More work on tangibleCharacter, especially thread synch stuff
This commit is contained in:
@@ -19,7 +19,6 @@ AIntegrationGameModeBase::AIntegrationGameModeBase()
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TangibleManager = NewObject<UlxTangibleManager>();
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PlayerId = 0;
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EngineSeconds = 0.0;
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NextThreadTrigger = 1.0;
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//PrimaryActorTick.bCanEverTick = true; // Probably wrong
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//PrimaryActorTick.bTickEvenWhenPaused = true; // Probably wrong
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//PrimaryActorTick.TickGroup = TG_PrePhysics; // Probably wrong
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@@ -27,11 +26,15 @@ AIntegrationGameModeBase::AIntegrationGameModeBase()
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SetActorTickInterval(0.0f);
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DebugPrintControl::EnableCollection();
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ResetToInitialState();
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OnWorldPreActorTickHandle = FWorldDelegates::OnWorldPreActorTick.AddUObject(this, &AIntegrationGameModeBase::OnWorldPreActorTick);
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OnWorldPostActorTickHandle = FWorldDelegates::OnWorldPostActorTick.AddUObject(this, &AIntegrationGameModeBase::OnWorldPostActorTick);
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}
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AIntegrationGameModeBase::~AIntegrationGameModeBase()
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{
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ResetToInitialState();
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FWorldDelegates::OnWorldPreActorTick.Remove(OnWorldPreActorTickHandle);
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FWorldDelegates::OnWorldPostActorTick.Remove(OnWorldPostActorTickHandle);
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}
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// This method runs in the background thread,
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@@ -76,7 +79,6 @@ void AIntegrationGameModeBase::ResetToInitialState()
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// Reset the clocks.
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EngineSeconds = 0;
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NextThreadTrigger = 1.0;
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NextRotateCube = 1.0;
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}
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@@ -101,41 +103,53 @@ void AIntegrationGameModeBase::UpdateConsoleOutput() {
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}
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}
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void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
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if (!Playing) return;
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FlxLockedWrapper lockedwrap(LockableWrapper);
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if (EngineSeconds >= NextThreadTrigger)
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{
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LuprexUpdateTask.Trigger();
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NextThreadTrigger += 0.05;
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}
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}
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#pragma optimize("", off)
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void AIntegrationGameModeBase::UpdateTangibles() {
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double radius = 1000.0; // Hardwired for now.
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using TanArray = UlxTangibleManager::TanArray;
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if (!Playing) return;
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FlxLockedWrapper w(LockableWrapper);
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PlayerId = w.GetActor();
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IdView nearids = w.GetNear(PlayerId, radius, radius, radius);
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TangibleManager->UpdateNearAccordingToLuprex(nearids);
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TanArray alltans = TangibleManager->GetAllTangibles();
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IdArray allids = TangibleManager->GetIds(alltans);
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StringViewVec allqueues = w.GetAnimationQueues(allids);
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TanArray alltans;
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{
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FlxLockedWrapper w(LockableWrapper);
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PlayerId = w.GetActor();
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IdView nearids = w.GetNear(PlayerId, radius, radius, radius);
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TangibleManager->UpdateNearAccordingToLuprex(nearids);
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alltans = TangibleManager->GetAllTangibles();
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IdArray allids = TangibleManager->GetIds(alltans);
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StringViewVec allqueues = w.GetAnimationQueues(allids);
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for (int i = 0; i < alltans.Num(); i++) {
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alltans[i]->UpdateAnimationQueue(allqueues[i]);
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}
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}
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// This is where we run the blueprint code that updates animation
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// states. Be aware that the blueprint code could call back
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// into the gamemode, which could in turn access the FlxLockedWrapper.
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// This is why we've released the FlxLockedWrapper before doing this.
