175 lines
4.4 KiB
C++
175 lines
4.4 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#include "ObjectsRemovalService.h"
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#include "Utilities.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/Platform/CriticalSection.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Scripting/ScriptingObject.h"
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const Char* BytesSizesData[] = { TEXT("b"), TEXT("Kb"), TEXT("Mb"), TEXT("Gb"), TEXT("Tb"), TEXT("Pb"), TEXT("Eb"), TEXT("Zb"), TEXT("Yb") };
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const Char* HertzSizesData[] = { TEXT("Hz"), TEXT("KHz"), TEXT("MHz"), TEXT("GHz"), TEXT("THz"), TEXT("PHz"), TEXT("EHz"), TEXT("ZHz"), TEXT("YHz") };
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Span<const Char*> Utilities::Private::BytesSizes(BytesSizesData, ARRAY_COUNT(BytesSizesData));
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Span<const Char*> Utilities::Private::HertzSizes(HertzSizesData, ARRAY_COUNT(HertzSizesData));
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namespace
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{
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CriticalSection PoolLocker;
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double LastUpdate;
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float LastUpdateGameTime;
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Dictionary<Object*, float> Pool(8192);
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uint64 PoolCounter = 0;
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}
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class ObjectsRemoval : public EngineService
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{
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public:
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ObjectsRemoval()
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: EngineService(TEXT("Objects Removal Service"), -1000)
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{
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}
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bool Init() override;
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void LateUpdate() override;
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void Dispose() override;
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};
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ObjectsRemoval ObjectsRemovalInstance;
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bool ObjectsRemovalService::IsInPool(Object* obj)
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{
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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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PoolLocker.Lock();
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Pool.Remove(obj);
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PoolLocker.Unlock();
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}
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void ObjectsRemovalService::Add(Object* obj, float timeToLive, bool useGameTime)
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{
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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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PoolLocker.Lock();
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Pool[obj] = timeToLive;
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PoolCounter++;
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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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PoolLocker.Lock();
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PoolCounter = 0;
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// Update timeouts and delete objects that timed out
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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{
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auto& bucket = *i;
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Object* obj = bucket.Key;
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const float ttl = bucket.Value - ((obj->Flags & ObjectFlags::UseGameTimeForDelete) != ObjectFlags::None ? gameDelta : dt);
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if (ttl <= 0.0f)
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{
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Pool.Remove(i);
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obj->OnDeleteObject();
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}
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else
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{
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bucket.Value = ttl;
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}
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}
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// If any object was added to the pool while removing objects (by this thread) then retry removing any nested objects (but without delta time)
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if (PoolCounter != 0)
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{
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RETRY:
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PoolCounter = 0;
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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{
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if (i->Value <= 0.0f)
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{
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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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}
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if (PoolCounter != 0)
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goto RETRY;
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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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{
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LastUpdate = Platform::GetTimeSeconds();
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LastUpdateGameTime = 0;
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return false;
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}
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void ObjectsRemoval::LateUpdate()
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{
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PROFILE_CPU();
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// Delete all objects
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const double now = Platform::GetTimeSeconds();
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const float dt = (float)(now - LastUpdate);
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float gameDelta = Time::Update.DeltaTime.GetTotalSeconds();
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if (Time::GetGamePaused())
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gameDelta = 0;
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ObjectsRemovalService::Flush(dt, gameDelta);
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LastUpdate = now;
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}
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void ObjectsRemoval::Dispose()
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{
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// Collect new objects
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ObjectsRemovalService::Flush();
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// Delete all remaining objects
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{
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PoolLocker.Lock();
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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{
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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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PoolLocker.Unlock();
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}
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}
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Object::~Object()
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{
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#if BUILD_DEBUG && 0
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// Prevent removing object that is still reverenced by the removal service
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ASSERT(!ObjectsRemovalService::IsInPool(this));
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#endif
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}
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void Object::DeleteObjectNow()
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{
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ObjectsRemovalService::Dereference(this);
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OnDeleteObject();
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}
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void Object::DeleteObject(float timeToLive, bool useGameTime)
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{
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// Add to deferred remove (or just update timeout but don't remove object here)
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ObjectsRemovalService::Add(this, timeToLive, useGameTime);
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}
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