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Copy pathreflex_game.cc
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223 lines (188 loc) · 7.3 KB
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// SPDX-FileCopyrightText: Copyright (c) Xronos Inc.
// SPDX-License-Identifier: BSD-3-Clause
#include <atomic>
#include <chrono>
#include <cstdint>
#include <cstdio>
#include <iostream>
#include <random>
#include <string_view>
#include <thread>
#include "xronos/sdk.hh"
namespace sdk = xronos::sdk;
class RandomDelay : public sdk::Reactor {
private:
sdk::InputPort<void> input_{"input", context()};
sdk::OutputPort<void> output_{"output", context()};
sdk::ProgrammableTimer<void> delay_{"delay", context()};
std::mt19937 rand{
std::random_device{}()}; // NOTE: originally used get_physical_time().time_since_epoch().count() as seed
std::uniform_int_distribution<std::uint64_t> dist;
public:
// Constructor taking duration parameters
RandomDelay(std::string_view name, const sdk::Context& context, std::chrono::milliseconds min_delay,
std::chrono::milliseconds max_delay)
: sdk::Reactor(name, context)
, dist(1, (max_delay - min_delay) / std::chrono::milliseconds(1)) {}
auto input() -> sdk::InputPort<void>& { return input_; }
auto output() -> sdk::OutputPort<void>& { return output_; }
class Send : public sdk::Reaction<RandomDelay> {
using sdk::Reaction<RandomDelay>::Reaction;
Trigger<void> delay_trigger{self().delay_, context()};
PortEffect<void> output_effect{self().output_, context()};
void handler() final { output_effect.set(); }
};
class Schedule : public sdk::Reaction<RandomDelay> {
using sdk::Reaction<RandomDelay>::Reaction;
Trigger<void> input_trigger{self().input_, context()};
ProgrammableTimerEffect<void> delay_effect{self().delay_, context()};
void handler() final { delay_effect.schedule(self().dist(self().rand) * std::chrono::milliseconds(1)); }
};
void assemble() final {
add_reaction<Send>("send");
add_reaction<Schedule>("schedule");
}
};
class KeyboardInput : public sdk::Reactor {
private:
sdk::PhysicalEvent<int> keyboard_input_{"keyboard_input", context()};
sdk::OutputPort<void> enter_{"enter", context()};
sdk::OutputPort<void> quit_{"quit", context()};
std::thread thread_;
std::atomic<bool> terminate_{false};
public:
KeyboardInput(std::string_view name, const sdk::Context& context)
: sdk::Reactor(name, context) {}
auto quit() -> sdk::OutputPort<void>& { return quit_; }
auto enter() -> sdk::OutputPort<void>& { return enter_; }
// Startup reaction (spawns input thread)
class OnStartup : public sdk::Reaction<KeyboardInput> {
using sdk::Reaction<KeyboardInput>::Reaction;
Trigger<void> startup_trigger{self().startup(), context()};
void handler() final {
self().thread_ = std::thread([&]() {
int key{0};
while (!self().terminate_.load()) {
key = getchar();
self().keyboard_input_.trigger(key);
}
});
}
};
// Input handling reaction
class OnInput : public sdk::Reaction<KeyboardInput> {
using sdk::Reaction<KeyboardInput>::Reaction;
Trigger<int> input_trigger{self().keyboard_input_, context()};
PortEffect<void> enter_effect{self().enter_, context()};
PortEffect<void> quit_effect{self().quit_, context()};
void handler() final {
int key = *input_trigger.get();
if (key == '\n') {
enter_effect.set();
} else if (key == EOF) {
quit_effect.set();
}
}
};
// Shutdown reaction (cleans up thread)
class OnShutdown : public sdk::Reaction<KeyboardInput> {
using sdk::Reaction<KeyboardInput>::Reaction;
Trigger<void> shutdown_trigger{self().shutdown(), context()};
