SectrPrototype/code/host/host.odin

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Odin
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2024-01-21 20:38:02 -08:00
package host
import "core:dynlib"
import "core:io"
import "core:fmt"
import "core:log"
import "core:mem"
import "core:mem/virtual"
Byte :: 1
Kilobyte :: 1024 * Byte
Megabyte :: 1024 * Kilobyte
Gigabyte :: 1024 * Megabyte
Terabyte :: 1024 * Gigabyte
Petabyte :: 1024 * Terabyte
Exabyte :: 1024 * Petabyte
import "core:os"
import "core:runtime"
import "core:strings"
import rl "vendor:raylib"
import sectr "../."
RuntimeState :: struct {
running : b32,
memory : VMemChunk,
sectr_api : sectr.ModuleAPI,
}
VMemChunk :: struct {
sarena : virtual.Arena,
eng_persistent : mem.Arena,
eng_transient : mem.Arena,
env_persistent : mem.Arena,
env_transient : mem.Arena
}
setup_engine_memory :: proc () -> VMemChunk
{
memory : VMemChunk
using memory
arena_init :: mem.arena_init
ptr_offset :: mem.ptr_offset
slice_ptr :: mem.slice_ptr
// Setup the static arena for the entire application
if result := virtual.arena_init_static( & sarena, Gigabyte * 2, Gigabyte * 2 );
result != runtime.Allocator_Error.None
{
// TODO(Ed) : Setup a proper logging interface
fmt. printf( "Failed to allocate memory for the engine" )
runtime.debug_trap()
os. exit( -1 )
// TODO(Ed) : Figure out the error code enums..
}
// For now I'm making persistent sections each 128 meg and transient sections w/e is left over / 2 (one for engine the other for the env)
persistent_size := Megabyte * 128
transient_size := (Gigabyte * 2 - persistent_size * 2) / 2
block := memory.sarena.curr_block
// Try to get a slice for each segment
eng_persistent_slice := slice_ptr( block.base, persistent_size)
eng_transient_slice := slice_ptr( & eng_persistent_slice[persistent_size - 1], transient_size)
env_persistent_slice := slice_ptr( & eng_transient_slice [transient_size - 1], persistent_size)
env_transient_slice := slice_ptr( & env_persistent_slice[persistent_size -1], transient_size)
arena_init( & eng_persistent, eng_persistent_slice )
arena_init( & eng_transient, eng_transient_slice )
arena_init( & env_persistent, env_persistent_slice )
arena_init( & env_transient, env_transient_slice )
return memory;
}
load_sectr_api :: proc ( version_id : i32 ) -> sectr.ModuleAPI
{
loaded_module : sectr.ModuleAPI
load_time,
result := os.last_write_time_by_name("sectr.dll")
if result != os.ERROR_NONE {
fmt. println("Could not resolve the last write time for sectr.dll")
runtime.debug_trap()
return {}
}
lock_file := fmt.tprintf( "sectr_{0}_locked.dll", version_id )
sectr.copy_file_sync( "sectr.dll", lock_file )
lib, load_result := dynlib.load_library( lock_file )
if ! load_result {
fmt. println( "Failed to load the sectr module." )
runtime.debug_trap()
return {}
}
loaded_module = {
lib = lib,
load_time = load_time,
lib_version = version_id,
startup = cast( type_of( sectr.startup )) dynlib.symbol_address( lib, "startup" ),
shutdown = cast( type_of( sectr.sectr_shutdown )) dynlib.symbol_address( lib, "sectr_shutdown" ),
reload = cast( type_of( sectr.reload )) dynlib.symbol_address( lib, "reload" ),
update = cast( type_of( sectr.update )) dynlib.symbol_address( lib, "update" ),
render = cast( type_of( sectr.render )) dynlib.symbol_address( lib, "render" )
}
return loaded_module
}
main :: proc()
{
fmt.println("Hellope!")
// Basic Giant VMem Block
memory : VMemChunk
{
// By default odin uses a growing arena for the runtime context
// We're going to make it static for the prototype and separate it from the 'project' memory.
// Then shove the context allocator for the engine to it.
// The project's context will use its own subsection arena allocator.
memory = setup_engine_memory()
context.allocator = mem.arena_allocator( & memory.eng_persistent )
context.temp_allocator = mem.arena_allocator( & memory.eng_transient )
}
// Load the Enviornment API for the first-time
sectr_api : sectr.ModuleAPI
{
sectr_api = load_sectr_api( 1 )
if sectr_api.lib_version == 0 {
fmt. println( "Failed to initially load the sectr module" )
runtime.debug_trap()
os. exit( -1 )
}
}
state : RuntimeState
state.running = true;
// state.monitor_id = monitor_id
// state.screen_width = screen_width
// state.screen_height = screen_height
// state.monitor_id = monitor_id
// state.monitor_refresh_hz = monitor_refresh_hz
state.memory = memory
state.sectr_api = sectr_api
state.sectr_api.startup( & memory.env_persistent, & memory.env_persistent )
// TODO(Ed) : This should return a end status so that we know the reason the engine stopped.
for ; state.running ;
{
// Hot-Reload
// TODO(ED) : Detect if currently loaded code is outdated.
{
// state.sectr_api.reload()
}
// Logic Update
state.running = state.sectr_api.update()
// Rendering
state.sectr_api.render()
}
// Determine how the run_cyle completed, if it failed due to an error,
// fallback the env to a failsafe state and reload the run_cycle.
{
// TODO(Ed): Implement this.
}
state.sectr_api.shutdown()
}