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
140 lines
4.5 KiB
C++
140 lines
4.5 KiB
C++
/**
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* $Id$
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*
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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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* Regulates the top-level logic behaviour for one scene.
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*/
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#ifndef __KX_LOGICMANAGER
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#define __KX_LOGICMANAGER
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#ifdef WIN32
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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//#include "GEN_Map.h"
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#include <set>
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#include <map>
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#include <list>
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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#include "Value.h"
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#include "SG_QList.h"
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#include "KX_HashedPtr.h"
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using namespace std;
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typedef std::list<class SCA_IController*> controllerlist;
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typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
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/**
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* This manager handles sensor, controllers and actuators.
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* logic executes each frame the following way:
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* find triggering sensors
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* build list of controllers that are triggered by these triggering sensors
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* process all triggered controllers
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* during this phase actuators can be added to the active actuator list
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* process all active actuators
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* clear triggering sensors
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* clear triggered controllers
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* (actuators may be active during a longer timeframe)
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*/
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#include "SCA_ILogicBrick.h"
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class SCA_LogicManager
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{
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vector<class SCA_EventManager*> m_eventmanagers;
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// SG_DList: Head of objects having activated actuators
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// element: SCA_IObject::m_activeActuators
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SG_DList m_activeActuators;
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// SG_DList: Head of objects having activated controllers
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// element: SCA_IObject::m_activeControllers
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SG_DList m_triggeredControllerSet;
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// need to find better way for this
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// also known as FactoryManager...
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GEN_Map<STR_HashedString,CValue*> m_mapStringToGameObjects;
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GEN_Map<STR_HashedString,void*> m_mapStringToMeshes;
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GEN_Map<STR_HashedString,void*> m_mapStringToActions;
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GEN_Map<STR_HashedString,void*> m_map_gamemeshname_to_blendobj;
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GEN_Map<CHashedPtr,void*> m_map_blendobj_to_gameobj;
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// head of actuators being deactivated during the logic update
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SG_DList m_removedActuators;
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public:
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SCA_LogicManager();
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virtual ~SCA_LogicManager();
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//void SetKeyboardManager(SCA_KeyboardManager* keyboardmgr) { m_keyboardmgr=keyboardmgr;}
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void RegisterEventManager(SCA_EventManager* eventmgr);
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void RegisterToSensor(SCA_IController* controller,
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class SCA_ISensor* sensor);
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void RegisterToActuator(SCA_IController* controller,
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class SCA_IActuator* actuator);
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void BeginFrame(double curtime, double fixedtime);
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void UpdateFrame(double curtime, bool frame);
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void EndFrame();
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void AddActiveActuator(SCA_IActuator* sensor,bool event);
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void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
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SCA_EventManager* FindEventManager(int eventmgrtype);
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void RemoveGameObject(const STR_String& gameobjname);
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/**
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* remove Logic Bricks from the running logicmanager
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*/
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void RemoveSensor(SCA_ISensor* sensor);
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void RemoveController(SCA_IController* controller);
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void RemoveActuator(SCA_IActuator* actuator);
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// for the scripting... needs a FactoryManager later (if we would have time... ;)
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void RegisterMeshName(const STR_String& meshname,void* mesh);
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void RegisterActionName(const STR_String& actname,void* action);
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void* GetActionByName (const STR_String& actname);
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void* GetMeshByName(const STR_String& meshname);
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void RegisterGameObjectName(const STR_String& gameobjname,CValue* gameobj);
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class CValue* GetGameObjectByName(const STR_String& gameobjname);
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void RegisterGameMeshName(const STR_String& gamemeshname, void* blendobj);
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void* FindBlendObjByGameMeshName(const STR_String& gamemeshname);
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void RegisterGameObj(void* blendobj, CValue* gameobj);
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void UnregisterGameObj(void* blendobj, CValue* gameobj);
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CValue* FindGameObjByBlendObj(void* blendobj);
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};
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#endif //__KX_LOGICMANAGER
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