// 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 "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 } /** * */ 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() != (string)"" ) { tile_path.set( globals->get_fg_scenery() ); } else { tile_path.set( globals->get_fg_root() ); tile_path.append( "Scenery" ); } beenhere = true; } #ifdef ENABLE_THREADS tile_queue.push( tile ); #else tile->load( tile_path, true ); tile->add_ssg_nodes( terrain, ground ); #endif // ENABLE_THREADS } /** * */ void FGTileLoader::update() { #ifdef ENABLE_THREADS mutex.lock(); frame_cond.signal(); mutex.unlock(); #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_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::loaded( tile ); } pthread_cleanup_pop(1); } /** * Ensure mutex is unlocked. */ void cleanup_handler( void* arg ) { FGTileLoader* loader = (FGTileLoader*) arg; loader->mutex.unlock(); } #endif // ENABLE_THREADS