blender/source/gameengine/GameLogic/SCA_IController.cpp
Benoit Bolsee 386122ada6 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

360 lines
9.0 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "SCA_IController.h"
#include "SCA_LogicManager.h"
#include "SCA_IActuator.h"
#include "SCA_ISensor.h"
#include "PyObjectPlus.h"
#include "../Ketsji/KX_PythonSeq.h" /* not nice, only need for KX_PythonSeq_CreatePyObject */
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
SCA_IController::SCA_IController(SCA_IObject* gameobj,
PyTypeObject* T)
:
SCA_ILogicBrick(gameobj,T),
m_statemask(0),
m_justActivated(false)
{
}
SCA_IController::~SCA_IController()
{
//UnlinkAllActuators();
}
std::vector<class SCA_ISensor*>& SCA_IController::GetLinkedSensors()
{
return m_linkedsensors;
}
std::vector<class SCA_IActuator*>& SCA_IController::GetLinkedActuators()
{
return m_linkedactuators;
}
void SCA_IController::UnlinkAllSensors()
{
std::vector<class SCA_ISensor*>::iterator sensit;
for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
{
if (IsActive())
{
(*sensit)->DecLink();
}
(*sensit)->UnlinkController(this);
}
m_linkedsensors.clear();
}
void SCA_IController::UnlinkAllActuators()
{
std::vector<class SCA_IActuator*>::iterator actit;
for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
{
if (IsActive())
{
(*actit)->DecLink();
}
(*actit)->UnlinkController(this);
}
m_linkedactuators.clear();
}
void SCA_IController::LinkToActuator(SCA_IActuator* actua)
{
m_linkedactuators.push_back(actua);
if (IsActive())
{
actua->IncLink();
}
}
void SCA_IController::UnlinkActuator(class SCA_IActuator* actua)
{
std::vector<class SCA_IActuator*>::iterator actit;
for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
{
if ((*actit) == actua)
{
if (IsActive())
{
(*actit)->DecLink();
}
*actit = m_linkedactuators.back();
m_linkedactuators.pop_back();
return;
}
}
printf("Missing link from controller %s:%s to actuator %s:%s\n",
m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
actua->GetParent()->GetName().ReadPtr(), actua->GetName().ReadPtr());
}
void SCA_IController::LinkToSensor(SCA_ISensor* sensor)
{
m_linkedsensors.push_back(sensor);
if (IsActive())
{
sensor->IncLink();
}
}
void SCA_IController::UnlinkSensor(class SCA_ISensor* sensor)
{
std::vector<class SCA_ISensor*>::iterator sensit;
for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
{
if ((*sensit) == sensor)
{
if (IsActive())
{
sensor->DecLink();
}
*sensit = m_linkedsensors.back();
m_linkedsensors.pop_back();
return;
}
}
printf("Missing link from controller %s:%s to sensor %s:%s\n",
m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
sensor->GetParent()->GetName().ReadPtr(), sensor->GetName().ReadPtr());
}
void SCA_IController::ApplyState(unsigned int state)
{
std::vector<class SCA_IActuator*>::iterator actit;
std::vector<class SCA_ISensor*>::iterator sensit;
if (m_statemask & state)
{
if (!IsActive())
{
// reactive the controller, all the links to actuator are valid again
for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
{
(*actit)->IncLink();
}
for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
{
(*sensit)->IncLink();
}
SetActive(true);
m_justActivated = true;
}
} else if (IsActive())
{
for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
{
(*actit)->DecLink();
}
for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
{
(*sensit)->DecLink();
}
SetActive(false);
m_justActivated = false;
}
}
/* Python api */
PyTypeObject SCA_IController::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"SCA_IController",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject SCA_IController::Parents[] = {
&SCA_IController::Type,
&CValue::Type,
NULL
};
PyMethodDef SCA_IController::Methods[] = {
//Deprecated functions ------>
