mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
This change makes the memory manager work again for detecting leaks, the built in one kept coming into de-ref and other bugs so this is the start of a refactor to get it working.
628 lines
18 KiB
C++
628 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "app/mainLoop.h"
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#include "app/game.h"
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#include "platform/platformTimer.h"
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#include "platform/platformRedBook.h"
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#include "platform/platformVolume.h"
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#include "platform/platformMemory.h"
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#include "platform/platformTimer.h"
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#include "platform/platformNet.h"
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#include "platform/nativeDialogs/fileDialog.h"
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#include "platform/threads/thread.h"
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#include "core/module.h"
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#include "core/threadStatic.h"
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#include "core/iTickable.h"
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#include "core/stream/fileStream.h"
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#include "windowManager/platformWindowMgr.h"
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#include "core/util/journal/process.h"
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#include "util/fpsTracker.h"
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#include "console/debugOutputConsumer.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gfx/gFont.h"
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#include "gfx/video/videoCapture.h"
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#include "gfx/gfxTextureManager.h"
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#include "sim/netStringTable.h"
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#include "sim/actionMap.h"
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#include "sim/netInterface.h"
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#include "util/sampler.h"
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#include "platform/threads/threadPool.h"
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// For the TickMs define... fix this for T2D...
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#include "T3D/gameBase/processList.h"
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#include "console/script.h"
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#ifdef TORQUE_ENABLE_VFS
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#include "platform/platformVFS.h"
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#endif
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#ifndef _MODULE_MANAGER_H
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#include "module/moduleManager.h"
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#endif
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#ifndef _ASSET_MANAGER_H_
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#include "assets/assetManager.h"
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#endif
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DITTS( F32, gTimeScale, 1.0 );
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DITTS( U32, gTimeAdvance, 0 );
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DITTS( U32, gFrameSkip, 0 );
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extern S32 sgBackgroundProcessSleepTime;
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extern S32 sgTimeManagerProcessInterval;
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extern FPSTracker gFPS;
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TimeManager* tm = NULL;
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static bool gRequiresRestart = false;
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#ifdef TORQUE_DEBUG
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/// Temporary timer used to time startup times.
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static PlatformTimer* gStartupTimer;
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#endif
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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StringTableEntry gMiniDumpDir;
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StringTableEntry gMiniDumpExec;
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StringTableEntry gMiniDumpParams;
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StringTableEntry gMiniDumpExecDir;
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#endif
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namespace engineAPI
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{
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// This is the magic switch for deciding which interop the engine
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// should use. It will go away when we drop the console system
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// entirely but for now it is necessary for several behaviors that
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// differ between the interops to decide what to do.
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bool gUseConsoleInterop = true;
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bool gIsInitialized = false;
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}
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// Process a time event and update all sub-processes
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void processTimeEvent(S32 elapsedTime)
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{
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PROFILE_START(ProcessTimeEvent);
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// If recording a video and not playinb back a journal, override the elapsedTime
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if (VIDCAP->isRecording() && !Journal::IsPlaying())
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elapsedTime = VIDCAP->getMsPerFrame();
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// cap the elapsed time to one second
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// if it's more than that we're probably in a bad catch-up situation
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if(elapsedTime > 1024)
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elapsedTime = 1024;
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U32 timeDelta;
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if(ATTS(gTimeAdvance))
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timeDelta = ATTS(gTimeAdvance);
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else
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timeDelta = (U32) (elapsedTime * ATTS(gTimeScale));
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Platform::advanceTime(elapsedTime);
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// Don't build up more time than a single tick... this makes the sim
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// frame rate dependent but is a useful hack for singleplayer.
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if ( ATTS(gFrameSkip) )
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if ( timeDelta > TickMs )
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timeDelta = TickMs;
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bool tickPass;
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PROFILE_START(ServerProcess);
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tickPass = serverProcess(timeDelta);
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PROFILE_END();
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PROFILE_START(ServerNetProcess);
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// only send packets if a tick happened
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if(tickPass)
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GNet->processServer();
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// Used to indicate if server was just ticked.
