forked from bartvdbraak/blender
386122ada6
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
237 lines
6.2 KiB
C++
237 lines
6.2 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertControllers.h"
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#include "KX_Python.h"
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// Controller
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#include "SCA_ANDController.h"
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#include "SCA_ORController.h"
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#include "SCA_NANDController.h"
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#include "SCA_NORController.h"
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#include "SCA_XORController.h"
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#include "SCA_XNORController.h"
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#include "SCA_PythonController.h"
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#include "SCA_ExpressionController.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "IntValue.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "DNA_object_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_text_types.h"
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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/* end of blender include block */
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static void
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LinkControllerToActuators(
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SCA_IController *game_controller,
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bController* bcontr,
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SCA_LogicManager* logicmgr,
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KX_BlenderSceneConverter* converter
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) {
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// Iterate through the actuators of the game blender
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// controller and find the corresponding ketsji actuator.
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game_controller->ReserveActuator(bcontr->totlinks);
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for (int i=0;i<bcontr->totlinks;i++)
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{
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bActuator* bact = (bActuator*) bcontr->links[i];
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SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
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if (game_actuator) {
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logicmgr->RegisterToActuator(game_controller, game_actuator);
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}
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}
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}
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void BL_ConvertControllers(
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struct Object* blenderobject,
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class KX_GameObject* gameobj,
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SCA_LogicManager* logicmgr,
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PyObject* pythondictionary,
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int activeLayerBitInfo,
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bool isInActiveLayer,
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KX_BlenderSceneConverter* converter
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) {
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int uniqueint=0;
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int count = 0;
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int executePriority=0;
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bController* bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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bcontr = bcontr->next;
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count++;
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}
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gameobj->ReserveController(count);
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bcontr = (bController*)blenderobject->controllers.first;
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while (bcontr)
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{
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SCA_IController* gamecontroller = NULL;
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switch(bcontr->type)
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{
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case CONT_LOGIC_AND:
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{
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gamecontroller = new SCA_ANDController(gameobj);
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break;
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}
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case CONT_LOGIC_OR:
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{
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gamecontroller = new SCA_ORController(gameobj);
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break;
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}
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case CONT_LOGIC_NAND:
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{
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gamecontroller = new SCA_NANDController(gameobj);
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break;
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}
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case CONT_LOGIC_NOR:
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{
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gamecontroller = new SCA_NORController(gameobj);
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break;
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}
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case CONT_LOGIC_XOR:
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{
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gamecontroller = new SCA_XORController(gameobj);
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break;
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}
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case CONT_LOGIC_XNOR:
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{
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gamecontroller = new SCA_XNORController(gameobj);
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break;
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}
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case CONT_EXPRESSION:
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{
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bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
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STR_String expressiontext = STR_String(bexpcont->str);
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if (expressiontext.Length() > 0)
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{
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gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
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}
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break;
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}
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case CONT_PYTHON:
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{
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bPythonCont* pycont = (bPythonCont*) bcontr->data;
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SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
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gamecontroller = pyctrl;
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pyctrl->SetDictionary(pythondictionary);
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if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
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if (pycont->text)
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{
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char *buf;
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// this is some blender specific code
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buf= txt_to_buf(pycont->text);
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if (buf)
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{
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pyctrl->SetScriptText(STR_String(buf));
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pyctrl->SetScriptName(pycont->text->id.name+2);
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MEM_freeN(buf);
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}
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}
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}
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else {
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/* let the controller print any warnings here when importing */
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pyctrl->SetScriptText(STR_String(pycont->module));
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pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
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}
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if(pycont->flag & CONT_PY_DEBUG) {
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printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
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pyctrl->SetDebug(true);
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}
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break;
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}
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default:
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{
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}
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}
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if (gamecontroller)
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{
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LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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gamecontroller->SetExecutePriority(executePriority++);
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gamecontroller->SetState(bcontr->state_mask);
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STR_String uniquename = bcontr->name;
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uniquename += "#CONTR#";
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uniqueint++;
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CIntValue* uniqueval = new CIntValue(uniqueint);
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uniquename += uniqueval->GetText();
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uniqueval->Release();
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gamecontroller->SetName(uniquename);
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gameobj->AddController(gamecontroller);
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converter->RegisterGameController(gamecontroller, bcontr);
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if (bcontr->type==CONT_PYTHON) {
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SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
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/* not strictly needed but gives syntax errors early on and
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* gives more pradictable performance for larger scripts */
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if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
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pyctrl->Compile();
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else {
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/* We cant do this because importing runs the script which could end up accessing
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* internal BGE functions, this is unstable while we're converting the scene.
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* This is a pitty because its useful to see errors at startup but cant help it */
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// pyctrl->Import();
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}
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}
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//done with gamecontroller
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gamecontroller->Release();
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}
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bcontr = bcontr->next;
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}
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}
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