mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
We were polling SDL messages from two different threads (by mistake), and Sierra now refuses to do that. Tested by Stan, Itms, Fatherbushido, and discussed with Philip for the code change itself. Fixes #4408. Differential Revision: https://code.wildfiregames.com/D42 This was SVN commit r19160.
334 lines
9.3 KiB
C++
334 lines
9.3 KiB
C++
/* Copyright (C) 2013 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "GameLoop.h"
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#include "MessagePasserImpl.h"
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#include "Messages.h"
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#include "SharedMemory.h"
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#include "Handlers/MessageHandler.h"
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#include "ActorViewer.h"
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#include "View.h"
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#include "InputProcessor.h"
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#include "graphics/TextureManager.h"
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#include "gui/GUIManager.h"
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#include "lib/app_hooks.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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#include "ps/DllLoader.h"
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#include "ps/Filesystem.h"
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#include "ps/Profile.h"
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#include "ps/GameSetup/Paths.h"
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#include "renderer/Renderer.h"
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using namespace AtlasMessage;
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namespace AtlasMessage
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{
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extern void RegisterHandlers();
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}
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// Loaded from DLL:
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void (*Atlas_StartWindow)(const wchar_t* type);
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void (*Atlas_SetDataDirectory)(const wchar_t* path);
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void (*Atlas_SetConfigDirectory)(const wchar_t* path);
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void (*Atlas_SetMessagePasser)(MessagePasser*);
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void (*Atlas_GLSetCurrent)(void* cavas);
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void (*Atlas_GLSwapBuffers)(void* canvas);
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void (*Atlas_NotifyEndOfFrame)();
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void (*Atlas_DisplayError)(const wchar_t* text, size_t flags);
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void (*Atlas_ReportError)();
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namespace AtlasMessage
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{
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void* (*ShareableMallocFptr)(size_t);
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void (*ShareableFreeFptr)(void*);
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}
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MessagePasser* AtlasMessage::g_MessagePasser = NULL;
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static InputProcessor g_Input;
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static GameLoopState state;
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GameLoopState* g_AtlasGameLoop = &state;
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static ErrorReactionInternal AtlasDisplayError(const wchar_t* text, size_t flags)
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{
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// TODO: after Atlas has been unloaded, don't do this
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Atlas_DisplayError(text, flags);
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return ERI_CONTINUE;
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}
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static void RendererIncrementalLoad()
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{
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// TODO: shouldn't duplicate this code from main.cpp
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if (!CRenderer::IsInitialised())
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return;
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const double maxTime = 0.1f;
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double startTime = timer_Time();
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bool more;
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do {
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more = g_Renderer.GetTextureManager().MakeProgress();
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}
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while (more && timer_Time() - startTime < maxTime);
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}
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static void* RunEngine(void* data)
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{
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debug_SetThreadName("engine_thread");
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// Set new main thread so that all the thread-safety checks pass
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ThreadUtil::SetMainThread();
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g_Profiler2.RegisterCurrentThread("atlasmain");
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const CmdLineArgs args = *reinterpret_cast<const CmdLineArgs*>(data);
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MessagePasserImpl* msgPasser = (MessagePasserImpl*)AtlasMessage::g_MessagePasser;
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// Register all the handlers for message which might be passed back
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RegisterHandlers();
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// Override ah_display_error to pass all errors to the Atlas UI
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// TODO: this doesn't work well because it doesn't pause the game thread
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// and the error box is ugly, so only use it if we fix those issues
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// (use INIT_HAVE_DISPLAY_ERROR init flag to test this)
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AppHooks hooks = {0};
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hooks.display_error = AtlasDisplayError;
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app_hooks_update(&hooks);
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// Disable the game's cursor rendering
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extern CStrW g_CursorName;
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g_CursorName = L"";
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state.args = args;
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state.running = true;
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state.view = AtlasView::GetView_None();
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state.glCanvas = NULL;
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double last_activity = timer_Time();
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while (state.running)
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{
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bool recent_activity = false;
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//////////////////////////////////////////////////////////////////////////
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// (TODO: Work out why these things have to be in this order (to avoid
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// jumps when starting to move, etc))
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// Calculate frame length
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{
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const double time = timer_Time();
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static double last_time = time;
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const double realFrameLength = time-last_time;
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last_time = time;
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ENSURE(realFrameLength >= 0.0);
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// TODO: filter out big jumps, e.g. when having done a lot of slow
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// processing in the last frame
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state.realFrameLength = realFrameLength;
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}
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// Process the input that was received in the past
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if (g_Input.ProcessInput(&state))
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recent_activity = true;
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//////////////////////////////////////////////////////////////////////////
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{
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IMessage* msg;
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while ((msg = msgPasser->Retrieve()) != NULL)
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{
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recent_activity = true;
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std::string name (msg->GetName());
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msgHandlers::const_iterator it = GetMsgHandlers().find(name);
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if (it != GetMsgHandlers().end())
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{
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it->second(msg);
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}
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else
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{
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debug_warn(L"Unrecognised message");
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// CLogger might not be initialised, but this error will be sent
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// to the debug output window anyway so people can still see it
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LOGERROR("Unrecognised message (%s)", name.c_str());
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}
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if (msg->GetType() == IMessage::Query)
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{
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// For queries, we need to notify MessagePasserImpl::Query
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// that the query has now been processed.
