Commit graph

36 commits

Author SHA1 Message Date
b8fbfd718b cleanup and revive the debug drawing code 2023-02-22 21:23:31 +01:00
5a355773f8 add comment about DoomFrames from unregistered dooms 2023-02-22 21:15:22 +01:00
383d2ad324 set ui log level from trace to debug 2023-02-22 21:15:03 +01:00
38ba303ba8 use the included SDL if not appropriate system-wide SDL was found 2023-02-22 20:29:41 +01:00
65e8f5eec1 preparations for also using nng_tcp as a transport 2023-02-22 19:17:06 +01:00
4f05f5e2ff ctrl: reenable the waitpid() code to catch crashing/killed dooms
TODO: implement DoomState::tLastActive timeout logic
2023-02-21 23:05:53 +01:00
d86f701fd0 finally fix dooms not being able to output sound
It was just the empty environment after posix_spawn() that caused
SDL_INIT_AUDIO to fail. __environ fixes that.
2023-02-21 23:03:39 +01:00
e2094cd1ce toggle fullscreen, toggle ui, invert mouse panning 2023-02-20 22:50:17 +01:00
888e9459c5 fix crash due to logging during shutdown from class based DoomState
Crash was double free in ImGui::AppendLog() during shutdown. Will have to
disable the logging callback if logging should happen at that point.
2023-02-20 00:06:28 +01:00
1a0c22ae09 disable texture info debug 2023-02-20 00:01:29 +01:00
957e367c89 ctrl: fix rendering, erase Endooms, implement zooming and panning 2023-02-19 23:52:54 +01:00
25bea999e2 it's alive! not pretty but alive! also remove the fork() spawner 2023-02-19 16:33:23 +01:00
6f683676be intermittent ctrl commit: fork() based spawn code which makes nng panic 2023-02-19 16:23:29 +01:00
5072cee454 ctrl: register externally started dooms that introduce themselves
TODO: Check on those via kill(pid, 0) or store the last activity time in
DoomState and let dooms time out if they don't send more updates.
2023-02-19 12:46:17 +01:00
af517ab00b ctrl: better networking, can render received frames, still a broken mess 2023-02-19 10:44:57 +01:00
b93e6bf8f0 and back to spawning doomsims 2023-02-19 01:46:31 +01:00
a9f054968d intermittent commit: do not spawn doomsim instances to test rendering
Without spawning doomsims the SDL_UpdateTexture()+SDL_RenderCopy() way does
scale well: with 1024 non-spawned dooms I'm at 19.4 fps, 51.5 ms/frame.
A single core is maxed out all the time and it's nicely jumping between
cores.
2023-02-19 01:45:51 +01:00
5502ab3b53 work on rendering - can draw rectangles into buffers and display those
Approach is to have one SDL_Texture per doom and use SDL_RenderCopy() with
different destination rectangles to compose the layout. Apart from
SDL_UpdateTexture() and SDL_RenderCopy() no work is done per doom.

This scales up to ~200 doomsim instances. After that the frametime
increases rapidly and all my cores are maxed out.

TODO: test without spawning doomsim processes!
2023-02-19 01:24:52 +01:00
c2726d1881 rename QuitDoom -> Endoom :) 2023-02-18 23:04:34 +01:00
2f18d5771d slight render call rearrangement 2023-02-18 22:41:05 +01:00
3ab1f6eee3 get rid of the doomId concept, use the pid instead
The internal unique id should not be needed, the pid is unique enough :)

Also this can allow starting dooms externally without having to pass an id
parameter that's not already in use. The externally started doom sends its
pid with the DoomReady message and the controller can add a new entry if it
needs to. Of course the controller will not be able to kill() these
externally started dooms.
2023-02-18 22:28:15 +01:00
26c7f69b42 build tiny messaging infrastructure, refactor, hack till it sort of works
When usleep()'ing in doomsim it misses most of the quit messages. I think
it's because the controller spams RunDoom all the time and the quit
messages get discarded while doomsim is sleeping.
2023-02-18 22:08:12 +01:00
7d8978f6b8 caturday work: leak fixes, can now tell dooms to quit, nng util functions 2023-02-18 12:30:53 +01:00
3d9da20335 posix_spawn() doomsims
The doomsim startup routine or the controller startup publish are broken.
The doomsims never transition from DP_DS_Ready state.
2023-02-18 12:30:53 +01:00
17ba021843 add comment to ExampleAppLog and mini refactoring 2023-02-18 12:30:53 +01:00
c583573b0b fix build under msys2 2023-02-18 12:30:40 +01:00
09d2bd715b add first ui input elements and in-game logging 2023-02-12 22:21:06 +01:00
4a3dce5ef5 custom imgui window title! 2023-02-12 16:12:01 +01:00
1674946bed First steps with Dear ImGui. It's awesome! 2023-02-12 15:48:15 +01:00
fcd47b7aa5 mini refactoring and cleanup 2023-02-12 13:40:41 +01:00
53775fbdf2 build and use imgui from externals, make the imgui demo work 2023-02-12 04:47:48 +01:00
de463a6747 ctrl: write some broken sdl and imgui code 2023-02-12 03:32:02 +01:00
aa6438783a doomsim updates: state machine, nng_recvmsg/nng_sendmsg, first actual logic 2023-02-11 23:52:20 +01:00
ec041cf83b refactoring all the things
- Move from spdlog to log.c by rxi
- Create dp_common c library
- Create empty doomsim executable
2023-02-08 06:39:23 +01:00
dc754c2885 buggy pub sub code 2023-02-04 01:56:30 +01:00
ef97762930 create cmake project structure and c++ test app 2023-02-03 23:33:37 +01:00