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Con::setBoolVariable( "$pref::hasServerTicked", tickPass );
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PROFILE_END();
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PROFILE_START(SimAdvanceTime);
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Sim::advanceTime(timeDelta);
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PROFILE_END();
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PROFILE_START(ClientProcess);
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tickPass = clientProcess(timeDelta);
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// Used to indicate if client was just ticked.
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Con::setBoolVariable( "$pref::hasClientTicked", tickPass );
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PROFILE_END_NAMED(ClientProcess);
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PROFILE_START(ClientNetProcess);
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if(tickPass)
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GNet->processClient();
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PROFILE_END();
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GNet->checkTimeouts();
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gFPS.update();
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// Give the texture manager a chance to cleanup any
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// textures that haven't been referenced for a bit.
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if( GFX )
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TEXMGR->cleanupCache( 5 );
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PROFILE_END();
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// Update the console time
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Con::setFloatVariable("Sim::Time",F32(Platform::getVirtualMilliseconds()) / 1000);
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}
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void StandardMainLoop::init()
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{
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#ifdef TORQUE_DEBUG
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gStartupTimer = PlatformTimer::create();
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#endif
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Platform::setMathControlStateKnown();
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// Asserts should be created FIRST
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PlatformAssert::create();
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ManagedSingleton< ThreadManager >::createSingleton();
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FrameAllocator::init(TORQUE_FRAME_SIZE); // See comments in torqueConfig.h
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// Yell if we can't initialize the network.
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if(!Net::init())
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{
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AssertISV(false, "StandardMainLoop::initCore - could not initialize networking!");
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}
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_StringTable::create();
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// Set up the resource manager and get some basic file types in it.
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Con::init();
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Platform::initConsole();
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NetStringTable::create();
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// Use debug output logging on the Xbox and OSX builds
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#if defined( _XBOX ) || defined( TORQUE_OS_MAC )
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DebugOutputConsumer::init();
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#endif
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// init Filesystem first, so we can actually log errors for all components that follow
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Platform::FS::InstallFileSystems(); // install all drives for now until we have everything using the volume stuff
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Platform::FS::MountDefaults();
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// Set our working directory.
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Torque::FS::SetCwd( "game:/" );
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// Set our working directory.
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Platform::setCurrentDirectory( Platform::getMainDotCsDir() );
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Processor::init();
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Math::init();
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Platform::init(); // platform specific initialization
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RedBook::init();
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Platform::initConsole();
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ThreadPool::GlobalThreadPool::createSingleton();
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// Set engineAPI initialized to true
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engineAPI::gIsInitialized = true;
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// Initialize modules.
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EngineModuleManager::initializeSystem();
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// Initialise ITickable.
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#ifdef TORQUE_TGB_ONLY
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ITickable::init( 4 );
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#endif
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#ifdef TORQUE_ENABLE_VFS
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// [tom, 10/28/2006] Load the VFS here so that it stays loaded
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Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
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gResourceManager->addVFSRoot(vfs);
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#endif
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Con::addVariable("timeScale", TypeF32, &ATTS(gTimeScale), "Animation time scale.\n"
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"@ingroup platform");
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Con::addVariable("timeAdvance", TypeS32, &ATTS(gTimeAdvance), "The speed at which system processing time advances.\n"
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"@ingroup platform");
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Con::addVariable("frameSkip", TypeS32, &ATTS(gFrameSkip), "Sets the number of frames to skip while rendering the scene.\n"
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"@ingroup platform");
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Con::setVariable( "defaultGame", StringTable->insert("scripts") );
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Con::setVariable("TorqueScriptFileExtension", TORQUE_SCRIPT_EXTENSION);
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Con::addVariable( "_forceAllMainThread", TypeBool, &ThreadPool::getForceAllMainThread(), "Force all work items to execute on main thread. turns this into a single-threaded system. Primarily useful to find whether malfunctions are caused by parallel execution or not.\n"
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"@ingroup platform" );
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
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Con::addVariable("MiniDump::Dir", TypeString, &gMiniDumpDir);
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Con::addVariable("MiniDump::Exec", TypeString, &gMiniDumpExec);
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Con::addVariable("MiniDump::Params", TypeString, &gMiniDumpParams);
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Con::addVariable("MiniDump::ExecDir", TypeString, &gMiniDumpExecDir);
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#endif
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// Register the module manager.
