Refactor ObjectsRemovalService to skip double-buffering due to issues and complexity
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@@ -2,22 +2,18 @@
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#include "ObjectsRemovalService.h"
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#include "Collections/Dictionary.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Scripting/ScriptingObject.h"
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#include "Log.h"
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namespace ObjectsRemovalServiceImpl
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{
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bool IsReady = false;
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CriticalSection PoolLocker;
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CriticalSection NewItemsLocker;
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DateTime LastUpdate;
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float LastUpdateGameTime;
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Dictionary<Object*, float> Pool(8192);
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Dictionary<Object*, float> NewItemsPool(2048);
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}
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using namespace ObjectsRemovalServiceImpl;
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@@ -39,41 +35,14 @@ ObjectsRemoval ObjectsRemovalInstance;
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bool ObjectsRemovalService::IsInPool(Object* obj)
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{
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if (!IsReady)
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return false;
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{
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ScopeLock lock(NewItemsLocker);
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if (NewItemsPool.ContainsKey(obj))
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return true;
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}
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{
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ScopeLock lock(PoolLocker);
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if (Pool.ContainsKey(obj))
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return true;
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}
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return false;
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}
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bool ObjectsRemovalService::HasNewItemsForFlush()
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{
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NewItemsLocker.Lock();
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const bool result = NewItemsPool.HasItems();
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NewItemsLocker.Unlock();
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PoolLocker.Lock();
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const bool result = Pool.ContainsKey(obj);
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PoolLocker.Unlock();
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return result;
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}
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void ObjectsRemovalService::Dereference(Object* obj)
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{
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if (!IsReady)
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return;
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NewItemsLocker.Lock();
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NewItemsPool.Remove(obj);
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NewItemsLocker.Unlock();
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PoolLocker.Lock();
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Pool.Remove(obj);
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PoolLocker.Unlock();
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@@ -81,57 +50,37 @@ void ObjectsRemovalService::Dereference(Object* obj)
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void ObjectsRemovalService::Add(Object* obj, float timeToLive, bool useGameTime)
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{
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ScopeLock lock(NewItemsLocker);
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obj->Flags |= ObjectFlags::WasMarkedToDelete;
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if (useGameTime)
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obj->Flags |= ObjectFlags::UseGameTimeForDelete;
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else
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obj->Flags &= ~ObjectFlags::UseGameTimeForDelete;
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NewItemsPool[obj] = timeToLive;
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PoolLocker.Lock();
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Pool[obj] = timeToLive;
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PoolLocker.Unlock();
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}
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void ObjectsRemovalService::Flush(float dt, float gameDelta)
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{
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PROFILE_CPU();
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// Add new items
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PoolLocker.Lock();
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int32 itemsLeft;
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do
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{
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ScopeLock lock(NewItemsLocker);
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for (auto i = NewItemsPool.Begin(); i.IsNotEnd(); ++i)
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{
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Pool[i->Key] = i->Value;
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}
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NewItemsPool.Clear();
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}
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// Update timeouts and delete objects that timed out
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{
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ScopeLock lock(PoolLocker);
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// Update timeouts and delete objects that timed out
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itemsLeft = Pool.Count();
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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{
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auto obj = i->Key;
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Object* obj = i->Key;
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const float ttl = i->Value - ((obj->Flags & ObjectFlags::UseGameTimeForDelete) != ObjectFlags::None ? gameDelta : dt);
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if (ttl <= ZeroTolerance)
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if (ttl <= 0.0f)
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{
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Pool.Remove(i);
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#if BUILD_DEBUG || BUILD_DEVELOPMENT
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if (NewItemsPool.ContainsKey(obj))
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{
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const auto asScriptingObj = dynamic_cast<ScriptingObject*>(obj);
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if (asScriptingObj)
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{
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LOG(Warning, "Object {0} was marked to delete after delete timeout", asScriptingObj->GetID());
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}
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}
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#endif
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NewItemsPool.Remove(obj);
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//ASSERT(!NewItemsPool.ContainsKey(obj));
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obj->OnDeleteObject();
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itemsLeft--;
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}
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else
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{
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@@ -139,38 +88,9 @@ void ObjectsRemovalService::Flush(float dt, float gameDelta)
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}
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}
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}
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while (itemsLeft != Pool.Count()); // Continue removing if any new item was added during removing (eg. sub-object delete with 0 timeout)
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// Perform removing in loop
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// Note: objects during OnDeleteObject call can register new objects to remove with timeout=0, for example Actors do that to remove children and scripts
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while (HasNewItemsForFlush())
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{
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// Add new items
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{
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ScopeLock lock(NewItemsLocker);
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for (auto i = NewItemsPool.Begin(); i.IsNotEnd(); ++i)
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{
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Pool[i->Key] = i->Value;
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}
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NewItemsPool.Clear();
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}
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// Delete objects that timed out
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{
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ScopeLock lock(PoolLocker);
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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{
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if (i->Value <= ZeroTolerance)
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{
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auto obj = i->Key;
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Pool.Remove(i);
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ASSERT(!NewItemsPool.ContainsKey(obj));
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obj->OnDeleteObject();
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}
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}
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}
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}
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PoolLocker.Unlock();
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}
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bool ObjectsRemoval::Init()
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@@ -204,14 +124,12 @@ void ObjectsRemoval::Dispose()
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ScopeLock lock(PoolLocker);
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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{
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auto obj = i->Key;
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Object* obj = i->Key;
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Pool.Remove(i);
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obj->OnDeleteObject();
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}
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Pool.Clear();
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}
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IsReady = false;
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}
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Object::~Object()
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