Pruning unneeded includes, lang updates, and potential crash on exit fix

This commit is contained in:
Eric Froemling 2021-04-13 20:29:17 -07:00
parent 354e211ffd
commit 6196b9bd4e
No known key found for this signature in database
GPG Key ID: 89C93F0F8D6D5A98
163 changed files with 288 additions and 650 deletions

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@ -420,7 +420,7 @@
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@ -449,6 +449,7 @@
<w>cspnf</w>
<w>cspre</w>
<w>cssclass</w>
<w>csspbt</w>
<w>cstr</w>
<w>csum</w>
<w>ctest</w>
@ -737,6 +738,7 @@
<w>filterlines</w>
<w>filterpath</w>
<w>filterpaths</w>
<w>filterstr</w>
<w>filterval</w>
<w>finalhash</w>
<w>finalmaterials</w>

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@ -3,6 +3,7 @@
<option name="myName" value="Default" />
<inspection_tool class="DuplicatedCode" enabled="false" level="WEAK WARNING" enabled_by_default="false" />
<inspection_tool class="GrazieInspection" enabled="false" level="TYPO" enabled_by_default="false" />
<inspection_tool class="HttpUrlsUsage" enabled="false" level="WEAK WARNING" enabled_by_default="false" />
<inspection_tool class="InconsistentLineSeparators" enabled="true" level="WARNING" enabled_by_default="true">
<scope name="NonPython" level="WARNING" enabled="false" />
</inspection_tool>

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@ -1,4 +1,4 @@
### 1.6.0 (20326)
### 1.6.0 (20333)
- Revamped netcode significantly. We still don't have client-prediction, but things should (hopefully) feel much lower latency now.
- Added network debug graphs accessible by hitting F8.
- Added private parties functionality (cloud hosted parties with associated codes making it easier to play with friends)
@ -16,6 +16,7 @@
- Additional server-wrapper options such as disabling auto-restart and automatic restarts on config file changes.
- Running a `_ba.connect_to_party` command via the -exec arg should now do the right thing.
- Fixed possible crash due to buffer under/overruns in `Utils::precalc_rands_*`.
- Fixed a potential crash-on-exit due to statically allocated colliders/caches in `ode_collision_trimesh.cpp` getting torn down while in use
### 1.5.29 (20246)
- Exposed ba method/class initing in public C++ layer.

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@ -194,6 +194,7 @@
<w>csize</w>
<w>cspr</w>
<w>cspre</w>
<w>csspbt</w>
<w>cstdint</w>
<w>cstdlib</w>
<w>cstring</w>
@ -255,6 +256,7 @@
<w>dstpath</w>
<w>dstr</w>
<w>dtest</w>
<w>dummyval</w>
<w>dummyvalid</w>
<w>dxgi</w>
<w>dynamicdata</w>
@ -319,6 +321,7 @@
<w>fieldname</w>
<w>fieldpath</w>
<w>fifteenbits</w>
<w>filterstr</w>
<w>filterval</w>
<w>finishedptr</w>
<w>firstpartykey</w>

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@ -173,7 +173,7 @@ target_include_directories(ode PRIVATE ${ODE_SRC_ROOT})
# EWWW; GCC gives us bad mesh collisions with -O3 (and maybe -O2?)
# need to finally get to the bottom of this but limiting to -01 for now.
# (-O2 might be safe??... or what about -Os? Should test again.)
# (-O2 might be safe??... or what about -Os? ..or arm? Should test again.)
if (CMAKE_BUILD_TYPE MATCHES Release)
if (CMAKE_CXX_COMPILER_ID MATCHES GNU)
target_compile_options(ode PRIVATE -O1)

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@ -1,5 +1,5 @@
<!-- THIS FILE IS AUTO GENERATED; DO NOT EDIT BY HAND -->
<h4><em>last updated on 2021-04-10 for Ballistica version 1.6.0 build 20329</em></h4>
<h4><em>last updated on 2021-04-13 for Ballistica version 1.6.0 build 20332</em></h4>
<p>This page documents the Python classes and functions in the 'ba' module,
which are the ones most relevant to modding in Ballistica. If you come across something you feel should be included here or could be better explained, please <a href="mailto:support@froemling.net">let me know</a>. Happy modding!</p>
<hr>

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@ -2,8 +2,6 @@
#include "ballistica/app/app_config.h"
#include <utility>
#include "ballistica/ballistica.h"
#include "ballistica/platform/platform.h"
#include "ballistica/python/python.h"

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@ -2,11 +2,9 @@
#include "ballistica/app/stress_test.h"
#include "ballistica/ballistica.h"
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/graphics/renderer.h"
#include "ballistica/input/input.h"
#include "ballistica/platform/platform.h"
namespace ballistica {

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@ -2,12 +2,6 @@
#include "ballistica/audio/audio_server.h"
#include <algorithm>
#include <list>
#include <memory>
#include <string>
#include <utility>
#include "ballistica/app/app_globals.h"
#include "ballistica/audio/al_sys.h"
#include "ballistica/audio/audio.h"

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@ -2,8 +2,6 @@
#include "ballistica/audio/audio_source.h"
#include <cmath>
#include "ballistica/audio/audio.h"
#include "ballistica/audio/audio_server.h"
#include "ballistica/math/vector3f.h"

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@ -2,8 +2,6 @@
#include "ballistica/audio/ogg_stream.h"
#include <cstdio>
#include "ballistica/platform/platform.h"
namespace ballistica {

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@ -21,7 +21,7 @@
namespace ballistica {
// These are set automatically via script; don't change here.
const int kAppBuildNumber = 20329;
const int kAppBuildNumber = 20333;
const char* kAppVersion = "1.6.0";
// Our standalone globals.

