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Eric 2023-12-20 19:44:23 -08:00
parent 1389fcf519
commit 45bda56009
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18 changed files with 161 additions and 64 deletions

58
.efrocachemap generated
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@ -4060,26 +4060,26 @@
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"build/prefab/lib/linux_arm64_gui/debug/libballisticaplus.a": "db535f0ca1e01af825f75f204fbc8928",
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@ -4096,18 +4096,18 @@
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"build/prefab/lib/mac_x86_64_server/debug/libballisticaplus.a": "ca49b32ed573feea11613d62cd89840c",
"build/prefab/lib/mac_x86_64_server/release/libballisticaplus.a": "452623f0495dd4375e5b5d9b80d643d5",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib": "1af7ac233ae61be912be9710eafb3c3a",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb": "7ddb4c8bf41a341a63c561d8dd13d35a",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.lib": "e4a63d2cf8a19a2778aea819423eeadf",
"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.pdb": "2c48a7cfc476526ce9ce75b4633dbc5d",
"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib": "7a95714de260a88f73f343fc411a28b1",
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@ -1,4 +1,4 @@
### 1.7.32 (build 21739, api 8, 2023-12-20)
### 1.7.32 (build 21741, api 8, 2023-12-20)
- Fixed a screen message that no one will ever see (Thanks vishal332008?...)
- Plugins window now displays 'No Plugins Installed' when no plugins are present (Thanks vishal332008!)
- Old messages are now displayed as soon as you press 'Unmute Chat' (Thanks vishal332008!)
@ -18,6 +18,11 @@
player play, dev testing, etc. Hopefully this strikes a good balance now.
- Removed the player-rejoin-cooldown mechanism from the C++ layer since it was
redundant with the Python level one and didn't cover as many cases.
- Restored the behavior from before 1.7.28 where backgrounding the app would
bring up the main menu and pause the action. Now it is implemented more
cleanly however (an `on_app_active_changed()` call in the `AppMode` class).
This means that it also applies to other platforms when the app reaches the
'inactive' state; for instance when minimizing the window on the SDL build.
### 1.7.31 (build 21727, api 8, 2023-12-17)
- Added `bascenev1.get_connection_to_host_info_2()` which is an improved

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@ -60,6 +60,7 @@ from _babase import (
have_permission,
in_logic_thread,
increment_analytics_count,
invoke_main_menu,
is_os_playing_music,
is_xcode_build,
lock_all_input,
@ -254,6 +255,7 @@ __all__ = [
'increment_analytics_count',
'InputDeviceNotFoundError',
'InputType',
'invoke_main_menu',
'is_browser_likely_available',
'is_browser_likely_available',
'is_os_playing_music',

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@ -437,6 +437,12 @@ class App:
self._native_shutdown_complete_called = True
self._update_state()
def on_native_active_changed(self) -> None:
"""Called by the native layer when the app active state changes."""
assert _babase.in_logic_thread()
if self._mode is not None:
self._mode.on_app_active_changed()
def read_config(self) -> None:
"""(internal)"""
from babase._appconfig import read_app_config

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@ -52,3 +52,10 @@ class AppMode:
def on_deactivate(self) -> None:
"""Called when the mode is being deactivated."""
def on_app_active_changed(self) -> None:
"""Called when babase.app.active changes.
The app-mode may want to take action such as pausing a running
game in such cases.
"""

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@ -52,7 +52,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21739
TARGET_BALLISTICA_BUILD = 21741
TARGET_BALLISTICA_VERSION = '1.7.32'

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@ -6,7 +6,13 @@ from __future__ import annotations
from typing import TYPE_CHECKING
from bacommon.app import AppExperience
from babase import AppMode, AppIntentExec, AppIntentDefault
from babase import (
app,
AppMode,
AppIntentExec,
AppIntentDefault,
invoke_main_menu,
)
import _bascenev1
@ -40,3 +46,9 @@ class SceneV1AppMode(AppMode):
def on_deactivate(self) -> None:
# Let the native layer do its thing.
_bascenev1.on_app_mode_deactivate()
def on_app_active_changed(self) -> None:
# If we've gone inactive, bring up the main menu, which has the
# side effect of pausing the action (when possible).
if not app.active:
invoke_main_menu()

