Moves specate and pause-api to plugins/spectate/

develop
Josh Cooper 2022-10-12 14:13:09 -07:00
parent ddf7850d90
commit 63e9192367
5 changed files with 235 additions and 3 deletions

@ -163,7 +163,7 @@ if(BUILD_SUPPORTED)
dfhack_plugin(siege-engine siege-engine.cpp LINK_LIBRARIES lua)
dfhack_plugin(sort sort.cpp LINK_LIBRARIES lua)
dfhack_plugin(steam-engine steam-engine.cpp)
dfhack_plugin(spectate spectate.cpp)
add_subdirectory(spectate)
dfhack_plugin(stockflow stockflow.cpp LINK_LIBRARIES lua)
add_subdirectory(stockpiles)
dfhack_plugin(stocks stocks.cpp)

@ -0,0 +1,8 @@
project(spectate)
SET(SOURCES
spectate.cpp
pause.cpp)
dfhack_plugin(${PROJECT_NAME} ${SOURCES} LINK_LIBRARIES lua)

@ -0,0 +1,160 @@
#include "pause.h"
#include <VTableInterpose.h>
#include <df/global_objects.h>
#include <df/viewscreen_dwarfmodest.h>
#include <df/announcements.h>
#include <df/d_init.h>
#include <df/ui.h>
#include <algorithm>
using namespace DFHack;
using namespace Pausing;
using namespace df::enums;
namespace pausing {
AnnouncementLock announcementLock("monitor");
PlayerLock playerLock("monitor");
const size_t announcement_flag_arr_size = sizeof(decltype(df::announcements::flags)) / sizeof(df::announcement_flags);
bool state_saved = false; // indicates whether a restore state is ok
bool announcements_disabled = false; // indicates whether disable or restore was last enacted, could use a better name
bool saved_states[announcement_flag_arr_size]; // state to restore
bool locked_states[announcement_flag_arr_size]; // locked state (re-applied each frame)
bool allow_player_pause = true; // toggles player pause ability
using df::global::ui;
using namespace df::enums;
struct player_pause_hook : df::viewscreen_dwarfmodest {
typedef df::viewscreen_dwarfmodest interpose_base;
DEFINE_VMETHOD_INTERPOSE(void, feed, (std::set<df::interface_key>* input)) {
if ((ui->main.mode == ui_sidebar_mode::Default) && !allow_player_pause) {
input->erase(interface_key::D_PAUSE);
}
INTERPOSE_NEXT(feed)(input);
}
};
IMPLEMENT_VMETHOD_INTERPOSE(player_pause_hook, feed);
}
using namespace pausing;
std::unordered_set<Lock*> PlayerLock::locks;
std::unordered_set<Lock*> AnnouncementLock::locks;
template<typename Locks>
inline bool any_lock(Locks locks) {
return std::any_of(locks.begin(), locks.end(), [](Lock* lock) { return lock->isLocked(); });
}
template<typename Locks, typename LockT>
inline bool only_lock(Locks locks, LockT* this_lock) {
return std::all_of(locks.begin(), locks.end(), [&](Lock* lock) {
if (lock == this_lock) {
return lock->isLocked();
}
return !lock->isLocked();
});
}
template<typename Locks, typename LockT>
inline bool only_or_none_locked(Locks locks, LockT* this_lock) {
for (auto &L: locks) {
if (L == this_lock) {
continue;
}
if (L->isLocked()) {
return false;
}
}
return true;
}
bool AnnouncementLock::captureState() {
if (only_or_none_locked(locks, this)) {
for (size_t i = 0; i < announcement_flag_arr_size; ++i) {
locked_states[i] = df::global::d_init->announcements.flags[i].bits.PAUSE;
}
return true;
}
return false;
}
void AnnouncementLock::lock() {
Lock::lock();
captureState();
}
bool AnnouncementLock::isAnyLocked() const {
return any_lock(locks);
}
bool AnnouncementLock::isOnlyLocked() const {
return only_lock(locks, this);
}
bool PlayerLock::isAnyLocked() const {
return any_lock(locks);
}
bool PlayerLock::isOnlyLocked() const {
return only_lock(locks, this);
}
bool World::DisableAnnouncementPausing() {
if (!announcementLock.isAnyLocked()) {
for (auto& flag : df::global::d_init->announcements.flags) {
flag.bits.PAUSE = false;
}
announcements_disabled = true;
}
return announcements_disabled;
}
bool World::SaveAnnouncementSettings() {
if (!announcementLock.isAnyLocked()) {
for (size_t i = 0; i < announcement_flag_arr_size; ++i) {
saved_states[i] = df::global::d_init->announcements.flags[i].bits.PAUSE;
}
return true;
}
return false;
}
bool World::RestoreAnnouncementSettings() {
if (!announcementLock.isAnyLocked() && state_saved) {
for (size_t i = 0; i < announcement_flag_arr_size; ++i) {
df::global::d_init->announcements.flags[i].bits.PAUSE = saved_states[i];
}
announcements_disabled = false;
return true;
}
return false;
}
bool World::EnablePlayerPausing() {
if (!playerLock.isAnyLocked()) {
allow_player_pause = true;
}
return allow_player_pause;
}
bool World::DisablePlayerPausing() {
if (!playerLock.isAnyLocked()) {
allow_player_pause = false;
}
return !allow_player_pause;
}
void World::Update() {
static bool did_once = false;
if (!did_once) {
did_once = true;
INTERPOSE_HOOK(player_pause_hook, feed).apply();
}
if (announcementLock.isAnyLocked()) {
for (size_t i = 0; i < announcement_flag_arr_size; ++i) {
df::global::d_init->announcements.flags[i].bits.PAUSE = locked_states[i];
}
}
}

@ -0,0 +1,58 @@
#pragma once
#include <unordered_set>
#include <string>
namespace DFHack {
////////////
// Locking mechanisms for control over pausing
namespace Pausing
{
class Lock
{
bool locked = false;
std::string name;
public:
explicit Lock(const char* name) { this->name = name;};
virtual ~Lock()= default;
virtual bool isAnyLocked() const = 0;
virtual bool isOnlyLocked() const = 0;
bool isLocked() const { return locked; }
virtual void lock() { locked = true; }; //simply locks the lock
void unlock() { locked = false; };
};
// non-blocking lock resource used in conjunction with the announcement functions in World
class AnnouncementLock : public Lock
{
static std::unordered_set<Lock*> locks;
public:
explicit AnnouncementLock(const char* name): Lock(name) { locks.emplace(this); }
~AnnouncementLock() override { locks.erase(this); }
bool captureState(); // captures the state of announcement settings, iff this is the only locked lock (note it does nothing if 0 locks are engaged)
void lock() override; // locks and attempts to capture state
bool isAnyLocked() const override; // returns true if any instance of AnnouncementLock is locked
bool isOnlyLocked() const override; // returns true if locked and no other instance is locked
};
// non-blocking lock resource used in conjunction with the Player pause functions in World
class PlayerLock : public Lock
{
static std::unordered_set<Lock*> locks;
public:
explicit PlayerLock(const char* name): Lock(name) { locks.emplace(this); }
~PlayerLock() override { locks.erase(this); }
bool isAnyLocked() const override; // returns true if any instance of PlayerLock is locked
bool isOnlyLocked() const override; // returns true if locked and no other instance is locked
};
}
namespace World {
bool DisableAnnouncementPausing(); // disable announcement pausing if all locks are open
bool SaveAnnouncementSettings(); // save current announcement pause settings if all locks are open
bool RestoreAnnouncementSettings(); // restore saved announcement pause settings if all locks are open
bool EnablePlayerPausing(); // enable player pausing if all locks are open
bool DisablePlayerPausing(); // disable player pausing if all locks are open
void Update();
}
}

@ -2,6 +2,8 @@
// Created by josh on 7/28/21.
//
#include "pause.h"
#include "Core.h"
#include <modules/Gui.h>
#include <Console.h>
@ -31,6 +33,7 @@ REQUIRE_GLOBAL(pause_state);
REQUIRE_GLOBAL(d_init);
using namespace DFHack;
using namespace Pausing;
using namespace df::enums;
void onTick(color_ostream& out, void* tick);
@ -53,6 +56,9 @@ std::set<int32_t> job_tracker;
std::map<uint16_t,uint16_t> freq;
std::default_random_engine RNG;
#define base 0.99
static const std::string CONFIG_KEY = std::string(plugin_name) + "/config";
@ -80,12 +86,12 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector <Plugi
"Automated spectator mode.",
spectate,
false));
pause_lock = World::AcquireAnnouncementPauseLock("spectate");
pause_lock = new AnnouncementLock("spectate");
return CR_OK;
}
DFhackCExport command_result plugin_shutdown (color_ostream &out) {
World::ReleasePauseLock(pause_lock);
delete pause_lock;
return CR_OK;
}