Torque3D/Engine/source/T3D/gameBase/processList.cpp

289 lines
9.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/gameBase/processList.h"
#include "T3D/gameBase/gameBase.h"
#include "platform/profiler.h"
#include "console/consoleTypes.h"
#ifdef TORQUE_EXPERIMENTAL_EC
#include "T3D/Components/coreInterfaces.h"
#include "T3D/Components/Component.h"
#endif
//----------------------------------------------------------------------------
ProcessObject::ProcessObject()
: mProcessTag( 0 ),
mOrderGUID( 0 ),
mProcessTick( false ),
mIsGameBase( false )
{
mProcessLink.next = mProcessLink.prev = this;
}
void ProcessObject::plUnlink()
{
mProcessLink.next->mProcessLink.prev = mProcessLink.prev;
mProcessLink.prev->mProcessLink.next = mProcessLink.next;
mProcessLink.next = mProcessLink.prev = this;
}
void ProcessObject::plLinkAfter(ProcessObject * obj)
{
AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkAfter: must be unlinked before calling this");
#ifdef TORQUE_DEBUG
ProcessObject * test1 = obj;
ProcessObject * test2 = obj->mProcessLink.next;
ProcessObject * test3 = obj->mProcessLink.prev;
ProcessObject * test4 = this;
#endif
// Link this after obj
mProcessLink.next = obj->mProcessLink.next;
mProcessLink.prev = obj;
obj->mProcessLink.next = this;
mProcessLink.next->mProcessLink.prev = this;
#ifdef TORQUE_DEBUG
AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
#endif
}
void ProcessObject::plLinkBefore(ProcessObject * obj)
{
AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkBefore: must be unlinked before calling this");
#ifdef TORQUE_DEBUG
ProcessObject * test1 = obj;
ProcessObject * test2 = obj->mProcessLink.next;
ProcessObject * test3 = obj->mProcessLink.prev;
ProcessObject * test4 = this;
#endif
// Link this before obj
mProcessLink.next = obj;
mProcessLink.prev = obj->mProcessLink.prev;
obj->mProcessLink.prev = this;
mProcessLink.prev->mProcessLink.next = this;
#ifdef TORQUE_DEBUG
AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
#endif
}
void ProcessObject::plJoin(ProcessObject * head)
{
ProcessObject * tail1 = head->mProcessLink.prev;
ProcessObject * tail2 = mProcessLink.prev;
tail1->mProcessLink.next = this;
mProcessLink.prev = tail1;
tail2->mProcessLink.next = head;
head->mProcessLink.prev = tail2;
}
//--------------------------------------------------------------------------
ProcessList::ProcessList()
{
mCurrentTag = 0;
mDirty = false;
mTotalTicks = 0;
mLastTick = 0;
mLastTime = 0;
mLastDelta = 0.0f;
}
void ProcessList::addObject( ProcessObject *obj )
{
obj->plLinkAfter(&mHead);
}
//----------------------------------------------------------------------------
void ProcessList::orderList()
{
// ProcessObject tags are initialized to 0, so current tag should never be 0.
if (++mCurrentTag == 0)
mCurrentTag++;
// Install a temporary head node
ProcessObject list;
list.plLinkBefore(mHead.mProcessLink.next);
mHead.plUnlink();
// start out by (bubble) sorting list by GUID
for (ProcessObject * cur = list.mProcessLink.next; cur != &list; cur = cur->mProcessLink.next)
{
if (cur->mOrderGUID == 0)
// special case -- can be no lower, so accept as lowest (this is also
// a common value since it is what non ordered objects have)
continue;
for (ProcessObject * walk = cur->mProcessLink.next; walk != &list; walk = walk->mProcessLink.next)
{
if (walk->mOrderGUID < cur->mOrderGUID)
{
// swap walk and cur -- need to be careful because walk might be just after cur
// so insert after item before cur and before item after walk
ProcessObject * before = cur->mProcessLink.prev;
ProcessObject * after = walk->mProcessLink.next;
cur->plUnlink();
walk->plUnlink();
cur->plLinkBefore(after);
walk->plLinkAfter(before);
ProcessObject * swap = walk;
walk = cur;
cur = swap;
}
}
}
// Reverse topological sort into the original head node
while (list.mProcessLink.next != &list)
{
ProcessObject * ptr = list.mProcessLink.next;
ProcessObject * afterObject = ptr->getAfterObject();
ptr->mProcessTag = mCurrentTag;
ptr->plUnlink();
if (afterObject)
{
// Build chain "stack" of dependent objects and patch
// it to the end of the current list.
while (afterObject && afterObject->mProcessTag != mCurrentTag)
{
afterObject->mProcessTag = mCurrentTag;
afterObject->plUnlink();
afterObject->plLinkBefore(ptr);
ptr = afterObject;
afterObject = ptr->getAfterObject();
}
ptr->plJoin(&mHead);
}
else
ptr->plLinkBefore(&mHead);
}
mDirty = false;
}
GameBase* ProcessList::getGameBase( ProcessObject *obj )
{
if ( !obj->mIsGameBase )
return NULL;
return static_cast< GameBase* >( obj );
}
void ProcessList::dumpToConsole()
{
for (ProcessObject * pobj = mHead.mProcessLink.next; pobj != &mHead; pobj = pobj->mProcessLink.next)
{
SimObject * obj = dynamic_cast<SimObject*>(pobj);
if (obj)
Con::printf("id %i, order guid %i, type %s", obj->getId(), pobj->mOrderGUID, obj->getClassName());
else
Con::printf("---unknown object type, order guid %i", pobj->mOrderGUID);
}
}
//----------------------------------------------------------------------------
bool ProcessList::advanceTime(SimTime timeDelta)
{
PROFILE_START(ProcessList_AdvanceTime);
// some drivers change the FPU control state, which will break our control object simulation
// (leading to packet mismatch errors due to small FP differences). So set it to the known
// state before advancing.
U32 mathState = Platform::getMathControlState();
Platform::setMathControlStateKnown();
if (mDirty)
orderList();
SimTime targetTime = mLastTime + timeDelta;
SimTime targetTick = targetTime - (targetTime % TickMs);
SimTime tickDelta = targetTick - mLastTick;
bool tickPass = mLastTick != targetTick;
if ( tickPass )
mPreTick.trigger();
// Advance all the objects.
for (; mLastTick != targetTick; mLastTick += TickMs)
onAdvanceObjects();
mLastTime = targetTime;
mLastDelta = ((TickMs - ((targetTime+1) % TickMs)) % TickMs) / F32(TickMs);
if ( tickPass )
mPostTick.trigger( tickDelta );
// restore math control state in case others are relying on it being a certain value
Platform::setMathControlState(mathState);
PROFILE_END();
return tickPass;
}
//----------------------------------------------------------------------------
void ProcessList::advanceObjects()
{
PROFILE_START(ProcessList_AdvanceObjects);
// A little link list shuffling is done here to avoid problems
// with objects being deleted from within the process method.
ProcessObject list;
list.plLinkBefore(mHead.mProcessLink.next);
mHead.plUnlink();
for (ProcessObject * pobj = list.mProcessLink.next; pobj != &list; pobj = list.mProcessLink.next)
{
pobj->plUnlink();
pobj->plLinkBefore(&mHead);
onTickObject(pobj);
}
#ifdef TORQUE_EXPERIMENTAL_EC
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
UpdateInterface::all[i]->processTick();
}
#endif
mTotalTicks++;
PROFILE_END();
}