2001-04-11 02:47:15 +00:00
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// FGTileLoader - Queue scenery tiles for loading.
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//
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// Written by Bernie Bright, started March 2001.
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//
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// Copyright (C) 2001 Bernard Bright - bbright@bigpond.net.au
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// 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 this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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2002-03-16 00:18:38 +00:00
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#include <simgear/compiler.h>
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2005-01-17 22:10:53 +00:00
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#include <simgear/structure/exception.hxx>
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2002-03-16 00:18:38 +00:00
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2001-04-11 02:47:15 +00:00
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#include <Main/globals.hxx>
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#include "FGTileLoader.hxx"
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#include "tileentry.hxx"
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2001-04-16 20:03:52 +00:00
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#include "tilemgr.hxx"
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2001-04-11 02:47:15 +00:00
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2001-04-17 05:21:56 +00:00
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extern ssgBranch *terrain;
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extern ssgBranch *ground;
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2004-03-18 02:37:01 +00:00
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2001-04-11 02:47:15 +00:00
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/**
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*
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*/
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FGTileLoader::FGTileLoader()
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{
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2004-04-30 00:52:11 +00:00
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#if defined(ENABLE_THREADS) && ENABLE_THREADS
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2001-04-11 02:47:15 +00:00
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// Create and start the loader threads.
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for (int i = 0; i < MAX_THREADS; ++i)
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{
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threads[i] = new LoaderThread(this);
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2005-01-09 10:27:01 +00:00
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threads[i]->start( 1 );
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2001-04-11 02:47:15 +00:00
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}
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#endif // ENABLE_THREADS
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}
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/**
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* Terminate all threads.
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*/
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FGTileLoader::~FGTileLoader()
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{
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2004-04-30 00:52:11 +00:00
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#if defined(ENABLE_THREADS) && ENABLE_THREADS
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2001-04-11 02:47:15 +00:00
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// Wake up its time to die.
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2001-04-16 20:03:52 +00:00
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// queue_cond.broadcast();
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2001-04-11 02:47:15 +00:00
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for (int i = 0; i < MAX_THREADS; ++i)
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{
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threads[i]->cancel();
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threads[i]->join();
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}
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#endif // ENABLE_THREADS
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}
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2001-05-21 20:44:59 +00:00
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2001-05-30 18:21:03 +00:00
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#if 0 // we don't ever want to do this I don't think
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2001-05-21 20:44:59 +00:00
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/**
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*
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*/
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void FGTileLoader::reinit() {
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while ( !tile_load_queue.empty() ) {
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tile_load_queue.pop();
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}
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}
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2001-05-30 18:21:03 +00:00
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#endif
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2001-05-21 20:44:59 +00:00
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2001-04-11 02:47:15 +00:00
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/**
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*
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*/
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void
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FGTileLoader::add( FGTileEntry* tile )
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{
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/**
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* Initialise tile_path here and not in ctor to avoid problems
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Melchior FRANZ:
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
2004-06-08 15:32:09 +00:00
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* with the initialisation order of global objects.
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2001-04-11 02:47:15 +00:00
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*/
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static bool beenhere = false;
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Melchior FRANZ:
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
2004-06-08 15:32:09 +00:00
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if (!beenhere) {
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tile_path = globals->get_fg_scenery();
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2005-01-17 22:10:53 +00:00
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if (!tile_path.size())
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throw sg_throwable(string("No valid scenery path defined!"));
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Melchior FRANZ:
Wouldn't it be better to prepare the whole list of paths (or two
separate ones for Terrain/Objects if necessary) in FGGlobals::set_fg_scenery,
and to pass the vector<string>s to FGTileEntry::load? It doesn't seem to make
a lot of sense to split the path up, modify it, mount it together to one string
again, and then let FGTileEntry::load split it up again.
Here we go:
Main/globals.cxx
================
As fg_scenery is now a string_list, we don't need initialization. Furthermore,
this list is cleared with every set_fg_scenery() call.
ctor: create default dir from fg_root if necessary. Otherwise check all paths
of --fg-scenery/FG_SCENERY: If the path doesn't exist, ignore it. If it contains
a dir Terrain and/or Objects, then only add that to the list. If it contains
neither, then use the path as is.
Scenery/tileentry.cxx
=====================
Trivial: don't split a "base path", but use the given path_list as is.
(I considered a variable name "path_list" better suited than "search".)
Scenery/FGTileLoader.cxx
========================
No more fiddling with sub-paths. This has to be delivered by get_fg_scenery
already.
