it was done due to inability to reproduce original frequency
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// and decision that the original one looks too fast
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if (gCurrentRealTimeTicks % 4 == 0)
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gWindowMapFlashingFlags ^= MapFlashingFlags::SwitchColour;
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// Handle guest map flashing
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gWindowMapFlashingFlags &= ~MapFlashingFlags::FlashGuests;
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if (gWindowMapFlashingFlags & MapFlashingFlags::GuestListOpen)
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gWindowMapFlashingFlags |= MapFlashingFlags::FlashGuests;
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gWindowMapFlashingFlags &= ~MapFlashingFlags::GuestListOpen;
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// Handle staff map flashing
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gWindowMapFlashingFlags &= ~MapFlashingFlags::FlashStaff;
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if (gWindowMapFlashingFlags & MapFlashingFlags::StaffListOpen)
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gWindowMapFlashingFlags |= MapFlashingFlags::FlashStaff;
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gWindowMapFlashingFlags &= ~MapFlashingFlags::StaffListOpen;
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ContextUpdateMapTooltip();
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}
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// Always perform autosave check, even when paused
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if (!(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO) && !(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
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&& !(gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER))
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{
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ScenarioAutosaveCheck();
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}
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WindowDispatchUpdateAll();
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if (didRunSingleFrame && GameIsNotPaused() && !(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO))
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{
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PauseToggle();
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}
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gDoSingleUpdate = false;
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}
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void GameState::UpdateLogic()
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{
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PROFILED_FUNCTION();
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gInUpdateCode = true;
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gScreenAge++;
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if (gScreenAge == 0)
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gScreenAge--;
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GetContext()->GetReplayManager()->Update();
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NetworkUpdate();
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if (NetworkGetMode() == NETWORK_MODE_SERVER)
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{
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if (NetworkGamestateSnapshotsEnabled())
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// Update the game one or more times
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for (uint32_t i = 0; i < numUpdates; i++)
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{
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CreateStateSnapshot();
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}
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// Send current tick out.
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NetworkSendTick();
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}
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else if (NetworkGetMode() == NETWORK_MODE_CLIENT)
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{
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// Don't run past the server, this condition can happen during map changes.
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if (NetworkGetServerTick() == GetGameState().CurrentTicks)
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{
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gInUpdateCode = false;
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return;
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}
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// Check desync.
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bool desynced = NetworkCheckDesynchronisation();
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if (desynced)
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{
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// If desync debugging is enabled and we are still connected request the specific game state from server.
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if (NetworkGamestateSnapshotsEnabled() && NetworkGetStatus() == NETWORK_STATUS_CONNECTED)
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gameStateUpdateLogic();
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if (gGameSpeed == 1)
|
||||
{
|
||||
// Create snapshot from this tick so we can compare it later
|
||||
// as we won't pause the game on this event.
|
||||
CreateStateSnapshot();
|
||||
if (InputGetState() == InputState::Reset || InputGetState() == InputState::Normal)
|
||||
{
|
||||
if (InputTestFlag(INPUT_FLAG_VIEWPORT_SCROLLING))
|
||||
{
|
||||
InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Don't call UpdateLogic again if the game was just paused.
