blender/source/gameengine/Expressions/InputParser.cpp

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/** \file gameengine/Expressions/InputParser.cpp
* \ingroup expressions
*/
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// Parser.cpp: implementation of the CParser class.
/*
* Copyright (c) 1996-2000 Erwin Coumans <coockie@acm.org>
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies and
* that both that copyright notice and this permission notice appear
* in supporting documentation. Erwin Coumans makes no
* representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
*/
#include <stdlib.h>
#include "MT_assert.h"
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#include "Value.h"
#include "InputParser.h"
#include "ErrorValue.h"
#include "IntValue.h"
#include "StringValue.h"
#include "FloatValue.h"
#include "BoolValue.h"
#include "EmptyValue.h"
#include "ConstExpr.h"
#include "Operator2Expr.h"
#include "Operator1Expr.h"
#include "IdentifierExpr.h"
// this is disable at the moment, I expected a memleak from it, but the error-cleanup was the reason
// well, looks we don't need it anyway, until maybe the Curved Surfaces are integrated into CSG
// cool things like (IF(LOD==1,CCurvedValue,IF(LOD==2,CCurvedValue2)) etc...
#include "IfExpr.h"
#if (defined(WIN32) || defined(WIN64)) && !defined(FREE_WINDOWS)
#define strcasecmp _stricmp
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#ifndef strtoll
#define strtoll _strtoi64
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#endif
#endif /* Def WIN32 or Def WIN64 */
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#define NUM_PRIORITY 6
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CParser::CParser() : m_identifierContext(NULL)
{
}
CParser::~CParser()
{
if (m_identifierContext)
m_identifierContext->Release();
}
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
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void CParser::ScanError(const char *str)
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{
// sets the global variable errmsg to an errormessage with
// contents str, appending if it already exists
// AfxMessageBox("Parse Error:"+str,MB_ICONERROR);
if (errmsg)
errmsg = new COperator2Expr(VALUE_ADD_OPERATOR, errmsg, Error(str));
else
errmsg = Error(str);
sym = errorsym;
}
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
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CExpression* CParser::Error(const char *str)
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{
// makes and returns a new CConstExpr filled with an CErrorValue
// with string str
// AfxMessageBox("Error:"+str,MB_ICONERROR);
return new CConstExpr(new CErrorValue(str));
}
void CParser::NextCh()
{
// sets the global variable ch to the next character, if it exists
// and increases the global variable chcount
chcount++;
if (chcount < text.Length())
ch = text[chcount];
else
ch = 0x00;
}
void CParser::TermChar(char c)
{
// generates an error if the next char isn't the specified char c,
// otherwise, skip the char
if (ch == c)
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{
NextCh();
}
else
{
STR_String str;
str.Format("Warning: %c expected\ncontinuing without it", c);
trace(str);
}
}
void CParser::DigRep()
{
// changes the current character to the first character that
// isn't a decimal
while ((ch >= '0') && (ch <= '9'))
NextCh();
}
void CParser::CharRep()
{
// changes the current character to the first character that
// isn't an alphanumeric character
while (((ch >= '0') && (ch <= '9'))
|| ((ch >= 'a') && (ch <= 'z'))
|| ((ch >= 'A') && (ch <= 'Z'))
|| (ch == '.') || (ch == '_'))
NextCh();
}
void CParser::GrabString(int start)
{
// puts part of the input string into the global variable
// const_as_string, from position start, to position chchount
const_as_string = text.Mid(start, chcount-start);
}
void CParser::GrabRealString(int start)
{
// works like GrabString but converting \\n to \n
// puts part of the input string into the global variable
// const_as_string, from position start, to position chchount
int i;
char tmpch;
const_as_string = STR_String();
for (i=start;i<chcount;i++) {
tmpch= text[i];
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if ((tmpch =='\\') && (text[i+1] == 'n')) {
tmpch = '\n';
i++;
}
const_as_string += tmpch;
}
}
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void CParser::NextSym()
{
// sets the global variable sym to the next symbol, and
// if it is an operator
// sets the global variable opkind to the kind of operator
// if it is a constant
// sets the global variable constkind to the kind of operator
// if it is a reference to a cell
// sets the global variable cellcoord to the kind of operator
errmsg = NULL;
while (ch == ' ' || ch == 0x9)
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NextCh();
switch (ch) {
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case '(':
sym = lbracksym; NextCh();
break;
case ')':
sym = rbracksym; NextCh();
break;
case ',':
sym = commasym; NextCh();
break;
case '%' :
