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#include "game.hpp"
#include "asset-manager.hpp"
#include "audio.hpp"
#include "camera.hpp"
#include "components.hpp"
#include "ecs.hpp"
#include "entities.hpp"
#include "font.hpp"
#include "game-settings.hpp"
#include "game-type-defs.hpp"
#include "imgui.h"
#include "level-types.hpp"
#include "level.hpp"
#include "physics.hpp"
#include "player-input.hpp"
#include "plugins.hpp"
#include "project.hpp"
#include "scene.hpp"
#include "serialization.hpp"
#include "static-ui.hpp"
#include "thread-pool.hpp"
#include "window.hpp"
#include "pk.h"
#include <BulletCollision/CollisionShapes/btConvexHullShape.h>
#include <BulletCollision/NarrowPhaseCollision/btRaycastCallback.h>
#include <GLFW/glfw3.h>
#include <cstring>
#include <fstream>
#include <thread>
void Game_Init();
void Game_Tick(double delta);
void Game_Teardown();
void Game_RecordImGui();
const char *levelName = "demo-level";
void Game_Tick(double delta) {
pk_mem_bucket_reset(pkeSettings.mem_bkt.game_transient);
if (pkeSettings.rt.nextLevel != nullptr) {
// TODO async this
for (uint32_t i = 0; i < pkeSettings.rt.nextLevel->scene_instances.next; ++i) {
// TODO can't instantiate a scene that hasn't been loaded yet
/*
struct pke_scene *scene = pke_scene_get_by_handle(lvl->scene_instances[i].scene_handle);
if (scene != nullptr) {
Game_LoadSceneFile(scene->name);
}
*/
}
pkeSettings.rt.previousLevel = pkeSettings.rt.activeLevel;
pkeSettings.rt.activeLevel = pkeSettings.rt.nextLevel;
pkeSettings.rt.nextLevel = nullptr;
if (pkeSettings.rt.activeLevel->pke_cb_spinup.func != nullptr) {
pkeSettings.rt.activeLevel->pke_cb_spinup.func();
}
}
if (pkeSettings.rt.previousLevel != nullptr) {
if (pkeSettings.rt.previousLevel->pke_cb_teardown.func != nullptr) {
pkeSettings.rt.previousLevel->pke_cb_teardown.func();
}
pke_level_teardown(pkeSettings.rt.previousLevel);
pkeSettings.rt.previousLevel = nullptr;
}
/*
* ECS_Tick_Early() gets called first for GC
*/
ECS_Tick_Early(delta);
pke_input_tick(delta);
EntityType_Tick(delta);
pke_level_tick(delta);
pke_ui_tick(delta);
pke_scene_tick(delta);
PkeCamera_Tick(delta);
for (long i = 0; i < LoadedPkePlugins.next; ++i) {
if (LoadedPkePlugins[i].OnTick != nullptr) {
LoadedPkePlugins[i].OnTick(delta);
}
}
if (pkeSettings.rt.activeLevel && pkeSettings.rt.activeLevel->pke_cb_tick.func != nullptr) {
reinterpret_cast<void(*)(double delta)>(pkeSettings.rt.activeLevel->pke_cb_tick.func)(delta);
}
FontType_Tick(delta);
ECS_Tick(delta);
pke_audio_tick(delta);
EntityType_Tick_Late(delta);
ECS_Tick_Late(delta);
window_tick_late(delta);
}
void pke_game_main_init(PKEWindowProperties windowProps, const char *executablePath, PKEPluginInterface *plugins, unsigned int n_plugins) {
fprintf(stdout, "[%s] pke_game_main_init Entering.\n", __FILE__);
unsigned int u;
pkeSettings.executablePath = executablePath;
Game_Init();
pk_ev_init(pkeSettings.mem_bkt.game);
PkeThreads_Init();
AM_Init();
ECS_Init();
Physics_Init();
pke_audio_init();
PkeCamera_Init();
pke_level_init();
pke_scene_master_init();
CreateWindow(windowProps);
EntityType_Init();
pke_input_init();
FontType_Init();
pke_ui_init();
pke_ui_init_bindings();
PkeProject_Load(pkeSettings.args.projectPath);
if (pkeSettings.args.pluginPath != nullptr) {
PkePlugin_Load(pkeSettings.args.pluginPath);
}
for (u = 0; u < n_plugins; ++u) {
pk_arr_append_t<PKEPluginInterface>(&LoadedPkePlugins, plugins[u]);
}
for (u = 0; u < LoadedPkePlugins.next; ++u) {
if (LoadedPkePlugins[u].OnInit != nullptr) {
LoadedPkePlugins[u].OnInit();
}
}
fprintf(stdout, "[%s] pke_game_main_init Exiting.\n", __FILE__);
}
void pke_game_main_load() {
fprintf(stdout, "[%s] pke_game_main_load Entering.\n", __FILE__);
// if we were passed only a scene name, create a faux level.
