ilimination of system code, removal of x-watcher and replacement of it by dmon, fixes in audio code, dynamic asset reload
This commit is contained in:
98
src/game_object/twn_dynamic_game_object.c
Normal file
98
src/game_object/twn_dynamic_game_object.c
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@ -0,0 +1,98 @@
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#include "twn_game_object_c.h"
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#include "twn_engine_context_c.h"
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#include "twn_filewatch_c.h"
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#include "twn_util_c.h"
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#include "twn_util.h"
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#include "twn_loop_c.h"
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#include <SDL2/SDL.h>
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#ifdef _WIN32
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#define GAME_OBJECT_NAME "libgame.dll"
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#else
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#define GAME_OBJECT_NAME "libgame.so"
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#endif
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static void (*game_tick_callback)(void);
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static void (*game_end_callback)(void);
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static void *handle = NULL;
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static void game_object_file_action(char const *path, enum FilewatchAction action) {
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(void)action;
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if (action == FILEWATCH_ACTION_FILE_DELETED)
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return;
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if (handle) {
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SDL_UnloadObject(handle);
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game_tick_callback = NULL;
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game_end_callback = NULL;
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handle = NULL;
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}
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handle = SDL_LoadObject(path);
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if (!handle) {
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CRY_SDL("Hot Reload Error: Cannot open game code shared object");
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return;
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}
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpedantic"
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game_tick_callback = (void (*)(void))SDL_LoadFunction(handle, "game_tick");
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if (!game_tick_callback) {
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CRY("Hot Reload Error", "game_tick_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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game_end_callback = (void (*)(void))SDL_LoadFunction(handle, "game_end");
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if (!game_end_callback) {
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CRY("Hot Reload Error", "game_end_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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#pragma GCC diagnostic pop
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if (fabsf(0.0f - ctx.game.frame_number) > 0.00001f) {
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log_info("Game object was reloaded\n");
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reset_state();
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}
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return;
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ERR_GETTING_PROC:
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SDL_UnloadObject(handle);
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handle = NULL;
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game_tick_callback = NULL;
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game_end_callback = NULL;
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}
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void game_object_load(void) {
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static bool filewatch_attached;
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if (!filewatch_attached) {
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char *game_object_path;
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SDL_asprintf(&game_object_path, "%s%s", ctx.base_dir, GAME_OBJECT_NAME);
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filewatch_add_file(game_object_path, game_object_file_action);
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game_object_file_action(game_object_path, FILEWATCH_ACTION_FILE_MODIFIED);
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SDL_free(game_object_path);
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filewatch_attached = true;
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}
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}
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void game_object_unload(void) {
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game_end_callback();
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/* needs to be closed otherwise symbols aren't resolved again */
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SDL_UnloadObject(handle);
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game_tick_callback = NULL;
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game_end_callback = NULL;
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handle = NULL;
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}
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void game_object_tick(void) {
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game_tick_callback();
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}
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@ -1,161 +0,0 @@
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#include "twn_game_object_c.h"
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#include "twn_engine_context_c.h"
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#include "twn_util_c.h"
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#include "twn_util.h"
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#include <x-watcher.h>
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#include <SDL2/SDL.h>
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#include <dlfcn.h>
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#define GAME_OBJECT_NAME "libgame.so"
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#define MODIFIED_TICKS_MERGED 10
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static void (*game_tick_callback)(void);
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static void (*game_end_callback)(void);
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static x_watcher *watcher;
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static void *handle = NULL;
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static float last_tick_modified;
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static bool loaded_after_modification = true;
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static SDL_mutex *lock;
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static char *game_object_path;
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static void load_game_object(void) {
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/* needs to be closed otherwise symbols aren't resolved again */
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if (handle) {
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dlclose(handle);
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handle = NULL;
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game_tick_callback = NULL;
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game_end_callback = NULL;
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}
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void *new_handle = dlopen(game_object_path, RTLD_LAZY);
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if (!new_handle) {
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log_critical("Hot Reload Error: Cannot open game code shared object (%s)", dlerror());
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goto ERR_OPENING_SO;
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}
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpedantic"
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game_tick_callback = (void (*)(void))dlsym(new_handle, "game_tick");
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if (!game_tick_callback) {
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CRY("Hot Reload Error", "game_tick_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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game_end_callback = (void (*)(void))dlsym(new_handle, "game_end");
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if (!game_end_callback) {
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CRY("Hot Reload Error", "game_end_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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#pragma GCC diagnostic pop
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handle = new_handle;
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if (fabsf(0.0f - ctx.game.frame_number) > 0.00001f)
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log_info("Game object was reloaded\n");
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return;
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ERR_GETTING_PROC:
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dlclose(new_handle);
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game_tick_callback = NULL;
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game_end_callback = NULL;
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ERR_OPENING_SO:
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SDL_UnlockMutex(lock);
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}
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static void watcher_callback(XWATCHER_FILE_EVENT event,
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const char *path,
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int context,
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void *data)
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{
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(void)context;
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(void)path;
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(void)data;
