示例#1
0
void
client_main_loop (void)
{
    int quit = 0;
    int engine_updated = 0;

    /* Set up the game */
    reset_start_time ();

    update_avail_modules (0);

    screen_full_refresh ();

    if (no_init_help == 0) {
	block_help_exit = 1;
	help_flag = 1;
	if (make_dir_ok_flag) {
	    activate_help ("ask-dir.hlp");
	    make_dir_ok_flag = 0;
	} else {
	    activate_help ("opening.hlp");
	}
    }

    /* Set speed */
#if defined (CS_PROFILE) || defined (START_FAST_SPEED)
    select_fast ();
#else
    select_medium ();
#endif
    /* Main Loop */
    do {
	int key;

	/* Get timestamp for this iteration */
	get_real_time();

	/* Process events */
#if defined (LC_X11)
	call_event ();
	key = x_key_value;
	x_key_value = 0;
#elif defined (WIN32)
	call_event ();
	key = GetKeystroke ();
#else
	mouse_update ();
	key = vga_getkey ();
#endif
	/* nothing happened if key == 0 XXX: right? */
	/* GCS: I'm not sure */
	if (key != 0) {
            process_keystrokes (key);
	}
	/* Simulate the timestep */
	quit = execute_timestep ();
    } while (quit == 0);
}
示例#2
0
int
main (int argc, char *argv[])
{
    char* load_filename;

    /* Initialize some global variables */
    initialize_server ();

    /* Set up the paths to certain files and directories */
    init_path_strings ();

#ifndef CS_PROFILE
#ifdef SEED_RAND
    srand (time (0));
#endif
#endif

    init_types ();
    initialize_tax_rates ();

    reset_start_time ();

    load_filename = parse_server_args (argc, argv);
    if (load_filename && file_exists(load_filename)) {
	printf ("Server is trying to load: %s\n", load_filename);
	load_city (load_filename);
	zoom_originx = main_screen_originx;
	zoom_originy = main_screen_originy;
    } else {
	engine_new_city (&zoom_originx, &zoom_originy, 1);
    }

    printf ("Server starting main loop!\n");
    while (1) {
	sniff_packets ();
	engine_do_time_step ();
	get_real_time ();
	send_periodic_messages ();
	if (total_time % 1000 == 0) {
	    debug_print_stats ();
	}
    }

    return 0;
}
void initLincity()
{
    initLCengine();

    reset_start_time ();
  
    screen_full_refresh ();

    //load current game if it exists
    //ldsvguts.cpp load_saved_city (char *s)
    //does not work if file is missing...

    char* s = "9_currentGameNG.scn";
    char *cname = (char *) malloc (strlen (lc_save_dir) + strlen (s) + 2);
    sprintf (cname, "%s%c%s", lc_save_dir, PATH_SLASH, s);
    if( ! loadCityNG( std::string( cname ) ) ) {   
        //create a new City with village just in case 
        new_city( &main_screen_originx, &main_screen_originy, 1 );
    }
    free (cname);
}
/* intercept the bus messages from our children. We watch for the ASYNC_START
 * message with is posted by the elements (sinks) that require a reset of the
 * running_time after a flush. ASYNC_START also brings the pipeline back into
 * the PAUSED, pending PAUSED state. When the ASYNC_DONE message is received the
 * pipeline will redistribute the new base_time and will bring the elements back
 * to the desired state of the pipeline. */
static void
gst_pipeline_handle_message (GstBin * bin, GstMessage * message)
{
  GstPipeline *pipeline = GST_PIPELINE_CAST (bin);

  switch (GST_MESSAGE_TYPE (message)) {
    case GST_MESSAGE_RESET_TIME:
    {
      GstClockTime running_time;

      gst_message_parse_reset_time (message, &running_time);

      /* reset our running time if we need to distribute a new base_time to the
       * children. */
      reset_start_time (pipeline, running_time);
      break;
    }
    case GST_MESSAGE_CLOCK_LOST:
    {
      GstClock *clock;

      gst_message_parse_clock_lost (message, &clock);

      GST_OBJECT_LOCK (bin);
      if (clock == GST_ELEMENT_CAST (bin)->clock) {
        GST_DEBUG_OBJECT (bin, "Used clock '%s' got lost",
            GST_OBJECT_NAME (clock));
        pipeline->priv->update_clock = TRUE;
      }
      GST_OBJECT_UNLOCK (bin);
    }
    default:
      break;
  }
  GST_BIN_CLASS (parent_class)->handle_message (bin, message);
}
/* MT safe */
static GstStateChangeReturn
gst_pipeline_change_state (GstElement * element, GstStateChange transition)
{
  GstStateChangeReturn result = GST_STATE_CHANGE_SUCCESS;
  GstPipeline *pipeline = GST_PIPELINE_CAST (element);
  GstClock *clock;

  switch (transition) {
    case GST_STATE_CHANGE_NULL_TO_READY:
      GST_OBJECT_LOCK (element);
      if (element->bus)
        gst_bus_set_flushing (element->bus, FALSE);
      GST_OBJECT_UNLOCK (element);
      break;
    case GST_STATE_CHANGE_READY_TO_PAUSED:
      GST_OBJECT_LOCK (element);
      pipeline->priv->update_clock = TRUE;
      GST_OBJECT_UNLOCK (element);

      /* READY to PAUSED starts running_time from 0 */
      reset_start_time (pipeline, 0);
      break;
    case GST_STATE_CHANGE_PAUSED_TO_PLAYING:
    {
      GstClockTime now, start_time, last_start_time, delay;
      gboolean update_clock;
      GstClock *cur_clock;

