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Cleanup the C++ ReflexGame and add an enclaved based keyboard input reactor #88
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Original file line number | Diff line number | Diff line change |
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/** | ||
* This example illustrates the use of enclaves to avoid spawning an extra thread for handling user | ||
* input. | ||
* | ||
* The thread that is created in the startup reaction of KeyboardInput in eflexgame.lf uses a while | ||
* loop. This loop is replaced by a enclave with a reaction that schedules using a physical action. | ||
* A physical action was chosen here, because it alligns the progress of logical time in the enclave | ||
* with the progress of physical time. Also it avoids the need for specifying or calculating a | ||
* delay. | ||
* | ||
* The outputs that the EnclaveKeybardInput reactor produce are forwarded to the other reactors via | ||
* physical actions. This fully decouples the input from the rest of the system, and time stamps of | ||
* keyboard events are assigned based on the current physical time. | ||
* | ||
* @author Christian Menard | ||
*/ | ||
target Cpp | ||
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import GameLogic from "ReflexGame.lf" | ||
import RandomDelay from "ReflexGame.lf" | ||
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reactor EnclaveKeyboardInput { | ||
physical action get_next | ||
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output enter: void | ||
output quit: void | ||
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reaction(startup, get_next) -> get_next, enter, quit {= | ||
int key = getchar(); | ||
if(key == '\n') { | ||
enter.set(); | ||
get_next.schedule(); | ||
} else if (key == EOF) { | ||
quit.set(); | ||
environment()->sync_shutdown(); | ||
} else { | ||
get_next.schedule(); | ||
} | ||
=} | ||
} | ||
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main reactor { | ||
@enclave | ||
keyboard = new EnclaveKeyboardInput() | ||
delay = new RandomDelay() | ||
logic = new GameLogic() | ||
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logic.request_prompt -> delay.in | ||
delay.out -> logic.prompt | ||
keyboard.enter ~> logic.enter | ||
keyboard.quit ~> logic.quit | ||
} |
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Probably should acknowledge the original source of the example: