processList.cpp 9.9 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. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #include "platform/platform.h"
  27. #include "T3D/gameBase/processList.h"
  28. #include "T3D/gameBase/gameBase.h"
  29. #include "platform/profiler.h"
  30. #include "console/consoleTypes.h"
  31. //----------------------------------------------------------------------------
  32. ProcessObject::ProcessObject()
  33. : mProcessTag( 0 ),
  34. mOrderGUID( 0 ),
  35. mProcessTick( false ),
  36. mIsGameBase( false )
  37. {
  38. mProcessLink.next = mProcessLink.prev = this;
  39. }
  40. void ProcessObject::plUnlink()
  41. {
  42. mProcessLink.next->mProcessLink.prev = mProcessLink.prev;
  43. mProcessLink.prev->mProcessLink.next = mProcessLink.next;
  44. mProcessLink.next = mProcessLink.prev = this;
  45. }
  46. void ProcessObject::plLinkAfter(ProcessObject * obj)
  47. {
  48. AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkAfter: must be unlinked before calling this");
  49. #ifdef TORQUE_DEBUG
  50. ProcessObject * test1 = obj;
  51. ProcessObject * test2 = obj->mProcessLink.next;
  52. ProcessObject * test3 = obj->mProcessLink.prev;
  53. ProcessObject * test4 = this;
  54. #endif
  55. // Link this after obj
  56. mProcessLink.next = obj->mProcessLink.next;
  57. mProcessLink.prev = obj;
  58. obj->mProcessLink.next = this;
  59. mProcessLink.next->mProcessLink.prev = this;
  60. #ifdef TORQUE_DEBUG
  61. AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
  62. AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
  63. AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
  64. AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
  65. #endif
  66. }
  67. void ProcessObject::plLinkBefore(ProcessObject * obj)
  68. {
  69. AssertFatal(mProcessLink.next == this && mProcessLink.prev == this,"ProcessObject::plLinkBefore: must be unlinked before calling this");
  70. #ifdef TORQUE_DEBUG
  71. ProcessObject * test1 = obj;
  72. ProcessObject * test2 = obj->mProcessLink.next;
  73. ProcessObject * test3 = obj->mProcessLink.prev;
  74. ProcessObject * test4 = this;
  75. #endif
  76. // Link this before obj
  77. mProcessLink.next = obj;
  78. mProcessLink.prev = obj->mProcessLink.prev;
  79. obj->mProcessLink.prev = this;
  80. mProcessLink.prev->mProcessLink.next = this;
  81. #ifdef TORQUE_DEBUG
  82. AssertFatal(test1->mProcessLink.next->mProcessLink.prev==test1 && test1->mProcessLink.prev->mProcessLink.next==test1,"Doh!");
  83. AssertFatal(test2->mProcessLink.next->mProcessLink.prev==test2 && test2->mProcessLink.prev->mProcessLink.next==test2,"Doh!");
  84. AssertFatal(test3->mProcessLink.next->mProcessLink.prev==test3 && test3->mProcessLink.prev->mProcessLink.next==test3,"Doh!");
  85. AssertFatal(test4->mProcessLink.next->mProcessLink.prev==test4 && test4->mProcessLink.prev->mProcessLink.next==test4,"Doh!");
  86. #endif
  87. }
  88. void ProcessObject::plJoin(ProcessObject * head)
  89. {
  90. ProcessObject * tail1 = head->mProcessLink.prev;
  91. ProcessObject * tail2 = mProcessLink.prev;
  92. tail1->mProcessLink.next = this;
  93. mProcessLink.prev = tail1;
  94. tail2->mProcessLink.next = head;
  95. head->mProcessLink.prev = tail2;
  96. }
  97. //--------------------------------------------------------------------------
  98. ProcessList::ProcessList()
  99. {
  100. mCurrentTag = 0;
  101. mDirty = false;
  102. mTotalTicks = 0;
  103. mLastTick = 0;
  104. mLastTime = 0;
  105. mLastDelta = 0.0f;
  106. }
  107. void ProcessList::addObject( ProcessObject *obj )
  108. {
  109. obj->plLinkAfter(&mHead);
  110. }
  111. //----------------------------------------------------------------------------
  112. void ProcessList::orderList()
  113. {
  114. // ProcessObject tags are initialized to 0, so current tag should never be 0.
