Вынес рендер в отдельный модуль. Сделал систему вызовов для модулй к ядру. Исправил баг в SaveMap. Убрал поддержку linux, так как трудно поддерживать обе платформы. Убрал тесты для linux.
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@@ -3,14 +3,18 @@
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#include <mutex>
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#include <thread>
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ModuleInstance::ModuleInstance(CoreInstance& core) : core_(core)
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{
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// Init instance
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}
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#include "Core/CoreCallBacks.h"
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extern ModuleInstance* Factory();
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static std::mutex mModuleInstance;
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static ModuleInstance* module = nullptr;
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static std::thread* moduleThread;
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// Don't free. It's memory free in core
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static CoreCallBacks* callbacks_;
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void ModuleInstance::start()
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{
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// Create thread
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}
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void ModuleInstance::stop()
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@@ -18,51 +22,36 @@ void ModuleInstance::stop()
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onStop.Call();
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}
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extern ModuleInstance* Factory(CoreInstance&);
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static std::mutex mModuleInstance;
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static ModuleInstance* module = nullptr;
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static std::thread* moduleThread;
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void InitModule(CoreInstance& core)
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void ModuleInstance::QuitGame()
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{
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mModuleInstance.lock();
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callbacks_->Quit();
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}
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void InitModule(CoreCallBacks* callbacks)
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{
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std::lock_guard<std::mutex> lock(mModuleInstance);
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callbacks_ = callbacks;
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if(module == nullptr)
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module = Factory(core);
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mModuleInstance.unlock();
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module = Factory();
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}
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void StartModule()
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{
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mModuleInstance.lock();
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std::lock_guard<std::mutex> lock(mModuleInstance);
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if (module != nullptr)
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moduleThread = new std::thread([&] {module->start(); });
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mModuleInstance.unlock();
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}
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void StopModule()
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{
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mModuleInstance.lock();
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if(module != nullptr)
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{
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delete module;
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module = nullptr;
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moduleThread->detach();
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delete moduleThread;
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}
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mModuleInstance.unlock();
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moduleThread = new std::thread(&ModuleInstance::start, module);
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}
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void QuitModule()
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{
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mModuleInstance.lock();
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std::lock_guard<std::mutex> lock(mModuleInstance);
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if(module != nullptr)
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{
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module->stop();
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moduleThread->join();
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delete module;
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module = nullptr;
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delete moduleThread;
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moduleThread = nullptr;
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}
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mModuleInstance.unlock();
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}
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@@ -17,39 +17,31 @@
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extern "C" {\
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EXPORT void* protect_init() {return reinterpret_cast<void*>(&InitModule);} \
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EXPORT void* protect_start() {return reinterpret_cast<void*>(&StartModule);} \
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EXPORT void* protect_stop() {return reinterpret_cast<void*>(&StopModule);} \
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EXPORT void* protect_quit() {return reinterpret_cast<void*>(&QuitModule);} \
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}\
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ModuleInstance* Factory(CoreInstance& core) { return static_cast<ModuleInstance*>(new Class(core)); }
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ModuleInstance* Factory() { return static_cast<ModuleInstance*>(new Class()); }
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class CoreInstance;
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struct CoreCallBacks;
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class ModuleInstance {
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CoreInstance& core_;
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public:
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Delegate<void> onStop;
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ModuleInstance(CoreInstance& core);
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virtual ~ModuleInstance() = default;
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CoreInstance& getCore() const { return core_; }
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virtual void start();
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void stop();
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void QuitGame();
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};
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extern "C" {
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// Create module instance
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EXPORT void InitModule(CoreInstance& core);
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EXPORT void InitModule(CoreCallBacks* callbacks);
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// Start module instance
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EXPORT void StartModule();
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// Destroy module instance when core unloads there
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EXPORT void StopModule();
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// Stop module when core calls this
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EXPORT void QuitModule();
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}
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