godot/servers/physics_3d/physics_server_3d_wrap_mt.cpp

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/*************************************************************************/
/* physics_server_3d_wrap_mt.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "physics_server_3d_wrap_mt.h"
#include "core/os/os.h"
void PhysicsServer3DWrapMT::thread_exit() {
exit = true;
}
void PhysicsServer3DWrapMT::thread_step(real_t p_delta) {
physics_3d_server->step(p_delta);
step_sem.post();
}
void PhysicsServer3DWrapMT::_thread_callback(void *_instance) {
PhysicsServer3DWrapMT *vsmt = reinterpret_cast<PhysicsServer3DWrapMT *>(_instance);
vsmt->thread_loop();
}
void PhysicsServer3DWrapMT::thread_loop() {
server_thread = Thread::get_caller_id();
physics_3d_server->init();
exit = false;
step_thread_up = true;
while (!exit) {
// flush commands one by one, until exit is requested
command_queue.wait_and_flush();
}
command_queue.flush_all(); // flush all
physics_3d_server->finish();
}
/* EVENT QUEUING */
void PhysicsServer3DWrapMT::step(real_t p_step) {
if (create_thread) {
command_queue.push(this, &PhysicsServer3DWrapMT::thread_step, p_step);
} else {
command_queue.flush_all(); //flush all pending from other threads
physics_3d_server->step(p_step);
}
}
void PhysicsServer3DWrapMT::sync() {
if (create_thread) {
if (first_frame) {
first_frame = false;
} else {
step_sem.wait(); //must not wait if a step was not issued
}
}
physics_3d_server->sync();
}
void PhysicsServer3DWrapMT::flush_queries() {
physics_3d_server->flush_queries();
}
void PhysicsServer3DWrapMT::end_sync() {
physics_3d_server->end_sync();
}
void PhysicsServer3DWrapMT::init() {
if (create_thread) {
//OS::get_singleton()->release_rendering_thread();
thread.start(_thread_callback, this);
while (!step_thread_up) {
OS::get_singleton()->delay_usec(1000);
}
} else {
physics_3d_server->init();
}
}
void PhysicsServer3DWrapMT::finish() {
if (thread.is_started()) {
command_queue.push(this, &PhysicsServer3DWrapMT::thread_exit);
thread.wait_to_finish();
} else {
physics_3d_server->finish();
}
}
PhysicsServer3DWrapMT::PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread) :
command_queue(p_create_thread) {
physics_3d_server = p_contained;
create_thread = p_create_thread;
step_pending = 0;
step_thread_up = false;
pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
if (!p_create_thread) {
server_thread = Thread::get_caller_id();
} else {
server_thread = 0;
}
main_thread = Thread::get_caller_id();
first_frame = true;
}
PhysicsServer3DWrapMT::~PhysicsServer3DWrapMT() {
memdelete(physics_3d_server);
//finish();
}