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ModuleDatabase.registerObject("ModuleDatabase");
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// Register the asset database.
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AssetDatabase.registerObject("AssetDatabase");
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// Register the asset database as a module listener.
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ModuleDatabase.addListener(&AssetDatabase);
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ActionMap* globalMap = new ActionMap;
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globalMap->registerObject("GlobalActionMap");
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Sim::getActiveActionMapSet()->pushObject(globalMap);
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// Do this before we init the process so that process notifiees can get the time manager
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tm = new TimeManager;
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tm->timeEvent.notify(&::processTimeEvent);
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// Start up the Input Event Manager
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INPUTMGR->start();
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Sampler::init();
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// Hook in for UDP notification
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Net::getPacketReceiveEvent().notify(GNet, &NetInterface::processPacketReceiveEvent);
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}
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void StandardMainLoop::shutdown()
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{
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// Stop the Input Event Manager
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INPUTMGR->stop();
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delete tm;
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preShutdown();
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// Unregister the module database.
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ModuleDatabase.unregisterObject();
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// Unregister the asset database.
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AssetDatabase.unregisterObject();
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// Shut down modules.
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EngineModuleManager::shutdownSystem();
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ThreadPool::GlobalThreadPool::deleteSingleton();
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#ifdef TORQUE_ENABLE_VFS
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closeEmbeddedVFSArchive();
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#endif
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RedBook::destroy();
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Platform::shutdown();
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#if defined( _XBOX ) || defined( TORQUE_OS_MAC )
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DebugOutputConsumer::destroy();
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#endif
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NetStringTable::destroy();
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Con::shutdown();
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_StringTable::destroy();
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FrameAllocator::destroy();
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Net::shutdown();
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Sampler::destroy();
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ManagedSingleton< ThreadManager >::deleteSingleton();
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// asserts should be destroyed LAST
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PlatformAssert::destroy();
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}
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void StandardMainLoop::preShutdown()
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{
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#ifdef TORQUE_TOOLS
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// Tools are given a chance to do pre-quit processing
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// - This is because for tools we like to do things such
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// as prompting to save changes before shutting down
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// and onExit is packaged which means we can't be sure
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// where in the shutdown namespace chain we are when using
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// onExit since some components of the tools may already be
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// destroyed that may be vital to saving changes to avoid
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// loss of work [1/5/2007 justind]
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if( Con::isFunction("onPreExit") )
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Con::executef( "onPreExit");
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#endif
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//exec the script onExit() function
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if ( Con::isFunction( "onExit" ) )
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Con::executef("onExit");
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}
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bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv )
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{
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// Allow the window manager to process command line inputs; this is
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// done to let web plugin functionality happen in a fairly transparent way.
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PlatformWindowManager::get()->processCmdLineArgs(argc, argv);
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Process::handleCommandLine( argc, argv );
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// Set up the command line args for the console scripts...
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Con::setIntVariable("Game::argc", argc);
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U32 i;
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for (i = 0; i < argc; i++)
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Con::setVariable(avar("Game::argv%d", i), argv[i]);
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#ifdef TORQUE_PLAYER
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if(argc > 2 && dStricmp(argv[1], "-project") == 0)
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{
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char playerPath[1024];
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Platform::makeFullPathName(argv[2], playerPath, sizeof(playerPath));
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Platform::setCurrentDirectory(playerPath);
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argv += 2;
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argc -= 2;
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// Re-locate the game:/ asset mount.