|
||||
isPaused |= GameIsPaused();
|
||||
if (isPaused)
|
||||
break;
|
||||
}
|
||||
|
||||
NetworkRequestGamestateSnapshot();
|
||||
NetworkFlush();
|
||||
|
||||
if (!gOpenRCT2Headless)
|
||||
{
|
||||
InputSetFlag(INPUT_FLAG_VIEWPORT_SCROLLING, false);
|
||||
|
||||
// the flickering frequency is reduced by 4, compared to the original
|
||||
// it was done due to inability to reproduce original frequency
|
||||
// and decision that the original one looks too fast
|
||||
if (gCurrentRealTimeTicks % 4 == 0)
|
||||
gWindowMapFlashingFlags ^= MapFlashingFlags::SwitchColour;
|
||||
|
||||
// Handle guest map flashing
|
||||
gWindowMapFlashingFlags &= ~MapFlashingFlags::FlashGuests;
|
||||
if (gWindowMapFlashingFlags & MapFlashingFlags::GuestListOpen)
|
||||
gWindowMapFlashingFlags |= MapFlashingFlags::FlashGuests;
|
||||
gWindowMapFlashingFlags &= ~MapFlashingFlags::GuestListOpen;
|
||||
|
||||
// Handle staff map flashing
|
||||
gWindowMapFlashingFlags &= ~MapFlashingFlags::FlashStaff;
|
||||
if (gWindowMapFlashingFlags & MapFlashingFlags::StaffListOpen)
|
||||
gWindowMapFlashingFlags |= MapFlashingFlags::FlashStaff;
|
||||
gWindowMapFlashingFlags &= ~MapFlashingFlags::StaffListOpen;
|
||||
|
||||
ContextUpdateMapTooltip();
|
||||
}
|
||||
|
||||
// Always perform autosave check, even when paused
|
||||
if (!(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO) && !(gScreenFlags & SCREEN_FLAGS_TRACK_DESIGNER)
|
||||
&& !(gScreenFlags & SCREEN_FLAGS_TRACK_MANAGER))
|
||||
{
|
||||
ScenarioAutosaveCheck();
|
||||
}
|
||||
|
||||
WindowDispatchUpdateAll();
|
||||
|
||||
if (didRunSingleFrame && GameIsNotPaused() && !(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO))
|
||||
{
|
||||
PauseToggle();
|
||||
}
|
||||
|
||||
gDoSingleUpdate = false;
|
||||
}
|
||||
|
||||
static void gameStateCreateStateSnapshot()
|
||||
{
|
||||
PROFILED_FUNCTION();
|
||||
|
||||
IGameStateSnapshots* snapshots = GetContext()->GetGameStateSnapshots();
|
||||
|
||||
auto& snapshot = snapshots->CreateSnapshot();
|
||||
snapshots->Capture(snapshot);
|
||||
snapshots->LinkSnapshot(snapshot, GetGameState().CurrentTicks, ScenarioRandState().s0);
|
||||
}
|
||||
|
||||
void gameStateUpdateLogic()
|
||||
{
|
||||
PROFILED_FUNCTION();
|
||||
|
||||
gInUpdateCode = true;
|
||||
|
||||
gScreenAge++;
|
||||
if (gScreenAge == 0)
|
||||
gScreenAge--;
|
||||
|
||||
GetContext()->GetReplayManager()->Update();
|
||||
|
||||
NetworkUpdate();
|
||||
|
||||
if (NetworkGetMode() == NETWORK_MODE_SERVER)
|
||||
{
|
||||
if (NetworkGamestateSnapshotsEnabled())
|
||||
{
|
||||
gameStateCreateStateSnapshot();
|
||||
}
|
||||
|
||||
// Send current tick out.
|
||||
NetworkSendTick();
|
||||
}
|
||||
else if (NetworkGetMode() == NETWORK_MODE_CLIENT)
|
||||
{
|
||||
// Don't run past the server, this condition can happen during map changes.
|
||||
if (NetworkGetServerTick() == GetGameState().CurrentTicks)
|
||||
{
|
||||
gInUpdateCode = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Check desync.
|
||||
bool desynced = NetworkCheckDesynchronisation();
|
||||
if (desynced)
|
||||
{
|
||||
// If desync debugging is enabled and we are still connected request the specific game state from server.
|
||||
if (NetworkGamestateSnapshotsEnabled() && NetworkGetStatus() == NETWORK_STATUS_CONNECTED)
|
||||
{
|
||||
// Create snapshot from this tick so we can compare it later
|
||||
// as we won't pause the game on this event.
|
||||
gameStateCreateStateSnapshot();
|
||||
|
||||
NetworkRequestGamestateSnapshot();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto& gameState = GetGameState();
|
||||
auto& gameState = GetGameState();
|
||||
#ifdef ENABLE_SCRIPTING
|
||||
// Stash the current day number before updating the date so that we
|
||||
// know if the day number changes on this tick.
|
||||
auto day = gameState.Date.GetDay();
|
||||
// Stash the current day number before updating the date so that we
|
||||
// know if the day number changes on this tick.
