//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "platform/platform.h" #include "T3D/gameBase/processList.h" #include "T3D/gameBase/gameBase.h" #include "platform/profiler.h" #include "console/consoleTypes.h" //---------------------------------------------------------------------------- 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(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); } mTotalTicks++; PROFILE_END(); } ProcessObject* ProcessList::findNearestToEnd(Vector& objs) const { if (objs.empty()) return 0; for (ProcessObject* obj = mHead.mProcessLink.prev; obj != &mHead; obj = obj->mProcessLink.prev) { for (S32 i = 0; i < objs.size(); i++) { if (obj == objs[i]) return obj; } } return 0; }