sym = opsym; opkind = OPmodulus; NextCh();
break;
case '+' :
sym = opsym; opkind = OPplus; NextCh();
break;
case '-' :
sym = opsym; opkind = OPminus; NextCh();
break;
case '*' :
sym = opsym; opkind = OPtimes; NextCh();
break;
case '/' :
sym = opsym; opkind = OPdivide; NextCh();
break;
case '&' :
sym = opsym; opkind = OPand; NextCh(); TermChar('&');
break;
case '|' :
sym = opsym; opkind = OPor; NextCh(); TermChar('|');
break;
case '=' :
sym = opsym; opkind = OPequal; NextCh(); TermChar('=');
break;
case '!' :
sym = opsym;
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NextCh();
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if (ch == '=')
{
opkind = OPunequal;
NextCh();
}
else
{
opkind = OPnot;
}
break;
case '>':
sym = opsym;
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NextCh();
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if (ch == '=')
{
opkind = OPgreaterequal;
NextCh();
}
else
{
opkind = OPgreater;
}
break;
case '<':
sym = opsym;
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NextCh();
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if (ch == '=') {
opkind = OPlessequal;
NextCh();
} else {
opkind = OPless;
}
break;
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case '\"' :
{
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int start;
sym = constsym;
constkind = stringtype;
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NextCh();
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start = chcount;
while ((ch != '\"') && (ch != 0x0))
NextCh();
GrabRealString(start);
TermChar('\"'); // check for eol before '\"'
break;
}
case 0x0: sym = eolsym; break;
default:
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{
int start;
start = chcount;
DigRep();
if ((start != chcount) || (ch == '.')) { // number
sym = constsym;
if (ch == '.') {
constkind = floattype;
NextCh();
DigRep();
}
else constkind = inttype;
if ((ch == 'e') || (ch == 'E')) {
int mark;
constkind = floattype;
NextCh();
if ((ch == '+') || (ch == '-')) NextCh();
mark = chcount;
DigRep();
if (mark == chcount) {
ScanError("Number expected after 'E'");
return;
}
}
GrabString(start);
} else if (((ch >= 'a') && (ch <= 'z'))
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|| ((ch >= 'A') && (ch <= 'Z')))
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{ // reserved word?
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start = chcount;
CharRep();
GrabString(start);
if (!strcasecmp(const_as_string, "SUM")) {
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sym = sumsym;
}
else if (!strcasecmp(const_as_string, "NOT")) {
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sym = opsym;
opkind = OPnot;
}
else if (!strcasecmp(const_as_string, "AND")) {
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sym = opsym; opkind = OPand;
}
else if (!strcasecmp(const_as_string, "OR")) {
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sym = opsym; opkind = OPor;
}
else if (!strcasecmp(const_as_string, "IF"))
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sym = ifsym;
else if (!strcasecmp(const_as_string, "WHOMADE"))
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sym = whocodedsym;
else if (!strcasecmp(const_as_string, "FALSE")) {
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sym = constsym; constkind = booltype; boolvalue = false;
} else if (!strcasecmp(const_as_string, "TRUE")) {
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sym = constsym; constkind = booltype; boolvalue = true;
} else {
sym = idsym;
//STR_String str;
//str.Format("'%s' makes no sense here", (const char*)funstr);
//ScanError(str);
}
} else { // unknown symbol
STR_String str;
str.Format("Unexpected character '%c'", ch);
NextCh();
ScanError(str);
return;
}
}
}
}
#if 0
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int CParser::MakeInt()
{
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// returns the integer representation of the value in the global
// variable const_as_string
// pre: const_as_string contains only numercal chars
return atoi(const_as_string);
}
#endif
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const char *CParser::Symbol2Str(int s)
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{
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// returns a string representation of of symbol s,
// for use in Term when generating an error
switch (s) {
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case errorsym: return "error";
case lbracksym: return "(";
case rbracksym: return ")";
case commasym: return ",";
case opsym: return "operator";
case constsym: return "constant";
case sumsym: return "SUM";
case ifsym: return "IF";
case whocodedsym: return "WHOMADE";
case eolsym: return "end of line";
case idsym: return "identifier";
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}
return "unknown"; // should not happen
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}
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void CParser::Term(int s)
{