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for (int i = 0; i < alltans.Num(); i++) {
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alltans[i]->UpdateAnimationQueue(allqueues[i]);
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alltans[i]->MaybeExecuteAnimStateChanged();
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}
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TangibleManager->RecalcNearAccordingToUnreal(PlayerId, radius);
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TangibleManager->DeleteFarawayTangibles();
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}
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void AIntegrationGameModeBase::ExecuteDebuggingCommand(const FString &fs) {
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void AIntegrationGameModeBase::InvokeEngioMove(const FString &action, const FVector &xyz) {
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FTCHARToUTF8 utf8action(action);
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std::string uaction(utf8action.Get(), utf8action.Length());
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FlxStreamBuffer sb;
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sb.write_string("move"); // Function name within engio
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sb.write_simple_dynamic_tag(SimpleDynamicTag::STRING);
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sb.write_string(uaction);
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sb.write_simple_dynamic_tag(SimpleDynamicTag::VECTOR);
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sb.write_fvector(xyz);
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std::string_view datapk = sb.view();
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FlxLockedWrapper w(LockableWrapper);
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int64 player = w.GetActor();
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w->play_invoke_engio(w.Get(), player, datapk.size(), datapk.data());
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}
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void AIntegrationGameModeBase::ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs) {
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if (fs == "\\invokeplayer") {
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DPrint(TEXT("Trying to invoke 'myfunction' in lua"));
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FlxLockedWrapper w(LockableWrapper);
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FlxStreamBuffer sb;
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sb.write_string("myfunction");
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sb.write_simple_dynamic_tag(SimpleDynamicTag::NUMBER);
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@@ -167,31 +181,39 @@ void AIntegrationGameModeBase::ConsoleSendInput(const FString& fs)
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// lua code contains '\\', we'll catch it instead of passing it
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// through. There's no simple solution, though.
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if (fs[0] == '\\') {
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ExecuteDebuggingCommand(fs);
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ExecuteDebuggingCommand(w, fs);
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} else {
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const TCHAR* fstchar = *fs;
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if (sizeof(TCHAR) == 2)
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{
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std::u16string_view fsview((const char16_t*)fstchar, fs.Len());
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std::string utf8 = drvutil::utf16_to_utf8(fsview);
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utf8 = utf8 + "\n";
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w->play_recv_incoming(w.Get(), 0, utf8.size(), utf8.c_str());
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}
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FTCHARToUTF8 utf8fs(fs);
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std::string ufs(utf8fs.Get(), utf8fs.Length());
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ufs = ufs + "\n";
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w->play_recv_incoming(w.Get(), 0, ufs.size(), ufs.c_str());
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}
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}
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}
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void AIntegrationGameModeBase::OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
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{
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if(Playing && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
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{
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LuprexUpdateTask.Wait();
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EngineSeconds += deltaseconds;
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}
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}
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void AIntegrationGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
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{
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if(Playing && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
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{
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LuprexUpdateTask.Trigger();
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}
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}
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void AIntegrationGameModeBase::Tick(float deltaseconds)
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{
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Super::Tick(deltaseconds);
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if (Playing)
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{
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EngineSeconds += deltaseconds;
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}
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UpdateConsoleOutput();
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UpdateTangibles();
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MaybeTriggerUpdateTask(deltaseconds);
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}
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void AIntegrationGameModeBase::BeginPlay()
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@@ -42,8 +42,11 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void InvokeEngioMove(const FString &action, const FVector &xyz);
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// Execute a debugging command, typed on the GUI.
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void ExecuteDebuggingCommand(const FString &fs);
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void ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs);
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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@@ -51,8 +54,9 @@ public:
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// Update the tangibles according to what Luprex tells us.
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void UpdateTangibles();
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// Trigger the update task, if enough time has passed.
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void MaybeTriggerUpdateTask(float deltaseconds);
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// Pre-tick and post-tick functions.
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void OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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void OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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// The run function is called by a background thread
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// to update luprex sockets and update luprex itself.
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@@ -83,9 +87,10 @@ public:
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// Amount of elapsed time since BeginPlay.
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float EngineSeconds;
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// When do we next trigger the thread event.
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float NextThreadTrigger;
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// When do we next rotate the cube.
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float NextRotateCube;
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// These allow us to pre-tick and post-tick.
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FDelegateHandle OnWorldPreActorTickHandle;
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FDelegateHandle OnWorldPostActorTickHandle;
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};
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@@ -96,6 +96,9 @@ void UlxTangible::SetActorBlueprint(const FString &name) {
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void UlxTangible::UpdateAnimationQueue(std::string_view aq) {
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AnimTracker.Update(aq);
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}
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void UlxTangible::MaybeExecuteAnimStateChanged() {
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int limit = 3;
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while (AnimTracker.IsChanged()) {
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if (limit == 0) break;
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@@ -130,13 +130,15 @@ public:
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// Update the animation queue from Luprex.
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//
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// This reads the animation queue, and then based on
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// what is new in the animation queue, it calls into
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// the Actor's TangibleInterface, calling methods such
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// as 'StartAnimation' and 'AbortAnimation' as necessary.