if (!pkeSettings.args.levelName) {
// TODO uuids
pke_level *lvl = pke_level_create("faux-level", pk_uuid_zed, pk_uuid_zed);
fprintf(stdout, "[%s] pke_game_main_load Creating faux level.\n", __FILE__);
pkeSettings.rt.activeLevel = lvl;
}
if (pkeSettings.args.levelName == nullptr && pkeSettings.args.sceneName != nullptr) {
scene_instance si{};
pke_scene *scene;
std::ifstream f(pkeSettings.args.sceneName);
if (!f.is_open()) {
fprintf(stdout, "[%s] pke_game_main_load Did not find scene by name specified in arg: '%s'\n", __FILE__, pkeSettings.args.sceneName);
exit(1);
}
fprintf(stdout, "[%s] pke_game_main_load loading scene from arg (expecting path): %s\n", __FILE__, pkeSettings.args.sceneName);
srlztn_deserialize_helper *h = pke_deserialize_init(pkeSettings.rt.activeLevel, pkeSettings.mem_bkt.game_transient);
// 2025-09-09 JCB Scenes no longer contain anything so I'm not sure there's a reason to create one here.
// spit-balling here, maybe "scene" files should be assets and not much more.
scene = pke_scene_create(pkeSettings.args.sceneName);
pke_deserialize_scene_from_stream(f, h);
pke_deserialize_scene(h);
pke_deserialize_teardown(h);
si.scene_handle = scene->scene_handle;
pk_arr_append_t(&pkeSettings.rt.activeLevel->scene_instances, si);
}
fprintf(stdout, "[%s] pke_game_main_load Exiting.\n", __FILE__);
}
void pke_game_main_run() {
fprintf(stdout, "[%s] pke_game_main_run Entering.\n", __FILE__);
GameTimePoint lastTimePoint = pkeSettings.steadyClock.now();
double deltaTillNextRender = pkeSettings.deltaPerFrame;
GameTimePoint lastLogTimePoint = pkeSettings.steadyClock.now();
int64_t tickCount = 0;
int64_t renderCount = 0;
int64_t nsAhead = 0.0;
while (pkeSettings.isGameRunning) {
glfwPollEvents();
int64_t nsAheadHolder = 0.0;
if (nsAhead > 0) {
nsAheadHolder = nsAhead;
std::this_thread::sleep_for(GameTimeDuration(nsAhead));
nsAhead = 0;
}
if (vidMode.refreshRate != pkeSettings.targetFPS) {
pkeSettings.targetFPS = vidMode.refreshRate;
pkeSettings.deltaPerFrame = 1 / double(pkeSettings.targetFPS);
}
GameTimePoint currentTimePoint = pkeSettings.steadyClock.now();
double deltaThisTick = ((currentTimePoint - lastTimePoint).count() - nsAheadHolder) / NANO_DENOM_DOUBLE;
deltaThisTick = std::min(deltaThisTick, pkeSettings.minimumDeltaPerFrame);
lastTimePoint = currentTimePoint;
deltaTillNextRender -= deltaThisTick;
bool shouldRender = pkeSettings.graphicsSettings.isFramerateUnlocked
|| pkeSettings.graphicsSettings.isWaitingForVsync
|| deltaTillNextRender <= 0.0;
if (shouldRender == false && (deltaTillNextRender > 0.0 && deltaTillNextRender - (deltaThisTick * 2.0) <= 0.0)) {
/*
* We are ahead of the render schedule
* && the current tick's speed would put us behind schedule next tick.
* Simulate the extra time we are ahead and prepare to sleep the difference
* before the next tick.