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// generates an error if the next symbol isn't the specified symbol s
// otherwise, skip the symbol
if (s == sym) {
NextSym();
}
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else {
STR_String msg;
msg.Format("Warning: %s expected\ncontinuing without it", Symbol2Str(s));
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// AfxMessageBox(msg,MB_ICONERROR);
trace(msg);
}
}
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int CParser::Priority(int optorkind)
{
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// returns the priority of an operator
// higher number means higher priority
switch (optorkind) {
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case OPor: return 1;
case OPand: return 2;
case OPgreater:
case OPless:
case OPgreaterequal:
case OPlessequal:
case OPequal:
case OPunequal: return 3;
case OPplus:
case OPminus: return 4;
case OPmodulus:
case OPtimes:
case OPdivide: return 5;
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}
MT_assert(false);
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return 0; // should not happen
}
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CExpression *CParser::Ex(int i)
{
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// parses an expression in the imput, starting at priority i, and
// returns an CExpression, containing the parsed input
CExpression *e1 = NULL, *e2 = NULL;
int opkind2;
if (i < NUM_PRIORITY) {
e1 = Ex(i + 1);
while ((sym == opsym) && (Priority(opkind) == i)) {
opkind2 = opkind;
NextSym();
e2 = Ex(i + 1);
switch (opkind2) {
case OPmodulus: e1 = new COperator2Expr(VALUE_MOD_OPERATOR,e1, e2); break;
case OPplus: e1 = new COperator2Expr(VALUE_ADD_OPERATOR,e1, e2); break;
case OPminus: e1 = new COperator2Expr(VALUE_SUB_OPERATOR,e1, e2); break;
case OPtimes: e1 = new COperator2Expr(VALUE_MUL_OPERATOR,e1, e2); break;
case OPdivide: e1 = new COperator2Expr(VALUE_DIV_OPERATOR,e1, e2); break;
case OPand: e1 = new COperator2Expr(VALUE_AND_OPERATOR,e1, e2); break;
case OPor: e1 = new COperator2Expr(VALUE_OR_OPERATOR,e1, e2); break;
case OPequal: e1 = new COperator2Expr(VALUE_EQL_OPERATOR,e1, e2); break;
case OPunequal: e1 = new COperator2Expr(VALUE_NEQ_OPERATOR,e1, e2); break;
case OPgreater: e1 = new COperator2Expr(VALUE_GRE_OPERATOR,e1, e2); break;
case OPless: e1 = new COperator2Expr(VALUE_LES_OPERATOR,e1, e2); break;
case OPgreaterequal: e1 = new COperator2Expr(VALUE_GEQ_OPERATOR,e1, e2); break;
case OPlessequal: e1 = new COperator2Expr(VALUE_LEQ_OPERATOR,e1, e2); break;
default: MT_assert(false); break; // should not happen
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}
}
} else if (i == NUM_PRIORITY) {
if ((sym == opsym)
&& ( (opkind == OPminus) || (opkind == OPnot) || (opkind == OPplus) )
)
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{
NextSym();
switch (opkind) {
/* +1 is also a valid number! */
case OPplus: e1 = new COperator1Expr(VALUE_POS_OPERATOR, Ex(NUM_PRIORITY)); break;
case OPminus: e1 = new COperator1Expr(VALUE_NEG_OPERATOR, Ex(NUM_PRIORITY)); break;
case OPnot: e1 = new COperator1Expr(VALUE_NOT_OPERATOR, Ex(NUM_PRIORITY)); break;
default:
{
// should not happen
e1 = Error("operator +, - or ! expected");
}
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}
}
else {
switch (sym) {
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case constsym:
{
switch (constkind) {
case booltype:
e1 = new CConstExpr(new CBoolValue(boolvalue));
break;
case inttype:
{
cInt temp;
temp = strtoll(const_as_string, NULL, 10); /* atoi is for int only */
e1 = new CConstExpr(new CIntValue(temp));
break;
}
case floattype:
{
double temp;
temp = atof(const_as_string);
e1 = new CConstExpr(new CFloatValue(temp));
break;
}
case stringtype:
e1 = new CConstExpr(new CStringValue(const_as_string,""));
break;
default :
MT_assert(false);
break;
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}
NextSym();
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break;
}
case lbracksym:
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NextSym();
e1 = Ex(1);
Term(rbracksym);
break;
case ifsym:
{
CExpression *e3;
NextSym();
Term(lbracksym);
e1 = Ex(1);
Term(commasym);
e2 = Ex(1);
if (sym == commasym) {
NextSym();
e3 = Ex(1);
} else {
e3 = new CConstExpr(new CEmptyValue());
}
Term(rbracksym);
e1 = new CIfExpr(e1, e2, e3);
break;
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}
case idsym:
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{
e1 = new CIdentifierExpr(const_as_string,m_identifierContext);
NextSym();
break;
}
case errorsym:
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{
MT_assert(!e1);
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STR_String errtext="[no info]";
if (errmsg)
{
CValue* errmsgval = errmsg->Calculate();
errtext=errmsgval->GetText();
errmsgval->Release();
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//e1 = Error(errmsg->Calculate()->GetText());//new CConstExpr(errmsg->Calculate());
if ( !(errmsg->Release()) )
{
errmsg=NULL;
} else {
// does this happen ?
