Builder is now using the FSM I wrote. Still not as clean as I like but big improvement.
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4 changed files with 176 additions and 129 deletions
226
builder.cpp
226
builder.cpp
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@ -1,12 +1,6 @@
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#include "builder.hpp"
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#include "dbc.hpp"
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#include "watcher.hpp"
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#include "game_engine.hpp"
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#include <chrono> // for milliseconds
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#include <efsw/efsw.hpp>
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#include <fmt/chrono.h>
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#include <fmt/color.h>
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#include <fmt/core.h>
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#include <fmt/core.h>
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#include <fstream>
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#include <git2.h>
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@ -82,122 +76,116 @@ MatchResult Builder::parse_line(const string &line) {
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}
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}
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enum BuildState {
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WAITING, BUILDING, DONE, STARTING, READING
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};
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void Builder::run() {
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git_repository* repo = nullptr;
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try {
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gui.output(format("Using build command: {}", build_cmd));
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efsw::FileWatcher* fileWatcher = new efsw::FileWatcher();
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dbc::check(fileWatcher != nullptr, "Failed to create filewatcher.");
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git_libgit2_init();
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int err = git_repository_open(&repo, git_path.c_str());
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dbc::check(err == 0, git_error_last()->message);
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UpdateListener* listener = new UpdateListener(repo);
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dbc::check(listener != nullptr, "Failed to create listener.");
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gui.output(format("Watching directory {} for changes...", git_path));
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efsw::WatchID wid = fileWatcher->addWatch(git_path, listener, true);
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FILE *build_out = NULL;
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bool build_done = false;
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string line = "";
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BuildState state = WAITING;
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std::future<FILE *> build_fut;
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fileWatcher->watch();
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int rc = gui.main_loop(game, [&] {
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switch(state) {
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case WAITING:
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if(listener->changes) {
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game.start_round();
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gui.building();
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gui.output(format("CHANGES! Running build {}", build_cmd));
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build_fut = std::async([&]() {
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return start_command(build_cmd);
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});
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state = STARTING;
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}
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break;
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case STARTING: {
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println(">>> STARTING");
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std::future_status status = build_fut.wait_for(0ms);
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if(status == std::future_status::ready) {
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build_out = build_fut.get();
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state = READING;
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} else {
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state = STARTING;
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}
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}
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break;
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case READING: {
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line = read_line(build_out, build_done);
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state = BUILDING;
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}
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break;
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case BUILDING: {
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println(">>> BUILDING");
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// check if there's output
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if(build_done) {
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bool good = end_build(build_out, gui, build_cmd);
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if(good) {
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gui.build_works();
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} else {
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// BUG: make it not play two sounds
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gui.build_failed(true, build_cmd);
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}
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build_out = NULL;
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state = DONE;
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} else {
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auto m = parse_line(line);
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if(m.match) {
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gui.output(format("HIT WITH {} @ {}:{}:{} {}", m.type, m.file_name, m.lnumber, m.col, m.message));
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game.hit(m.type);
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}
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state = READING;
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}
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}
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break;
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case DONE: {
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game.end_round();
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if(game.is_dead()) {
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gui.you_died();
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game.reset();
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}
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listener->reset_state();
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gui.output("^^^^^^^^^^^ END ^^^^^^^^^^^");
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state = WAITING;
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}
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break;
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}
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int rc = gui.main_loop(game, [&] {
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event(GO);
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return 0;
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});
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});
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dbc::check(rc == 0, "Invalid return from main_loop.");
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if(rc != 0) println("ERROR IN GUI");
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fileWatcher->removeWatch(wid);
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git_libgit2_shutdown();
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} catch(dbc::Error &err) {
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if(repo != nullptr) git_repository_free(repo);
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git_libgit2_shutdown();
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throw err;
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event(QUIT);
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}
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void Builder::building(BuildEvent ev) {
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println(">>> BUILDING");
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// check if there's output
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if(build_done) {
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bool good = end_build(build_out, gui, build_cmd);
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if(good) {
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gui.build_works();
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} else {
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// BUG: make it not play two sounds
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gui.build_failed(true, build_cmd);
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}
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build_out = NULL;
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state(DONE);
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} else {
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auto m = parse_line(line);
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if(m.match) {
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gui.output(format("HIT WITH {} @ {}:{}:{} {}", m.type, m.file_name, m.lnumber, m.col, m.message));
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game.hit(m.type);
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}
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state(READING);
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}
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}
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void Builder::start(BuildEvent ev) {
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gui.output(format("Using build command: {}", build_cmd));
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fileWatcher = new efsw::FileWatcher();
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dbc::check(fileWatcher != nullptr, "Failed to create filewatcher.");
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git_libgit2_init();
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int err = git_repository_open(&repo, git_path.c_str());
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dbc::check(err == 0, git_error_last()->message);
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listener = new UpdateListener(repo);
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dbc::check(listener != nullptr, "Failed to create listener.");
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gui.output(format("Watching directory {} for changes...", git_path));
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wid = fileWatcher->addWatch(git_path, listener, true);
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fileWatcher->watch();
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state(WAITING);
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}
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void Builder::waiting(BuildEvent ev) {
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if(listener->changes) {
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game.start_round();
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gui.building();
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gui.output(format("CHANGES! Running build {}", build_cmd));
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build_fut = std::async([&]() {
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return start_command(build_cmd);
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});
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state(STARTING);
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}
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}
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void Builder::starting(BuildEvent ev) {
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std::future_status status = build_fut.wait_for(0ms);
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if(status == std::future_status::ready) {
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build_out = build_fut.get();
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state(READING);
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} else {
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state(STARTING);
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}
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}
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void Builder::reading(BuildEvent ev) {
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line = read_line(build_out, build_done);
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state(BUILDING);
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}
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void Builder::done(BuildEvent ev) {
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game.end_round();
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if(game.is_dead()) {
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gui.you_died();
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game.reset();
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}
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listener->reset_state();
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gui.output("^^^^^^^^^^^ END ^^^^^^^^^^^");
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state(WAITING);
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}
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void Builder::exit(BuildEvent ev) {
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if(ev == QUIT) {
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fileWatcher->removeWatch(wid);
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git_libgit2_shutdown();
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state(EXIT);
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}
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}
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void Builder::error(BuildEvent ev) {
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// how to avoid doing this more than once?