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// This reads the animation queue, and copies it
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// into the animtracker.
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//
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void UpdateAnimationQueue(std::string_view aq);
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// Execute AnimStateChanged, if the 'changed' bit is set.
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//
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void MaybeExecuteAnimStateChanged();
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private:
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// Set the actor's blueprint, and recreate the actor if necessary.
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//
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@@ -7,23 +7,21 @@ FTriggeredTask::FTriggeredTask() {
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Client = nullptr;
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Thread = nullptr;
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ThreadStopRequested = false;
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ThreadEvent = nullptr;
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CallEvent = nullptr;
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ReturnEvent = nullptr;
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}
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uint32 FTriggeredTask::Run() {
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while (true)
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{
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bool triggered = ThreadEvent->Wait(3000);
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CallEvent->Wait();
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if (ThreadStopRequested) {
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DPrint("Thread stopping as requested");
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break;
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}
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if (!triggered) {
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DPrint("Thread waiting a long time...");
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continue;
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}
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// The payload.
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Client->Run();
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ReturnEvent->Trigger();
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}
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return 0;
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}
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@@ -32,7 +30,9 @@ void FTriggeredTask::Startup(FRunnable *client) {
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FScopeLock lock(&Mutex);
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if (Thread == nullptr) {
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Client = client;
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ThreadEvent = FPlatformProcess::GetSynchEventFromPool(false);
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CallEvent = FPlatformProcess::GetSynchEventFromPool(true);
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ReturnEvent = FPlatformProcess::GetSynchEventFromPool(false);
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ReturnEvent->Trigger();
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Thread = FRunnableThread::Create(this, TEXT("Worker Thread"));
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}
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}
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@@ -40,12 +40,15 @@ void FTriggeredTask::Startup(FRunnable *client) {
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void FTriggeredTask::Shutdown() {
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FScopeLock lock(&Mutex);
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if (Thread != nullptr) {
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ReturnEvent->Wait();
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ThreadStopRequested = true;
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ThreadEvent->Trigger();
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CallEvent->Trigger();
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delete Thread; // This waits for the thread to complete.
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Thread = nullptr;
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FPlatformProcess::ReturnSynchEventToPool(ThreadEvent);
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ThreadEvent = nullptr;
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FPlatformProcess::ReturnSynchEventToPool(CallEvent);
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FPlatformProcess::ReturnSynchEventToPool(ReturnEvent);
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CallEvent = nullptr;
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ReturnEvent = nullptr;
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}
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ThreadStopRequested = false;
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}
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@@ -53,7 +56,15 @@ void FTriggeredTask::Shutdown() {
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void FTriggeredTask::Trigger() {
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FScopeLock lock(&Mutex);
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if (Thread != nullptr) {
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ThreadEvent->Trigger();
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ReturnEvent->Reset();
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CallEvent->Trigger();
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}
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}
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void FTriggeredTask::Wait() {
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FScopeLock lock(&Mutex);
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if (Thread != nullptr) {
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ReturnEvent->Wait();
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}
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}
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@@ -11,15 +11,13 @@
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// * You have a function to run in the background.
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// * It should start the instant a foreground thread says "NOW".
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// * It should be run exactly once for each "NOW".
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// * The foreground thread eventually waits for the background thread to finish.
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//
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// To use this class, construct an FTriggeredTask,
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// and provide a runnable object. The runnable
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// object's "Run" method will get executed in
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// each time you call 'Trigger' on the FTriggeredTask.
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//
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// The run method will never get called reentrantly,
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// even if you call 'Trigger' rapidly in succession.
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//
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///////////////////////////////////////////////
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class FTriggeredTask : public FRunnable
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@@ -43,7 +41,12 @@ private:
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// once. But if ThreadStopRequested is true, it means we
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// want the thread to exit.
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//
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FEvent* ThreadEvent;
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FEvent* CallEvent;
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// This event is used when the thread is done
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// with its work.
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//
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FEvent* ReturnEvent;
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// The client whose task we're triggering.
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//
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@@ -91,12 +94,18 @@ public:
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// Trigger
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//
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// Run the client's 'RUN' method once, in the
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// background. Trigger is a no-op if the system
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// is shut down. If you trigger when the task
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// is already running, a trigger may get dropped.
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// background.
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//
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void Trigger();
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// Wait
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//
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// Wait for the background task to finish its work.
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// If the background thread isn't running, then this
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// returns immediately.
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//
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void Wait();
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// IsRunning
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//
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bool IsRunning();
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