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# Engine Systems
Smaller systems that support the engine but don't warrant their own file each.
---
## Time (`src/dusk/time/`)
`dusktime_t TIME` tracks fixed and dynamic delta time.
```c
TIME.delta // fixed_t: always DUSK_TIME_STEP (16ms default) on fixed-rate platforms
TIME.time // fixed_t: total elapsed time in seconds
```
On platforms with `DUSK_TIME_DYNAMIC` (Linux/SDL2):
```c
TIME.dynamicDelta // fixed_t: actual time since last frame
TIME.dynamicTime // fixed_t: total elapsed (dynamic)
TIME.dynamicUpdate // bool_t: true when a real tick occurred
```
Call `timeUpdate()` once per frame (before input/logic). `timeGetEpoch()` returns the current wall-clock time as a `dusktimeepoch_t`.
### Epoch time (`time/timeepoch.h`)
`dusktimeepoch_t` stores a Unix timestamp (double) with timezone offset. Utilities:
```c
dusktimeepoch_t e = timeGetEpoch();
timeEpochGetHours(e) // 023
timeEpochGetMinutes(e) // 059
timeEpochGetSeconds(e) // 059
timeEpochGetDayOfMonth(e) // 030
timeEpochGetMonth(e) // 011
timeEpochGetYear(e)
// Format: %Y year, %m month, %d day, %H hour, %M minute, %S second
timeEpochFormat(e, "%Y-%m-%d %H:%M:%S", buf, sizeof(buf));
// Compare: returns -1, 0, 1
timeEpochCompare(a, b);
// Timezone shift:
dusktimeepoch_t local = timeEpochSwitchTimeZone(e, offsetHours);
```
---
## Thread (`src/dusk/thread/`)
Currently only the pthread backend (`DUSK_THREAD_PTHREAD`) exists. Thread objects are `thread_t` — used primarily by the asset loader.
```c
threadInit(&thread, myCallback); // myCallback: void (*)(thread_t *)
threadStart(&thread); // blocks until thread is RUNNING
threadStop(&thread); // requests stop, blocks until STOPPED
// Inside the thread callback:
while(!threadShouldStop(&thread)) { /* work */ }
```
State flow: `STOPPED → STARTING → RUNNING → (STOP_REQUESTED) → STOPPED`.
### Mutex (`thread/threadmutex.h`)
```c
threadMutexInit(&lock);
threadMutexLock(&lock);
threadMutexUnlock(&lock);
threadMutexTryLock(&lock); // non-blocking; returns false if already held
threadMutexWaitLock(&lock); // release lock and sleep until signalled
threadMutexSignal(&lock); // wake a thread waiting on this mutex
threadMutexDispose(&lock);
```
### Thread-local storage
`THREAD_LOCAL` expands to `__thread` (GCC) on pthread platforms. Used for the per-thread error state (`ERROR_STATE` in `error/error.h`).
---
## Event (`src/dusk/event/`)
A fixed-capacity multicast callback list.
```c
// Declare backing arrays (choose a size):
eventcallback_t cbs[4];
void *users[4];
event_t myEvent;
eventInit(&myEvent, cbs, users, 4);
eventSubscribe(&myEvent, myCallback, myUser);
eventUnsubscribe(&myEvent, myCallback);
eventInvoke(&myEvent, params); // calls all subscribers; params passed as-is
```
Callback signature: `void cb(void *params, void *user)`.
`event_t` does not own its callback/user arrays. Always declare them alongside the event in the same struct or as static arrays.
---
## Console (`src/dusk/console/`)
`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.
```c
consolePrint("Value is %d", x); // printf-style; thread-safe
consoleDraw(); // renders visible history lines to screen
```
Configuration constants (`consoledefs.h`):
- `CONSOLE_LINE_MAX` — 512 chars per line
- `CONSOLE_HISTORY_MAX` — 16 lines of scrollback
- `CONSOLE_EXEC_BUFFER_MAX` — 32 pending exec commands
`CONSOLE.visible` controls whether `consoleDraw()` actually renders anything.
---
## Log (`src/dusk/log/`)
Two simple output functions, implemented per-platform:
```c
logDebug("format %s", arg); // debug output (stdout on Linux, debug channel on consoles)
logError("format %s", arg); // error output; may pause execution on some platforms
```
These go directly to the platform's native output and are not buffered by the console history.
---
## System / Platform (`src/dusk/system/`)
`systemInit()` runs platform-specific startup (e.g. Wii PAD init, PSP kernel setup). Must be the first call in `engineInit()`.
```c
systemplatform_t p = systemGetPlatform(); // SYSTEM_PLATFORM_LINUX, _PSP, etc.
systemdialogtype_t d = systemGetActiveDialogType();
// SYSTEM_DIALOG_TYPE_NONE / RENDER_BLOCKING / TICK_BLOCKING
```
The full platform list is defined via X-macro in `system/systemplatformlist.h`:
| Constant | Value |
|---|---|
| `SYSTEM_PLATFORM_LINUX` | 0 |
| `SYSTEM_PLATFORM_KNULLI` | 1 |
| `SYSTEM_PLATFORM_PSP` | 2 |
| `SYSTEM_PLATFORM_GAMECUBE` | 3 |
| `SYSTEM_PLATFORM_WII` | 4 |
---
## Network (`src/dusk/network/`)
`network_t NETWORK` manages platform connection state. The engine calls `networkInit` / `networkUpdate` / `networkDispose`; game code uses the request API:
```c
networkRequestConnection(onConnected, onFailed, onDisconnect, user);
networkRequestDisconnection(onComplete, user);
networkIsConnected(); // bool_t
```
State machine: `DISCONNECTED → CONNECTING → CONNECTED → DISCONNECTING → DISCONNECTED`.
Network address info (after connection):
```c
networkinfo_t info = networkGetInfo();
// info.type = NETWORK_TYPE_IPV4 / IPV6
// info.ipv4.ip[4] or info.ipv6.ip[16]
```
Platform backends implement `networkPlatformInit/Update/Dispose/IsConnected`. Currently only Linux (socket-based) and PSP/Vita are implemented.