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Torque::FS::Unmount( "game" );
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Torque::FS::Mount( "game", Platform::FS::createNativeFS( playerPath ) );
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}
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#endif
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// Executes an entry script file. This is "main.tscript"
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// by default, but any file name (with no whitespace
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// in it) may be run if it is specified as the first
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// command-line parameter. The script used, default
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// or otherwise, is not compiled and is loaded here
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// directly because the resource system restricts
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// access to the "root" directory.
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#ifdef TORQUE_ENABLE_VFS
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Zip::ZipArchive *vfs = openEmbeddedVFSArchive();
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bool useVFS = vfs != NULL;
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#endif
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Stream *mainCsStream = NULL;
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// The working filestream.
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FileStream str;
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#ifdef TORQUE_ENTRY_FUNCTION
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Con::executef(TORQUE_ENTRY_FUNCTION);
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return true;
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#endif
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const char *defaultScriptName = "main." TORQUE_SCRIPT_EXTENSION;
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bool useDefaultScript = true;
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// Check if any command-line parameters were passed (the first is just the app name).
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if (argc > 1)
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{
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// If so, check if the first parameter is a file to open.
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if ( (String::compare(argv[1], "") != 0 ) && (str.open(argv[1], Torque::FS::File::Read)) )
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{
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// If it opens, we assume it is the script to run.
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useDefaultScript = false;
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#ifdef TORQUE_ENABLE_VFS
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useVFS = false;
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#endif
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mainCsStream = &str;
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}
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else if (String::compare(argv[1], "SkipMainCs") == 0)
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{
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return true;
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}
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}
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if (useDefaultScript)
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{
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bool success = false;
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#ifdef TORQUE_ENABLE_VFS
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if(useVFS)
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success = (mainCsStream = vfs->openFile(defaultScriptName, Zip::ZipArchive::Read)) != NULL;
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else
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#endif
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success = str.open(defaultScriptName, Torque::FS::File::Read);
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#if defined( TORQUE_DEBUG ) && defined (TORQUE_TOOLS) && !defined(TORQUE_DEDICATED) && !defined( _XBOX )
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if (!success)
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{
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OpenFileDialog ofd;
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FileDialogData &fdd = ofd.getData();
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fdd.mFilters = StringTable->insert("Main Entry Script (main." TORQUE_SCRIPT_EXTENSION ")|main." TORQUE_SCRIPT_EXTENSION "|");
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fdd.mTitle = StringTable->insert("Locate Game Entry Script");
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// Get the user's selection
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if( !ofd.Execute() )
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return false;
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// Process and update CWD so we can run the selected main.tscript
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S32 pathLen = dStrlen( fdd.mFile );
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FrameTemp<char> szPathCopy( pathLen + 1);
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dStrcpy( szPathCopy, fdd.mFile, pathLen + 1 );
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//forwardslash( szPathCopy );
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const char *path = dStrrchr(szPathCopy, '/');
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if(path)
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{
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U32 len = path - (const char*)szPathCopy;
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szPathCopy[len+1] = 0;
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Platform::setCurrentDirectory(szPathCopy);
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// Re-locate the game:/ asset mount.
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Torque::FS::Unmount( "game" );
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Torque::FS::Mount( "game", Platform::FS::createNativeFS( ( const char* ) szPathCopy ) );
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success = str.open(fdd.mFile, Torque::FS::File::Read);
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if(success)
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defaultScriptName = fdd.mFile;
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}
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}
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#endif
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if( !success )
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{
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char msg[1024];
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dSprintf(msg, sizeof(msg), "Failed to open \"%s\".", defaultScriptName);
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Platform::AlertOK("Error", msg);
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#ifdef TORQUE_ENABLE_VFS
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closeEmbeddedVFSArchive();
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#endif
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return false;
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}
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#ifdef TORQUE_ENABLE_VFS
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if(! useVFS)
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#endif
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mainCsStream = &str;
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}
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// This should rarely happen, but lets deal with
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// it gracefully if it does.
