blender/source/gameengine/Ketsji/KX_ParentActuator.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

277 lines
7.1 KiB
C++

/**
* Set or remove an objects parent
*
* $Id$
*
* ***** 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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 "KX_ParentActuator.h"
#include "KX_GameObject.h"
#include "KX_PythonInit.h"
#include "PyObjectPlus.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_ParentActuator::KX_ParentActuator(SCA_IObject *gameobj,
int mode,
SCA_IObject *ob,
PyTypeObject* T)
: SCA_IActuator(gameobj, T),
m_mode(mode),
m_ob(ob)
{
if (m_ob)
m_ob->RegisterActuator(this);
}
KX_ParentActuator::~KX_ParentActuator()
{
if (m_ob)
m_ob->UnregisterActuator(this);
}
CValue* KX_ParentActuator::GetReplica()
{
KX_ParentActuator* replica = new KX_ParentActuator(*this);
// replication just copy the m_base pointer => common random generator
replica->ProcessReplica();
return replica;
}
void KX_ParentActuator::ProcessReplica()
{
if (m_ob)
m_ob->RegisterActuator(this);
SCA_IActuator::ProcessReplica();
}
bool KX_ParentActuator::UnlinkObject(SCA_IObject* clientobj)
{
if (clientobj == m_ob)
{
// this object is being deleted, we cannot continue to track it.
m_ob = NULL;
return true;
}
return false;
}
void KX_ParentActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
{
void **h_obj = (*obj_map)[m_ob];
if (h_obj) {
if (m_ob)
m_ob->UnregisterActuator(this);
m_ob = (SCA_IObject*)(*h_obj);
m_ob->RegisterActuator(this);
}
}
bool KX_ParentActuator::Update()
{
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
KX_GameObject *obj = (KX_GameObject*) GetParent();
KX_Scene *scene = KX_GetActiveScene();
switch (m_mode) {
case KX_PARENT_SET:
if (m_ob)
obj->SetParent(scene, (KX_GameObject*)m_ob);
break;
case KX_PARENT_REMOVE:
obj->RemoveParent(scene);
break;
};
return false;
}
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject KX_ParentActuator::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
"KX_ParentActuator",
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 KX_ParentActuator::Parents[] = {
&KX_ParentActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_ParentActuator::Methods[] = {
// Deprecated ----->
{"setObject", (PyCFunction) KX_ParentActuator::sPySetObject, METH_O, (PY_METHODCHAR)SetObject_doc},
{"getObject", (PyCFunction) KX_ParentActuator::sPyGetObject, METH_VARARGS, (PY_METHODCHAR)GetObject_doc},
// <-----
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_ParentActuator::Attributes[] = {
KX_PYATTRIBUTE_RW_FUNCTION("object", KX_ParentActuator, pyattr_get_object, pyattr_set_object),
KX_PYATTRIBUTE_INT_RW("mode", KX_PARENT_NODEF+1, KX_PARENT_MAX-1, true, KX_ParentActuator, m_mode),
{ NULL } //Sentinel
};
PyObject* KX_ParentActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_ParentActuator* actuator = static_cast<KX_ParentActuator*>(self);
if (!actuator->m_ob)
Py_RETURN_NONE;
else
return actuator->m_ob->GetProxy();
}
int KX_ParentActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_ParentActuator* actuator = static_cast<KX_ParentActuator*>(self);
KX_GameObject *gameobj;
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_ParentActuator"))
return 1; // ConvertPythonToGameObject sets the error
if (actuator->m_ob != NULL)
actuator->m_ob->UnregisterActuator(actuator);
actuator->m_ob = (SCA_IObject*) gameobj;
if (actuator->m_ob)
actuator->m_ob->RegisterActuator(actuator);
return 0;
}
PyObject* KX_ParentActuator::py_getattro(PyObject *attr) {
py_getattro_up(SCA_IActuator);
}
PyObject* KX_ParentActuator::py_getattro_dict() {
py_getattro_dict_up(SCA_IActuator);
}
int KX_ParentActuator::py_setattro(PyObject *attr, PyObject* value) {
py_setattro_up(SCA_IActuator);
}
/* Deprecated -----> */
/* 1. setObject */
const char KX_ParentActuator::SetObject_doc[] =
"setObject(object)\n"
"\t- object: KX_GameObject, string or None\n"
"\tSet the object to set as parent.\n";
PyObject* KX_ParentActuator::PySetObject(PyObject* value) {
KX_GameObject *gameobj;
ShowDeprecationWarning("setObject()", "the object property");
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.setObject(value): KX_ParentActuator"))
return NULL; // ConvertPythonToGameObject sets the error
if (m_ob != NULL)
m_ob->UnregisterActuator(this);
m_ob = (SCA_IObject*)gameobj;
if (m_ob)
m_ob->RegisterActuator(this);
Py_RETURN_NONE;
}
/* 2. getObject */
/* get obj ---------------------------------------------------------- */
const char KX_ParentActuator::GetObject_doc[] =
"getObject(name_only = 1)\n"
"name_only - optional arg, when true will return the KX_GameObject rather then its name\n"
"\tReturns the object that is set to.\n";
PyObject* KX_ParentActuator::PyGetObject(PyObject* args)
{
int ret_name_only = 1;
ShowDeprecationWarning("getObject()", "the object property");
if (!PyArg_ParseTuple(args, "|i:getObject", &ret_name_only))
return NULL;
if (!m_ob)
Py_RETURN_NONE;
if (ret_name_only)
return PyString_FromString(m_ob->GetName().ReadPtr());
else
return m_ob->GetProxy();
}
/* <----- */
/* eof */