blender/source/gameengine/GameLogic/SCA_IObject.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

384 lines
8.5 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 <iostream>
#include "SCA_IObject.h"
#include "SCA_ISensor.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "MT_Point3.h"
#include "ListValue.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
MT_Point3 SCA_IObject::m_sDummy=MT_Point3(0,0,0);
SCA_IObject::SCA_IObject(PyTypeObject* T): CValue(T), m_initState(0), m_state(0)
{
m_suspended = false;
}
SCA_IObject::~SCA_IObject()
{
SCA_SensorList::iterator its;
for (its = m_sensors.begin(); !(its == m_sensors.end()); ++its)
{
//Use Delete for sensor to ensure proper cleaning
(*its)->Delete();
//((CValue*)(*its))->Release();
}
SCA_ControllerList::iterator itc;
for (itc = m_controllers.begin(); !(itc == m_controllers.end()); ++itc)
{
//Use Delete for controller to ensure proper cleaning (expression controller)
(*itc)->Delete();
//((CValue*)(*itc))->Release();
}
SCA_ActuatorList::iterator ita;
for (ita = m_registeredActuators.begin(); !(ita==m_registeredActuators.end()); ++ita)
{
(*ita)->UnlinkObject(this);
}
for (ita = m_actuators.begin(); !(ita==m_actuators.end()); ++ita)
{
(*ita)->Delete();
}
//T_InterpolatorList::iterator i;
//for (i = m_interpolators.begin(); !(i == m_interpolators.end()); ++i) {
// delete *i;
//}
}
void SCA_IObject::AddSensor(SCA_ISensor* act)
{
act->AddRef();
m_sensors.push_back(act);
}
void SCA_IObject::AddController(SCA_IController* act)
{
act->AddRef();
m_controllers.push_back(act);
}
void SCA_IObject::AddActuator(SCA_IActuator* act)
{
act->AddRef();
m_actuators.push_back(act);
}
void SCA_IObject::RegisterActuator(SCA_IActuator* act)
{
// don't increase ref count, it would create dead lock
m_registeredActuators.push_back(act);
}
void SCA_IObject::UnregisterActuator(SCA_IActuator* act)
{
SCA_ActuatorList::iterator ita;
for (ita = m_registeredActuators.begin(); ita != m_registeredActuators.end(); ++ita)
{
if ((*ita) == act) {
(*ita) = m_registeredActuators.back();
m_registeredActuators.pop_back();
break;
}
}
}
void SCA_IObject::ReParentLogic()
{
SCA_ActuatorList& oldactuators = GetActuators();
int act = 0;
SCA_ActuatorList::iterator ita;
for (ita = oldactuators.begin(); !(ita==oldactuators.end()); ++ita)
{
SCA_IActuator* newactuator = (SCA_IActuator*) (*ita)->GetReplica();
newactuator->ReParent(this);
// actuators are initially not connected to any controller
newactuator->SetActive(false);
newactuator->ClrLink();
oldactuators[act++] = newactuator;
}
SCA_ControllerList& oldcontrollers = GetControllers();
int con = 0;
SCA_ControllerList::iterator itc;
for (itc = oldcontrollers.begin(); !(itc==oldcontrollers.end()); ++itc)
{
SCA_IController* newcontroller = (SCA_IController*)(*itc)->GetReplica();
newcontroller->ReParent(this);
newcontroller->SetActive(false);
oldcontrollers[con++]=newcontroller;
}
// convert sensors last so that actuators are already available for Actuator sensor
SCA_SensorList& oldsensors = GetSensors();
int sen = 0;
SCA_SensorList::iterator its;
for (its = oldsensors.begin(); !(its==oldsensors.end()); ++its)
{
SCA_ISensor* newsensor = (SCA_ISensor*)(*its)->GetReplica();
newsensor->ReParent(this);
newsensor->SetActive(false);
// sensors are initially not connected to any controller
newsensor->ClrLink();
oldsensors[sen++] = newsensor;
}
// a new object cannot be client of any actuator
m_registeredActuators.clear();
}
SCA_ISensor* SCA_IObject::FindSensor(const STR_String& sensorname)