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@ -77,6 +77,10 @@
#endif
#endif // !BA_DEBUG_BUILD
// Include some stuff here for once we get precompiling going.
#ifdef __cplusplus
#endif // __cplusplus
// This must always be last.
#include "ballistica/config/config_common.h"

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@ -2,8 +2,6 @@
#include "ballistica/core/context.h"
#include <string>
#include "ballistica/game/host_activity.h"
#include "ballistica/generic/runnable.h"
#include "ballistica/ui/ui.h"

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@ -2,8 +2,6 @@
#include "ballistica/core/exception.h"
#include <utility>
#include "ballistica/ballistica.h"
#include "ballistica/platform/platform.h"

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@ -5,9 +5,7 @@
#include <map>
#include "ballistica/app/app_globals.h"
#include "ballistica/ballistica.h"
#include "ballistica/game/game.h"
#include "ballistica/networking/networking.h"
#include "ballistica/networking/telnet_server.h"
#include "ballistica/platform/platform.h"
#include "ballistica/python/python.h"

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@ -2,8 +2,6 @@
#include "ballistica/core/module.h"
#include <utility>
#include "ballistica/core/thread.h"
namespace ballistica {

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@ -2,15 +2,11 @@
#include "ballistica/core/object.h"
#include <algorithm>
#include <mutex>
#include <string>
#include <unordered_map>
#include <utility>
#include "ballistica/app/app_globals.h"
#include "ballistica/generic/utils.h"
#include "ballistica/platform/min_sdl.h"
#include "ballistica/platform/platform.h"
namespace ballistica {

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@ -2,11 +2,8 @@
#include "ballistica/core/thread.h"
#include <unordered_map>
#include "ballistica/app/app.h"
#include "ballistica/core/fatal_error.h"
#include "ballistica/core/module.h"
#include "ballistica/platform/platform.h"
#include "ballistica/python/python.h"

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@ -2,9 +2,6 @@
#include "ballistica/dynamics/bg/bg_dynamics.h"
#include <utility>
#include <vector>
#include "ballistica/core/thread.h"
#include "ballistica/dynamics/bg/bg_dynamics_draw_snapshot.h"
#include "ballistica/dynamics/bg/bg_dynamics_fuse_data.h"
@ -13,7 +10,6 @@
#include "ballistica/graphics/component/object_component.h"
#include "ballistica/graphics/component/smoke_component.h"
#include "ballistica/graphics/component/sprite_component.h"
#include "ballistica/graphics/renderer.h"
#include "ballistica/media/component/collide_model.h"
namespace ballistica {

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@ -2,8 +2,6 @@
#include "ballistica/dynamics/bg/bg_dynamics_height_cache.h"
#include <algorithm>
namespace ballistica {
const int kBGDynamicsHeightCacheMaxContacts = 20;

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@ -2,11 +2,6 @@
#include "ballistica/dynamics/bg/bg_dynamics_server.h"
#include <algorithm>
#include <list>
#include <memory>
#include <vector>
#include "ballistica/dynamics/bg/bg_dynamics_draw_snapshot.h"
#include "ballistica/dynamics/bg/bg_dynamics_fuse_data.h"
#include "ballistica/dynamics/bg/bg_dynamics_height_cache.h"
@ -17,7 +12,6 @@
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/media/component/collide_model.h"
#include "ballistica/platform/platform.h"
namespace ballistica {

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@ -2,13 +2,9 @@
#include "ballistica/dynamics/collision_cache.h"
#include <algorithm>
#include "ballistica/graphics/component/simple_component.h"
#include "ode/ode_collision_kernel.h"
#include "ode/ode_collision_space_internal.h"
#include "ode/ode_collision_util.h"
#include "ode/ode_objects_private.h"
namespace ballistica {

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@ -2,9 +2,6 @@
#include "ballistica/dynamics/dynamics.h"
#include <cmath>
#include <utility>
#include "ballistica/audio/audio.h"
#include "ballistica/audio/audio_source.h"
#include "ballistica/dynamics/collision.h"

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@ -8,7 +8,6 @@
#include "ballistica/game/session/client_session.h"
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/media/component/sound.h"
namespace ballistica {

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@ -2,10 +2,7 @@
#include "ballistica/dynamics/material/material.h"
#include <string>
#include <utility>
#include "ballistica/dynamics/material/material_action.h"
// #include "ballistica/dynamics/material/material_action.h"
#include "ballistica/dynamics/material/material_component.h"
#include "ballistica/dynamics/material/material_condition_node.h"
#include "ballistica/game/game_stream.h"

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@ -6,8 +6,7 @@
#include <string>
#include <vector>
#include "ballistica/media/component/sound.h"
#include "ballistica/python/python_ref.h"
#include "ballistica/core/object.h"
namespace ballistica {
@ -27,7 +26,6 @@ class Material : public Object {
/// Apply the material to a context.
void Apply(MaterialContext* s, const Part* src_part, const Part* dst_part);
auto label() const -> const std::string& { return label_; }
auto hasPyObject() const -> bool { return (py_object_ != nullptr); }
auto NewPyRef() -> PyObject* { return GetPyRef(true); }
auto BorrowPyRef() -> PyObject* { return GetPyRef(false); }
void MarkDead();
@ -43,13 +41,14 @@ class Material : public Object {
stream_id_ = -1;
}
void set_py_object(PyObject* obj) { py_object_ = obj; }
auto has_py_object() const -> bool { return (py_object_ != nullptr); }
auto py_object() const -> PyObject* { return py_object_; }
private:
bool dead_ = false;
int64_t stream_id_ = -1;
bool dead_{};
int64_t stream_id_{-1};
Object::WeakRef<Scene> scene_;
PyObject* py_object_ = nullptr;
PyObject* py_object_{};
auto GetPyRef(bool new_ref = true) -> PyObject*;
std::string label_;
std::vector<Object::Ref<MaterialComponent> > components_;