*/
nsAhead = std::floor(deltaTillNextRender * NANO_DENOM_DOUBLE);
deltaThisTick += deltaTillNextRender;
shouldRender = true;
}
tickCount += 1;
Game_Tick(deltaThisTick);
pkeSettings.rt.was_framebuffer_resized = false;
if (shouldRender) {
Render();
renderCount += 1;
double msBehind = deltaTillNextRender * -1000;
int64_t behindCount = 0;
while (deltaTillNextRender < pkeSettings.deltaPerFrame) {
behindCount += 1;
deltaTillNextRender += pkeSettings.deltaPerFrame;
}
if (behindCount > 2) {
fprintf(stderr, "[PKE::main] late render - simulated ahead: %fms - delta behind: %fms - missed frames:%ld\n", nsAheadHolder / (NANO_DENOM_DOUBLE / 1000), msBehind, behindCount - 1);
fflush(stderr);
}
}
pkeSettings.stats.last_deltas[0] = pkeSettings.stats.last_deltas[1];
pkeSettings.stats.last_deltas[1] = pkeSettings.stats.last_deltas[2];
pkeSettings.stats.last_deltas[2] = deltaThisTick;
pkeSettings.stats.tick_rate = 3.L / (pkeSettings.stats.last_deltas[0] + pkeSettings.stats.last_deltas[1] + pkeSettings.stats.last_deltas[2]);
if ((currentTimePoint - lastLogTimePoint).count() > std::chrono::nanoseconds::period::den) {
lastLogTimePoint = currentTimePoint;
fprintf(stdout, "TPS: ~%.03f - actual:%ld - presents:%ld\n", pkeSettings.stats.tick_rate, tickCount, renderCount);
fflush(stdout);
tickCount = 0;
renderCount = 0;
}
pkeSettings.isGameRunning = !glfwWindowShouldClose(window);
}
fprintf(stdout, "[%s] pke_game_main_run Exiting.\n", __FILE__);
}
void pke_game_main_teardown() {
fprintf(stdout, "[%s] pke_game_main_teardown Entering.\n", __FILE__);
// tear down any loaded levels
if (pkeSettings.rt.nextLevel != nullptr) {
if (pkeSettings.rt.nextLevel->pke_cb_teardown.func != nullptr) {
pkeSettings.rt.nextLevel->pke_cb_teardown.func();
}
pke_level_teardown(pkeSettings.rt.nextLevel);
pkeSettings.rt.nextLevel = nullptr;
}
if (pkeSettings.rt.activeLevel != nullptr) {
if (pkeSettings.rt.activeLevel->pke_cb_teardown.func != nullptr) {
pkeSettings.rt.activeLevel->pke_cb_teardown.func();
}
pke_level_teardown(pkeSettings.rt.activeLevel);
pkeSettings.rt.activeLevel = nullptr;
}
if (pkeSettings.rt.previousLevel != nullptr) {
if (pkeSettings.rt.previousLevel->pke_cb_teardown.func != nullptr) {
pkeSettings.rt.previousLevel->pke_cb_teardown.func();
}
pke_level_teardown(pkeSettings.rt.previousLevel);
pkeSettings.rt.previousLevel = nullptr;
}
// Tick until entities have settled.
// This allows things like nested entities (static_ui) to flush out.
// Without this, plugins will have their OnTeardown called before the engine
// has had a chance to free anything active.
// Example: player input LIFO error if a loaded level had an active set.
pk_bkt_arr *bkt_arr_ents = ECS_GetEntities();
pk_bkt_arr_handle settle_handle_l = pk_bkt_arr_handle_MAX;
pk_bkt_arr_handle settle_handle_r = pk_bkt_arr_handle_MAX;
pk_bkt_arr_handle settle_handle_ll = bkt_arr_ents->head_l;
pk_bkt_arr_handle settle_handle_rr = bkt_arr_ents->head_r;
while (settle_handle_ll != settle_handle_l && settle_handle_rr != settle_handle_r) {
Game_Tick(0.f);
settle_handle_l = settle_handle_ll;
settle_handle_r = settle_handle_rr;
settle_handle_ll = bkt_arr_ents->head_l;
settle_handle_rr = bkt_arr_ents->head_r;
}
fprintf(stdout, "Game_Main SHUTDOWN INITIATED\n");
#ifndef NDEBUG
// TODO debug print buckets before shutdown
#endif
vkDeviceWaitIdle(vkDevice);
for (long i = 0; i < LoadedPkePlugins.next; ++i) {
if (LoadedPkePlugins[i].OnTeardown) {
LoadedPkePlugins[i].OnTeardown();
}
}
PkePlugin_Teardown();
EntityType_Teardown();
pke_ui_teardown();
FontType_Teardown();
pke_input_teardown();
pke_scene_master_teardown();
pke_level_teardown();
PkeCamera_Teardown();
pke_audio_teardown();
Physics_Teardown();
ECS_Teardown();
DestroyWindow();
AM_DebugPrint();
AM_Teardown();
PkeThreads_Teardown();
pk_ev_teardown();
Game_Teardown();
// TODO debug print buckets after shutdown
fprintf(stdout, "[%s] pke_game_main_teardown Exiting.\n", __FILE__);
}
void Game_Main(PKEWindowProperties windowProps, const char *executablePath) {
pke_game_main_init(windowProps, executablePath, nullptr, 0);
pke_game_main_load();
pke_game_main_run();
pke_game_main_teardown();
}
void Game_Init() {
pkeSettings.mem_bkt.game = pk_mem_bucket_create("game", 1UL << 26, PK_MEMBUCKET_FLAG_NONE);
pkeSettings.mem_bkt.game_transient = pk_mem_bucket_create("game-transient", 1UL << 26, PK_MEMBUCKET_FLAG_TRANSIENT);
pk_mem_bucket_set_client_mem_bucket(pkeSettings.mem_bkt.game);
}
void Game_Teardown() {
pk_mem_bucket_destroy(pkeSettings.mem_bkt.game_transient);
pk_mem_bucket_destroy(pkeSettings.mem_bkt.game);
pkeSettings.mem_bkt.game_transient = NULL;
pkeSettings.mem_bkt.game = NULL;
}
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