// FGTileLoader - Queue scenery tiles for loading. // // Written by Bernie Bright, started March 2001. // // Copyright (C) 2001 Bernard Bright - bbright@bigpond.net.au // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #include #include
#include "FGTileLoader.hxx" #include "tileentry.hxx" #include "tilemgr.hxx" extern ssgBranch *terrain; extern ssgBranch *ground; /** * */ FGTileLoader::FGTileLoader() { #ifdef ENABLE_THREADS // Create and start the loader threads. for (int i = 0; i < MAX_THREADS; ++i) { threads[i] = new LoaderThread(this); threads[i]->start(); } #endif // ENABLE_THREADS } /** * Terminate all threads. */ FGTileLoader::~FGTileLoader() { #ifdef ENABLE_THREADS // Wake up its time to die. // queue_cond.broadcast(); for (int i = 0; i < MAX_THREADS; ++i) { threads[i]->cancel(); threads[i]->join(); } #endif // ENABLE_THREADS } #if 0 // we don't ever want to do this I don't think /** * */ void FGTileLoader::reinit() { while ( !tile_load_queue.empty() ) { tile_load_queue.pop(); } } #endif /** * */ void FGTileLoader::add( FGTileEntry* tile ) { /** * Initialise tile_path here and not in ctor to avoid problems * with the initialastion order of global objects. */ static bool beenhere = false; if (!beenhere) { if ( !globals->get_fg_scenery().empty() ) { tile_path = globals->get_fg_scenery(); } else { SGPath tmp; tmp.set( globals->get_fg_root() ); tmp.append( "Scenery" ); tile_path = tmp.str(); } beenhere = true; } tile_load_queue.push( tile ); } #ifdef WISH_PLIB_WAS_THREADED // but it isn't /** * */ void FGTileLoader::remove( FGTileEntry* tile ) { tile_free_queue.push( tile ); } #endif /** * */ void FGTileLoader::update() { #ifdef ENABLE_THREADS // send a signal to the pager thread that it is allowed to load // another tile mutex.lock(); frame_cond.signal(); mutex.unlock(); #else if ( !tile_load_queue.empty() ) { // cout << "loading next tile ..." << endl; // load the next tile in the queue FGTileEntry* tile = tile_load_queue.front(); tile_load_queue.pop(); tile->load( tile_path, true ); FGTileMgr::ready_to_attach( tile ); } #ifdef WISH_PLIB_WAS_THREADED // but it isn't if ( !tile_free_queue.empty() ) { // cout << "freeing next tile ..." << endl; // free the next tile in the queue FGTileEntry* tile = tile_free_queue.front(); tile_free_queue.pop(); tile->free_tile(); delete tile; } #endif #endif // ENABLE_THREADS } #ifdef ENABLE_THREADS /** * */ void FGTileLoader::LoaderThread::run() { pthread_cleanup_push( cleanup_handler, loader ); while ( true ) { // Wait for a load request to be placed in the queue. FGTileEntry* tile = loader->tile_load_queue.pop(); // Wait for the next frame signal before we load a tile from the queue loader->mutex.lock(); loader->frame_cond.wait( loader->mutex ); loader->mutex.unlock(); set_cancel( SGThread::CANCEL_DISABLE ); tile->load( loader->tile_path, true ); set_cancel( SGThread::CANCEL_DEFERRED ); FGTileMgr::ready_to_attach( tile ); #ifdef WISH_PLIB_WAS_THREADED // but it isn't // Handle and pending removals while ( !loader->tile_free_queue.empty() ) { // cout << "freeing next tile ..." << endl; // free the next tile in the queue FGTileEntry* tile = loader->tile_free_queue.pop(); tile->free_tile(); delete tile; } #endif } pthread_cleanup_pop(1); } /** * Ensure mutex is unlocked. */ void cleanup_handler( void* arg ) { FGTileLoader* loader = (FGTileLoader*) arg; loader->mutex.unlock(); } #endif // ENABLE_THREADS