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@ -4,22 +4,28 @@
#include "ballistica/dynamics/material/impact_sound_material_action.h"
#include "ballistica/dynamics/material/material.h"
#include "ballistica/dynamics/material/material_action.h"
#include "ballistica/dynamics/material/material_condition_node.h"
#include "ballistica/dynamics/material/material_context.h"
#include "ballistica/dynamics/material/node_message_material_action.h"
#include "ballistica/dynamics/material/node_mod_material_action.h"
#include "ballistica/dynamics/material/part_mod_material_action.h"
#include "ballistica/dynamics/material/python_call_material_action.h"
#include "ballistica/dynamics/material/roll_sound_material_action.h"
#include "ballistica/dynamics/material/skid_sound_material_action.h"
#include "ballistica/dynamics/material/sound_material_action.h"
#include "ballistica/dynamics/part.h"
#include "ballistica/generic/utils.h"
#include "ballistica/scene/node/node.h"
namespace ballistica {
MaterialComponent::MaterialComponent() {}
MaterialComponent::MaterialComponent(
const Object::Ref<MaterialConditionNode>& conditions_in,
const std::vector<Object::Ref<MaterialAction> >& actions_in)
: conditions(conditions_in), actions(actions_in) {}
MaterialComponent::~MaterialComponent() {}
auto MaterialComponent::eval_conditions(
const Object::Ref<MaterialConditionNode>& condition, const Material& c,
const Part* part, const Part* opposing_part, const MaterialContext& s)

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@ -33,10 +33,11 @@ class MaterialComponent : public Object {
// Apply the component to a context.
void Apply(MaterialContext* c, const Part* src_part, const Part* dst_part);
MaterialComponent() = default;
MaterialComponent(const Object::Ref<MaterialConditionNode>& conditions_in,
std::vector<Object::Ref<MaterialAction> > actions_in)
: conditions(conditions_in), actions(std::move(actions_in)) {}
MaterialComponent();
MaterialComponent(
const Object::Ref<MaterialConditionNode>& conditions_in,
const std::vector<Object::Ref<MaterialAction> >& actions_in);
~MaterialComponent();
};
} // namespace ballistica

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@ -22,6 +22,18 @@ MaterialContext::MaterialContext(Scene* scene)
physical(true),
complex_sound(false) {}
MaterialContext::SoundEntry::SoundEntry(Sound* sound_in, float volume_in)
: sound(sound_in), volume(volume_in) {}
MaterialContext::ImpactSoundEntry::ImpactSoundEntry(MaterialContext* context,
Sound* sound_in,
float target_impulse_in,
float volume_in)
: context(context),
sound(sound_in),
target_impulse(target_impulse_in),
volume(volume_in) {}
MaterialContext::SkidSoundEntry::SkidSoundEntry(
const MaterialContext::SkidSoundEntry& other) {
*this = other;

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@ -31,8 +31,7 @@ class MaterialContext {
struct SoundEntry {
Object::Ref<Sound> sound;
float volume;
SoundEntry(Sound* sound_in, float volume_in)
: sound(sound_in), volume(volume_in) {}
SoundEntry(Sound* sound_in, float volume_in);
};
class ImpactSoundEntry {
public:
@ -41,11 +40,7 @@ class MaterialContext {
float volume;
float target_impulse;
ImpactSoundEntry(MaterialContext* context, Sound* sound_in,
float target_impulse_in, float volume_in)
: context(context),
sound(sound_in),
target_impulse(target_impulse_in),
volume(volume_in) {}
float target_impulse_in, float volume_in);
};
class SkidSoundEntry {
public:

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@ -4,7 +4,6 @@
#include "ballistica/dynamics/dynamics.h"
#include "ballistica/dynamics/material/material_context.h"
#include "ballistica/media/component/sound.h"
#include "ballistica/scene/scene.h"
namespace ballistica {

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@ -4,7 +4,6 @@
#include "ballistica/dynamics/material/material_context.h"
#include "ballistica/generic/utils.h"
#include "ballistica/media/component/sound.h"
namespace ballistica {

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@ -5,7 +5,6 @@
#include "ballistica/core/context.h"
#include "ballistica/dynamics/dynamics.h"
#include "ballistica/dynamics/material/material_context.h"
#include "ballistica/media/component/sound.h"
#include "ballistica/scene/node/node.h"
#include "ballistica/scene/scene.h"

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@ -4,7 +4,6 @@
#include "ballistica/dynamics/material/material_context.h"
#include "ballistica/generic/utils.h"
#include "ballistica/media/component/sound.h"
namespace ballistica {

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@ -4,9 +4,6 @@
#include "ballistica/dynamics/dynamics.h"
#include "ballistica/dynamics/material/material_context.h"
#include "ballistica/dynamics/material/sound_material_action.h"
#include "ballistica/media/component/sound.h"
#include "ballistica/python/python_context_call.h"
#include "ballistica/scene/scene.h"
namespace ballistica {

