#include "game.h" #include "sys.h" #include "util.h" #include "world.h" #include "sprite.h" #include "sound.h" #include "mixer.h" #include "math.h" #include "scratch.h" #include "atomic.h" #include "app.h" #include "log.h" GLOBAL struct { struct atomic_i32 game_thread_shutdown; struct sys_thread game_thread; b32 paused; /* Game thread input */ struct sys_mutex game_cmds_mutex; struct arena game_cmds_arena; /* Ticks */ struct sys_mutex prev_tick_mutex; struct atomic_u64 prev_tick_id; struct world prev_tick; struct world tick; } G = { 0 }, DEBUG_ALIAS(G, G_game); /* ========================== * * Startup * ========================== */ INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(game_shutdown); INTERNAL SYS_THREAD_ENTRY_POINT_FUNC_DEF(game_thread_entry_point, arg); struct game_startup_receipt game_startup(struct mixer_startup_receipt *mixer_sr, struct sprite_startup_receipt *sheet_sr, struct sound_startup_receipt *sound_sr) { (UNUSED)mixer_sr; (UNUSED)sheet_sr; (UNUSED)sound_sr; /* Initialize game cmd storage */ G.game_cmds_mutex = sys_mutex_alloc(); G.game_cmds_arena = arena_alloc(GIGABYTE(64)); /* Initialize ticks */ world_alloc(&G.tick); world_alloc(&G.prev_tick); G.prev_tick_mutex = sys_mutex_alloc(); arena_set_readonly(&G.prev_tick.entity_store->arena); G.tick.timescale = GAME_TIMESCALE; G.game_thread = sys_thread_alloc(&game_thread_entry_point, NULL, STR("[P2] Game thread")); app_register_exit_callback(&game_shutdown); return (struct game_startup_receipt) { 0 }; } INTERNAL APP_EXIT_CALLBACK_FUNC_DEF(game_shutdown) { __prof; atomic_i32_eval_exchange(&G.game_thread_shutdown, true); sys_thread_wait_release(&G.game_thread); } /* ========================== * * Game cmd * ========================== */ INTERNAL void push_cmds(struct game_cmd_array cmd_array) { struct sys_lock lock = sys_mutex_lock_e(&G.game_cmds_mutex); struct game_cmd *cmds = arena_push_array(&G.game_cmds_arena, struct game_cmd, cmd_array.count); MEMCPY(cmds, cmd_array.cmds, cmd_array.count * sizeof(*cmds)); sys_mutex_unlock(&lock); } INTERNAL struct game_cmd_array pop_cmds(struct arena *arena) { struct game_cmd_array array = { 0 }; if (G.game_cmds_arena.pos > 0) { struct sys_lock lock = sys_mutex_lock_e(&G.game_cmds_mutex); struct buffer game_cmds_buff = arena_to_buffer(&G.game_cmds_arena); arena_align(arena, alignof(struct game_cmd)); array.cmds = (struct game_cmd *)arena_push_array(arena, u8, game_cmds_buff.size); array.count = game_cmds_buff.size / sizeof(struct game_cmd); MEMCPY(array.cmds, game_cmds_buff.data, game_cmds_buff.size); arena_reset(&G.game_cmds_arena); sys_mutex_unlock(&lock); } return array; } /* ========================== * * Test * ========================== */ /* TODO: Remove this */ INTERNAL void spawn_test_entities(void) { struct entity *root = entity_from_handle(G.tick.entity_store, G.tick.entity_store->root); /* Player */ struct entity *player_ent; { struct v2 pos = V2(-1, -1); struct v2 size = V2(1, 1); f32 r = 0; struct entity *e = entity_alloc(root); struct xform xf = XFORM_TRS(.t = pos, .r = r, .s = size); entity_set_xform(e, xf); e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase")); //e->sprite_span_name = STR("idle.unarmed"); //e->sprite_span_name = STR("idle.one_handed"); e->sprite_span_name = STR("idle.two_handed"); entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED); e->player_max_speed = 4.f; e->player_acceleration = 20.0f; e->control.focus = V2(0, -1); player_ent = e; entity_enable_prop(e, ENTITY_PROP_KINEMATIC); } /* Weapon */ { #if 0 struct v2 pos = V2(1, 0); struct v2 size = V2(1, 1); f32 r = PI / 4; struct entity *e = entity_alloc(root); #else struct entity *e = entity_alloc(player_ent); #endif e->sprite = sprite_tag_from_path(STR("res/graphics/gun.ase")); entity_enable_prop(e, ENTITY_PROP_ATTACHED); e->attach_slice = STR("attach.wep"); entity_enable_prop(e, ENTITY_PROP_WEAPON); e->trigger_delay = 1.0 / 10.0; player_ent->equipped = e->handle; } /* Camera */ { struct entity *e = entity_alloc(root); entity_set_xform(e, XFORM_IDENT); entity_enable_prop(e, ENTITY_PROP_CAMERA); entity_enable_prop(e, ENTITY_PROP_CAMERA_ACTIVE); e->camera_follow = player_ent->handle; f32 width = (f32)DEFAULT_CAMERA_WIDTH; f32 height = (f32)DEFAULT_CAMERA_HEIGHT; e->camera_quad_xform = XFORM_TRS(.s = V2(width, height)); } } /* ========================== * * Update * ========================== */ INTERNAL void publish_game_tick(void) { __prof; struct sys_lock lock = sys_mutex_lock_e(&G.prev_tick_mutex); arena_set_readwrite(&G.prev_tick.entity_store->arena); { world_copy_replace(&G.prev_tick, &G.tick); } arena_set_readonly(&G.prev_tick.entity_store->arena); atomic_u64_eval_exchange(&G.prev_tick_id, G.prev_tick.tick_id); sys_mutex_unlock(&lock); } INTERNAL void game_update(struct game_cmd_array game_cmds) { __prof; struct temp_arena scratch = scratch_begin_no_conflict(); /* ========================== * * Begin frame * ========================== */ ++G.tick.tick_id; G.tick.tick_ts = sys_timestamp(); G.tick.dt = max_f64(0.0, (1.0 / GAME_FPS) * G.tick.timescale); G.tick.time += G.tick.dt; f64 time = G.tick.time; struct entity_store *store = G.tick.entity_store; struct entity *root = entity_from_handle(store, store->root); struct sprite_scope *sprite_frame_scope = sprite_scope_begin(); /* ========================== * * Spawn test entities * ========================== */ /* TODO: remove this (testing) */ /* Initialize entities */ static b32 run = 0; if (!run) { run = 1; spawn_test_entities(); } /* ========================== * * Process global game cmds * ========================== */ for (u64 cmd_index = 0; cmd_index < game_cmds.count; ++cmd_index) { struct game_cmd cmd = game_cmds.cmds[cmd_index]; switch (cmd.kind) { /* Clear level */ case GAME_CMD_KIND_CLEAR_ALL: { logf_info("Clearing level"); entity_store_reset(store); } break; /* Spawn test */ case GAME_CMD_KIND_SPAWN_TEST: { logf_info("Spawning (test)"); spawn_test_entities(); } break; default: break; }; } /* ========================== * * Release entities * ========================== */ /* TODO: Breadth first iteration to only release parent entities (since * child entities will be released along with parent anyway) */ { struct temp_arena temp = arena_temp_begin(scratch.arena); struct entity **ents_to_release = arena_dry_push(temp.arena, struct entity *); u64 ents_to_release_count = 0; for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!ent->valid) continue; if (entity_has_prop(ent, ENTITY_PROP_RELEASE_NEXT_TICK)) { *arena_push(temp.arena, struct entity *) = ent; ++ents_to_release_count; } } for (u64 i = 0; i < ents_to_release_count; ++i) { entity_release(store, ents_to_release[i]); } arena_temp_end(temp); } /* ========================== * * Activate entities * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!ent->valid) continue; if (!entity_has_prop(ent, ENTITY_PROP_ACTIVE)) { u64 atick = ent->activation_tick; if (atick != 0 || G.tick.tick_id >= atick) { entity_enable_prop(ent, ENTITY_PROP_ACTIVE); ent->activation_tick = G.tick.tick_id; ++ent->continuity_gen; } } } /* ========================== * * Reset triggered entities * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; if (entity_has_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK)) { entity_disable_prop(ent, ENTITY_PROP_TRIGGER_NEXT_TICK); entity_enable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK); } else if (entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) { entity_disable_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK); } } /* ========================== * * Update