void handler() final {
self().terminate_.store(true);
if (self().thread_.joinable()) {
self().thread_.join();
}
}
};
void assemble() final {
add_reaction<OnStartup>("on_startup");
add_reaction<OnInput>("on_input");
add_reaction<OnShutdown>("on_shutdown");
}
};
class GameLogic : public sdk::Reactor {
private:
// Port declarations
sdk::OutputPort<void> request_prompt_{"request_prompt", context()};
sdk::InputPort<void> prompt_{"prompt", context()};
sdk::InputPort<void> enter_{"enter", context()};
sdk::InputPort<void> quit_{"quit", context()};
// State variables
sdk::TimePoint prompt_time_{sdk::TimePoint::min()};
unsigned count_{0};
std::chrono::milliseconds total_time_{0};
public:
using sdk::Reactor::Reactor;
auto request_prompt() -> sdk::OutputPort<void>& { return request_prompt_; }
auto prompt() -> sdk::InputPort<void>& { return prompt_; }
auto enter() -> sdk::InputPort<void>& { return enter_; }
auto quit() -> sdk::InputPort<void>& { return quit_; }
class OnStartup : public sdk::Reaction<GameLogic> {
using sdk::Reaction<GameLogic>::Reaction;
PortEffect<void> request_effect{self().request_prompt(), context()};
Trigger<void> startup_trigger{self().startup(), context()};
void handler() final {
std::cout << "***********************************************\n"
<< "Watch for the prompt, then hit Return or Enter.\n"
<< "Type Control-D (EOF) to quit.\n\n";
request_effect.set();
}
};
class OnPrompt : public sdk::Reaction<GameLogic> {
using sdk::Reaction<GameLogic>::Reaction;
Trigger<void> prompt_trigger{self().prompt(), context()};
void handler() final {
self().prompt_time_ = self().get_time() + self().get_lag();
std::cout << "\nHit Return or Enter!\n";
}
};
class OnEnter : public sdk::Reaction<GameLogic> {
using sdk::Reaction<GameLogic>::Reaction;
Trigger<void> enter_trigger{self().enter(), context()};
PortEffect<void> request_effect{self().request_prompt(), context()};
ShutdownEffect shutdown_effect{self().shutdown(), context()};
void handler() final {
if (self().prompt_time_ == sdk::TimePoint::min()) {
std::cout << "YOU CHEATED!\n";
shutdown_effect.trigger_shutdown();
} else {
auto elapsed = self().get_time() - self().prompt_time_;
auto time_in_ms = std::chrono::duration_cast<std::chrono::milliseconds>(elapsed);
std::cout << "Response time: " << time_in_ms.count() << "ms\n";
self().count_++;
self().total_time_ += time_in_ms;
self().prompt_time_ = sdk::TimePoint::min();
request_effect.set();
}
}
};
class OnQuit : public sdk::Reaction<GameLogic> {
using sdk::Reaction<GameLogic>::Reaction;
Trigger<void> quit_trigger{self().quit_, context()};
ShutdownEffect shutdown_effect{self().shutdown(), context()};
void handler() final { shutdown_effect.trigger_shutdown(); }
};
void assemble() final {
add_reaction<OnStartup>("on_startup");
add_reaction<OnPrompt>("on_prompt");
add_reaction<OnEnter>("on_enter");
add_reaction<OnQuit>("on_quit");
}
};
auto constexpr MIN_DELAY = std::chrono::seconds(2);
auto constexpr MAX_DELAY = std::chrono::seconds(5);
auto main() -> int {
sdk::Environment env{}; // Create a runtime environment
// Instantiate reactors
RandomDelay delay{"delay", env.context(), MIN_DELAY, MAX_DELAY};
KeyboardInput keyboard{"keyboard", env.context()};
GameLogic logic{"logic", env.context()};
// Connect them
env.connect(logic.request_prompt(), delay.input());
env.connect(delay.output(), logic.prompt());
env.connect(keyboard.enter(), logic.enter());
env.connect(keyboard.quit(), logic.quit());
env.execute(); // Run the reactor system
return 0;
}