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if ( mainCsStream == NULL )
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return false;
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U32 size = mainCsStream->getStreamSize();
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char *script = new char[size + 1];
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mainCsStream->read(size, script);
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#ifdef TORQUE_ENABLE_VFS
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if(useVFS)
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vfs->closeFile(mainCsStream);
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else
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#endif
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str.close();
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script[size] = 0;
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char buffer[1024], *ptr;
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Platform::makeFullPathName(useDefaultScript ? defaultScriptName : argv[1], buffer, sizeof(buffer), Platform::getCurrentDirectory());
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ptr = dStrrchr(buffer, '/');
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if(ptr != NULL)
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*ptr = 0;
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Platform::setMainDotCsDir(buffer);
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Platform::setCurrentDirectory(buffer);
|
|
|
|
Con::evaluate(script, false, useDefaultScript ? defaultScriptName : argv[1]);
|
|
delete[] script;
|
|
|
|
#ifdef TORQUE_ENABLE_VFS
|
|
closeEmbeddedVFSArchive();
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool StandardMainLoop::doMainLoop()
|
|
{
|
|
#ifdef TORQUE_DEBUG
|
|
if( gStartupTimer )
|
|
{
|
|
Con::printf( "Started up in %.2f seconds...",
|
|
F32( gStartupTimer->getElapsedMs() ) / 1000.f );
|
|
SAFE_DELETE( gStartupTimer );
|
|
}
|
|
#endif
|
|
|
|
bool keepRunning = true;
|
|
// while(keepRunning)
|
|
{
|
|
tm->setBackgroundThreshold(mClamp(sgBackgroundProcessSleepTime, 1, 200));
|
|
tm->setForegroundThreshold(mClamp(sgTimeManagerProcessInterval, 1, 200));
|
|
// update foreground/background status
|
|
if(WindowManager->getFirstWindow())
|
|
{
|
|
static bool lastFocus = false;
|
|
bool newFocus = ( WindowManager->getFocusedWindow() != NULL );
|
|
if(lastFocus != newFocus)
|
|
{
|
|
#ifndef TORQUE_SHIPPING
|
|
Con::printf("Window focus status changed: focus: %d", newFocus);
|
|
if (!newFocus)
|
|
Con::printf(" Using background sleep time: %u", Platform::getBackgroundSleepTime());
|
|
#endif
|
|
|
|
#ifdef TORQUE_OS_MAC
|
|
if (newFocus)
|
|
WindowManager->getFirstWindow()->show();
|
|
|
|
#endif
|
|
lastFocus = newFocus;
|
|
}
|
|
|
|
// under the web plugin do not sleep the process when the child window loses focus as this will cripple the browser perfomance
|
|
if (!Platform::getWebDeployment())
|
|
tm->setBackground(!newFocus);
|
|
else
|
|
tm->setBackground(false);
|
|
}
|
|
else
|
|
{
|
|
tm->setBackground(false);
|
|
}
|
|
|
|
PROFILE_START(MainLoop);
|
|
Sampler::beginFrame();
|
|
|
|
if(!Process::processEvents())
|
|
keepRunning = false;
|
|
|
|
ThreadPool::processMainThreadWorkItems();
|
|
Sampler::endFrame();
|
|
ConsoleValue::resetConversionBuffer();
|
|
PROFILE_END_NAMED(MainLoop);
|
|
}
|
|
|
|
return keepRunning;
|
|
}
|
|
|
|
S32 StandardMainLoop::getReturnStatus()
|
|
{
|
|
return Process::getReturnStatus();
|
|
}
|
|
|
|
void StandardMainLoop::setRestart(bool restart )
|
|
{
|
|
gRequiresRestart = restart;
|
|
}
|
|
|
|
bool StandardMainLoop::requiresRestart()
|
|
{
|
|
return gRequiresRestart;
|
|
}
|