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if(ev == CRASH) {
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if(repo != nullptr) git_repository_free(repo);
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git_libgit2_shutdown();
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}
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}
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54
builder.hpp
54
builder.hpp
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@ -2,6 +2,11 @@
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#include "gui.hpp"
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#include "game_engine.hpp"
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#include <stdio.h>
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#include "fsm.hpp"
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#include <efsw/efsw.hpp>
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#include <future>
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#include <stdio.h>
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#include "watcher.hpp"
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using std::string;
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string message = "";
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};
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class Builder {
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enum BuildState {
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START, WAITING, BUILDING, DONE, STARTING, READING,
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EXIT, ERROR
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};
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enum BuildEvent {
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GO, QUIT, CRASH
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};
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class Builder : DeadSimpleFSM<BuildState, BuildEvent> {
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GUI gui;
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GameEngine game;
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string git_path = "NOT SET";
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string build_cmd = "NOT SET";
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efsw::FileWatcher* fileWatcher = NULL;
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UpdateListener* listener = NULL;
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efsw::WatchID wid;
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FILE *build_out = NULL;
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bool build_done = false;
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string line = "";
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std::future<FILE *> build_fut;
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git_repository* repo = nullptr;
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public:
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MatchResult parse_line(const string &line);
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void run();
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void event(BuildEvent ev) override {
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try {
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if(ev == QUIT) {
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exit(ev);
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}
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switch(_state) {
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FSM_STATE(BUILDING, building, ev);
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FSM_STATE(START, start, ev);
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FSM_STATE(WAITING, waiting, ev);
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FSM_STATE(DONE, done, ev);
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FSM_STATE(STARTING, starting, ev);
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FSM_STATE(READING, reading, ev);
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FSM_STATE(EXIT, exit, ev);
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FSM_STATE(ERROR, exit, ev);
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}
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} catch(...) {
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error(ev);
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}
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}
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void building(BuildEvent ev);
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void start(BuildEvent ev);
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void waiting(BuildEvent ev);
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void done(BuildEvent ev);
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void starting(BuildEvent ev);
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void reading(BuildEvent ev);
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void error(BuildEvent ev);
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void exit(BuildEvent ev);
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};
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11
fsm.hpp
11
fsm.hpp
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#pragma once
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#include <fmt/core.h>
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#define FSM_EV(S, F) case S: F(); break
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#define FSM_STATE(S, F, E) case S: fmt::println(">>> " #S ":" #F ":{}", int(E)); F(E); break
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template<typename S, typename E>
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class DeadSimpleFSM {
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protected:
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void state(S next_state) {
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_state = next_state;
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}
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};
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#define FSM_T(S, F) case S: F(); break
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bool in_state(S state) {
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return _state == state;
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}
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};
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14
fsmtest.cpp
14
fsmtest.cpp
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class MyFSM : DeadSimpleFSM<MyState, MyEvent> {
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public:
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void event(MyEvent ev) override {
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switch(ev) {
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FSM_T(STARTED, start);
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FSM_T(PUSH, push);
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FSM_T(QUIT, quit);
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switch(_state) {
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FSM_STATE(START, start, ev);
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FSM_STATE(RUNNING, push, ev);
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FSM_STATE(END, quit, ev);
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}
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}
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void start() {
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void start(MyEvent ev) {
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println("<<< START");
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state(RUNNING);
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}
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void push() {
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void push(MyEvent ev) {
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println("<<< RUN");
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state(RUNNING);
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}
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void quit() {
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void quit(MyEvent ev) {
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println("<<< STOP");
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state(END);
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}
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