2004-06-08 15:32:09 +00:00
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beenhere = true;
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2001-04-11 02:47:15 +00:00
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}
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2001-05-18 20:31:23 +00:00
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tile_load_queue.push( tile );
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2001-04-11 02:47:15 +00:00
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}
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2001-05-20 06:49:06 +00:00
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#ifdef WISH_PLIB_WAS_THREADED // but it isn't
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2001-05-19 16:59:43 +00:00
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/**
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*
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*/
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void
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FGTileLoader::remove( FGTileEntry* tile )
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{
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tile_free_queue.push( tile );
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}
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2001-05-20 06:49:06 +00:00
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#endif
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2001-05-19 16:59:43 +00:00
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2001-04-14 03:11:39 +00:00
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/**
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*
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*/
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void
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FGTileLoader::update()
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{
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2002-02-11 23:33:20 +00:00
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2004-04-30 00:52:11 +00:00
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#if defined(ENABLE_THREADS) && ENABLE_THREADS
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2001-05-18 20:31:23 +00:00
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// send a signal to the pager thread that it is allowed to load
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// another tile
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2001-04-14 03:11:39 +00:00
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mutex.lock();
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frame_cond.signal();
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mutex.unlock();
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2001-05-18 20:31:23 +00:00
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#else
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if ( !tile_load_queue.empty() ) {
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2001-05-30 18:21:03 +00:00
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// cout << "loading next tile ..." << endl;
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2001-05-18 20:31:23 +00:00
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// load the next tile in the queue
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FGTileEntry* tile = tile_load_queue.front();
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tile_load_queue.pop();
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2002-02-11 23:33:20 +00:00
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2001-05-18 20:31:23 +00:00
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tile->load( tile_path, true );
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2002-02-11 23:33:20 +00:00
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2001-05-21 20:44:59 +00:00
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FGTileMgr::ready_to_attach( tile );
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2001-05-18 20:31:23 +00:00
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}
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2001-05-19 16:59:43 +00:00
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2001-05-21 20:44:59 +00:00
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#ifdef WISH_PLIB_WAS_THREADED // but it isn't
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2001-05-19 16:59:43 +00:00
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if ( !tile_free_queue.empty() ) {
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2001-05-30 18:21:03 +00:00
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// cout << "freeing next tile ..." << endl;
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2001-05-19 16:59:43 +00:00
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// free the next tile in the queue
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FGTileEntry* tile = tile_free_queue.front();
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tile_free_queue.pop();
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tile->free_tile();
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delete tile;
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}
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2001-05-21 20:44:59 +00:00
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#endif
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2001-05-19 16:59:43 +00:00
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2001-04-14 03:11:39 +00:00
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#endif // ENABLE_THREADS
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2002-02-11 23:33:20 +00:00
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2001-04-14 03:11:39 +00:00
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}
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2004-04-30 00:52:11 +00:00
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#if defined(ENABLE_THREADS) && ENABLE_THREADS
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2001-04-11 02:47:15 +00:00
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/**
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*
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*/
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void
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FGTileLoader::LoaderThread::run()
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{
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pthread_cleanup_push( cleanup_handler, loader );
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while ( true ) {
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// Wait for a load request to be placed in the queue.
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2001-05-18 20:31:23 +00:00
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FGTileEntry* tile = loader->tile_load_queue.pop();
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2001-04-11 02:47:15 +00:00
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2001-04-14 03:11:39 +00:00
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// Wait for the next frame signal before we load a tile from the queue
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2001-05-18 20:31:23 +00:00
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loader->mutex.lock();
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loader->frame_cond.wait( loader->mutex );
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loader->mutex.unlock();
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2001-04-11 02:47:15 +00:00
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set_cancel( SGThread::CANCEL_DISABLE );
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tile->load( loader->tile_path, true );
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set_cancel( SGThread::CANCEL_DEFERRED );
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2001-04-16 20:03:52 +00:00
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2001-05-19 16:59:43 +00:00
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FGTileMgr::ready_to_attach( tile );
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2001-05-20 06:49:06 +00:00
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#ifdef WISH_PLIB_WAS_THREADED // but it isn't
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2001-05-19 16:59:43 +00:00
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// Handle and pending removals
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while ( !loader->tile_free_queue.empty() ) {
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2001-05-30 18:21:03 +00:00
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// cout << "freeing next tile ..." << endl;
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2001-05-19 16:59:43 +00:00
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// free the next tile in the queue
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FGTileEntry* tile = loader->tile_free_queue.pop();
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tile->free_tile();
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delete tile;
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}
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2001-05-20 06:49:06 +00:00
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#endif
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2001-04-11 02:47:15 +00:00
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}
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pthread_cleanup_pop(1);
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}
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/**
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* Ensure mutex is unlocked.
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*/
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void
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cleanup_handler( void* arg )
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{
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FGTileLoader* loader = (FGTileLoader*) arg;
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loader->mutex.unlock();
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}
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#endif // ENABLE_THREADS
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