  115. if (++mCurrentTag == 0)
  116. mCurrentTag++;
  117. // Install a temporary head node
  118. ProcessObject list;
  119. list.plLinkBefore(mHead.mProcessLink.next);
  120. mHead.plUnlink();
  121. // start out by (bubble) sorting list by GUID
  122. for (ProcessObject * cur = list.mProcessLink.next; cur != &list; cur = cur->mProcessLink.next)
  123. {
  124. if (cur->mOrderGUID == 0)
  125. // special case -- can be no lower, so accept as lowest (this is also
  126. // a common value since it is what non ordered objects have)
  127. continue;
  128. for (ProcessObject * walk = cur->mProcessLink.next; walk != &list; walk = walk->mProcessLink.next)
  129. {
  130. if (walk->mOrderGUID < cur->mOrderGUID)
  131. {
  132. // swap walk and cur -- need to be careful because walk might be just after cur
  133. // so insert after item before cur and before item after walk
  134. ProcessObject * before = cur->mProcessLink.prev;
  135. ProcessObject * after = walk->mProcessLink.next;
  136. cur->plUnlink();
  137. walk->plUnlink();
  138. cur->plLinkBefore(after);
  139. walk->plLinkAfter(before);
  140. ProcessObject * swap = walk;
  141. walk = cur;
  142. cur = swap;
  143. }
  144. }
  145. }
  146. // Reverse topological sort into the original head node
  147. while (list.mProcessLink.next != &list)
  148. {
  149. ProcessObject * ptr = list.mProcessLink.next;
  150. ProcessObject * afterObject = ptr->getAfterObject();
  151. ptr->mProcessTag = mCurrentTag;
  152. ptr->plUnlink();
  153. if (afterObject)
  154. {
  155. // Build chain "stack" of dependent objects and patch
  156. // it to the end of the current list.
  157. while (afterObject && afterObject->mProcessTag != mCurrentTag)
  158. {
  159. afterObject->mProcessTag = mCurrentTag;
  160. afterObject->plUnlink();
  161. afterObject->plLinkBefore(ptr);
  162. ptr = afterObject;
  163. afterObject = ptr->getAfterObject();
  164. }
  165. ptr->plJoin(&mHead);
  166. }
  167. else
  168. ptr->plLinkBefore(&mHead);
  169. }
  170. mDirty = false;
  171. }
  172. GameBase* ProcessList::getGameBase( ProcessObject *obj )
  173. {
  174. if ( !obj->mIsGameBase )
  175. return NULL;
  176. return static_cast< GameBase* >( obj );
  177. }
  178. void ProcessList::dumpToConsole()
  179. {
  180. for (ProcessObject * pobj = mHead.mProcessLink.next; pobj != &mHead; pobj = pobj->mProcessLink.next)
  181. {
  182. SimObject * obj = dynamic_cast<SimObject*>(pobj);
  183. if (obj)
  184. Con::printf("id %i, order guid %i, type %s", obj->getId(), pobj->mOrderGUID, obj->getClassName());
  185. else
  186. Con::printf("---unknown object type, order guid %i", pobj->mOrderGUID);
  187. }
  188. }
  189. //----------------------------------------------------------------------------
  190. bool ProcessList::advanceTime(SimTime timeDelta)
  191. {
  192. PROFILE_START(ProcessList_AdvanceTime);
  193. // some drivers change the FPU control state, which will break our control object simulation
  194. // (leading to packet mismatch errors due to small FP differences). So set it to the known
  195. // state before advancing.
  196. U32 mathState = Platform::getMathControlState();
  197. Platform::setMathControlStateKnown();
  198. if (mDirty)
  199. orderList();
  200. SimTime targetTime = mLastTime + timeDelta;
  201. SimTime targetTick = targetTime - (targetTime % TickMs);
  202. SimTime tickDelta = targetTick - mLastTick;
  203. bool tickPass = mLastTick != targetTick;
  204. if ( tickPass )
  205. mPreTick.trigger();
  206. // Advance all the objects.
  207. for (; mLastTick != targetTick; mLastTick += TickMs)
  208. onAdvanceObjects();
  209. mLastTime = targetTime;
  210. mLastDelta = ((TickMs - ((targetTime+1) % TickMs)) % TickMs) / F32(TickMs);
  211. if ( tickPass )
  212. mPostTick.trigger( tickDelta );
  213. // restore math control state in case others are relying on it being a certain value
  214. Platform::setMathControlState(mathState);
  215. PROFILE_END();
  216. return tickPass;
  217. }
  218. //----------------------------------------------------------------------------
  219. void ProcessList::advanceObjects()
  220. {
  221. PROFILE_START(ProcessList_AdvanceObjects);
  222. // A little link list shuffling is done here to avoid problems
  223. // with objects being deleted from within the process method.
  224. ProcessObject list;
  225. list.plLinkBefore(mHead.mProcessLink.next);
  226. mHead.plUnlink();
  227. for (ProcessObject * pobj = list.mProcessLink.next; pobj != &list; pobj = list.mProcessLink.next)
  228. {
  229. pobj->plUnlink();
  230. pobj->plLinkBefore(&mHead);
  231. onTickObject(pobj);
  232. }
  233. mTotalTicks++;
  234. PROFILE_END();
  235. }
  236. ProcessObject* ProcessList::findNearestToEnd(Vector<ProcessObject*>& objs) const
  237. {
  238. if (objs.empty())
  239. return 0;
  240. for (ProcessObject* obj = mHead.mProcessLink.prev; obj != &mHead; obj = obj->mProcessLink.prev)
  241. {
  242. for (S32 i = 0; i < objs.size(); i++)
  243. {
  244. if (obj == objs[i])
  245. return obj;
  246. }
  247. }
  248. return 0;
  249. }