MT_assert ("does this happen");
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}
}
e1 = Error(errtext);
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break;
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}
default:
NextSym();
//return Error("Expression expected");
MT_assert(!e1);
e1 = Error("Expression expected");
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}
}
}
return e1;
}
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CExpression *CParser::Expr()
{
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// parses an expression in the imput, and
// returns an CExpression, containing the parsed input
return Ex(1);
}
CExpression* CParser::ProcessText
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
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(const char *intext) {
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// and parses the string in intext and returns it.
CExpression* expr;
text = intext;
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chcount = 0;
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if (text.Length() == 0) {
return NULL;
}
ch = text[0];
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/* if (ch != '=') {
* expr = new CConstExpr(new CStringValue(text));
* *dependent = deplist;
* return expr;
* } else
*/
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// NextCh();
NextSym();
expr = Expr();
if (sym != eolsym) {
CExpression* oldexpr = expr;
expr = new COperator2Expr(VALUE_ADD_OPERATOR,
oldexpr, Error(STR_String("Extra characters after expression")));//new CConstExpr(new CErrorValue("Extra characters after expression")));
}
if (errmsg)
errmsg->Release();
return expr;
}
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
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float CParser::GetFloat(STR_String& txt)
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{
// returns parsed text into a float
// empty string returns -1
// AfxMessageBox("parsed string="+txt);
CValue* val=NULL;
float result=-1;
// String tmpstr;
CExpression* expr = ProcessText(txt);
if (expr) {
val = expr->Calculate();
result=(float)val->GetNumber();
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val->Release();
expr->Release();
}
// tmpstr.Format("parseresult=%g",result);
// AfxMessageBox(tmpstr);
return result;
}
BGE performance, 4th round: logic This commit extends the technique of dynamic linked list to the logic system to eliminate as much as possible temporaries, map lookup or full scan. The logic engine is now free of memory allocation, which is an important stability factor. The overhead of the logic system is reduced by a factor between 3 and 6 depending on the logic setup. This is the speed-up you can expect on a logic setup using simple bricks. Heavy bricks like python controllers and ray sensors will still take about the same time to execute so the speed up will be less important. The core of the logic engine has been much reworked but the functionality is still the same except for one thing: the priority system on the execution of controllers. The exact same remark applies to actuators but I'll explain for controllers only: Previously, it was possible, with the "executePriority" attribute to set a controller to run before any other controllers in the game. Other than that, the sequential execution of controllers, as defined in Blender was guaranteed by default. With the new system, the sequential execution of controllers is still guaranteed but only within the controllers of one object. the user can no longer set a controller to run before any other controllers in the game. The "executePriority" attribute controls the execution of controllers within one object. The priority is a small number starting from 0 for the first controller and incrementing for each controller. If this missing feature is a must, a special method can be implemented to set a controller to run before all other controllers. Other improvements: - Systematic use of reference in parameter passing to avoid unnecessary data copy - Use pre increment in iterator instead of post increment to avoid temporary allocation - Use const char* instead of STR_String whenever possible to avoid temporary allocation - Fix reference counting bugs (memory leak) - Fix a crash in certain cases of state switching and object deletion - Minor speed up in property sensor - Removal of objects during the game is a lot faster
2009-05-10 20:53:58 +00:00
CValue* CParser::GetValue(STR_String& txt, bool bFallbackToText)
2002-10-12 11:37:38 +00:00
{
// returns parsed text into a value,
// empty string returns NULL value !
// if bFallbackToText then unparsed stuff is put into text
CValue* result=NULL;
CExpression* expr = ProcessText(txt);
if (expr) {
result = expr->Calculate();
expr->Release();
}
if (result)
{
// if the parsed stuff lead to an errorvalue, don't return errors, just NULL
if (result->IsError()) {
result->Release();
result=NULL;
if (bFallbackToText) {
if (txt.Length()>0)
{
result = new CStringValue(txt,"");
}
}
}
}
return result;
}
void CParser::SetContext(CValue* context)
{
if (m_identifierContext)
{
m_identifierContext->Release();
}
m_identifierContext = context;
}