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sem_post((sem_t*) static_cast<QueryMessage*>(msg)->m_Semaphore);
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// (msg may have been destructed at this point, so don't use it again)
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// It's quite possible that the querier is going to do a tiny
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// bit of processing on the query results and then issue another
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// query, and repeat lots of times in a loop. To avoid slowing
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// that down by rendering between every query, make this
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// thread yield now.
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SDL_Delay(0);
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}
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else
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{
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// For non-queries, we need to delete the object, since we
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// took ownership of it.
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AtlasMessage::ShareableDelete(msg);
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}
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}
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}
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// Exit, if desired
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if (! state.running)
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break;
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//////////////////////////////////////////////////////////////////////////
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// Do per-frame processing:
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ReloadChangedFiles();
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RendererIncrementalLoad();
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// Pump SDL events (e.g. hotkeys)
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SDL_Event_ ev;
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while (in_poll_priority_event(&ev))
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in_dispatch_event(&ev);
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if (g_GUI)
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g_GUI->TickObjects();
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state.view->Update(state.realFrameLength);
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state.view->Render();
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if (CProfileManager::IsInitialised())
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g_Profiler.Frame();
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double time = timer_Time();
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if (recent_activity)
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last_activity = time;
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// Be nice to the processor (by sleeping lots) if we're not doing anything
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// useful, and nice to the user (by just yielding to other threads) if we are
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bool yield = (time - last_activity > 0.5);
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// But make sure we aren't doing anything interesting right now, where
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// the user wants to see the screen updating even though they're not
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// interacting with it
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if (state.view->WantsHighFramerate())
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yield = false;
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if (yield) // if there was no recent activity...
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{
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double sleepUntil = time + 0.5; // only redraw at 2fps
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while (time < sleepUntil)
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{
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// To minimise latency when the user starts doing stuff, only
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// sleep for a short while, then check if anything's happened,
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// then go back to sleep
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// (TODO: This should probably be done with something like semaphores)
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Atlas_NotifyEndOfFrame(); // (TODO: rename to NotifyEndOfQuiteShortProcessingPeriodSoPleaseSendMeNewMessages or something)
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SDL_Delay(50);
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if (!msgPasser->IsEmpty())
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break;
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time = timer_Time();
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}
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}
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else
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{
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Atlas_NotifyEndOfFrame();
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SDL_Delay(0);
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}
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}
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return NULL;
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}
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bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll)
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{
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// Load required symbols from the DLL
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try
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{
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dll.LoadSymbol("Atlas_StartWindow", Atlas_StartWindow);
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dll.LoadSymbol("Atlas_SetMessagePasser", Atlas_SetMessagePasser);
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dll.LoadSymbol("Atlas_SetDataDirectory", Atlas_SetDataDirectory);
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dll.LoadSymbol("Atlas_SetConfigDirectory", Atlas_SetConfigDirectory);
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dll.LoadSymbol("Atlas_GLSetCurrent", Atlas_GLSetCurrent);
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dll.LoadSymbol("Atlas_GLSwapBuffers", Atlas_GLSwapBuffers);
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dll.LoadSymbol("Atlas_NotifyEndOfFrame", Atlas_NotifyEndOfFrame);
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dll.LoadSymbol("Atlas_DisplayError", Atlas_DisplayError);
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dll.LoadSymbol("Atlas_ReportError", Atlas_ReportError);
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dll.LoadSymbol("ShareableMalloc", ShareableMallocFptr);
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dll.LoadSymbol("ShareableFree", ShareableFreeFptr);
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}
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catch (PSERROR_DllLoader&)
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{
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debug_warn(L"Failed to initialise DLL");
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return false;
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}
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// Construct a message passer for communicating with Atlas
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// (here so that its scope lasts beyond the game thread)
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MessagePasserImpl msgPasser;
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AtlasMessage::g_MessagePasser = &msgPasser;
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// Pass our message handler to Atlas
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Atlas_SetMessagePasser(&msgPasser);
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// Tell Atlas the location of the data directory
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const Paths paths(args);
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Atlas_SetDataDirectory(paths.RData().string().c_str());
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// Tell Atlas the location of the user config directory
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Atlas_SetConfigDirectory(paths.Config().string().c_str());
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// Run the engine loop in a new thread
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pthread_t engineThread;
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pthread_create(&engineThread, NULL, RunEngine, reinterpret_cast<void*>(const_cast<CmdLineArgs*>(&args)));
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// Start Atlas UI on main thread
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// (required for wxOSX/Cocoa compatibility - see http://trac.wildfiregames.com/ticket/500)
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Atlas_StartWindow(L"ScenarioEditor");
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// Wait for the engine to exit
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pthread_join(engineThread, NULL);
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// TODO: delete all remaining messages, to avoid memory leak warnings
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// Restore main thread
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ThreadUtil::SetMainThread();
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// Clean up
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AtlasView::DestroyViews();
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AtlasMessage::g_MessagePasser = NULL;
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return true;
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}
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