|
||||
auto day = gameState.Date.GetDay();
|
||||
#endif
|
||||
|
||||
gameState.Date.Update();
|
||||
gameState.Date.Update();
|
||||
|
||||
ScenarioUpdate(gameState);
|
||||
ClimateUpdate();
|
||||
MapUpdateTiles();
|
||||
// Temporarily remove provisional paths to prevent peep from interacting with them
|
||||
MapRemoveProvisionalElements();
|
||||
MapUpdatePathWideFlags();
|
||||
PeepUpdateAll();
|
||||
MapRestoreProvisionalElements();
|
||||
VehicleUpdateAll();
|
||||
UpdateAllMiscEntities();
|
||||
Ride::UpdateAll();
|
||||
ScenarioUpdate(gameState);
|
||||
ClimateUpdate();
|
||||
MapUpdateTiles();
|
||||
// Temporarily remove provisional paths to prevent peep from interacting with them
|
||||
MapRemoveProvisionalElements();
|
||||
MapUpdatePathWideFlags();
|
||||
PeepUpdateAll();
|
||||
MapRestoreProvisionalElements();
|
||||
VehicleUpdateAll();
|
||||
UpdateAllMiscEntities();
|
||||
Ride::UpdateAll();
|
||||
|
||||
if (!(gScreenFlags & SCREEN_FLAGS_EDITOR))
|
||||
{
|
||||
gameState.Park.Update(gameState.Date);
|
||||
}
|
||||
if (!(gScreenFlags & SCREEN_FLAGS_EDITOR))
|
||||
{
|
||||
gameState.Park.Update(gameState.Date);
|
||||
}
|
||||
|
||||
ResearchUpdate();
|
||||
RideRatingsUpdateAll();
|
||||
RideMeasurementsUpdate();
|
||||
News::UpdateCurrentItem();
|
||||
ResearchUpdate();
|
||||
RideRatingsUpdateAll();
|
||||
RideMeasurementsUpdate();
|
||||
News::UpdateCurrentItem();
|
||||
|
||||
MapAnimationInvalidateAll();
|
||||
VehicleSoundsUpdate();
|
||||
PeepUpdateCrowdNoise();
|
||||
ClimateUpdateSound();
|
||||
EditorOpenWindowsForCurrentStep();
|
||||
MapAnimationInvalidateAll();
|
||||
VehicleSoundsUpdate();
|
||||
PeepUpdateCrowdNoise();
|
||||
ClimateUpdateSound();
|
||||
EditorOpenWindowsForCurrentStep();
|
||||
|
||||
// Update windows
|
||||
// WindowDispatchUpdateAll();
|
||||
// Update windows
|
||||
// WindowDispatchUpdateAll();
|
||||
|
||||
// Start autosave timer after update
|
||||
// Start autosave timer after update
|
||||
if (gLastAutoSaveUpdate == kAutosavePause)
|
||||
{
|
||||
gLastAutoSaveUpdate = Platform::GetTicks();
|
||||
}
|
||||
{
|
||||
gLastAutoSaveUpdate = Platform::GetTicks();
|
||||
}
|
||||
|
||||
GameActions::ProcessQueue();
|
||||
GameActions::ProcessQueue();
|
||||
|
||||
NetworkProcessPending();
|
||||
NetworkFlush();
|
||||
NetworkProcessPending();
|
||||
NetworkFlush();
|
||||
|
||||
gameState.CurrentTicks++;
|
||||
gameState.CurrentTicks++;
|
||||
|
||||
#ifdef ENABLE_SCRIPTING
|
||||
auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
|
||||
hookEngine.Call(HOOK_TYPE::INTERVAL_TICK, true);
|
||||
auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
|
||||
hookEngine.Call(HOOK_TYPE::INTERVAL_TICK, true);
|
||||
|
||||
if (day != gameState.Date.GetDay())
|
||||
{
|
||||
hookEngine.Call(HOOK_TYPE::INTERVAL_DAY, true);
|
||||
}
|
||||
if (day != gameState.Date.GetDay())
|
||||
{
|
||||
hookEngine.Call(HOOK_TYPE::INTERVAL_DAY, true);
|
||||
}
|
||||
#endif
|
||||
|
||||
gInUpdateCode = false;
|
||||
}
|
||||
|
||||
void GameState::CreateStateSnapshot()
|
||||
{
|
||||
PROFILED_FUNCTION();
|
||||
|
||||
IGameStateSnapshots* snapshots = GetContext()->GetGameStateSnapshots();
|
||||
|
||||
auto& snapshot = snapshots->CreateSnapshot();
|
||||
snapshots->Capture(snapshot);
|
||||
snapshots->LinkSnapshot(snapshot, GetGameState().CurrentTicks, ScenarioRandState().s0);
|
||||
}
|
||||
|
||||
gInUpdateCode = false;
|
||||
}
|
||||
} // namespace OpenRCT2
|
||||
|
|
|
@ -158,20 +158,8 @@ namespace OpenRCT2
|
|||
|
||||
GameState_t& GetGameState();
|
||||
|
||||
/**
|
||||
* Class to update the state of the map and park.
