godot/servers/physics_2d/physics_2d_server_wrap_mt.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

198 lines
5.4 KiB
C++

/*************************************************************************/
/* physics_2d_server_wrap_mt.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_2d_server_wrap_mt.h"
#include "os/os.h"
void Physics2DServerWrapMT::thread_exit() {
exit=true;
}
void Physics2DServerWrapMT::thread_step(float p_delta) {
physics_2d_server->step(p_delta);
step_sem->post();
}
void Physics2DServerWrapMT::_thread_callback(void *_instance) {
Physics2DServerWrapMT *vsmt = reinterpret_cast<Physics2DServerWrapMT*>(_instance);
vsmt->thread_loop();
}
void Physics2DServerWrapMT::thread_loop() {
server_thread=Thread::get_caller_ID();
OS::get_singleton()->make_rendering_thread();
physics_2d_server->init();
exit=false;
step_thread_up=true;
while(!exit) {
// flush commands one by one, until exit is requested
command_queue.wait_and_flush_one();
}
command_queue.flush_all(); // flush all
physics_2d_server->finish();
}
/* EVENT QUEUING */
void Physics2DServerWrapMT::step(float p_step) {
if (create_thread) {
command_queue.push( this, &Physics2DServerWrapMT::thread_step,p_step);
} else {
command_queue.flush_all(); //flush all pending from other threads
physics_2d_server->step(p_step);
}
}
void Physics2DServerWrapMT::sync() {
if (step_sem) {
if (first_frame)
first_frame=false;
else
step_sem->wait(); //must not wait if a step was not issued
}
physics_2d_server->sync();;
}
void Physics2DServerWrapMT::flush_queries(){
physics_2d_server->flush_queries();
}
void Physics2DServerWrapMT::end_sync() {
physics_2d_server->end_sync();;
}
void Physics2DServerWrapMT::init() {
if (create_thread) {
step_sem = Semaphore::create();
print_line("CREATING PHYSICS 2D THREAD");
//OS::get_singleton()->release_rendering_thread();
if (create_thread) {
thread = Thread::create( _thread_callback, this );
print_line("STARTING PHYISICS 2D THREAD");
}
while(!step_thread_up) {
OS::get_singleton()->delay_usec(1000);
}
print_line("DONE PHYSICS 2D THREAD");
} else {
physics_2d_server->init();
}
}
void Physics2DServerWrapMT::finish() {
if (thread) {
command_queue.push( this, &Physics2DServerWrapMT::thread_exit);
Thread::wait_to_finish( thread );
memdelete(thread);
/*
shape_free_cached_ids();
area_free_cached_ids();
body_free_cached_ids();
pin_joint_free_cached_ids();
groove_joint_free_cached_ids();
damped_string_free_cached_ids();
*/
thread=NULL;
} else {
physics_2d_server->finish();
}
if (step_sem)
memdelete(step_sem);
}
Physics2DServerWrapMT::Physics2DServerWrapMT(Physics2DServer* p_contained,bool p_create_thread) : command_queue(p_create_thread) {
physics_2d_server=p_contained;
create_thread=p_create_thread;
thread=NULL;
step_sem=NULL;
step_pending=0;
step_thread_up=false;
alloc_mutex=Mutex::create();
shape_pool_max_size=GLOBAL_DEF("core/thread_rid_pool_prealloc",20);
area_pool_max_size=GLOBAL_DEF("core/thread_rid_pool_prealloc",20);
body_pool_max_size=GLOBAL_DEF("core/thread_rid_pool_prealloc",20);
pin_joint_pool_max_size=GLOBAL_DEF("core/thread_rid_pool_prealloc",20);
groove_joint_pool_max_size=GLOBAL_DEF("core/thread_rid_pool_prealloc",20);
damped_spring_joint_pool_max_size=GLOBAL_DEF("core/thread_rid_pool_prealloc",20);
if (!p_create_thread) {
server_thread=Thread::get_caller_ID();
} else {
server_thread=0;
}
main_thread = Thread::get_caller_ID();
first_frame=true;
}
Physics2DServerWrapMT::~Physics2DServerWrapMT() {
memdelete(physics_2d_server);
memdelete(alloc_mutex);
//finish();
}