godot/servers/physics_2d/physics_server_2d_wrap_mt.h
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00

336 lines
13 KiB
C++

/*************************************************************************/
/* physics_server_2d_wrap_mt.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef PHYSICS2DSERVERWRAPMT_H
#define PHYSICS2DSERVERWRAPMT_H
#include "core/config/project_settings.h"
#include "core/os/thread.h"
#include "core/templates/command_queue_mt.h"
#include "servers/physics_server_2d.h"
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
class PhysicsServer2DWrapMT : public PhysicsServer2D {
mutable PhysicsServer2D *physics_2d_server;
mutable CommandQueueMT command_queue;
static void _thread_callback(void *_instance);
void thread_loop();
Thread::ID server_thread;
Thread::ID main_thread;
volatile bool exit;
Thread thread;
volatile bool step_thread_up;
bool create_thread;
Semaphore step_sem;
int step_pending;
void thread_step(real_t p_delta);
void thread_flush();
void thread_exit();
bool first_frame;
Mutex alloc_mutex;
int pool_max_size;
public:
#define ServerName PhysicsServer2D
#define ServerNameWrapMT PhysicsServer2DWrapMT
#define server_name physics_2d_server
#define WRITE_ACTION
#include "servers/server_wrap_mt_common.h"
//FUNC1RID(shape,ShapeType); todo fix
FUNCRID(line_shape)
FUNCRID(ray_shape)
FUNCRID(segment_shape)
FUNCRID(circle_shape)
FUNCRID(rectangle_shape)
FUNCRID(capsule_shape)
FUNCRID(convex_polygon_shape)
FUNCRID(concave_polygon_shape)
FUNC2(shape_set_data, RID, const Variant &);
FUNC2(shape_set_custom_solver_bias, RID, real_t);
FUNC1RC(ShapeType, shape_get_type, RID);
FUNC1RC(Variant, shape_get_data, RID);
FUNC1RC(real_t, shape_get_custom_solver_bias, RID);
//these work well, but should be used from the main thread only
bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_2d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count);
}
/* SPACE API */
FUNCRID(space);
FUNC2(space_set_active, RID, bool);
FUNC1RC(bool, space_is_active, RID);
FUNC3(space_set_param, RID, SpaceParameter, real_t);
FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
// this function only works on physics process, errors and returns null otherwise
PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
return physics_2d_server->space_get_direct_state(p_space);
}
FUNC2(space_set_debug_contacts, RID, int);
virtual Vector<Vector2> space_get_contacts(RID p_space) const override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector2>());
return physics_2d_server->space_get_contacts(p_space);
}
virtual int space_get_contact_count(RID p_space) const override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0);
return physics_2d_server->space_get_contact_count(p_space);
}
/* AREA API */
//FUNC0RID(area);
FUNCRID(area);
FUNC2(area_set_space, RID, RID);
FUNC1RC(RID, area_get_space, RID);
FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
FUNC4(area_add_shape, RID, RID, const Transform2D &, bool);
FUNC3(area_set_shape, RID, int, RID);
FUNC3(area_set_shape_transform, RID, int, const Transform2D &);
FUNC3(area_set_shape_disabled, RID, int, bool);
FUNC1RC(int, area_get_shape_count, RID);
FUNC2RC(RID, area_get_shape, RID, int);
FUNC2RC(Transform2D, area_get_shape_transform, RID, int);
FUNC2(area_remove_shape, RID, int);
FUNC1(area_clear_shapes, RID);
FUNC2(area_attach_object_instance_id, RID, ObjectID);
FUNC1RC(ObjectID, area_get_object_instance_id, RID);
FUNC2(area_attach_canvas_instance_id, RID, ObjectID);
FUNC1RC(ObjectID, area_get_canvas_instance_id, RID);
FUNC3(area_set_param, RID, AreaParameter, const Variant &);
FUNC2(area_set_transform, RID, const Transform2D &);
FUNC2RC(Variant, area_get_param, RID, AreaParameter);
FUNC1RC(Transform2D, area_get_transform, RID);
FUNC2(area_set_collision_mask, RID, uint32_t);
FUNC2(area_set_collision_layer, RID, uint32_t);
FUNC2(area_set_monitorable, RID, bool);
FUNC2(area_set_pickable, RID, bool);
FUNC3(area_set_monitor_callback, RID, Object *, const StringName &);
FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &);
/* BODY API */
//FUNC2RID(body,BodyMode,bool);
FUNCRID(body)
FUNC2(body_set_space, RID, RID);
FUNC1RC(RID, body_get_space, RID);
FUNC2(body_set_mode, RID, BodyMode);
FUNC1RC(BodyMode, body_get_mode, RID);
FUNC4(body_add_shape, RID, RID, const Transform2D &, bool);
FUNC3(body_set_shape, RID, int, RID);
FUNC3(body_set_shape_transform, RID, int, const Transform2D &);
FUNC3(body_set_shape_metadata, RID, int, const Variant &);
FUNC1RC(int, body_get_shape_count, RID);
FUNC2RC(Transform2D, body_get_shape_transform, RID, int);
