processList.cpp 9.2 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. //----------------------------------------------------------------------------
  28. ProcessObject::ProcessObject()
  29. : mProcessTag( 0 ),
  30. mOrderGUID( 0 ),
  31. mProcessTick( false ),
  32. mIsGameBase( false )
  33. {
  34. mProcessLink.next = mProcessLink.prev = this;
  35. }
  36. void ProcessObject::plUnlink()
  37. {
  38. mProcessLink.next->mProcessLink.prev = mProcessLink.prev;
  39. mProcessLink.prev->mProcessLink.next = mProcessLink.next;
  40. mProcessLink.next = mProcessLink.prev = this;
  41. }
  42. void ProcessObject::plLinkAfter(ProcessObject * obj)
  43. {
  44. AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkAfter: must be unlinked before calling this");
  45. #ifdef TORQUE_DEBUG
  46. ProcessObject * test1 = obj;
  47. ProcessObject * test2 = obj->mProcessLink.next;
  48. ProcessObject * test3 = obj->mProcessLink.prev;
  49. ProcessObject * test4 = this;
  50. #endif
  51. // Link this after obj
  52. mProcessLink.next = obj->mProcessLink.next;
  53. mProcessLink.prev = obj;
  54. obj->mProcessLink.next = this;
  55. mProcessLink.next->mProcessLink.prev = this;
  56. #ifdef TORQUE_DEBUG
  57. AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
  58. AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
  59. AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
  60. AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
  61. #endif
  62. }
  63. void ProcessObject::plLinkBefore(ProcessObject * obj)
  64. {
  65. AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkBefore: must be unlinked before calling this");
  66. #ifdef TORQUE_DEBUG
  67. ProcessObject * test1 = obj;
  68. ProcessObject * test2 = obj->mProcessLink.next;
  69. ProcessObject * test3 = obj->mProcessLink.prev;
  70. ProcessObject * test4 = this;
  71. #endif
  72. // Link this before obj
  73. mProcessLink.next = obj;
  74. mProcessLink.prev = obj->mProcessLink.prev;
  75. obj->mProcessLink.prev = this;
  76. mProcessLink.prev->mProcessLink.next = this;
  77. #ifdef TORQUE_DEBUG
  78. AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
  79. AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
  80. AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
  81. AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
  82. #endif
  83. }
  84. void ProcessObject::plJoin(ProcessObject * head)
  85. {
  86. ProcessObject * tail1 = head->mProcessLink.prev;
  87. ProcessObject * tail2 = mProcessLink.prev;
  88. tail1->mProcessLink.next = this;
  89. mProcessLink.prev = tail1;
  90. tail2->mProcessLink.next = head;
  91. head->mProcessLink.prev = tail2;
  92. }
  93. //--------------------------------------------------------------------------
  94. ProcessList::ProcessList()
  95. {
  96. mCurrentTag = 0;
  97. mDirty = false;
  98. mTotalTicks = 0;
  99. mLastTick = 0;
  100. mLastTime = 0;
  101. mLastDelta = 0.0f;
  102. }
  103. void ProcessList::addObject( ProcessObject *obj )
  104. {
  105. obj->plLinkAfter(&mHead);
  106. }
  107. //----------------------------------------------------------------------------
  108. void ProcessList::orderList()
  109. {
  110. // ProcessObject tags are initialized to 0, so current tag should never be 0.
  111. if (++mCurrentTag == 0)
  112. mCurrentTag++;
  113. // Install a temporary head node
  114. ProcessObject list;
  115. list.plLinkBefore(mHead.mProcessLink.next);
  116. mHead.plUnlink();
  117. // start out by (bubble) sorting list by GUID
  118. for (ProcessObject * cur = list.mProcessLink.next; cur != &list; cur = cur->mProcessLink.next)
  119. {
  120. if (cur->mOrderGUID == 0)
  121. // special case -- can be no lower, so accept as lowest (this is also
  122. // a common value since it is what non ordered objects have)
  123. continue;
  124. for (ProcessObject * walk = cur->mProcessLink.next; walk != &list; walk = walk->mProcessLink.next)
  125. {
  126. if (walk->mOrderGUID < cur->mOrderGUID)
  127. {
  128. // swap walk and cur -- need to be careful because walk might be just after cur
  129. // so insert after item before cur and before item after walk
  130. ProcessObject * before = cur->mProcessLink.prev;
  131. ProcessObject * after = walk->mProcessLink.next;
  132. cur->plUnlink();
  133. walk->plUnlink();
  134. cur->plLinkBefore(after);
  135. walk->plLinkAfter(before);
  136. ProcessObject * swap = walk;
  137. walk = cur;
  138. cur = swap;
  139. }
  140. }
  141. }
  142. // Reverse topological sort into the original head node
  143. while (list.mProcessLink.next != &list)
  144. {
  145. ProcessObject * ptr = list.mProcessLink.next;
  146. ProcessObject * afterObject = ptr->getAfterObject();
  147. ptr->mProcessTag = mCurrentTag;
  148. ptr->plUnlink();
  149. if (afterObject)
  150. {
  151. // Build chain "stack" of dependent objects and patch
  152. // it to the end of the current list.
