Files
FlaxEngine/Source/Engine/Core/ObjectsRemovalService.cpp

175 lines
4.4 KiB
C++

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