FUNC2RC(Variant, body_get_shape_metadata, RID, int);
FUNC2RC(RID, body_get_shape, RID, int);
FUNC3(body_set_shape_disabled, RID, int, bool);
FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, real_t);
FUNC2(body_remove_shape, RID, int);
FUNC1(body_clear_shapes, RID);
FUNC2(body_attach_object_instance_id, RID, ObjectID);
FUNC1RC(ObjectID, body_get_object_instance_id, RID);
FUNC2(body_attach_canvas_instance_id, RID, ObjectID);
FUNC1RC(ObjectID, body_get_canvas_instance_id, RID);
FUNC2(body_set_continuous_collision_detection_mode, RID, CCDMode);
FUNC1RC(CCDMode, body_get_continuous_collision_detection_mode, RID);
FUNC2(body_set_collision_layer, RID, uint32_t);
FUNC1RC(uint32_t, body_get_collision_layer, RID);
FUNC2(body_set_collision_mask, RID, uint32_t);
FUNC1RC(uint32_t, body_get_collision_mask, RID);
FUNC3(body_set_param, RID, BodyParameter, real_t);
FUNC2RC(real_t, body_get_param, RID, BodyParameter);
FUNC3(body_set_state, RID, BodyState, const Variant &);
FUNC2RC(Variant, body_get_state, RID, BodyState);
FUNC2(body_set_applied_force, RID, const Vector2 &);
FUNC1RC(Vector2, body_get_applied_force, RID);
FUNC2(body_set_applied_torque, RID, real_t);
FUNC1RC(real_t, body_get_applied_torque, RID);
FUNC2(body_add_central_force, RID, const Vector2 &);
FUNC3(body_add_force, RID, const Vector2 &, const Vector2 &);
FUNC2(body_add_torque, RID, real_t);
FUNC2(body_apply_central_impulse, RID, const Vector2 &);
FUNC2(body_apply_torque_impulse, RID, real_t);
FUNC3(body_apply_impulse, RID, const Vector2 &, const Vector2 &);
FUNC2(body_set_axis_velocity, RID, const Vector2 &);
FUNC2(body_add_collision_exception, RID, RID);
FUNC2(body_remove_collision_exception, RID, RID);
FUNC2S(body_get_collision_exceptions, RID, List<RID> *);
FUNC2(body_set_max_contacts_reported, RID, int);
FUNC1RC(int, body_get_max_contacts_reported, RID);
FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t);
FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID);
FUNC2(body_set_omit_force_integration, RID, bool);
FUNC1RC(bool, body_is_omitting_force_integration, RID);
FUNC4(body_set_force_integration_callback, RID, Object *, const StringName &, const Variant &);
bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override {
return physics_2d_server->body_collide_shape(p_body, p_body_shape, p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count);
}
FUNC2(body_set_pickable, RID, bool);
bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes);
}
int body_test_ray_separation(RID p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_2d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
}
// this function only works on physics process, errors and returns null otherwise
PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
return physics_2d_server->body_get_direct_state(p_body);
}
/* JOINT API */
FUNCRID(joint)
FUNC1(joint_clear, RID)
FUNC3(joint_set_param, RID, JointParam, real_t);
FUNC2RC(real_t, joint_get_param, RID, JointParam);
FUNC2(joint_disable_collisions_between_bodies, RID, const bool);
FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID);
///FUNC3RID(pin_joint,const Vector2&,RID,RID);
///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID);
///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID);
//TODO need to convert this to FUNCRID, but it's a hassle..
FUNC4(joint_make_pin, RID, const Vector2 &, RID, RID);
FUNC6(joint_make_groove, RID, const Vector2 &, const Vector2 &, const Vector2 &, RID, RID);
FUNC5(joint_make_damped_spring, RID, const Vector2 &, const Vector2 &, RID, RID);
FUNC3(pin_joint_set_param, RID, PinJointParam, real_t);
FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam);
FUNC3(damped_spring_joint_set_param, RID, DampedSpringParam, real_t);
FUNC2RC(real_t, damped_spring_joint_get_param, RID, DampedSpringParam);
FUNC1RC(JointType, joint_get_type, RID);
/* MISC */
FUNC1(free, RID);
FUNC1(set_active, bool);
virtual void init() override;
virtual void step(real_t p_step) override;
virtual void sync() override;
virtual void end_sync() override;
virtual void flush_queries() override;
virtual void finish() override;
virtual bool is_flushing_queries() const override {
return physics_2d_server->is_flushing_queries();
}
int get_process_info(ProcessInfo p_info) override {
return physics_2d_server->get_process_info(p_info);
}
PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool p_create_thread);
~PhysicsServer2DWrapMT();
#undef ServerNameWrapMT
#undef ServerName
#undef server_name
#undef WRITE_ACTION
};
#ifdef DEBUG_SYNC
#undef DEBUG_SYNC
#endif
#undef SYNC_DEBUG
#endif // PHYSICS2DSERVERWRAPMT_H