{
SCA_ISensor* foundsensor = NULL;
for (SCA_SensorList::iterator its = m_sensors.begin();!(its==m_sensors.end());++its)
{
if ((*its)->GetName() == sensorname)
{
foundsensor = (*its);
break;
}
}
return foundsensor;
}
SCA_IController* SCA_IObject::FindController(const STR_String& controllername)
{
SCA_IController* foundcontroller = NULL;
for (SCA_ControllerList::iterator itc = m_controllers.begin();!(itc==m_controllers.end());++itc)
{
if ((*itc)->GetName() == controllername)
{
foundcontroller = (*itc);
break;
}
}
return foundcontroller;
}
SCA_IActuator* SCA_IObject::FindActuator(const STR_String& actuatorname)
{
SCA_IActuator* foundactuator = NULL;
for (SCA_ActuatorList::iterator ita = m_actuators.begin();!(ita==m_actuators.end());++ita)
{
if ((*ita)->GetName() == actuatorname)
{
foundactuator = (*ita);
break;
}
}
return foundactuator;
}
#if 0
const MT_Point3& SCA_IObject::ConvertPythonPylist(PyObject* pylist)
{
bool error = false;
m_sDummy = MT_Vector3(0,0,0);
if (pylist->ob_type == &CListValue::Type)
{
CListValue* listval = (CListValue*) pylist;
int numelem = listval->GetCount();
if ( numelem <= 3)
{
int index;
for (index = 0;index<numelem;index++)
{
m_sDummy[index] = listval->GetValue(index)->GetNumber();
}
} else
{
error = true;
}
} else
{
// assert the list is long enough...
int numitems = PyList_Size(pylist);
if (numitems <= 3)
{
int index;
for (index=0;index<numitems;index++)
{
m_sDummy[index] = PyFloat_AsDouble(PyList_GetItem(pylist,index));
}
}
else
{
error = true;
}
}
return m_sDummy;
}
#endif
void SCA_IObject::Suspend()
{
if ((!m_ignore_activity_culling)
&& (!m_suspended)) {
m_suspended = true;
/* flag suspend for all sensors */
SCA_SensorList::iterator i = m_sensors.begin();
while (i != m_sensors.end()) {
(*i)->Suspend();
++i;
}
}
}
void SCA_IObject::Resume(void)
{
if (m_suspended) {
m_suspended = false;
/* unflag suspend for all sensors */
SCA_SensorList::iterator i = m_sensors.begin();
while (i != m_sensors.end()) {
(*i)->Resume();
++i;
}
}
}
void SCA_IObject::SetState(unsigned int state)
{
unsigned int tmpstate;
SCA_ControllerList::iterator contit;
// we will update the state in two steps:
// 1) set the new state bits that are 1
// 2) clr the new state bits that are 0
// This to ensure continuity if a sensor is attached to two states
// that are switching state: no need to deactive and reactive the sensor
tmpstate = m_state | state;
if (tmpstate != m_state)
{
// update the status of the controllers
for (contit = m_controllers.begin(); contit != m_controllers.end(); ++contit)
{
(*contit)->ApplyState(tmpstate);
}
}
m_state = state;
if (m_state != tmpstate)
{
for (contit = m_controllers.begin(); contit != m_controllers.end(); ++contit)
{
(*contit)->ApplyState(m_state);
}
}
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject SCA_IObject::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_IObject",
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_IObject::Parents[] = {
&SCA_IObject::Type,
&CValue::Type,
NULL
};
PyMethodDef SCA_IObject::Methods[] = {
//{"setOrientation", (PyCFunction) SCA_IObject::sPySetOrientation, METH_VARARGS},
//{"getOrientation", (PyCFunction) SCA_IObject::sPyGetOrientation, METH_VARARGS},
{NULL,NULL} //Sentinel
};
PyAttributeDef SCA_IObject::Attributes[] = {
{ NULL } //Sentinel
};
PyObject* SCA_IObject::py_getattro(PyObject *attr) {
py_getattro_up(CValue);
}
PyObject* SCA_IObject::py_getattro_dict() {
py_getattro_dict_up(CValue);
}