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@ -8,7 +8,6 @@
#include "ballistica/game/session/client_session.h"
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/media/component/sound.h"
namespace ballistica {

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@ -6,7 +6,6 @@
#include "ballistica/game/game_stream.h"
#include "ballistica/game/session/client_session.h"
#include "ballistica/generic/utils.h"
#include "ballistica/media/component/sound.h"
namespace ballistica {

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@ -2,8 +2,6 @@
#include "ballistica/dynamics/rigid_body.h"
#include <cmath>
#include "ballistica/dynamics/dynamics.h"
#include "ballistica/dynamics/part.h"
#include "ballistica/generic/utils.h"

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@ -2,10 +2,6 @@
#include "ballistica/game/game.h"
#include <algorithm>
#include <memory>
#include <utility>
#include "ballistica/app/app.h"
#include "ballistica/app/app_config.h"
#include "ballistica/audio/audio.h"
@ -31,9 +27,7 @@
#include "ballistica/input/device/client_input_device.h"
#include "ballistica/input/device/keyboard_input.h"
#include "ballistica/input/device/touch_input.h"
#include "ballistica/math/vector3f.h"
#include "ballistica/networking/network_write_module.h"
#include "ballistica/networking/networking.h"
#include "ballistica/networking/sockaddr.h"
#include "ballistica/networking/telnet_server.h"
#include "ballistica/python/python.h"

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@ -2,8 +2,6 @@
#include "ballistica/game/player.h"
#include <algorithm>
#include "ballistica/game/host_activity.h"
#include "ballistica/game/session/host_session.h"
#include "ballistica/generic/utils.h"

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@ -2,8 +2,6 @@
#include "ballistica/game/player_spec.h"
#include <cstdlib>
#include "ballistica/app/app_globals.h"
#include "ballistica/game/account.h"
#include "ballistica/generic/json.h"

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@ -29,8 +29,6 @@
*/
#include "ballistica/generic/base64.h"
#include <cctype>
namespace ballistica {
// NOLINTNEXTLINE(cert-err58-cpp)

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@ -2,9 +2,6 @@
#include "ballistica/generic/huffman.h"
#include <string>
#include <vector>
#include "ballistica/networking/networking.h"
namespace ballistica {

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@ -28,13 +28,12 @@
#include "ballistica/generic/json.h"
#include <cctype>
#include <cfloat>
#if BA_OSTYPE_LINUX
#include <climits>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#endif
namespace ballistica {

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@ -16,14 +16,12 @@
*/
#include "ballistica/generic/utf8.h"
#include <cstdarg>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#if _WIN32 || _WIN64
#include <malloc.h>
#else
#include <alloca.h>
#endif
#if BA_OSTYPE_LINUX
#include <cstring>
#endif
namespace ballistica {

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@ -2,15 +2,10 @@
#include "ballistica/generic/utils.h"
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <memory>
#include <sstream>
#include <string>
#include "ballistica/app/app_globals.h"
#include "ballistica/generic/base64.h"
#include "ballistica/generic/huffman.h"
#include "ballistica/generic/json.h"
#include "ballistica/generic/utf8.h"

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@ -2,8 +2,6 @@
#include "ballistica/graphics/area_of_interest.h"
#include "ballistica/ballistica.h"
namespace ballistica {
AreaOfInterest::AreaOfInterest(bool in_focus) : in_focus_(in_focus) {}

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@ -2,8 +2,6 @@
#include "ballistica/graphics/camera.h"
#include <algorithm>
#include "ballistica/audio/audio.h"
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/area_of_interest.h"
@ -489,23 +487,24 @@ void Camera::UpdatePosition() {
// In vr mode we want or default area-of-interest to line up so that
// our fixed-overlay matrix and our regular overlay matrix come out
// the same.
#if BA_VR_BUILD
if (IsVRMode()) {
// Only apply map's X offset if camera is locked.
x_min = x_max = position_.x
+ (kCameraOffsetX
+ (lock_panning_ ? vr_offset_smooth_.x : 0.0f)
+ vr_extra_offset_.x);
y_min = y_max =
position_.y
+ (kCameraOffsetY + vr_offset_smooth_.y + vr_extra_offset_.y)
+ kVRFixedOverlayOffsetY;
z_min = z_max =
position_.z
+ (kCameraOffsetZ + vr_offset_smooth_.z + vr_extra_offset_.z)
+ kVRFixedOverlayOffsetZ;
if (g_buildconfig.vr_build()) {
if (IsVRMode()) {
// Only apply map's X offset if camera is locked.
x_min = x_max =
position_.x
+ (kCameraOffsetX
+ (lock_panning_ ? vr_offset_smooth_.x : 0.0f)
+ vr_extra_offset_.x);
y_min = y_max = position_.y
+ (kCameraOffsetY + vr_offset_smooth_.y
+ vr_extra_offset_.y)
+ kVRFixedOverlayOffsetY;
z_min = z_max = position_.z
+ (kCameraOffsetZ + vr_offset_smooth_.z
+ vr_extra_offset_.z)
+ kVRFixedOverlayOffsetZ;
}
}
#endif
}
field_of_view_x_ = 45.0f;
field_of_view_y_ = 30.0f;
@ -895,9 +894,9 @@ void Camera::ApplyToFrameDef(FrameDef* frame_def) {
frame_def->set_camera_mode(mode_);
// FIXME - we should have some sort of support
// for multiple cameras each with their own pass...
// for now, though, there's just a single beauty pass
// which is us
// for multiple cameras each with their own pass.
// for now, though, there's just a single beauty pass
// which is us.
RenderPass* passes[] = {
frame_def->beauty_pass(),
@ -978,6 +977,7 @@ void Camera::ApplyToFrameDef(FrameDef* frame_def) {
position_.z + extra_pos_2_.z));
// If we're vr, apply current vr offsets.
// FIXME: should create a VRCamera subclass or whatnot.
if (IsVRMode()) {
if (mode_ == CameraMode::kFollow) {
Vector3f cam_original = frame_def->cam_original();