{"getSensor", (PyCFunction) SCA_IController::sPyGetSensor, METH_O},
{"getActuator", (PyCFunction) SCA_IController::sPyGetActuator, METH_O},
{"getSensors", (PyCFunction) SCA_IController::sPyGetSensors, METH_NOARGS},
{"getActuators", (PyCFunction) SCA_IController::sPyGetActuators, METH_NOARGS},
{"getState", (PyCFunction) SCA_IController::sPyGetState, METH_NOARGS},
//<----- Deprecated
{NULL,NULL} //Sentinel
};
PyAttributeDef SCA_IController::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("state", SCA_IController, pyattr_get_state),
KX_PYATTRIBUTE_RO_FUNCTION("sensors", SCA_IController, pyattr_get_sensors),
KX_PYATTRIBUTE_RO_FUNCTION("actuators", SCA_IController, pyattr_get_actuators),
{ NULL } //Sentinel
};
PyObject* SCA_IController::py_getattro(PyObject *attr)
{
py_getattro_up(SCA_ILogicBrick);
}
PyObject* SCA_IController::py_getattro_dict() {
py_getattro_dict_up(SCA_ILogicBrick);
}
int SCA_IController::py_setattro(PyObject *attr, PyObject *value)
{
py_setattro_up(SCA_ILogicBrick);
}
PyObject* SCA_IController::PyGetActuators()
{
ShowDeprecationWarning("getActuators()", "the actuators property");
PyObject* resultlist = PyList_New(m_linkedactuators.size());
for (unsigned int index=0;index<m_linkedactuators.size();index++)
{
PyList_SET_ITEM(resultlist,index, m_linkedactuators[index]->GetProxy());
}
return resultlist;
}
PyObject* SCA_IController::PyGetSensor(PyObject* value)
{
ShowDeprecationWarning("getSensor(string)", "the sensors[string] property");
char *scriptArg = PyString_AsString(value);
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "controller.getSensor(string): Python Controller, expected a string (sensor name)");
return NULL;
}
for (unsigned int index=0;index<m_linkedsensors.size();index++)
{
SCA_ISensor* sensor = m_linkedsensors[index];
STR_String& realname = sensor->GetName();
if (realname == scriptArg)
{
return sensor->GetProxy();
}
}
PyErr_Format(PyExc_AttributeError, "controller.getSensor(string): Python Controller, unable to find requested sensor \"%s\"", scriptArg);
return NULL;
}
PyObject* SCA_IController::PyGetActuator(PyObject* value)
{
ShowDeprecationWarning("getActuator(string)", "the actuators[string] property");
char *scriptArg = PyString_AsString(value);
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "controller.getActuator(string): Python Controller, expected a string (actuator name)");
return NULL;
}
for (unsigned int index=0;index<m_linkedactuators.size();index++)
{
SCA_IActuator* actua = m_linkedactuators[index];
if (actua->GetName() == scriptArg)
{
return actua->GetProxy();
}
}
PyErr_Format(PyExc_AttributeError, "controller.getActuator(string): Python Controller, unable to find requested actuator \"%s\"", scriptArg);
return NULL;
}
PyObject* SCA_IController::PyGetSensors()
{
ShowDeprecationWarning("getSensors()", "the sensors property");
PyObject* resultlist = PyList_New(m_linkedsensors.size());
for (unsigned int index=0;index<m_linkedsensors.size();index++)
{
PyList_SET_ITEM(resultlist,index, m_linkedsensors[index]->GetProxy());
}
return resultlist;
}
PyObject* SCA_IController::PyGetState()
{
ShowDeprecationWarning("getState()", "the state property");
return PyInt_FromLong(m_statemask);
}
PyObject* SCA_IController::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_IController* self= static_cast<SCA_IController*>(self_v);
return PyInt_FromLong(self->m_statemask);
}
PyObject* SCA_IController::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
return KX_PythonSeq_CreatePyObject((static_cast<SCA_IController*>(self_v))->m_proxy, KX_PYGENSEQ_CONT_TYPE_SENSORS);
}
PyObject* SCA_IController::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
return KX_PythonSeq_CreatePyObject((static_cast<SCA_IController*>(self_v))->m_proxy, KX_PYGENSEQ_CONT_TYPE_ACTUATORS);
}