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switch(event) {
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case XWATCHER_FILE_CREATED:
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case XWATCHER_FILE_MODIFIED:
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SDL_LockMutex(lock);
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last_tick_modified = ctx.game.frame_number;
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loaded_after_modification = false;
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SDL_UnlockMutex(lock);
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break;
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case XWATCHER_FILE_UNSPECIFIED:
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case XWATCHER_FILE_REMOVED:
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case XWATCHER_FILE_OPENED:
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case XWATCHER_FILE_ATTRIBUTES_CHANGED:
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case XWATCHER_FILE_NONE:
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case XWATCHER_FILE_RENAMED:
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default:
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break;
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}
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}
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void game_object_load(void) {
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SDL_asprintf(&game_object_path, "%s%s", ctx.base_dir, GAME_OBJECT_NAME);
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watcher = xWatcher_create();
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xWatcher_reference dir;
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dir.path = game_object_path;
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dir.callback_func = watcher_callback;
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xWatcher_appendFile(watcher, &dir);
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xWatcher_start(watcher);
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lock = SDL_CreateMutex();
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load_game_object();
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}
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void game_object_unload(void) {
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game_end_callback();
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xWatcher_destroy(watcher);
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watcher = NULL;
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dlclose(handle);
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handle = NULL;
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game_tick_callback = NULL;
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game_end_callback = NULL;
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SDL_DestroyMutex(lock);
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}
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bool game_object_try_reloading(void) {
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bool result = false;
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/* only load the modified library after some time, as compilers make a lot of modifications */
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SDL_LockMutex(lock);
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if (ctx.game.frame_number - last_tick_modified > MODIFIED_TICKS_MERGED &&
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!loaded_after_modification) {
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load_game_object();
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loaded_after_modification = true;
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result = true;
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} SDL_UnlockMutex(lock);
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return result;
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}
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void game_object_tick(void) {
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game_tick_callback();
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}
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void *game_object_get_game_tick_address(void) {
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpedantic"
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return (void *)&game_tick_callback;
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#pragma GCC diagnostic pop
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}
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@ -5,24 +5,10 @@
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void game_object_load(void) {
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}
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void game_object_unload(void) {
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game_end();
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}
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bool game_object_try_reloading(void) {
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return false;
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}
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void game_object_tick(void) {
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game_tick();
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}
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void *game_object_get_game_tick_address(void) {
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpedantic"
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return (void *)&game_tick;
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#pragma GCC diagnostic pop
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}
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@ -1,90 +0,0 @@
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#include "twn_game_object_c.h"
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#include "twn_engine_context_c.h"
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#include "twn_util_c.h"
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#include "twn_util.h"
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#include <errhandlingapi.h>
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#include <libloaderapi.h>
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#define GAME_OBJECT_PATH "libgame.dll"
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static void (*game_tick_callback)(void);
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static void (*game_end_callback)(void);
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static void *handle = NULL;
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static void load_game_object(void) {
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/* needs to be closed otherwise symbols aren't resolved again */
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if (handle) {
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FreeLibrary(handle);
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handle = NULL;
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game_tick_callback = NULL;
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game_end_callback = NULL;
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}
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void *new_handle = LoadLibraryA(GAME_OBJECT_PATH);
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if (!new_handle) {
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log_critical("Hot Reload Error: Cannot open game code shared object (%s)", GetLastError());
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goto ERR_OPENING_SO;
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}
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpedantic"
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game_tick_callback = (void (*)(void))GetProcAddress(new_handle, "game_tick");
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if (!game_tick_callback) {
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CRY("Hot Reload Error", "game_tick_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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game_end_callback = (void (*)(void))GetProcAddress(new_handle, "game_end");
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if (!game_end_callback) {
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CRY("Hot Reload Error", "game_end_callback() symbol wasn't found");
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goto ERR_GETTING_PROC;
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}
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#pragma GCC diagnostic pop
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handle = new_handle;
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if (ctx.game.frame_number != 0)
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log_info("Game object was reloaded\n");
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return;
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ERR_GETTING_PROC:
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FreeLibrary(new_handle);
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game_tick_callback = NULL;
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game_end_callback = NULL;
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ERR_OPENING_SO:
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die_abruptly();
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}
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void game_object_load(void) {
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load_game_object();
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}
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void game_object_unload(void) {
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game_end_callback();
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FreeLibrary(handle);
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handle = NULL;
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game_tick_callback = NULL;
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game_end_callback = NULL;
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}
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/* doesn't support reloading because of problems with file watching */
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bool game_object_try_reloading(void) {
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return false;
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}
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void game_object_tick(void) {
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game_tick_callback();
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}
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