|
||||
*/
|
||||
class GameState final
|
||||
{
|
||||
public:
|
||||
GameState();
|
||||
GameState(const GameState&) = delete;
|
||||
void gameStateInitAll(GameState_t& gameState, const TileCoordsXY& mapSize);
|
||||
void gameStateTick();
|
||||
void gameStateUpdateLogic();
|
||||
|
||||
void InitAll(const TileCoordsXY& mapSize);
|
||||
void Tick();
|
||||
void UpdateLogic();
|
||||
|
||||
private:
|
||||
void CreateStateSnapshot();
|
||||
};
|
||||
} // namespace OpenRCT2
|
||||
|
|
|
@ -59,7 +59,7 @@ static exitcode_t HandleSimulate(CommandLineArgEnumerator* argEnumerator)
|
|||
Console::WriteLine("Running %d ticks...", ticks);
|
||||
for (uint32_t i = 0; i < ticks; i++)
|
||||
{
|
||||
context->GetGameState()->UpdateLogic();
|
||||
gameStateUpdateLogic();
|
||||
}
|
||||
Console::WriteLine("Completed: %s", GetAllEntitiesChecksum().ToString().c_str());
|
||||
}
|
||||
|
|
|
@ -1063,8 +1063,7 @@ namespace OpenRCT2
|
|||
|
||||
if (cs.GetMode() == OrcaStream::Mode::READING)
|
||||
{
|
||||
// TODO: Use the passed gameState instead of the global one.
|
||||
OpenRCT2::GetContext()->GetGameState()->InitAll(gameState.MapSize);
|
||||
gameStateInitAll(gameState, gameState.MapSize);
|
||||
|
||||
auto numElements = cs.Read<uint32_t>();
|
||||
|
||||
|
|
|
@ -326,8 +326,7 @@ namespace RCT1
|
|||
gScenarioFileName = GetRCT1ScenarioName();
|
||||
|
||||
// Do map initialisation, same kind of stuff done when loading scenario editor
|
||||
auto context = OpenRCT2::GetContext();
|
||||
context->GetGameState()->InitAll({ mapSize, mapSize });
|
||||
gameStateInitAll(gameState, { mapSize, mapSize });
|
||||
gameState.EditorStep = EditorStep::ObjectSelection;
|
||||
gameState.ParkFlags |= PARK_FLAGS_SHOW_REAL_GUEST_NAMES;
|
||||
gameState.ScenarioCategory = SCENARIO_CATEGORY_OTHER;
|
||||
|
|
|
@ -229,7 +229,7 @@ namespace RCT2
|
|||
|
||||
void Import(GameState_t& gameState) override
|
||||
{
|
||||
Initialise();
|
||||
Initialise(gameState);
|
||||
|
||||
gameState.EditorStep = _s6.Info.EditorStep;
|
||||
gameState.ScenarioCategory = static_cast<SCENARIO_CATEGORY>(_s6.Info.Category);
|
||||
|
@ -1719,9 +1719,9 @@ namespace RCT2
|
|||
dst->position.y = src->y;
|
||||
}
|
||||
|
||||
void Initialise()
|
||||
void Initialise(GameState_t& gameState)
|
||||
{
|
||||
OpenRCT2::GetContext()->GetGameState()->InitAll({ _s6.MapSize, _s6.MapSize });
|
||||
gameStateInitAll(gameState, { _s6.MapSize, _s6.MapSize });
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -39,8 +39,7 @@ using namespace OpenRCT2;
|
|||
bool gPreviewingTitleSequenceInGame;
|
||||
static TitleScreen* _singleton = nullptr;
|
||||
|
||||
TitleScreen::TitleScreen(GameState& gameState)
|
||||
: _gameState(gameState)
|
||||
TitleScreen::TitleScreen()
|
||||
{
|
||||
_singleton = this;
|
||||
}
|
||||
|
@ -129,7 +128,7 @@ void TitleScreen::Load()
|
|||
GetContext()->GetNetwork().Close();
|
||||
#endif
|
||||
OpenRCT2::Audio::StopAll();
|
||||
GetContext()->GetGameState()->InitAll(DEFAULT_MAP_SIZE);
|
||||
gameStateInitAll(GetGameState(), DEFAULT_MAP_SIZE);
|
||||
ViewportInitAll();
|
||||
ContextOpenWindow(WindowClass::MainWindow);
|
||||
CreateWindows();
|
||||
|
