diff --git a/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h b/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h index a5b91bb8f6f..0c02bdecd75 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h @@ -335,7 +335,7 @@ class GameLogic : public SubsystemInterface, public Snapshot /// factory for TheTerrainLogic, called from init() virtual TerrainLogic *createTerrainLogic(); - virtual GhostObjectManager *createGhostObjectManager(); + virtual GhostObjectManager *createGhostObjectManager(bool headless = false); GameMode m_gameMode; Int m_rankLevelLimit; diff --git a/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h b/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h index 6c63ee2f769..8a6b28f0186 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h +++ b/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h @@ -108,5 +108,19 @@ inline Bool GhostObjectManager::trackAllPlayers() const #endif } +// TheSuperHackers @feature bobtista 19/01/2026 +// GhostObjectManager that does nothing for headless mode. +// Note: Does NOT override crc/xfer/loadPostProcess to maintain save compatibility. +class GhostObjectManagerDummy : public GhostObjectManager +{ +public: + virtual void reset() override {} + virtual GhostObject *addGhostObject(Object *object, PartitionData *pd) override { return nullptr; } + virtual void removeGhostObject(GhostObject *mod) override {} + virtual void updateOrphanedObjects(int *playerIndexList, int playerIndexCount) override {} + virtual void releasePartitionData() override {} + virtual void restorePartitionData() override {} +}; + // the singleton extern GhostObjectManager *TheGhostObjectManager; diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 25a0bdf0175..b0571f6180e 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -349,7 +349,7 @@ void GameLogic::init() // Create system for holding deleted objects that are // still in the partition manager because player has a fogged // view of them. - TheGhostObjectManager = createGhostObjectManager(); + TheGhostObjectManager = createGhostObjectManager(TheGlobalData->m_headless); // create the terrain logic TheTerrainLogic = createTerrainLogic(); @@ -3933,7 +3933,7 @@ UnsignedInt GameLogic::getObjectCount() // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ -GhostObjectManager *GameLogic::createGhostObjectManager() +GhostObjectManager *GameLogic::createGhostObjectManager(bool) { return NEW GhostObjectManager; } diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h index a48ecfb93ab..4c386a5e032 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h @@ -59,6 +59,7 @@ class W3DGameLogic : public GameLogic /// factory for TheTerrainLogic, called from init() virtual TerrainLogic *createTerrainLogic() { return NEW W3DTerrainLogic; }; - virtual GhostObjectManager *createGhostObjectManager() { return NEW W3DGhostObjectManager; } + // TheSuperHackers @feature bobtista 19/01/2026 Use dummy for headless mode + virtual GhostObjectManager *createGhostObjectManager(bool headless) { return headless ? static_cast(NEW GhostObjectManagerDummy) : NEW W3DGhostObjectManager; } }; diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp index 9ba4bd16acb..dd139056adb 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp @@ -153,7 +153,7 @@ void W3DRenderObjectSnapshot::update(RenderObjClass *robj, DrawableInfo *drawInf // ------------------------------------------------------------------------------------------------ Bool W3DRenderObjectSnapshot::addToScene() { - if (W3DDisplay::m_3DScene != nullptr && !m_robj->Is_In_Scene()) + if (!m_robj->Is_In_Scene()) { W3DDisplay::m_3DScene->Add_Render_Object(m_robj); return true; diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h index 160d1dbd4cf..a53c4a6a8ed 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h @@ -359,7 +359,7 @@ class GameLogic : public SubsystemInterface, public Snapshot /// factory for TheTerrainLogic, called from init() virtual TerrainLogic *createTerrainLogic(); - virtual GhostObjectManager *createGhostObjectManager(); + virtual GhostObjectManager *createGhostObjectManager(bool headless = false); GameMode m_gameMode; Int m_rankLevelLimit; diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h index 907596e94bf..e320c50cbd7 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h @@ -108,5 +108,19 @@ inline Bool GhostObjectManager::trackAllPlayers() const #endif } +// TheSuperHackers @feature bobtista 19/01/2026 +// GhostObjectManager that does nothing for headless mode. +// Note: Does NOT override crc/xfer/loadPostProcess to maintain save compatibility. +class GhostObjectManagerDummy : public GhostObjectManager +{ +public: + virtual void reset() override {} + virtual GhostObject *addGhostObject(Object *object, PartitionData *pd) override { return nullptr; } + virtual void removeGhostObject(GhostObject *mod) override {} + virtual void updateOrphanedObjects(int *playerIndexList, int playerIndexCount) override {} + virtual void releasePartitionData() override {} + virtual void restorePartitionData() override {} +}; + // the singleton extern GhostObjectManager *TheGhostObjectManager; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 4d0bb085dc4..fe7de50da3a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -364,7 +364,7 @@ void GameLogic::init() // Create system for holding deleted objects that are // still in the partition manager because player has a fogged // view of them. - TheGhostObjectManager = createGhostObjectManager(); + TheGhostObjectManager = createGhostObjectManager(TheGlobalData->m_headless); // create the terrain logic TheTerrainLogic = createTerrainLogic(); @@ -4492,7 +4492,7 @@ UnsignedInt GameLogic::getObjectCount() // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ -GhostObjectManager *GameLogic::createGhostObjectManager() +GhostObjectManager *GameLogic::createGhostObjectManager(bool) { return NEW GhostObjectManager; } diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h index 74a736a46cf..7ca53a273e4 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameLogic/W3DGameLogic.h @@ -59,6 +59,7 @@ class W3DGameLogic : public GameLogic /// factory for TheTerrainLogic, called from init() virtual TerrainLogic *createTerrainLogic() { return NEW W3DTerrainLogic; }; - virtual GhostObjectManager *createGhostObjectManager() { return NEW W3DGhostObjectManager; } + // TheSuperHackers @feature bobtista 19/01/2026 Use dummy for headless mode + virtual GhostObjectManager *createGhostObjectManager(bool headless) { return headless ? static_cast(NEW GhostObjectManagerDummy) : NEW W3DGhostObjectManager; } }; diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp index d2be8e5fb1d..ea4276098b0 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp @@ -157,7 +157,7 @@ void W3DRenderObjectSnapshot::update(RenderObjClass *robj, DrawableInfo *drawInf // ------------------------------------------------------------------------------------------------ Bool W3DRenderObjectSnapshot::addToScene() { - if (W3DDisplay::m_3DScene != nullptr && !m_robj->Is_In_Scene()) + if (!m_robj->Is_In_Scene()) { W3DDisplay::m_3DScene->Add_Render_Object(m_robj); return true;