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@ -2,8 +2,6 @@
#include "ballistica/graphics/component/object_component.h"
#include "ballistica/graphics/renderer.h"
namespace ballistica {
void ObjectComponent::WriteConfig() {

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@ -3,7 +3,6 @@
#include "ballistica/graphics/component/render_component.h"
#include "ballistica/dynamics/rigid_body.h"
#include "ballistica/graphics/graphics_server.h"
namespace ballistica {

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@ -3,9 +3,6 @@
#if BA_ENABLE_OPENGL
#include "ballistica/graphics/gl/gl_sys.h"
#include <string>
#include "ballistica/ballistica.h"
#include "ballistica/platform/sdl/sdl_app.h"
#if BA_OSTYPE_ANDROID

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@ -3,19 +3,9 @@
#if BA_ENABLE_OPENGL
#include "ballistica/graphics/gl/renderer_gl.h"
#include <algorithm>
#include <ctime>
#include <list>
#include <memory>
#include <utility>
#include "ballistica/graphics/component/special_component.h"
#include "ballistica/graphics/graphics.h"
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/graphics/mesh/mesh_renderer_data.h"
#include "ballistica/math/matrix44f.h"
#include "ballistica/media/data/model_data.h"
#include "ballistica/media/data/model_renderer_data.h"
#include "ballistica/media/data/texture_preload_data.h"
#include "ballistica/media/data/texture_renderer_data.h"

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@ -2,10 +2,6 @@
#include "ballistica/graphics/graphics.h"
#include <algorithm>
#include <utility>
#include <vector>
#include "ballistica/app/app.h"
#include "ballistica/app/app_globals.h"
#include "ballistica/dynamics/bg/bg_dynamics.h"
@ -26,9 +22,9 @@
#include "ballistica/graphics/net_graph.h"
#include "ballistica/graphics/text/text_graphics.h"
#include "ballistica/input/input.h"
#include "ballistica/platform/platform.h"
#include "ballistica/python/python.h"
#include "ballistica/python/python_context_call.h"
#include "ballistica/scene/node/globals_node.h"
#include "ballistica/scene/scene.h"
#include "ballistica/ui/console.h"
#include "ballistica/ui/root_ui.h"
@ -37,12 +33,12 @@
namespace ballistica {
const float kScreenMessageZDepth = -0.06f;
const float kScreenMeshZDepth = -0.05f;
const float kProgressBarZDepth = 0.0f;
const int kProgressBarFadeTime = 500;
const float kDebugImgZDepth = -0.04f;
const float kCursorZDepth = -0.1f;
const float kScreenMessageZDepth{-0.06f};
const float kScreenMeshZDepth{-0.05f};
const float kProgressBarZDepth{0.0f};
const int kProgressBarFadeTime{500};
const float kDebugImgZDepth{-0.04f};
const float kCursorZDepth{-0.1f};
auto Graphics::IsShaderTransparent(ShadingType c) -> bool {
switch (c) {
@ -1885,4 +1881,27 @@ auto Graphics::ReflectionTypeFromString(const std::string& s)
return r;
}
auto Graphics::ApplyGlobals(GlobalsNode* globals) -> void {
set_floor_reflection(globals->floor_reflection());
camera()->SetMode(globals->camera_mode());
camera()->set_vr_offset(Vector3f(globals->vr_camera_offset()));
camera()->set_happy_thoughts_mode(globals->happy_thoughts_mode());
set_shadow_scale(globals->shadow_scale()[0], globals->shadow_scale()[1]);
auto&& area_of_interest_bounds{globals->area_of_interest_bounds()};
camera()->set_area_of_interest_bounds(
area_of_interest_bounds[0], area_of_interest_bounds[1],
area_of_interest_bounds[2], area_of_interest_bounds[3],
area_of_interest_bounds[4], area_of_interest_bounds[5]);
auto&& shadow_range{globals->shadow_range()};
SetShadowRange(shadow_range[0], shadow_range[1], shadow_range[2],
shadow_range[3]);
set_shadow_offset(Vector3f(globals->shadow_offset()));
set_shadow_ortho(globals->shadow_ortho());
set_tint(Vector3f(globals->tint()));
set_ambient_color(Vector3f(globals->ambient_color()));
set_vignette_outer(Vector3f(globals->vignette_outer()));
set_vignette_inner(Vector3f(globals->vignette_inner()));
}
} // namespace ballistica

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@ -64,6 +64,7 @@ class Graphics {
auto BuildAndPushFrameDef() -> void;
virtual auto ApplyCamera(FrameDef* frame_def) -> void;
virtual auto ApplyGlobals(GlobalsNode* globals) -> void;
// Called when the GraphicsServer's screen configuration changes.
auto ScreenResize(float virtual_width, float virtual_height,