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@ -402,24 +402,6 @@ void BaseFeatureSet::UnsuspendApp() {
g_base->network_reader->OnAppUnsuspend();
g_base->networking->OnAppUnsuspend();
// When resuming from a suspended state, we may want to pause whatever
// game was running when we last were active.
//
// TODO(efro): we should make this smarter so it doesn't happen if we're
// in a network game or something that we can't pause; bringing up the
// menu doesn't really accomplish anything there.
//
// In general this probably should be handled at a higher level.
// if (g_core->should_pause_active_game) {
// g_core->should_pause_active_game = false;
// // If we've been completely backgrounded, send a menu-press command to
// // the game; this will bring up a pause menu if we're in the game/etc.
// if (!g_base->ui->MainMenuVisible()) {
// g_base->ui->PushMainMenuPressCall(nullptr);
// }
// }
if (g_buildconfig.debug_build()) {
Log(LogLevel::kDebug,
"UnsuspendApp() completed in "
@ -974,20 +956,30 @@ auto BaseFeatureSet::ClipboardGetText() -> std::string {
void BaseFeatureSet::SetAppActive(bool active) {
assert(InMainThread());
// Note: in some cases I'm seeing repeat active/inactive sets; for example
// on Mac SDL if I hide the app and then click on it in the dock I get a
// 'inactive' for the hide followed by a 'active', 'inactive', 'active' on
// the dock click. So our strategy here to filter that out is just to tell
// the logic thread that it has changed but have them directly read the
// shared atomic value, so they should generally skip over flip-flops like
// that and will just read the final value a few times in a row.
g_core->platform->LowLevelDebugLog(
"SetAppActive(" + std::to_string(active) + ")@"
+ std::to_string(core::CorePlatform::GetCurrentMillisecs()));
printf("APP ACTIVE %d\n", static_cast<int>(active));
// Issue a gentle warning if they are feeding us the same state twice in a
// row; might imply faulty logic.
// row; might imply faulty logic on an app-adapter or whatnot.
if (app_active_set_ && app_active_ == active) {
Log(LogLevel::kWarning, "SetAppActive called with state "
+ std::to_string(active) + " twice in a row.");
}
app_active_set_ = true;
app_active_ = active;
g_base->logic->event_loop()->PushCall(
[] { g_base->logic->OnAppActiveChanged(); });
}
} // namespace ballistica::base

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@ -3,6 +3,7 @@
#ifndef BALLISTICA_BASE_BASE_H_
#define BALLISTICA_BASE_BASE_H_
#include <atomic>
#include <mutex>
#include <set>
#include <string>
@ -815,7 +816,7 @@ class BaseFeatureSet : public FeatureSetNativeComponent,
// Non-const bits (fixme: clean up access to these).
TouchInput* touch_input{};
auto app_active() const { return app_active_; }
auto app_active() -> bool const { return app_active_; }
private:
BaseFeatureSet();
@ -831,7 +832,6 @@ class BaseFeatureSet : public FeatureSetNativeComponent,
bool have_clipboard_is_supported_{};
bool clipboard_is_supported_{};
bool app_active_set_{};
bool app_active_{true};
bool app_suspended_{};
bool shutdown_suppress_disallowed_{};
bool tried_importing_plus_{};
@ -844,6 +844,10 @@ class BaseFeatureSet : public FeatureSetNativeComponent,
bool base_native_import_completed_{};
bool basn_log_behavior_{};
bool server_wrapper_managed_{};
/// Main thread informs logic thread when this changes, but then logic
/// reads original value set by main. need to be sure they never read
/// stale values.
std::atomic_bool app_active_{true};
int shutdown_suppress_count_{};
};

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@ -8,6 +8,7 @@
#include "ballistica/base/python/base_python.h"
#include "ballistica/base/support/app_config.h"
#include "ballistica/base/ui/ui.h"
#include "ballistica/shared/foundation/macros.h"
namespace ballistica::base {
@ -47,20 +48,20 @@ void TouchInput::HandleTouchEvent(TouchEvent::Type type, void* touch, float x,
switch (type) {
case TouchEvent::Type::kDown: {
HandleTouchDown(touch, x, y);
break;
return;
}
case TouchEvent::Type::kCanceled:
case TouchEvent::Type::kUp: {
HandleTouchUp(touch, x, y);
break;
return;
}
case TouchEvent::Type::kMoved: {
HandleTouchMoved(touch, x, y);
break;
return;
}
default:
throw Exception();
}
BA_LOG_ERROR_NATIVE_TRACE_ONCE("Unhandled touch event type "
+ std::to_string(static_cast<int>(type)));
}
TouchInput::TouchInput() {
@ -119,7 +120,13 @@ void TouchInput::UpdateButtons(bool new_touch) {
} else if (pickup_mag == max_mag) {
closest_to_pickup = true;
} else {
throw Exception();
char buffer[256];
snprintf(buffer, sizeof(buffer),
"TouchInput closest-to logic fail; bomb_mag=%f"
" punch_mag=%f jump_mag=%f pickup_mag=%f max_mag=%f",
bomb_mag, punch_mag, jump_mag, pickup_mag, max_mag);
BA_LOG_ERROR_NATIVE_TRACE_ONCE(buffer);
closest_to_bomb = true;
}
if (buttons_touch_) {
last_buttons_touch_time_ = g_core->GetAppTimeMillisecs();

