mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 18:31:26 -10:00
This adds a mechanism for running generic operations at specific points of the frame execution. This can be used by any part of the code an not just Lua since it simply executes std::functions. It also adds an "execution context" concept that specifies in which situation an operation should be executed. This is then used by the Lua Coroutines code for resuming coroutines at specific points instead of always when the awaited promise resolves.
43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
#include "GameStateExecutionContext.h"
|
|
|
|
#include "events/events.h"
|
|
|
|
namespace executor {
|
|
|
|
GameStateExecutionContext::GameStateExecutionContext(GS_STATE contextState, int stateInstance)
|
|
: m_contextState(contextState), m_stateInstanceId(stateInstance)
|
|
{
|
|
}
|
|
GameStateExecutionContext::~GameStateExecutionContext() = default;
|
|
|
|
IExecutionContext::State GameStateExecutionContext::determineContextState() const
|
|
{
|
|
const auto depth = gameseq_get_state_idx(m_contextState);
|
|
|
|
if (depth < 0) {
|
|
// Our game state is not present anymore
|
|
return IExecutionContext::State::Invalid;
|
|
}
|
|
|
|
if (gameseq_get_state() == m_contextState) {
|
|
// Check if this is still the same instance
|
|
if (gameseq_get_state_instance_id() != m_stateInstanceId) {
|
|
return IExecutionContext::State::Invalid;
|
|
}
|
|
|
|
// This is still the same state and it is active
|
|
return State::Valid;
|
|
}
|
|
|
|
// We are not in the correct state but it is still in the stack so we might return to it at some point
|
|
return State::Suspended;
|
|
}
|
|
|
|
std::shared_ptr<IExecutionContext> GameStateExecutionContext::captureContext()
|
|
{
|
|
return std::make_shared<GameStateExecutionContext>(static_cast<GS_STATE>(gameseq_get_state()),
|
|
gameseq_get_state_instance_id());
|
|
}
|
|
|
|
} // namespace executor
|