Docs
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# Engine Systems
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Smaller systems that support the engine but don't warrant their own file each.
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---
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## Time (`src/dusk/time/`)
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`dusktime_t TIME` tracks fixed and dynamic delta time.
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```c
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TIME.delta // fixed_t: always DUSK_TIME_STEP (16ms default) on fixed-rate platforms
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TIME.time // fixed_t: total elapsed time in seconds
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```
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On platforms with `DUSK_TIME_DYNAMIC` (Linux/SDL2):
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```c
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TIME.dynamicDelta // fixed_t: actual time since last frame
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TIME.dynamicTime // fixed_t: total elapsed (dynamic)
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TIME.dynamicUpdate // bool_t: true when a real tick occurred
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```
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Call `timeUpdate()` once per frame (before input/logic). `timeGetEpoch()` returns the current wall-clock time as a `dusktimeepoch_t`.
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### Epoch time (`time/timeepoch.h`)
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`dusktimeepoch_t` stores a Unix timestamp (double) with timezone offset. Utilities:
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```c
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dusktimeepoch_t e = timeGetEpoch();
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timeEpochGetHours(e) // 0–23
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timeEpochGetMinutes(e) // 0–59
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timeEpochGetSeconds(e) // 0–59
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timeEpochGetDayOfMonth(e) // 0–30
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timeEpochGetMonth(e) // 0–11
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timeEpochGetYear(e)
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// Format: %Y year, %m month, %d day, %H hour, %M minute, %S second
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timeEpochFormat(e, "%Y-%m-%d %H:%M:%S", buf, sizeof(buf));
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// Compare: returns -1, 0, 1
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timeEpochCompare(a, b);
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// Timezone shift:
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dusktimeepoch_t local = timeEpochSwitchTimeZone(e, offsetHours);
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```
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---
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## Thread (`src/dusk/thread/`)
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Currently only the pthread backend (`DUSK_THREAD_PTHREAD`) exists. Thread objects are `thread_t` — used primarily by the asset loader.
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```c
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threadInit(&thread, myCallback); // myCallback: void (*)(thread_t *)
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threadStart(&thread); // blocks until thread is RUNNING
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threadStop(&thread); // requests stop, blocks until STOPPED
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// Inside the thread callback:
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while(!threadShouldStop(&thread)) { /* work */ }
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```
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State flow: `STOPPED → STARTING → RUNNING → (STOP_REQUESTED) → STOPPED`.
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### Mutex (`thread/threadmutex.h`)
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```c
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threadMutexInit(&lock);
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threadMutexLock(&lock);
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threadMutexUnlock(&lock);
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threadMutexTryLock(&lock); // non-blocking; returns false if already held
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threadMutexWaitLock(&lock); // release lock and sleep until signalled
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threadMutexSignal(&lock); // wake a thread waiting on this mutex
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threadMutexDispose(&lock);
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```
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### Thread-local storage
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`THREAD_LOCAL` expands to `__thread` (GCC) on pthread platforms. Used for the per-thread error state (`ERROR_STATE` in `error/error.h`).
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---
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## Event (`src/dusk/event/`)
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A fixed-capacity multicast callback list.
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```c
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// Declare backing arrays (choose a size):
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eventcallback_t cbs[4];
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void *users[4];
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event_t myEvent;
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eventInit(&myEvent, cbs, users, 4);
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eventSubscribe(&myEvent, myCallback, myUser);
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eventUnsubscribe(&myEvent, myCallback);
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eventInvoke(&myEvent, params); // calls all subscribers; params passed as-is
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```
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Callback signature: `void cb(void *params, void *user)`.
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`event_t` does not own its callback/user arrays. Always declare them alongside the event in the same struct or as static arrays.
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---
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## Console (`src/dusk/console/`)
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`CONSOLE` is a scrolling in-game terminal for debug output. On POSIX platforms (`DUSK_CONSOLE_POSIX`) it also polls stdin in a thread so commands can be typed during a running session.
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```c
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consolePrint("Value is %d", x); // printf-style; thread-safe
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consoleDraw(); // renders visible history lines to screen
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```
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Configuration constants (`consoledefs.h`):
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- `CONSOLE_LINE_MAX` — 512 chars per line
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- `CONSOLE_HISTORY_MAX` — 16 lines of scrollback
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- `CONSOLE_EXEC_BUFFER_MAX` — 32 pending exec commands
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`CONSOLE.visible` controls whether `consoleDraw()` actually renders anything.
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---
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## Log (`src/dusk/log/`)
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Two simple output functions, implemented per-platform:
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```c
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logDebug("format %s", arg); // debug output (stdout on Linux, debug channel on consoles)
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logError("format %s", arg); // error output; may pause execution on some platforms
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```
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These go directly to the platform's native output and are not buffered by the console history.
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---
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## System / Platform (`src/dusk/system/`)
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`systemInit()` runs platform-specific startup (e.g. Wii PAD init, PSP kernel setup). Must be the first call in `engineInit()`.
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```c
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systemplatform_t p = systemGetPlatform(); // SYSTEM_PLATFORM_LINUX, _PSP, etc.
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systemdialogtype_t d = systemGetActiveDialogType();
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// SYSTEM_DIALOG_TYPE_NONE / RENDER_BLOCKING / TICK_BLOCKING
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```
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The full platform list is defined via X-macro in `system/systemplatformlist.h`:
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| Constant | Value |
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| `SYSTEM_PLATFORM_LINUX` | 0 |
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| `SYSTEM_PLATFORM_KNULLI` | 1 |
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| `SYSTEM_PLATFORM_PSP` | 2 |
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| `SYSTEM_PLATFORM_GAMECUBE` | 3 |
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| `SYSTEM_PLATFORM_WII` | 4 |
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---
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## Network (`src/dusk/network/`)
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`network_t NETWORK` manages platform connection state. The engine calls `networkInit` / `networkUpdate` / `networkDispose`; game code uses the request API:
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```c
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networkRequestConnection(onConnected, onFailed, onDisconnect, user);
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networkRequestDisconnection(onComplete, user);
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networkIsConnected(); // bool_t
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```
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State machine: `DISCONNECTED → CONNECTING → CONNECTED → DISCONNECTING → DISCONNECTED`.
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Network address info (after connection):
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```c
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networkinfo_t info = networkGetInfo();
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// info.type = NETWORK_TYPE_IPV4 / IPV6
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// info.ipv4.ip[4] or info.ipv6.ip[16]
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```
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Platform backends implement `networkPlatformInit/Update/Dispose/IsConnected`. Currently only Linux (socket-based) and PSP/Vita are implemented.
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