processList.cpp 9.4 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "T3D/gameBase/processList.h"
  24. #include "T3D/gameBase/gameBase.h"
  25. #include "platform/profiler.h"
  26. #include "console/consoleTypes.h"
  27. #include "T3D/Components/coreInterfaces.h"
  28. #include "T3D/Components/Component.h"
  29. //----------------------------------------------------------------------------
  30. ProcessObject::ProcessObject()
  31. : mProcessTag( 0 ),
  32. mOrderGUID( 0 ),
  33. mProcessTick( false ),
  34. mIsGameBase( false )
  35. {
  36. mProcessLink.next = mProcessLink.prev = this;
  37. }
  38. void ProcessObject::plUnlink()
  39. {
  40. mProcessLink.next->mProcessLink.prev = mProcessLink.prev;
  41. mProcessLink.prev->mProcessLink.next = mProcessLink.next;
  42. mProcessLink.next = mProcessLink.prev = this;
  43. }
  44. void ProcessObject::plLinkAfter(ProcessObject * obj)
  45. {
  46. AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkAfter: must be unlinked before calling this");
  47. #ifdef TORQUE_DEBUG
  48. ProcessObject * test1 = obj;
  49. ProcessObject * test2 = obj->mProcessLink.next;
  50. ProcessObject * test3 = obj->mProcessLink.prev;
  51. ProcessObject * test4 = this;
  52. #endif
  53. // Link this after obj
  54. mProcessLink.next = obj->mProcessLink.next;
  55. mProcessLink.prev = obj;
  56. obj->mProcessLink.next = this;
  57. mProcessLink.next->mProcessLink.prev = this;
  58. #ifdef TORQUE_DEBUG
  59. AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
  60. AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
  61. AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
  62. AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
  63. #endif
  64. }
  65. void ProcessObject::plLinkBefore(ProcessObject * obj)
  66. {
  67. AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkBefore: must be unlinked before calling this");
  68. #ifdef TORQUE_DEBUG
  69. ProcessObject * test1 = obj;
  70. ProcessObject * test2 = obj->mProcessLink.next;
  71. ProcessObject * test3 = obj->mProcessLink.prev;
  72. ProcessObject * test4 = this;
  73. #endif
  74. // Link this before obj
  75. mProcessLink.next = obj;
  76. mProcessLink.prev = obj->mProcessLink.prev;
  77. obj->mProcessLink.prev = this;
  78. mProcessLink.prev->mProcessLink.next = this;
  79. #ifdef TORQUE_DEBUG
  80. AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
  81. AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
  82. AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
  83. AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
  84. #endif
  85. }
  86. void ProcessObject::plJoin(ProcessObject * head)
  87. {
  88. ProcessObject * tail1 = head->mProcessLink.prev;
  89. ProcessObject * tail2 = mProcessLink.prev;
  90. tail1->mProcessLink.next = this;
  91. mProcessLink.prev = tail1;
  92. tail2->mProcessLink.next = head;
  93. head->mProcessLink.prev = tail2;
  94. }
  95. //--------------------------------------------------------------------------
  96. ProcessList::ProcessList()
  97. {
  98. mCurrentTag = 0;
  99. mDirty = false;
  100. mTotalTicks = 0;
  101. mLastTick = 0;
  102. mLastTime = 0;
  103. mLastDelta = 0.0f;
  104. }
  105. void ProcessList::addObject( ProcessObject *obj )
  106. {
  107. obj->plLinkAfter(&mHead);
  108. }
  109. //----------------------------------------------------------------------------
  110. void ProcessList::orderList()
  111. {
  112. // ProcessObject tags are initialized to 0, so current tag should never be 0.