@ -173,7 +172,7 @@ void TitleScreen::Tick()
|
|||
}
|
||||
for (int32_t i = 0; i < numUpdates; i++)
|
||||
{
|
||||
_gameState.UpdateLogic();
|
||||
gameStateUpdateLogic();
|
||||
}
|
||||
UpdatePaletteEffects();
|
||||
// update_weather_animation();
|
||||
|
@ -336,7 +335,7 @@ bool TitleScreen::TryLoadSequence(bool loadPreview)
|
|||
_loadedTitleSequenceId = SIZE_MAX;
|
||||
if (!loadPreview)
|
||||
{
|
||||
GetContext()->GetGameState()->InitAll(DEFAULT_MAP_SIZE);
|
||||
gameStateInitAll(GetGameState(), DEFAULT_MAP_SIZE);
|
||||
GameNotifyMapChanged();
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -16,12 +16,10 @@ struct ITitleSequencePlayer;
|
|||
|
||||
namespace OpenRCT2
|
||||
{
|
||||
class GameState;
|
||||
|
||||
class TitleScreen final
|
||||
{
|
||||
public:
|
||||
TitleScreen(GameState& gameState);
|
||||
TitleScreen();
|
||||
~TitleScreen();
|
||||
|
||||
ITitleSequencePlayer* GetSequencePlayer();
|
||||
|
@ -38,8 +36,6 @@ namespace OpenRCT2
|
|||
void ChangePresetSequence(size_t preset);
|
||||
|
||||
private:
|
||||
GameState& _gameState;
|
||||
|
||||
ITitleSequencePlayer* _sequencePlayer = nullptr;
|
||||
size_t _loadedTitleSequenceId = SIZE_MAX;
|
||||
size_t _currentSequence = SIZE_MAX;
|
||||
|
|
|
@ -45,8 +45,6 @@ TEST(MultiLaunchTest, all)
|
|||
|
||||
// Check ride count to check load was successful
|
||||
ASSERT_EQ(RideGetCount(), 134);
|
||||
auto gs = context->GetGameState();
|
||||
ASSERT_NE(gs, nullptr);
|
||||
|
||||
auto& date = GetGameState().Date;
|
||||
// NOTE: This value is saved in the SV6 file, after the import this will be the current state.
|
||||
|
@ -55,7 +53,7 @@ TEST(MultiLaunchTest, all)
|
|||
|
||||
for (int j = 0; j < updatesToTest; j++)
|
||||
{
|
||||
gs->UpdateLogic();
|
||||
gameStateUpdateLogic();
|
||||
}
|
||||
|
||||
ASSERT_EQ(date.GetMonthTicks(), 7862 + updatesToTest);
|
||||
|
|
|
@ -68,11 +68,11 @@ static std::unique_ptr<IContext> localStartGame(const std::string& parkPath)
|
|||
return context;
|
||||
}
|
||||
|
||||
template<class Fn> static bool updateUntil(GameState& gs, int maxSteps, Fn&& fn)
|
||||
template<class Fn> static bool updateUntil(int maxSteps, Fn&& fn)
|
||||
{
|
||||
while (maxSteps-- && !fn())
|
||||
{
|
||||
gs.UpdateLogic();
|
||||
gameStateUpdateLogic();
|
||||
}
|
||||
return maxSteps > 0;
|
||||
}
|
||||
|
@ -96,9 +96,6 @@ TEST_F(PlayTests, SecondGuestInQueueShouldNotRideIfNoFunds)
|
|||
auto context = localStartGame(initStateFile);
|
||||
ASSERT_NE(context.get(), nullptr);
|
||||
|
||||
auto gs = context->GetGameState();
|
||||
ASSERT_NE(gs, nullptr);
|
||||
|
||||
auto& gameState = GetGameState();
|
||||
|
||||
// Open park for free but charging for rides
|
||||
|
@ -125,7 +122,7 @@ TEST_F(PlayTests, SecondGuestInQueueShouldNotRideIfNoFunds)
|
|||
richGuest->CashInPocket = 3000;
|
||||
|
||||
// Wait for rich guest to get in queue
|
||||
bool matched = updateUntil(*gs, 1000, [&]() { return richGuest->State == PeepState::Queuing; });
|
||||
bool matched = updateUntil(1000, [&]() { return richGuest->State == PeepState::Queuing; });
|
||||
ASSERT_TRUE(matched);
|
||||
|
||||
// Insert poor guest
|
||||
|
@ -133,7 +130,7 @@ TEST_F(PlayTests, SecondGuestInQueueShouldNotRideIfNoFunds)