      GST_DEBUG_OBJECT (element, "selecting clock and base_time");

      GST_OBJECT_LOCK (element);
      cur_clock = element->clock;
      if (cur_clock)
        gst_object_ref (cur_clock);
      /* get the desired running_time of the first buffer aka the start_time */
      start_time = GST_ELEMENT_START_TIME (pipeline);
      last_start_time = pipeline->priv->last_start_time;
      pipeline->priv->last_start_time = start_time;
      /* see if we need to update the clock */
      update_clock = pipeline->priv->update_clock;
      pipeline->priv->update_clock = FALSE;
      delay = pipeline->delay;
      GST_OBJECT_UNLOCK (element);

      /* running time changed, either with a PAUSED or a flush, we need to check
       * if there is a new clock & update the base time */
      /* only do this for top-level, however */
      if (GST_OBJECT_PARENT (element) == NULL &&
          (update_clock || last_start_time != start_time)) {
        GST_DEBUG_OBJECT (pipeline, "Need to update start_time");

        /* when going to PLAYING, select a clock when needed. If we just got
         * flushed, we don't reselect the clock. */
        if (update_clock) {
          GST_DEBUG_OBJECT (pipeline, "Need to update clock.");
          clock = gst_element_provide_clock (element);
        } else {
          GST_DEBUG_OBJECT (pipeline,
              "Don't need to update clock, using old clock.");
          /* only try to ref if cur_clock is not NULL */
          if (cur_clock)
            gst_object_ref (cur_clock);
          clock = cur_clock;
        }

        if (clock) {
          now = gst_clock_get_time (clock);
        } else {
          GST_DEBUG_OBJECT (pipeline, "no clock, using base time of NONE");
          now = GST_CLOCK_TIME_NONE;
        }

        if (clock != cur_clock) {
          /* now distribute the clock (which could be NULL). If some
           * element refuses the clock, this will return FALSE and
           * we effectively fail the state change. */
          if (!gst_element_set_clock (element, clock))
            goto invalid_clock;

          /* if we selected and distributed a new clock, let the app
           * know about it */
          gst_element_post_message (element,
              gst_message_new_new_clock (GST_OBJECT_CAST (element), clock));
        }

        if (clock)
          gst_object_unref (clock);

        if (start_time != GST_CLOCK_TIME_NONE && now != GST_CLOCK_TIME_NONE) {
          GstClockTime new_base_time = now - start_time + delay;
          GST_DEBUG_OBJECT (element,
              "start_time=%" GST_TIME_FORMAT ", now=%" GST_TIME_FORMAT
              ", base_time %" GST_TIME_FORMAT,
              GST_TIME_ARGS (start_time), GST_TIME_ARGS (now),
              GST_TIME_ARGS (new_base_time));

          gst_element_set_base_time (element, new_base_time);
        } else {
          GST_DEBUG_OBJECT (pipeline,
              "NOT adjusting base_time because start_time is NONE");
        }
      } else {
        GST_DEBUG_OBJECT (pipeline,
            "NOT adjusting base_time because we selected one before");
      }

      if (cur_clock)
        gst_object_unref (cur_clock);
      break;
    }
    case GST_STATE_CHANGE_PLAYING_TO_PAUSED:
    {
      /* we take a start_time snapshot before calling the children state changes
       * so that they know about when the pipeline PAUSED. */
      pipeline_update_start_time (element);
      break;
    }
    case GST_STATE_CHANGE_PAUSED_TO_READY:
      reset_start_time (pipeline, 0);
      break;
    case GST_STATE_CHANGE_READY_TO_NULL:
      break;
  }

  result = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition);

  switch (transition) {
    case GST_STATE_CHANGE_NULL_TO_READY:
      break;
    case GST_STATE_CHANGE_READY_TO_PAUSED:
      break;
    case GST_STATE_CHANGE_PAUSED_TO_PLAYING:
      break;
    case GST_STATE_CHANGE_PLAYING_TO_PAUSED:
    {
      /* Take a new snapshot of the start_time after calling the state change on
       * all children. This will be the running_time of the pipeline when we go
       * back to PLAYING */
      pipeline_update_start_time (element);
      break;
    }
    case GST_STATE_CHANGE_PAUSED_TO_READY:
      break;
    case GST_STATE_CHANGE_READY_TO_NULL:
    {
      GstBus *bus;
      gboolean auto_flush;

      /* grab some stuff before we release the lock to flush out the bus */
      GST_OBJECT_LOCK (element);
      if ((bus = element->bus))
        gst_object_ref (bus);
      auto_flush = pipeline->priv->auto_flush_bus;
      GST_OBJECT_UNLOCK (element);

      if (bus) {
        if (auto_flush) {
          gst_bus_set_flushing (bus, TRUE);
        } else {
          GST_INFO_OBJECT (element, "not flushing bus, auto-flushing disabled");
        }
        gst_object_unref (bus);
      }
      break;
    }
  }
  return result;

  /* ERRORS */
invalid_clock:
  {
    /* we generate this error when the selected clock was not
     * accepted by some element */
    GST_ELEMENT_ERROR (pipeline, CORE, CLOCK,
        (_("Selected clock cannot be used in pipeline.")),
        ("Pipeline cannot operate with selected clock"));
    GST_DEBUG_OBJECT (pipeline,
        "Pipeline cannot operate with selected clock %p", clock);
    if (clock)
      gst_object_unref (clock);
    return GST_STATE_CHANGE_FAILURE;
  }
}