  153. while (afterObject && afterObject->mProcessTag != mCurrentTag)
  154. {
  155. afterObject->mProcessTag = mCurrentTag;
  156. afterObject->plUnlink();
  157. afterObject->plLinkBefore(ptr);
  158. ptr = afterObject;
  159. afterObject = ptr->getAfterObject();
  160. }
  161. ptr->plJoin(&mHead);
  162. }
  163. else
  164. ptr->plLinkBefore(&mHead);
  165. }
  166. mDirty = false;
  167. }
  168. GameBase* ProcessList::getGameBase( ProcessObject *obj )
  169. {
  170. if ( !obj->mIsGameBase )
  171. return NULL;
  172. return static_cast< GameBase* >( obj );
  173. }
  174. void ProcessList::dumpToConsole()
  175. {
  176. for (ProcessObject * pobj = mHead.mProcessLink.next; pobj != &mHead; pobj = pobj->mProcessLink.next)
  177. {
  178. SimObject * obj = dynamic_cast<SimObject*>(pobj);
  179. if (obj)
  180. Con::printf("id %i, order guid %i, type %s", obj->getId(), pobj->mOrderGUID, obj->getClassName());
  181. else
  182. Con::printf("---unknown object type, order guid %i", pobj->mOrderGUID);
  183. }
  184. }
  185. //----------------------------------------------------------------------------
  186. bool ProcessList::advanceTime(SimTime timeDelta)
  187. {
  188. PROFILE_START(ProcessList_AdvanceTime);
  189. // some drivers change the FPU control state, which will break our control object simulation
  190. // (leading to packet mismatch errors due to small FP differences). So set it to the known
  191. // state before advancing.
  192. U32 mathState = Platform::getMathControlState();
  193. Platform::setMathControlStateKnown();
  194. if (mDirty)
  195. orderList();
  196. SimTime targetTime = mLastTime + timeDelta;
  197. SimTime targetTick = targetTime - (targetTime % TickMs);
  198. SimTime tickDelta = targetTick - mLastTick;
  199. bool tickPass = mLastTick != targetTick;
  200. if ( tickPass )
  201. mPreTick.trigger();
  202. // Advance all the objects.
  203. for (; mLastTick != targetTick; mLastTick += TickMs)
  204. onAdvanceObjects();
  205. mLastTime = targetTime;
  206. mLastDelta = ((TickMs - ((targetTime+1) % TickMs)) % TickMs) / F32(TickMs);
  207. if ( tickPass )
  208. mPostTick.trigger( tickDelta );
  209. // restore math control state in case others are relying on it being a certain value
  210. Platform::setMathControlState(mathState);
  211. PROFILE_END();
  212. return tickPass;
  213. }
  214. //----------------------------------------------------------------------------
  215. void ProcessList::advanceObjects()
  216. {
  217. PROFILE_START(ProcessList_AdvanceObjects);
  218. // A little link list shuffling is done here to avoid problems
  219. // with objects being deleted from within the process method.
  220. ProcessObject list;
  221. list.plLinkBefore(mHead.mProcessLink.next);
  222. mHead.plUnlink();
  223. for (ProcessObject * pobj = list.mProcessLink.next; pobj != &list; pobj = list.mProcessLink.next)
  224. {
  225. pobj->plUnlink();
  226. pobj->plLinkBefore(&mHead);
  227. onTickObject(pobj);
  228. }
  229. mTotalTicks++;
  230. PROFILE_END();
  231. }