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@ -2,14 +2,8 @@
#include "ballistica/graphics/graphics_server.h"
#include <list>
#include <memory>
#include "ballistica/core/thread.h"
#include "ballistica/generic/lambda_runnable.h"
#include "ballistica/graphics/gl/renderer_gl.h"
#include "ballistica/graphics/renderer.h"
#include "ballistica/platform/platform.h"
#include "ballistica/scene/scene.h"
// FIXME: clear out this conditional stuff.
@ -17,6 +11,11 @@
#include "ballistica/platform/sdl/sdl_app.h"
#else
#include "ballistica/app/app.h"
#include "ballistica/graphics/frame_def.h"
#include "ballistica/graphics/mesh/mesh_data.h"
#include "ballistica/graphics/renderer.h"
#include "ballistica/media/media.h"
#include "ballistica/platform/platform.h"
#endif
namespace ballistica {

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@ -2,10 +2,6 @@
#include "ballistica/graphics/mesh/text_mesh.h"
#include <algorithm>
#include <string>
#include <vector>
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/graphics.h"
#include "ballistica/graphics/text/text_graphics.h"

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@ -3,7 +3,6 @@
#include "ballistica/graphics/net_graph.h"
#include <list>
#include <utility>
#include "ballistica/graphics/component/simple_component.h"

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@ -2,9 +2,6 @@
#include "ballistica/graphics/render_pass.h"
#include <memory>
#include <vector>
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/graphics/renderer.h"

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@ -2,12 +2,7 @@
#include "ballistica/graphics/renderer.h"
#include <algorithm>
#include <vector>
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/graphics/text/text_packer.h"
#include "ballistica/graphics/vr_graphics.h"
// FIXME: Clear out conditional stuff.
#if BA_OSTYPE_MACOS && BA_SDL_BUILD && !BA_SDL2_BUILD
@ -16,6 +11,7 @@
#if BA_VR_BUILD
#include "ballistica/app/app_globals.h"
#include "ballistica/graphics/vr_graphics.h"
#endif
namespace ballistica {

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@ -2,10 +2,6 @@
#include "ballistica/graphics/text/text_graphics.h"
#include <cstdio>
#include <utility>
#include "ballistica/ballistica.h"
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/text/font_page_map_data.h"
#include "ballistica/platform/platform.h"

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@ -2,10 +2,6 @@
#include "ballistica/graphics/text/text_group.h"
#include <set>
#include <utility>
#include <vector>
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/graphics.h"
#include "ballistica/graphics/text/text_graphics.h"

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@ -2,8 +2,6 @@
#include "ballistica/graphics/text/text_packer.h"
#include <cmath>
namespace ballistica {
TextPacker::TextPacker(float resolution_scale)

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@ -2,9 +2,6 @@
#include "ballistica/graphics/texture/dds.h"
#include <algorithm>
#include "ballistica/ballistica.h"
#include "ballistica/platform/platform.h"
#if BA_ENABLE_OPENGL

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@ -2,11 +2,6 @@
#include "ballistica/graphics/texture/pvr.h"
#include <algorithm>
#include <cassert>
#include <cstdio>
#include "ballistica/ballistica.h"
#include "ballistica/platform/platform.h"
namespace ballistica {

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@ -11,6 +11,7 @@
#include "ballistica/graphics/component/special_component.h"
#include "ballistica/graphics/frame_def.h"
#include "ballistica/graphics/render_pass.h"
#include "ballistica/scene/node/globals_node.h"
namespace ballistica {
@ -331,6 +332,16 @@ void VRGraphics::DrawVRControllers(FrameDef* frame_def) {
}
}
auto VRGraphics::ApplyGlobals(GlobalsNode* globals) -> void {
Graphics::ApplyGlobals(globals);
if (IsVRMode()) {
set_vr_near_clip(globals->vr_near_clip());
set_vr_overlay_center(Vector3f(globals->vr_overlay_center()));
set_vr_overlay_center_enabled(globals->vr_overlay_center_enabled());
}
}
} // namespace ballistica
#endif // BA_VR_BUILD

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@ -3,8 +3,6 @@
#ifndef BALLISTICA_GRAPHICS_VR_GRAPHICS_H_
#define BALLISTICA_GRAPHICS_VR_GRAPHICS_H_
#if BA_VR_BUILD
#include <string>
#include "ballistica/graphics/graphics.h"
@ -15,6 +13,8 @@ const float kDefaultVRHeadScale = 18.0f;
const float kVRFixedOverlayOffsetY = -7.0f;
const float kVRFixedOverlayOffsetZ = -22.0f;
#if BA_VR_BUILD
class VRGraphics : public Graphics {
public:
/// Return g_graphics as a VRGraphics. (assumes it actually is one).
@ -24,7 +24,9 @@ class VRGraphics : public Graphics {
== static_cast<VRGraphics*>(g_graphics));
return static_cast<VRGraphics*>(g_graphics);
}
void ApplyCamera(FrameDef* frame_def) override;
auto ApplyCamera(FrameDef* frame_def) -> void override;
auto ApplyGlobals(GlobalsNode* globals) -> void override;
void DrawWorld(Session* session, FrameDef* frame_def) override;
void DrawUI(FrameDef* frame_def) override;
@ -78,9 +80,8 @@ class VRGraphics : public Graphics {
bool draw_overlay_bounds_{};
float vr_test_head_scale_{kDefaultVRHeadScale};
};
#endif // BA_VR_BUILD
} // namespace ballistica
#endif // BA_VR_BUILD
#endif // BALLISTICA_GRAPHICS_VR_GRAPHICS_H_