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@ -691,4 +691,21 @@ void Logic::ProcessPendingWork_() {
UpdatePendingWorkTimer_();
}
void Logic::OnAppActiveChanged() {
assert(g_base->InLogicThread());
// Note: we keep our own active state here in the logic thread and
// simply refresh it from the atomic value from the main thread here.
// There are occasions where the main thread's value flip-flops back
// and forth quickly and we'll generally skip over those this way.
auto app_active = g_base->app_active();
if (app_active != app_active_) {
app_active_ = app_active;
// For now just informing Python (which informs Python level app-mode).
// Can expand this to inform everyone else if needed.
g_base->python->OnAppActiveChanged();
}
}
} // namespace ballistica::base

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@ -61,6 +61,8 @@ class Logic {
void OnAppShutdown();
void OnAppShutdownComplete();
void OnAppActiveChanged();
void OnAppModeChanged();
void DoApplyAppConfig();
@ -118,6 +120,8 @@ class Logic {
auto graphics_ready() const { return graphics_ready_; }
auto app_active() const { return app_active_; }
private:
void UpdateDisplayTimeForFrameDraw_();
void UpdateDisplayTimeForHeadlessMode_();
@ -140,6 +144,9 @@ class Logic {
seconds_t recent_display_time_increments_[kDisplayTimeSampleCount]{};
int recent_display_time_increments_index_{-1};
/// The logic thread maintains its own app-active state which is
/// driven by the app-thread's state in g_base.
bool app_active_{true};
bool app_bootstrapping_complete_{};
bool have_pending_loads_{};
bool debug_log_display_time_{};

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@ -613,4 +613,9 @@ auto BasePython::CanPyStringEditAdapterBeReplaced(PyObject* o) -> bool {
return false;
}
void BasePython::OnAppActiveChanged() {
assert(g_base->InLogicThread());
objs().Get(BasePython::ObjID::kAppOnNativeActiveChangedCall).Call();
}
} // namespace ballistica::base

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@ -23,6 +23,8 @@ class BasePython {
void OnScreenSizeChange();
void StepDisplayTime();
void OnAppActiveChanged();
void Reset();
/// Specific Python objects we hold in objs_.
@ -113,6 +115,7 @@ class BasePython {
kAppDevConsoleDoRefreshTabCall,
kUnsupportedControllerMessageCall,
kGetV2AccountIdCall,
kAppOnNativeActiveChangedCall,
kLast // Sentinel; must be at end.
};

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@ -49,7 +49,11 @@ static PyMethodDef PyAppNameDef = {
static auto PyAppIsActive(PyObject* self) -> PyObject* {
BA_PYTHON_TRY;
if (g_base->app_active()) {
// Note: we're limiting this to the logic thread and using the logic
// thread's version of app-active here. If we ever need the main thread's
// version we'll have to do something different.
BA_PRECONDITION(g_base->InLogicThread());
if (g_base->logic->app_active()) {
Py_RETURN_TRUE;
}
Py_RETURN_FALSE;
@ -1666,6 +1670,31 @@ static PyMethodDef PyGraphicsShutdownIsCompleteDef = {
"(internal)\n",
};
// --------------------------- invoke_main_menu --------------------------------
static auto PyInvokeMainMenu(PyObject* self) -> PyObject* {
BA_PYTHON_TRY;
BA_PRECONDITION(g_base->InLogicThread());
if (!g_base->ui->MainMenuVisible()) {
g_base->ui->PushMainMenuPressCall(nullptr);
}
Py_RETURN_NONE;
BA_PYTHON_CATCH;
}
static PyMethodDef PyInvokeMainMenuDef = {
"invoke_main_menu", // name
(PyCFunction)PyInvokeMainMenu, // method
METH_NOARGS, // flags
"invoke_main_menu() -> None\n"
"\n"
"High level call to bring up the main menu if it is not present.\n"
"\n"
"This is essentially the same as pressing the menu button on a controller.",
};
// -----------------------------------------------------------------------------
auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
@ -1724,6 +1753,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
PyAudioShutdownIsCompleteDef,
PyGraphicsShutdownBeginDef,
PyGraphicsShutdownIsCompleteDef,
PyInvokeMainMenuDef,
};
}

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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21739;
const int kEngineBuildNumber = 21741;
const char* kEngineVersion = "1.7.32";
const int kEngineApiVersion = 8;

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@ -85,7 +85,6 @@ void UIV1Python::ShowURL(const std::string& url) {
}
void UIV1Python::HandleDeviceMenuPress(base::InputDevice* device) {
assert(device);
assert(objs().Exists(ObjID::kDeviceMenuPressCall));
// Ignore if input is locked or we've not yet got a root widget.

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@ -18,6 +18,7 @@ values = [
app.on_native_unsuspend, # kAppOnNativeUnsuspendCall
app.on_native_shutdown, # kAppOnNativeShutdownCall
app.on_native_shutdown_complete, # kAppOnNativeShutdownCompleteCall
app.on_native_active_changed, # kAppOnNativeActiveChangedCall
app.read_config, # kAppReadConfigCall
app.devconsole.do_refresh_tab, # kAppDevConsoleDoRefreshTabCall
]