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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2006-02-21 01:16:04 +00:00
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2001-04-11 02:47:15 +00:00
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//
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// $Id$
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#ifndef FG_TILE_LOADER_HXX
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#define FG_TILE_LOADER_HXX
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/misc/sg_path.hxx>
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2005-11-22 17:02:31 +00:00
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#if defined(ENABLE_THREADS)
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2001-04-11 02:47:15 +00:00
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# include <simgear/threads/SGThread.hxx>
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2001-04-16 20:03:52 +00:00
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# include <simgear/threads/SGQueue.hxx>
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2001-05-18 20:31:23 +00:00
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#else
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# include <queue>
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2001-07-12 17:55:44 +00:00
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SG_USING_STD( queue );
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2001-04-11 02:47:15 +00:00
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#endif
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2001-07-12 17:55:44 +00:00
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2001-04-11 02:47:15 +00:00
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// Forward reference.
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class FGTileEntry;
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/**
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* Queues tiles for loading, possibly by a separate thread.
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*/
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class FGTileLoader
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{
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public:
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/**
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* Constructor.
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*/
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FGTileLoader();
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/**
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* Destructor.
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*/
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~FGTileLoader();
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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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* Flush anything in pending load queue without doing the work
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* Leave the free queue intact since that's are only record of
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* things we need to remove.
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*/
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void reinit();
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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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* Add a tile to the end of the load queue.
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* @param tile The tile to be loaded from disk.
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*/
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void add( FGTileEntry* 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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/**
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* Remove a tile from memory.
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* @param tile The tile to be removed from memory.
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*/
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void remove( FGTileEntry* tile );
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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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* The tile loader thread will only load one tile per call to the
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* update() method. This is a way to spread out the work of the
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* tile loader and slow it down so it is less intrusive. For
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* systems built without thead support this is a no-op.
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*/
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void update();
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2001-04-11 02:47:15 +00:00
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/**
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* Returns whether the load queue is empty (contains no elements).
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* @return true if load queue is empty otherwise returns false.
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*/
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2001-05-18 20:31:23 +00:00
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// bool empty() const { return tile_load_queue.empty(); }
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2001-04-11 02:47:15 +00:00
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private:
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private:
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2005-11-22 17:02:31 +00:00
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#if defined(ENABLE_THREADS)
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2001-04-11 02:47:15 +00:00
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/**
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* FIFO queue of tiles to load from data files.
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*/
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2001-05-19 16:59:43 +00:00
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SGBlockingQueue< FGTileEntry * > tile_load_queue;
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2001-05-20 06:49:06 +00:00
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// SGBlockingQueue< FGTileEntry * > tile_free_queue;
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2001-05-18 20:31:23 +00:00
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#else
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2001-05-19 16:59:43 +00:00
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queue< FGTileEntry * > tile_load_queue;
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2001-05-20 06:49:06 +00:00
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// queue< FGTileEntry * > tile_free_queue;
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2001-04-17 05:21:56 +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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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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* Base names of directories containing tile data files.
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2001-04-11 02:47:15 +00:00
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*/
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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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string_list tile_path;
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2001-04-11 02:47:15 +00:00
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2005-11-22 17:02:31 +00:00
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#if defined(ENABLE_THREADS)
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2001-04-11 02:47:15 +00:00
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/**
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* Maximum number of threads to create for loading tiles.
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*/
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enum { MAX_THREADS = 1 };
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/**
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* This class represents the thread of execution responsible for
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* loading a tile.
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*/
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class LoaderThread : public SGThread
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{
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public:
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LoaderThread( FGTileLoader* l ) : loader(l) {}
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~LoaderThread() {}
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/**
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* Reads the tile from disk.
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*/
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void run();
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private:
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FGTileLoader* loader;
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private:
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// not implemented.
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LoaderThread();
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LoaderThread( const LoaderThread& );
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LoaderThread& operator=( const LoaderThread& );
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};
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friend class LoaderThread;
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/**
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* Array of loading threads.
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*/
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LoaderThread* threads[ MAX_THREADS ];
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/**
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* Lock and synchronize access to tile queue.
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*/
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SGMutex mutex;
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2003-05-13 03:18:42 +00:00
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SGPthreadCond frame_cond;
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2001-04-11 02:47:15 +00:00
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/**
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* Thread cleanup handler.
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*/
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friend void cleanup_handler( void* );
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#endif // ENABLE_THREADS
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};
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#endif // FG_TILE_LOADER_HXX
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