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@ -2,9 +2,6 @@
#include "ballistica/input/device/client_input_device.h"
#include <string>
#include <vector>
#include "ballistica/game/connection/connection_to_client.h"
#include "ballistica/game/player.h"
#include "ballistica/networking/networking.h"

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@ -2,7 +2,6 @@
#include "ballistica/input/device/input_device.h"
#include <cstring>
#include <list>
#include <unordered_map>
@ -11,7 +10,6 @@
#include "ballistica/game/player.h"
#include "ballistica/game/session/host_session.h"
#include "ballistica/game/session/net_client_session.h"
#include "ballistica/game/session/replay_client_session.h"
#include "ballistica/networking/networking.h"
#include "ballistica/python/class/python_class_input_device.h"
#include "ballistica/python/python.h"

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@ -2,9 +2,6 @@
#include "ballistica/input/device/joystick.h"
#include <algorithm>
#include <string>
#include "ballistica/app/app.h"
#include "ballistica/app/app_globals.h"
#include "ballistica/audio/audio.h"

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@ -2,8 +2,6 @@
#include "ballistica/input/device/test_input.h"
#include <algorithm>
#include "ballistica/game/game.h"
#include "ballistica/input/device/joystick.h"
#include "ballistica/input/input.h"

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@ -2,9 +2,6 @@
#include "ballistica/input/device/touch_input.h"
#include <algorithm>
#include <vector>
#include "ballistica/app/app_config.h"
#include "ballistica/app/app_globals.h"
#include "ballistica/game/host_activity.h"
@ -12,7 +9,6 @@
#include "ballistica/graphics/camera.h"
#include "ballistica/graphics/component/simple_component.h"
#include "ballistica/python/python.h"
#include "ballistica/python/python_command.h"
#include "ballistica/scene/node/player_node.h"
#include "ballistica/ui/ui.h"

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@ -2,8 +2,6 @@
#include "ballistica/input/input.h"
#include <algorithm>
#include "ballistica/app/app_config.h"
#include "ballistica/app/app_globals.h"
#include "ballistica/audio/audio.h"

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@ -6,18 +6,10 @@
#include <ws2tcpip.h>
#pragma comment(lib, "ws2_32.lib")
#else
#include <netinet/in.h>
#include <sys/socket.h>
#include <unistd.h>
#include <cstring>
#endif
#include <cstdio>
#include <string>
#include "ballistica/app/app_globals.h"
#include "ballistica/ballistica.h"
#include "ballistica/game/game.h"
#include "ballistica/generic/utils.h"
#include "ballistica/input/input.h"

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@ -2,8 +2,9 @@
#include "ballistica/input/std_input_module.h"
#include <cstdio>
#if BA_OSTYPE_LINUX
#include <cstring>
#endif
#include "ballistica/app/app_globals.h"
#include "ballistica/game/game.h"

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@ -3,7 +3,6 @@
#include "ballistica/math/random.h"
#include <cassert>
#include <cstdlib>
#include <memory>
#include <vector>

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@ -2,8 +2,6 @@
#include "ballistica/media/component/collide_model.h"
#include <string>
#include "ballistica/game/game_stream.h"
#include "ballistica/python/class/python_class_collide_model.h"
#include "ballistica/scene/scene.h"

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@ -2,9 +2,6 @@
#include "ballistica/media/component/media_component.h"
#include <string>
#include <utility>
#include "ballistica/python/python_sys.h"
#include "ballistica/scene/scene.h"

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@ -2,8 +2,6 @@
#include "ballistica/media/component/texture.h"
#include <string>
#include "ballistica/game/game_stream.h"
#include "ballistica/graphics/renderer.h"
#include "ballistica/python/class/python_class_texture.h"

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@ -2,8 +2,6 @@
#include "ballistica/media/data/collide_model_data.h"
#include <string>
#include "ballistica/media/media.h"
namespace ballistica {

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@ -2,12 +2,8 @@
#include "ballistica/media/data/model_data.h"
#include <string>
#include <vector>
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/graphics/renderer.h"
#include "ballistica/media/media.h"
namespace ballistica {

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@ -2,10 +2,6 @@
#include "ballistica/media/data/sound_data.h"
#include <sys/stat.h>
#include <cstring>
#if BA_ENABLE_AUDIO
#if BA_USE_TREMOR_VORBIS
#include "ivorbisfile.h" // NOLINT
@ -14,12 +10,8 @@
#endif
#endif // BA_ENABLE_AUDIO
#include <string>
#include <vector>
#include "ballistica/audio/audio_server.h"
#include "ballistica/media/media.h"
#include "ballistica/platform/platform.h"
#include "ballistica/python/python.h"
// Need to move away from OpenAL on Apple stuff.

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@ -2,11 +2,6 @@
#include "ballistica/media/data/texture_data.h"
#include <algorithm>
#include <list>
#include <string>
#include <vector>
#include "ballistica/graphics/graphics.h"
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/graphics/renderer.h"
@ -16,7 +11,6 @@
#include "ballistica/graphics/texture/pvr.h"
#include "ballistica/media/data/texture_preload_data.h"
#include "ballistica/media/data/texture_renderer_data.h"
#include "ballistica/media/media.h"
#include "external/qr_code_generator/QrCode.hpp"
namespace ballistica {

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@ -2,8 +2,9 @@
#include "ballistica/media/data/texture_preload_data.h"
#include <algorithm>
#if BA_OSTYPE_LINUX
#include <cstring>
#endif
#include "ballistica/graphics/texture/ktx.h"
#include "ballistica/media/component/texture.h"

