Very janky barely working coroutine version of the game, the UI is more responsive, but not as much as it should be. Still, take a look and study the coro.hpp and other files in this commit for some coroutine stuff.
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6 changed files with 38 additions and 15 deletions
39
builder.cpp
39
builder.cpp
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@ -2,6 +2,7 @@
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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 "coro.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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@ -16,7 +17,6 @@
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#include <stdio.h>
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#include <stdlib.h> // for EXIT_SUCCESS
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#include <string> // for operator+, to_string
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#include <thread> // for sleep_for
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#include <unistd.h>
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#include <vector>
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#include <nlohmann/json.hpp>
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@ -36,24 +36,32 @@ Builder::Builder(GUI &g, GameEngine &engine) : gui(g), game(engine) {
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config["build_cmd"].template get_to<string>(build_cmd);
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}
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void Builder::run_build() {
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Task<unsigned> Builder::run_build() {
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regex err_re("(.*?):([0-9]+):([0-9]+):\\s*(.*?):\\s*(.*)\n*");
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char buffer[BUF_MAX]; // BUF_MAX is a define already?
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ofstream stats_out;
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co_await Pass{};
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stats_out.open("stats.csv", ios::out | ios::app);
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std::time_t tstamp = std::time(nullptr);
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dbc::check(stats_out.good(), "Error opening stats.csv file.");
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dbc::pre("simple test", [&]() { return stats_out.good(); });
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co_yield 1;
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// need to catch the error message when the command is bad
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FILE *build_out = popen(build_cmd.c_str(), "r");
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dbc::check(build_out != nullptr, "Failed to run command.");
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co_yield 2;
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game.start_round();
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while(fgets(buffer, BUF_MAX, build_out) != nullptr) {
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co_yield 3;
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string line(buffer); // yeah, that's probably a problem
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cerr << buffer;
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@ -82,8 +90,11 @@ void Builder::run_build() {
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gui.you_died();
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}
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}
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co_yield 4;
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}
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co_yield 3;
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game.end_round();
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int rc = pclose(build_out);
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@ -96,6 +107,8 @@ void Builder::run_build() {
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stats_out.close();
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dbc::post("a post test", [&]() { return !stats_out.is_open(); });
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co_return 1000;
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}
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void Builder::run() {
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@ -117,22 +130,28 @@ void Builder::run() {
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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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auto build_task = run_build();
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int rc = gui.main_loop(game, [&] {
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fileWatcher->watch();
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if(listener->changes) {
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gui.building();
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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gui.output(format("CHANGES! Running build {}", build_cmd));
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run_build();
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if(game.is_dead()) {
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gui.output("!!!! YOU DIED! !!!! Learn to code luser.");
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game.reset();
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if(!build_task.done()) {
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unsigned point = build_task();
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} else {
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if(game.is_dead()) {
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gui.output("!!!! YOU DIED! !!!! Learn to code luser.");
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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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build_task.destroy();
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build_task = run_build();
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}
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listener->reset_state();
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gui.output("^^^^^^^^^^^ END ^^^^^^^^^^^");
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}
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return 0;
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@ -1,6 +1,7 @@
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#pragma once
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#include "gui.hpp"
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#include "game_engine.hpp"
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#include "coro.hpp"
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class Builder {
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GUI gui;
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@ -12,7 +13,7 @@ class Builder {
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Builder(GUI &g, GameEngine &engine);
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void run_build();
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Task<unsigned> run_build();
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void run();
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};
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3
coro.hpp
3
coro.hpp
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@ -102,3 +102,6 @@ struct Task {
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}
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}
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};
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struct Pass : std::suspend_always {
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};
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@ -5,7 +5,7 @@
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Task<unsigned> task_test()
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{
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co_await std::suspend_always{};
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co_await Pass{};
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for (unsigned i = 0; i < 3; ++i)
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co_yield i;
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@ -15,7 +15,6 @@ Task<unsigned> task_test()
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int main()
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{
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const int task_count = 4;
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vector<Task<unsigned>> tasks;
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2
gui.cpp
2
gui.cpp
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@ -55,7 +55,7 @@ int GUI::main_loop(GameEngine &game, std::function<bool()> runner) {
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gui.startup();
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while (gui.is_open()) {
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while(gui.is_open()) {
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bool result = runner();
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gui.handle_events();
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gui.update_entities();
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@ -32,7 +32,8 @@ executable('escape_turings_tarpit',
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'builder.cpp',
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'sfmlgui.cpp',
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'escape_turings_tarpit.cpp'],
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dependencies: dependencies)
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dependencies: dependencies,
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cpp_args: '-fcoroutines')
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executable('regtest', 'regtest.cpp',
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dependencies: [fmt])
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