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- //-----------------------------------------------------------------------------
- // 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"
- #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();
- }
- ProcessObject* ProcessList::findNearestToEnd(Vector<ProcessObject*>& 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;
- }
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