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@ -6,9 +6,6 @@
#include <sys/stat.h>
#endif
#include <set>
#include <vector>
#include "ballistica/audio/audio_server.h"
#include "ballistica/game/game.h"
#include "ballistica/generic/timer.h"
@ -18,7 +15,6 @@
#include "ballistica/media/component/data.h"
#include "ballistica/media/component/model.h"
#include "ballistica/media/component/texture.h"
#include "ballistica/media/data/data_data.h"
#include "ballistica/media/data/sound_data.h"
#include "ballistica/media/media_server.h"
#include "ballistica/python/python_sys.h"

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@ -2,16 +2,12 @@
#include "ballistica/media/media_server.h"
#include <string>
#include <vector>
#include "ballistica/generic/huffman.h"
#include "ballistica/generic/timer.h"
#include "ballistica/generic/utils.h"
#include "ballistica/graphics/graphics_server.h"
#include "ballistica/media/data/media_component_data.h"
#include "ballistica/media/media.h"
#include "ballistica/platform/platform.h"
namespace ballistica {

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@ -2,10 +2,7 @@
#include "ballistica/networking/telnet_server.h"
#include <string>
#include "ballistica/app/app_globals.h"
#include "ballistica/ballistica.h"
#include "ballistica/core/context.h"
#include "ballistica/game/game.h"
#include "ballistica/networking/networking.h"

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@ -14,19 +14,12 @@
#include <execinfo.h>
#endif
#include <cxxabi.h>
#include <pthread.h>
#include <sys/stat.h>
#include <unistd.h>
#endif
#include <cerrno>
#include <csignal>
#include <cstdio>
#include <cstring>
#include "ballistica/app/app.h"
#include "ballistica/app/headless_app.h"
#include "ballistica/app/vr_app.h"
#include "ballistica/core/thread.h"
#include "ballistica/dynamics/bg/bg_dynamics_server.h"
#include "ballistica/game/friend_score_set.h"
@ -43,6 +36,14 @@
#include "ballistica/platform/sdl/sdl_app.h"
#include "ballistica/python/python.h"
#if BA_HEADLESS_BUILD
#include "ballistica/app/headless_app.h"
#endif
#if BA_VR_BUILD
#include "ballistica/app/vr_app.h"
#endif
// ------------------------- PLATFORM SELECTION --------------------------------
// This ugly chunk of macros simply pulls in the correct platform class header
@ -569,6 +570,15 @@ static void HandleArgs(int argc, char** argv) {
fflush(stdout);
exit(-1);
}
} else if (!strcmp(argv[i], "--crash")) {
int dummyval{};
int* invalid_ptr{&dummyval};
// A bit of obfuscation to try and keep linters quiet.
if (explicit_bool(true)) {
invalid_ptr = nullptr;
}
*invalid_ptr = 1;
} else if (!strcmp(argv[i], "-cfgdir")) {
if (i + 1 < argc) {
g_app_globals->user_config_dir = argv[i + 1];

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@ -4,8 +4,6 @@
#include "ballistica/platform/sdl/sdl_app.h"
#include <string>
#include "ballistica/core/thread.h"
#include "ballistica/dynamics/bg/bg_dynamics.h"
#include "ballistica/game/game.h"

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@ -2,8 +2,6 @@
#include "ballistica/python/class/python_class_activity_data.h"
#include <string>
#include "ballistica/game/game.h"
#include "ballistica/game/host_activity.h"
#include "ballistica/game/session/host_session.h"

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@ -2,8 +2,6 @@
#include "ballistica/python/class/python_class_collide_model.h"
#include <string>
#include "ballistica/game/game.h"
#include "ballistica/media/component/collide_model.h"

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@ -2,8 +2,6 @@
#include "ballistica/python/class/python_class_context.h"
#include <string>
#include "ballistica/game/game.h"
#include "ballistica/game/host_activity.h"
#include "ballistica/game/session/host_session.h"

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@ -2,8 +2,6 @@
#include "ballistica/python/class/python_class_context_call.h"
#include <string>
#include "ballistica/game/game.h"
#include "ballistica/python/python_context_call.h"

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@ -2,8 +2,6 @@
#include "ballistica/python/class/python_class_data.h"
#include <string>
#include "ballistica/game/game.h"
#include "ballistica/media/component/data.h"

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@ -2,11 +2,8 @@
#include "ballistica/python/class/python_class_input_device.h"
#include <string>
#include "ballistica/game/player.h"
#include "ballistica/input/device/input_device.h"
#include "ballistica/input/device/keyboard_input.h"
#include "ballistica/python/python.h"
namespace ballistica {

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@ -2,9 +2,6 @@
#include "ballistica/python/class/python_class_material.h"
#include <string>
#include <vector>
#include "ballistica/dynamics/material/impact_sound_material_action.h"
#include "ballistica/dynamics/material/material.h"
#include "ballistica/dynamics/material/material_component.h"

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@ -2,8 +2,6 @@
#include "ballistica/python/class/python_class_model.h"
#include <string>
#include "ballistica/game/game.h"
#include "ballistica/media/component/model.h"

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@ -3,7 +3,6 @@
#include "ballistica/python/class/python_class_node.h"
#include <list>
#include <string>
#include "ballistica/game/game_stream.h"
#include "ballistica/python/python.h"

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@ -2,8 +2,6 @@
#include "ballistica/python/class/python_class_session_data.h"
#include <string>
#include "ballistica/game/game.h"
#include "ballistica/game/session/session.h"
#include "ballistica/generic/utils.h"

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