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fe52458154
Happy new year to the wonderful Godot community!
138 lines
4.5 KiB
C++
138 lines
4.5 KiB
C++
/*************************************************************************/
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/* physics_server_3d_wrap_mt.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "physics_server_3d_wrap_mt.h"
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#include "core/os/os.h"
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void PhysicsServer3DWrapMT::thread_exit() {
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exit = true;
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}
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void PhysicsServer3DWrapMT::thread_step(real_t p_delta) {
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physics_3d_server->step(p_delta);
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step_sem.post();
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}
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void PhysicsServer3DWrapMT::_thread_callback(void *_instance) {
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PhysicsServer3DWrapMT *vsmt = reinterpret_cast<PhysicsServer3DWrapMT *>(_instance);
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vsmt->thread_loop();
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}
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void PhysicsServer3DWrapMT::thread_loop() {
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server_thread = Thread::get_caller_id();
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physics_3d_server->init();
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exit = false;
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step_thread_up = true;
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while (!exit) {
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// flush commands one by one, until exit is requested
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command_queue.wait_and_flush();
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}
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command_queue.flush_all(); // flush all
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physics_3d_server->finish();
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}
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/* EVENT QUEUING */
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void PhysicsServer3DWrapMT::step(real_t p_step) {
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if (create_thread) {
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command_queue.push(this, &PhysicsServer3DWrapMT::thread_step, p_step);
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} else {
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command_queue.flush_all(); //flush all pending from other threads
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physics_3d_server->step(p_step);
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}
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}
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void PhysicsServer3DWrapMT::sync() {
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if (create_thread) {
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if (first_frame) {
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first_frame = false;
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} else {
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step_sem.wait(); //must not wait if a step was not issued
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}
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}
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physics_3d_server->sync();
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}
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void PhysicsServer3DWrapMT::flush_queries() {
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physics_3d_server->flush_queries();
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}
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void PhysicsServer3DWrapMT::end_sync() {
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physics_3d_server->end_sync();
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}
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void PhysicsServer3DWrapMT::init() {
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if (create_thread) {
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//OS::get_singleton()->release_rendering_thread();
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thread.start(_thread_callback, this);
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while (!step_thread_up) {
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OS::get_singleton()->delay_usec(1000);
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}
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} else {
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physics_3d_server->init();
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}
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}
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void PhysicsServer3DWrapMT::finish() {
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if (thread.is_started()) {
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command_queue.push(this, &PhysicsServer3DWrapMT::thread_exit);
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thread.wait_to_finish();
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} else {
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physics_3d_server->finish();
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}
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}
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PhysicsServer3DWrapMT::PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread) :
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command_queue(p_create_thread) {
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physics_3d_server = p_contained;
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create_thread = p_create_thread;
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pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
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if (!p_create_thread) {
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server_thread = Thread::get_caller_id();
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} else {
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server_thread = 0;
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}
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main_thread = Thread::get_caller_id();
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}
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PhysicsServer3DWrapMT::~PhysicsServer3DWrapMT() {
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memdelete(physics_3d_server);
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//finish();
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}
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