animations from sprite * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; if (sprite_tag_is_nil(ent->sprite)) continue; /* Update animation */ { struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite); struct sprite_sheet_span span = sprite_sheet_get_span(sheet, ent->sprite_span_name); f64 time_in_frame = ent->animation_time_in_frame + G.tick.dt; u64 frame_index = ent->animation_frame; if (frame_index < span.start || frame_index > span.end) { frame_index = span.start; } struct sprite_sheet_frame frame = sprite_sheet_get_frame(sheet, frame_index); while (time_in_frame > frame.duration) { time_in_frame -= frame.duration; ++frame_index; if (frame_index > span.end) { /* Loop animation */ frame_index = span.start; } frame = sprite_sheet_get_frame(sheet, frame_index); } ent->animation_time_in_frame = time_in_frame; ent->animation_frame = frame_index; } /* Update sprite local xform */ struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite); struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("pivot"), ent->animation_frame); struct v2 sprite_size = v2_div(sheet->frame_size, (f32)PIXELS_PER_UNIT); struct v2 dir = v2_mul_v2(sprite_size, slice.dir); f32 rot = v2_angle(dir) + PI / 2; struct xform xf = XFORM_IDENT; xf = xform_rotate(xf, -rot); xf = xform_scale(xf, sprite_size); xf = xform_translate(xf, v2_neg(slice.center)); ent->sprite_local_xform = xf; } /* ========================== * * Update attachments * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; if (entity_has_prop(ent, ENTITY_PROP_ATTACHED)) { struct entity *parent = entity_from_handle(store, ent->parent); struct sprite_tag parent_sprite = parent->sprite; struct sprite_sheet *parent_sheet = sprite_sheet_from_tag_await(sprite_frame_scope, parent_sprite); struct xform parent_xf = entity_get_xform(parent); struct xform parent_sprite_xf = xform_mul(parent_xf, parent->sprite_local_xform); struct sprite_sheet_slice attach_slice = sprite_sheet_get_slice(parent_sheet, ent->attach_slice, parent->animation_frame); struct v2 attach_pos = xform_mul_v2(parent_sprite_xf, attach_slice.center); struct v2 attach_dir = xform_basis_mul_v2(parent_sprite_xf, attach_slice.dir); struct xform xf = entity_get_xform(ent); xf.og = attach_pos; xf = xform_with_rotation(xf, v2_angle(attach_dir) + PI / 2); entity_set_xform(ent, xf); } } /* ========================== * * Update control from player cmds * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { /* Process cmds */ struct v2 move = ent->control.move; struct v2 focus = ent->control.focus; b32 firing = entity_has_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED); for (u64 i = 0; i < game_cmds.count; ++i) { struct game_cmd cmd = game_cmds.cmds[i]; b32 start = cmd.state == GAME_CMD_STATE_START; b32 stop = cmd.state == GAME_CMD_STATE_STOP; (UNUSED)start; (UNUSED)stop; /* TODO: Combine movement from multiple inputs? E.G. a sudden * start and immediate stop cmd should still move the player a * tad. */ switch (cmd.kind) { case GAME_CMD_KIND_PLAYER_MOVE: { move = cmd.move_dir; focus = v2_sub(cmd.aim_pos, entity_get_xform(ent).og); } break; case GAME_CMD_KIND_PLAYER_FIRE: { if (start) { firing = true; } else if (stop) { firing = false; } } break; default: break; } } /* Movement */ if (v2_len_squared(move) > 1) { /* Cap movement vector magnitude at 1 */ move = v2_norm(move); } ent->control.move = move; ent->control.focus = focus; /* Firing */ if (firing) { entity_enable_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED); } else { entity_disable_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED); } } } /* ========================== * * Test * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; if (entity_has_prop(ent, ENTITY_PROP_TEST)) { if (!ent->test_initialized) { ent->test_initialized = true; ent->test_start_local_xform = entity_get_local_xform(ent); ent->test_start_sprite_xform = ent->sprite_local_xform; } f32 t = (f32)time; struct v2 og = v2_mul(V2(math_cos(t), math_sin(t)), 3); f32 r = t * 3; struct v2 s = V2(1 + (math_fabs(math_sin(t * 5)) * 3), 1); (UNUSED)og; (UNUSED)r; (UNUSED)s; og = v2_add(og, ent->test_start_local_xform.og); r += xform_get_rotation(ent->test_start_local_xform); s = v2_add(s, xform_get_scale(ent->test_start_local_xform)); struct xform xf = entity_get_local_xform(ent); xf.og = og; xf = xform_with_rotation(xf, r); xf = xform_with_scale(xf, s); entity_set_local_xform(ent, xf); } } /* ========================== * * Activate triggers * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; /* Trigger equipped */ if (entity_has_prop(ent, ENTITY_PROP_TRIGGERING_EQUIPPED)) { struct entity *eq = entity_from_handle(store, ent->equipped); if (eq->valid) { entity_enable_prop(eq, ENTITY_PROP_TRIGGERED_THIS_TICK); } } } /* ========================== * * Fire triggers * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; if (!entity_has_prop(ent, ENTITY_PROP_TRIGGERED_THIS_TICK)) continue; if ((time - ent->last_triggered < ent->trigger_delay) && ent->last_triggered != 0) continue; ent->last_triggered = time; /* Fire weapon */ if (entity_has_prop(ent, ENTITY_PROP_WEAPON)) { struct sprite_tag sprite = ent->sprite; u32 animation_frame = ent->animation_frame; struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, sprite); struct xform sprite_local_xform = ent->sprite_local_xform; struct sprite_sheet_slice out_slice = sprite_sheet_get_slice(sheet, STR("out"), animation_frame); struct v2 rel_pos = xform_mul_v2(sprite_local_xform, out_slice.center); struct v2 rel_dir = xform_basis_mul_v2(sprite_local_xform, out_slice.dir); { /* Spawn bullet */ struct entity *bullet = entity_alloc(root); bullet->sprite = sprite_tag_from_path(STR("res/graphics/bullet.ase")); bullet->bullet_src = ent->handle; bullet->bullet_src_pos = rel_pos; bullet->bullet_src_dir = rel_dir; bullet->bullet_impulse = 100; entity_enable_prop(bullet, ENTITY_PROP_BULLET); } } } /* ========================== * * Simulate entity physics * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; /* Player angle */ if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { struct xform xf = entity_get_xform(ent); /* Solve for final angle using law of sines */ f32 final_xf_angle; { struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite); struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("attach.wep"), ent->animation_frame); f32 forward_hold_angle_offset; { struct xform xf_unrotated = xform_with_rotation(xf, 0); struct v2 hold_pos_unrotated = xform_mul_v2(xf_unrotated, xform_mul_v2(ent->sprite_local_xform, slice.center)); forward_hold_angle_offset = v2_angle_from_dirs(V2(0, -1), v2_sub(hold_pos_unrotated, xf_unrotated.og)); } struct v2 ent_pos = xf.og; struct v2 focus_pos = v2_add(ent_pos, ent->control.focus); struct v2 hold_pos; { struct xform hold_pos_xf = xform_translate(ent->sprite_local_xform, slice.center); hold_pos_xf = xform_mul(xf, hold_pos_xf); struct v2 hold_pos_xf_dir = xform_basis_mul_v2(hold_pos_xf, slice.dir); hold_pos_xf = xform_with_rotation(hold_pos_xf, v2_angle(hold_pos_xf_dir) + PI / 2); if (v2_eq(hold_pos_xf.og, ent_pos)) { /* If hold pos is same as origin (E.G if pivot is being used as hold pos), then move hold pos forward a tad to avoid issue */ hold_pos_xf = xform_translate(hold_pos_xf, V2(0, -1)); } hold_pos = hold_pos_xf.og; } struct v2 hold_dir = xform_basis_mul_v2(xf, xform_basis_mul_v2(ent->sprite_local_xform, slice.dir)); struct v2 hold_ent_dir = v2_sub(ent_pos, hold_pos); struct v2 focus_ent_dir = v2_sub(ent_pos, focus_pos); f32 hold_ent_len = v2_len(hold_ent_dir); f32 focus_ent_len = v2_len(focus_ent_dir); f32 final_hold_angle_btw_ent_and_focus = v2_angle_from_dirs(hold_ent_dir, hold_dir); f32 final_focus_angle_btw_ent_and_hold = math_asin((math_sin(final_hold_angle_btw_ent_and_focus) * hold_ent_len) / focus_ent_len); f32 final_ent_angle_btw_focus_and_hold = PI - (final_focus_angle_btw_ent_and_hold + final_hold_angle_btw_ent_and_focus); final_xf_angle = v2_angle_from_dirs(V2(0, -1), v2_sub(focus_pos, ent_pos)) + final_ent_angle_btw_focus_and_hold - forward_hold_angle_offset; } if (!F32_IS_NAN(final_xf_angle)) { const f32 angle_error_allowed = 0.001; if (math_fabs(final_xf_angle - v2_angle(xf.bx)) > angle_error_allowed) { entity_set_xform(ent, xform_with_rotation(xf, final_xf_angle)); } } } /* Player movement */ if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) { f32 max_speed = ent->player_max_speed; f32 acceleration_rate = ent->player_acceleration; acceleration_rate = clamp_f32(acceleration_rate, 0, GAME_FPS); /* Can't integrate acceleration rate higher than FPS */ struct v2 target_velocity = v2_mul(ent->control.move, max_speed); struct v2 target_acceleration = v2_sub(target_velocity, ent->velocity); ent->acceleration = v2_mul(target_acceleration, acceleration_rate); } /* Integrate acceleration & velocity */ if (entity_has_prop(ent, ENTITY_PROP_KINEMATIC)) { f32 dt = (f32)G.tick.dt; /* Apply acceleration to velocity */ struct v2 a = v2_mul(ent->acceleration, dt); ent->velocity = v2_add(ent->velocity, a); /* Apply velocity to position */ struct xform xf = entity_get_xform(ent); xf.og = v2_add(xf.og, v2_mul(ent->velocity, dt)); entity_set_xform(ent, xf); } } /* ========================== * * Initialize bullet kinematics from sources * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; /* FIXME: Apply src entity velocity to bullet velocity */ if (entity_has_prop(ent, ENTITY_PROP_BULLET) && !entity_has_prop(ent, ENTITY_PROP_KINEMATIC)) { struct entity *src = entity_from_handle(store, ent->bullet_src); struct xform src_xf = entity_get_xform(src); struct v2 pos = xform_mul_v2(src_xf, ent->bullet_src_pos); struct v2 vec = xform_basis_mul_v2(src_xf, ent->bullet_src_dir); vec = v2_mul(v2_norm(vec), ent->bullet_impulse); struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(vec) + PI / 2); entity_set_xform(ent, xf); ent->velocity = vec; entity_enable_prop(ent, ENTITY_PROP_KINEMATIC); } } /* ========================== * * Update camera position * ========================== */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; /* Camera follow */ if (entity_has_prop(ent, ENTITY_PROP_CAMERA)) { struct entity *follow = entity_from_handle(store, ent->camera_follow); struct xform xf = entity_get_xform(ent); if (entity_has_prop(follow, ENTITY_PROP_PLAYER_CONTROLLED)) { f32 aspect_ratio = 1.0; { struct xform quad_xf = xform_mul(entity_get_xform(ent), ent->camera_quad_xform); struct v2 camera_size = xform_get_scale(quad_xf); if (!v2_eq(camera_size, V2(0, 0))) { aspect_ratio = camera_size.x / camera_size.y; } } f32 ratio_y = 0.33f; f32 ratio_x = ratio_y / aspect_ratio; struct v2 camera_focus_dir = v2_mul_v2(follow->control.focus, V2(ratio_x, ratio_y)); struct v2 camera_focus_pos = v2_add(entity_get_xform(follow).og, camera_focus_dir); ent->camera_xform_target = xf; ent->camera_xform_target.og = camera_focus_pos; } /* Lerp camera */ if (ent->camera_applied_lerp_continuity_gen_plus_one == ent->camera_lerp_continuity_gen + 1) { f32 t = 1 - math_pow(2.f, -20.f * (f32)G.tick.dt); xf = xform_lerp(xf, ent->camera_xform_target, t); } else { /* Skip lerp */ xf = ent->camera_xform_target; } ent->camera_applied_lerp_continuity_gen_plus_one = ent->camera_lerp_continuity_gen + 