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
kept as the original file, but that can't work correct for solving
relative paths once a .blend in another directory is loaded. The
reason it went OK with the apricot tech demo is that the images there
were lib linked into the level file, which still worked.
Now it sets G.sce to the current loaded .blend file. Note that the
python config file path still uses the first loaded .blend file so it
looks in the same location each time.
Also added some NULL pointer checks in the joystick code because it
was crashing there on Mac, there's similar checks in related functions
so I'm assuming this was just a missed case.
The event queue was running for every joystick sensor without checking if the events were for that joystick.
seperating the event queue for each joystick is overkill so instead deal with all joysticks events in once function.
Also removed some unused functions
With this patch, only sensors that are connected to
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.
To take advantage of this optimization patch, you
need to define very light idle state when the
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.