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Make stdin / stdout a game console #7266
Make stdin / stdout a game console #7266
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{ | ||
if (_consoleHistoryCount >= CONSOLE_HISTORY_SIZE) { | ||
for (sint32 i = 0; i < _consoleHistoryCount - 1; i++) | ||
memcpy(_consoleHistory[i], _consoleHistory[i + 1], CONSOLE_INPUT_SIZE); |
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Happy to see the in-game console move to the UI subproject. However, this seems to be undoing the refactoring from #7064. Specifically, the console has been using a deque
for its history since that PR.
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I haven't changed anything about the way it works, this is a straight move. This code still exists in that PR.
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It appears you're right — sorry. I wonder why these instances of memcpy
weren't replaced at the time, then… Others were replaced with deque::push_back
and the likes.
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Tested with a few commands, and seems to work nicely.
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case CONSOLE_INPUT_HISTORY_PREVIOUS: | ||
if (_consoleHistoryIndex > 0) { | ||
_consoleHistoryIndex--; | ||
memcpy(_consoleCurrentLine, _consoleHistory[_consoleHistoryIndex], 256); |
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256 = CONSOLE_INPUT_SIZE
case CONSOLE_INPUT_HISTORY_NEXT: | ||
if (_consoleHistoryIndex < _consoleHistoryCount - 1) { | ||
_consoleHistoryIndex++; | ||
memcpy(_consoleCurrentLine, _consoleHistory[_consoleHistoryIndex], 256); |
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256 = CONSOLE_INPUT_SIZE
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Typing I fear this is something we won't be able to address unless we move to |
Opening the cli client without any park specified just loops and doesn't allow for any interaction, even though it displays initial prompt. |
Please improve it if you have time.
I am aware of the infinite loop, but this is not an issue with this PR. It is getting stuck in peep update. |
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The code looks mostly good, but there are some issues still:
- exiting causes a segfault.
~Context
callsnetwork_close
->gfx_invalidate_screen
->context_get_height
, but we are in~Context
already. - SIGINT is not handled properly: it should discard current input and possibly produce a message to press it again or do ^D or type
exit
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|
|
Whoops, I had networking disabled 😊 |
There's only segfault-at-exit to address now. |
I can't test it now, but if the segfault is gone, I'm happy for this to be merged, as long as CIs are green. |
Separate out closing of connection into a new method so only that is called when closing the game which then means gfx_invalidate_screen is not called.
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- Feature: [#1417] Allow saving track designs for flat rides. - Feature: [#1675] Auto-rotate shops to face footpaths. - Feature: [#3473] Add button in ride window's maintainance tab to refurbish the ride. - Feature: [#6510] Ability to select edges or a row of tiles by holding down Ctrl using the land tool. - Feature: [#7187] Option for early scenario completion. - Feature: [#7266] Make headless instances use an interactive terminal with access to the in-game console API. - Feature: [#7267] Leverage more historical data in Finances window. - Feature: [#7316] Cheat to allow freezing all staff - Feature: [#7332] Keyboard shortcuts for view path issues and cutaway view. - Feature: [#7348] Add large half loops to the Vertical Drop Roller Coaster. - Feature: [#7459] Allow opening and closing of parks that use no money. - Feature: [#7579] New horizontal +/- spinner widgets to make adjusting values easier. - Fix: [#2053] When clearance checks are disabled, a track piece ghost can remove non-ghost track pieces. - Fix: [#2611] Some objects show (undefined string) instead of a description in Korean. - Fix: [#3596] Saving parks, landscapes and tracks with a period in the filenames don't get their extension. - Fix: [#5210] Default system dialog not accessible from saving landscape window. - Fix: [#6134] Scenarios incorrectly categorised when using Polish version of RCT2. - Fix: [#6141] CSS50.dat is never loaded. - Fix: [#6647] Changelog window causes FPS drop. - Fix: [#6938] Banner do not correctly capitalise non-ASCII characters. - Fix: [#7176] Mechanics sometimes fall down from rides. - Fix: [#7303] Visual glitch with virtual floor near map edges. - Fix: [#7313] Loading an invalid path with openrct2 produces results different than expected. - Fix: [#7327] Abstract scenery and stations don't get fully See-Through when hiding them (original bug). - Fix: [#7331] Invention list in scenario editor crashes upon removing previously-enabled ride/stall entries. - Fix: [#7341] Staff may auto-spawn on guests walking outside of paths. - Fix: [#7354] Cut-away view does not draw tile elements that have been moved down on the list. - Fix: [#7358] Peeps and staff entering rides still have the slope speed penalty set. - Fix: [#7382] Opening the mini-map reverts the size of the land tool to 1x1, regardless of what was selected before. - Fix: [#7402] Edges of neigbouring footpaths stay connected after removing a path that's underneath a ride entrance. - Fix: [#7405] Rides can be covered by placing scenery underneath them. - Fix: [#7418] Staff walk off paths with a connection but no adjacent path. - Fix: [#7434] Diagonal ride segments cannot be deleted if they are isolated. - Fix: [#7436] Only the first 32 vehicles of a train can be painted. - Fix: [#7480] Graphs skip values of 0. - Fix: [#7505] Game crashes when trying to make path over map edge while having clearance checks disabled. - Fix: [#7528] In park entrance pricing tab, switching tabs happens on mouse-down instead of mouse-up - Fix: [#7544] Starting a headless server with no arguments causes the game to freeze. - Fix: [#7571] Hovering a ride design over scenery or tracks will give tons of money. - Improved: [#2989] Multiplayer window now changes title when tab changes. - Improved: [#5339] Change eyedropper icon to actual eyedropper and change cursor to crosshair. - Improved: [#5832] Resize tile inspector automatically when selecting a tile element. - Improved: [#6221] The scenario editor's invention list is now resizeable. - Improved: [#7069] The arbitrary ride type selection dropdown is now sorted orthographically, and has its spinners removed. - Improved: [#7302] Raising land near the map edge makes the affected area smaller instead of showing an 'off edge map' error. - Improved: [#7435] Object indexing now supports multi-threading. - Improved: [#7510] Add horizontal clipping to cut-away view options. - Improved: [#7531] "Save track design" dropdown now stays open. - Improved: [#7548] Ctrl-clicking with the tile inspector open now directly selects an element and its tile. - Improved: [#7555] Allow setting the Twitch API URL, allowing custom API servers. - Improved: [#7567] Improve the performance of loading parks and the title sequence. - Improved: [#7577] Allow fine-tuning the virtual floor style. - Improved: [#7608] The vehicle selection dropdown is now sorted orthographically. - Improved: [#7613] Resizing the staff window now resizes the name and action columns too. - Improved: [#7627] Allow scrolling up and down on spinners to change their values.
This PR refactors the in game console into three classes:
One small issue is that anytime there is a printf or log in headless mode, it will mess up the current prompt on stdout. Fixing this would require replacing all stdout calls with our own method which overwrites the current prompt and writes a new prompt with the current statement. I am not going to worry about this for now.
I originally wrote the interactive console for the plug-in branch, but it will be a long time before that goes into the game. So for now this should allow more interim console commands to be added and used in headless servers.
For the interactive console, I have used
linenoise
which comes as a single .hpp that we can include.