1; entity_set_xform(ent, xf); } } /* ========================== * * Update sound emitters * ========================== */ /* TODO: Sound entities should be created by game thread, but played by the * user thread. This is so sounds play at the correct time on the user * thread regardless of interp delay. */ for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) { struct entity *ent = &store->entities[entity_index]; if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue; if (entity_has_prop(ent, ENTITY_PROP_TEST_SOUND_EMITTER)) { struct mixer_desc desc = ent->sound_desc; desc.speed = G.tick.timescale; desc.pos = entity_get_xform(ent).og; struct sound *sound = sound_load_async(ent->sound_name, 0); b32 played = ent->sound_handle.gen != 0; if (sound) { if (!played) { ent->sound_handle = mixer_play_ex(sound, desc); } else { mixer_track_set(ent->sound_handle, desc); } } } } /* ========================== * * Publish tick * ========================== */ /* Update cached global xforms to ensure they're accurate in published tick */ { struct temp_arena temp = arena_temp_begin(scratch.arena); struct stack_node { struct entity *entity; struct xform parent_global_xform; }; /* Depth first iteration */ *arena_push(temp.arena, struct stack_node) = (struct stack_node) { .entity = root, .parent_global_xform = XFORM_IDENT }; u64 stack_count = 1; while (stack_count > 0) { /* Pull from top of stack */ struct stack_node node; arena_pop(temp.arena, struct stack_node, &node); --stack_count; struct entity *child = node.entity; /* Calculate global xform */ struct xform xf; if (child->cached_global_xform_dirty) { xf = xform_mul(node.parent_global_xform, child->local_xform); child->cached_global_xform = xf; child->cached_global_xform_dirty = false; } else { xf = child->cached_global_xform; } /* Append sub-children to stack */ struct entity *subchild = entity_from_handle(store, child->last); while (subchild->valid) { *arena_push(temp.arena, struct stack_node) = (struct stack_node) { .entity = subchild, .parent_global_xform = xf }; ++stack_count; subchild = entity_from_handle(store, subchild->prev); } } arena_temp_end(temp); } /* Publish tick */ publish_game_tick(); __profframe("Game"); /* ========================== * * End frame cache scopes * ========================== */ sprite_scope_end(sprite_frame_scope); scratch_end(scratch); } /* ========================== * * Game thread * ========================== */ INTERNAL SYS_THREAD_ENTRY_POINT_FUNC_DEF(game_thread_entry_point, arg) { struct temp_arena scratch = scratch_begin_no_conflict(); (UNUSED)arg; sys_timestamp_t last_frame_ts = 0; f64 target_dt = GAME_FPS > (0) ? (1.0 / GAME_FPS) : 0; while (!atomic_i32_eval(&G.game_thread_shutdown)) { __profscope(game_update_w_sleep); struct temp_arena temp = arena_temp_begin(scratch.arena); sleep_frame(last_frame_ts, target_dt); last_frame_ts = sys_timestamp(); { struct game_cmd_array game_cmds = pop_cmds(temp.arena); if (!G.paused) { game_update(game_cmds); } /* Check for pause / next frame cmds */ for (u64 i = 0; i < game_cmds.count; ++i) { struct game_cmd cmd = game_cmds.cmds[i]; switch (cmd.kind) { case GAME_CMD_KIND_PAUSE: { G.paused = !G.paused; } break; case GAME_CMD_KIND_STEP: { if (G.paused) { G.paused = false; game_update(game_cmds); G.paused = true; } } break; default: break; } } } arena_temp_end(temp); } scratch_end(scratch); } /* ========================== * * Interface * ========================== */ void game_get_latest_tick(struct world *dest) { __prof; struct sys_lock lock = sys_mutex_lock_s(&G.prev_tick_mutex); world_copy_replace(dest, &G.prev_tick); sys_mutex_unlock(&lock); } u64 game_get_latest_tick_id(void) { return atomic_u64_eval(&G.prev_tick_id); } void game_push_cmds(struct game_cmd_array cmd_array) { push_cmds(cmd_array); }