  113. if (++mCurrentTag == 0)
  114. mCurrentTag++;
  115. // Install a temporary head node
  116. ProcessObject list;
  117. list.plLinkBefore(mHead.mProcessLink.next);
  118. mHead.plUnlink();
  119. // start out by (bubble) sorting list by GUID
  120. for (ProcessObject * cur = list.mProcessLink.next; cur != &list; cur = cur->mProcessLink.next)
  121. {
  122. if (cur->mOrderGUID == 0)
  123. // special case -- can be no lower, so accept as lowest (this is also
  124. // a common value since it is what non ordered objects have)
  125. continue;
  126. for (ProcessObject * walk = cur->mProcessLink.next; walk != &list; walk = walk->mProcessLink.next)
  127. {
  128. if (walk->mOrderGUID < cur->mOrderGUID)
  129. {
  130. // swap walk and cur -- need to be careful because walk might be just after cur
  131. // so insert after item before cur and before item after walk
  132. ProcessObject * before = cur->mProcessLink.prev;
  133. ProcessObject * after = walk->mProcessLink.next;
  134. cur->plUnlink();
  135. walk->plUnlink();
  136. cur->plLinkBefore(after);
  137. walk->plLinkAfter(before);
  138. ProcessObject * swap = walk;
  139. walk = cur;
  140. cur = swap;
  141. }
  142. }
  143. }
  144. // Reverse topological sort into the original head node
  145. while (list.mProcessLink.next != &list)
  146. {
  147. ProcessObject * ptr = list.mProcessLink.next;
  148. ProcessObject * afterObject = ptr->getAfterObject();
  149. ptr->mProcessTag = mCurrentTag;
  150. ptr->plUnlink();
  151. if (afterObject)
  152. {
  153. // Build chain "stack" of dependent objects and patch
  154. // it to the end of the current list.
  155. while (afterObject && afterObject->mProcessTag != mCurrentTag)
  156. {
  157. afterObject->mProcessTag = mCurrentTag;
  158. afterObject->plUnlink();
  159. afterObject->plLinkBefore(ptr);
  160. ptr = afterObject;
  161. afterObject = ptr->getAfterObject();
  162. }
  163. ptr->plJoin(&mHead);
  164. }
  165. else
  166. ptr->plLinkBefore(&mHead);
  167. }
  168. mDirty = false;
  169. }
  170. GameBase* ProcessList::getGameBase( ProcessObject *obj )
  171. {
  172. if ( !obj->mIsGameBase )
  173. return NULL;
  174. return static_cast< GameBase* >( obj );
  175. }
  176. void ProcessList::dumpToConsole()
  177. {
  178. for (ProcessObject * pobj = mHead.mProcessLink.next; pobj != &mHead; pobj = pobj->mProcessLink.next)
  179. {
  180. SimObject * obj = dynamic_cast<SimObject*>(pobj);
  181. if (obj)
  182. Con::printf("id %i, order guid %i, type %s", obj->getId(), pobj->mOrderGUID, obj->getClassName());
  183. else
  184. Con::printf("---unknown object type, order guid %i", pobj->mOrderGUID);
  185. }
  186. }
  187. //----------------------------------------------------------------------------
  188. bool ProcessList::advanceTime(SimTime timeDelta)
  189. {
  190. PROFILE_START(ProcessList_AdvanceTime);
  191. // some drivers change the FPU control state, which will break our control object simulation
  192. // (leading to packet mismatch errors due to small FP differences). So set it to the known
  193. // state before advancing.
  194. U32 mathState = Platform::getMathControlState();
  195. Platform::setMathControlStateKnown();
  196. if (mDirty)
  197. orderList();
  198. SimTime targetTime = mLastTime + timeDelta;
  199. SimTime targetTick = targetTime - (targetTime % TickMs);
  200. SimTime tickDelta = targetTick - mLastTick;
  201. bool tickPass = mLastTick != targetTick;
  202. if ( tickPass )
  203. mPreTick.trigger();
  204. // Advance all the objects.
  205. for (; mLastTick != targetTick; mLastTick += TickMs)
  206. onAdvanceObjects();
  207. mLastTime = targetTime;
  208. mLastDelta = ((TickMs - ((targetTime+1) % TickMs)) % TickMs) / F32(TickMs);
  209. if ( tickPass )
  210. mPostTick.trigger( tickDelta );
  211. // restore math control state in case others are relying on it being a certain value
  212. Platform::setMathControlState(mathState);
  213. PROFILE_END();
  214. return tickPass;
  215. }
  216. //----------------------------------------------------------------------------
  217. void ProcessList::advanceObjects()
  218. {
  219. PROFILE_START(ProcessList_AdvanceObjects);
  220. // A little link list shuffling is done here to avoid problems
  221. // with objects being deleted from within the process method.
  222. ProcessObject list;
  223. list.plLinkBefore(mHead.mProcessLink.next);
  224. mHead.plUnlink();
  225. for (ProcessObject * pobj = list.mProcessLink.next; pobj != &list; pobj = list.mProcessLink.next)
  226. {
  227. pobj->plUnlink();
  228. pobj->plLinkBefore(&mHead);
  229. onTickObject(pobj);
  230. }
  231. for (U32 i = 0; i < UpdateInterface::all.size(); i++)
  232. {
  233. UpdateInterface::all[i]->processTick();
  234. }
  235. mTotalTicks++;
  236. PROFILE_END();
  237. }