|
|||
poorGuest->CashInPocket = 5;
|
||||
|
||||
// Wait for poor guest to get in queue
|
||||
matched = updateUntil(*gs, 1000, [&]() { return poorGuest->State == PeepState::Queuing; });
|
||||
matched = updateUntil(1000, [&]() { return poorGuest->State == PeepState::Queuing; });
|
||||
ASSERT_TRUE(matched);
|
||||
|
||||
// Raise the price of the ride to a value poor guest can't pay
|
||||
|
@ -142,7 +139,7 @@ TEST_F(PlayTests, SecondGuestInQueueShouldNotRideIfNoFunds)
|
|||
// Verify that the poor guest goes back to walking without riding
|
||||
// since it doesn't have enough money to pay for it
|
||||
bool enteredTheRide = false;
|
||||
matched = updateUntil(*gs, 10000, [&]() {
|
||||
matched = updateUntil(10000, [&]() {
|
||||
enteredTheRide |= poorGuest->State == PeepState::OnRide;
|
||||
return poorGuest->State == PeepState::Walking || enteredTheRide;
|
||||
});
|
||||
|
@ -159,9 +156,6 @@ TEST_F(PlayTests, CarRideWithOneCarOnlyAcceptsTwoGuests)
|
|||
auto context = localStartGame(initStateFile);
|
||||
ASSERT_NE(context.get(), nullptr);
|
||||
|
||||
auto gs = context->GetGameState();
|
||||
ASSERT_NE(gs, nullptr);
|
||||
|
||||
auto& gameState = GetGameState();
|
||||
|
||||
// Open park for free but charging for rides
|
||||
|
@ -191,7 +185,7 @@ TEST_F(PlayTests, CarRideWithOneCarOnlyAcceptsTwoGuests)
|
|||
|
||||
// Wait until one of them is riding
|
||||
auto guestIsOnRide = [](auto* g) { return g->State == PeepState::OnRide; };
|
||||
bool matched = updateUntil(*gs, 10000, [&]() { return std::any_of(guests.begin(), guests.end(), guestIsOnRide); });
|
||||
bool matched = updateUntil(10000, [&]() { return std::any_of(guests.begin(), guests.end(), guestIsOnRide); });
|
||||
ASSERT_TRUE(matched);
|
||||
|
||||
// For the next few ticks at most two guests can be on the ride
|
||||
|
@ -199,6 +193,6 @@ TEST_F(PlayTests, CarRideWithOneCarOnlyAcceptsTwoGuests)
|
|||
{
|
||||
int numRiding = std::count_if(guests.begin(), guests.end(), guestIsOnRide);
|
||||
ASSERT_LE(numRiding, 2);
|
||||
gs->UpdateLogic();
|
||||
gameStateUpdateLogic();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -81,9 +81,6 @@ TEST_P(ReplayTests, RunReplay)
|
|||
bool initialised = context->Initialise();
|
||||
ASSERT_TRUE(initialised);
|
||||
|
||||
auto gs = context->GetGameState();
|
||||
ASSERT_NE(gs, nullptr);
|
||||
|
||||
IReplayManager* replayManager = context->GetReplayManager();
|
||||
ASSERT_NE(replayManager, nullptr);
|
||||
|
||||
|
@ -92,7 +89,7 @@ TEST_P(ReplayTests, RunReplay)
|
|||
|
||||
while (replayManager->IsReplaying())
|
||||
{
|
||||
gs->UpdateLogic();
|
||||
gameStateUpdateLogic();
|
||||
if (replayManager->IsPlaybackStateMismatching())
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -138,10 +138,9 @@ static void RecordGameStateSnapshot(std::unique_ptr<IContext>& context, MemorySt
|
|||
|
||||
static void AdvanceGameTicks(uint32_t ticks, std::unique_ptr<IContext>& context)
|
||||
{
|
||||
auto* gameState = context->GetGameState();
|
||||
for (uint32_t i = 0; i < ticks; i++)
|
||||
{
|
||||
gameState->UpdateLogic();
|
||||
gameStateUpdateLogic();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue