Index: binaries/data/config/default.cfg
===================================================================
--- binaries/data/config/default.cfg
+++ binaries/data/config/default.cfg
@@ -417,6 +417,9 @@
zoom.in = 5
zoom.out = 4
+[multithreading]
+pathfinder = 0 ; How many threads to use for pathfinding. Special values: 0 chooses automatically, 1 de-activates threading entirely.
+
[chat]
timestamp = true ; Show at which time chat messages have been sent
Index: binaries/data/mods/public/gui/credits/texts/programming.json
===================================================================
--- binaries/data/mods/public/gui/credits/texts/programming.json
+++ binaries/data/mods/public/gui/credits/texts/programming.json
@@ -138,6 +138,7 @@
{ "nick": "kingadami", "name": "Adam Winsor" },
{ "nick": "kingbasil", "name": "Giannis Fafalios" },
{ "nick": "Krinkle", "name": "Timo Tijhof" },
+ { "nick": "Kuba386", "name": "Jakub Kośmicki" },
{ "nick": "lafferjm", "name": "Justin Lafferty" },
{ "nick": "LeanderH", "name": "Leander Hemelhof" },
{ "nick": "leper", "name": "Georg Kilzer" },
Index: binaries/data/mods/public/gui/options/options.json
===================================================================
--- binaries/data/mods/public/gui/options/options.json
+++ binaries/data/mods/public/gui/options/options.json
@@ -81,7 +81,16 @@
"label": "Chat timestamp",
"tooltip": "Show time that messages are posted in the lobby, gamesetup and ingame chat.",
"config": "chat.timestamp"
+ },
+ {
+ "type": "number",
+ "label": "Number of pathfinder threads",
+ "tooltip": "Number of pathfinder worker threads. Use 0 to choose automatically and 1 to disable threading altogether.",
+ "config": "multithreading.pathfinder",
+ "min": 0,
+ "max": 64
}
+
]
},
{
Index: source/ps/ThreadFrontier.h
===================================================================
--- /dev/null
+++ source/ps/ThreadFrontier.h
@@ -0,0 +1,73 @@
+/* Copyright (C) 2020 Wildfire Games.
+ * This file is part of 0 A.D.
+ *
+ * 0 A.D. 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.
+ *
+ * 0 A.D. 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 0 A.D. If not, see .
+ */
+
+#ifndef INCLUDED_THREADFRONTIER
+#define INCLUDED_THREADFRONTIER
+
+#include
+#include
+
+/*
+ * A ThreadFrontier is similar to a Barrier in that it synchronizes n threads.
+ * A frontier has one thread waiting for n other threads to go through the Frontier.
+ */
+class ThreadFrontier
+{
+private:
+ std::mutex m_Mutex;
+ std::condition_variable m_ConditionVariable;
+ int m_Expecting;
+ int m_Count;
+public:
+ ThreadFrontier() : m_Expecting(0), m_Count(0) {};
+
+ void Setup(int expect)
+ {
+ ENSURE(m_Expecting == 0 && m_Count == 0);
+ std::lock_guard lock(m_Mutex);
+ m_Expecting = expect;
+ // The frontier is open, call Reset() to close it.
+ m_Count = m_Expecting;
+ }
+
+ void Reset()
+ {
+ m_Count = 0;
+ }
+
+ void Watch()
+ {
+ std::unique_lock lock(m_Mutex);
+ // If all threads have already gone through the frontier, we can stop watching right away.
+ if (m_Count == m_Expecting)
+ return;
+ m_ConditionVariable.wait(lock, [this] { return m_Count == m_Expecting; });
+ }
+
+ void GoThrough()
+ {
+ // Acquire the lock: we must be sure that the watching thread is either not yet in Watch()
+ // or is fully in the waiting state. Without this mutex lock, we could notify when the watching thread
+ // is in wait() but not yet in the waiting state, thus deadlocking.
+ std::lock_guard lock(m_Mutex);
+ // Notify the watching thread if we are the last to go through.
+ if (++m_Count == m_Expecting)
+ m_ConditionVariable.notify_one();
+ }
+};
+
+#endif // INCLUDED_THREADFRONTIER
Index: source/ps/ThreadUtil.h
===================================================================
--- source/ps/ThreadUtil.h
+++ source/ps/ThreadUtil.h
@@ -33,6 +33,11 @@
*/
void SetMainThread();
+/**
+ * Returns the number of threads we want for the pathfinder.
+ */
+u32 GetNumberOfPathfindingThreads();
+
}
#endif // INCLUDED_THREADUTIL
Index: source/ps/ThreadUtil.cpp
===================================================================
--- source/ps/ThreadUtil.cpp
+++ source/ps/ThreadUtil.cpp
@@ -20,6 +20,7 @@
#include
#include "ThreadUtil.h"
+#include "ConfigDB.h"
static bool g_MainThreadSet;
static std::thread::id g_MainThread;
@@ -39,3 +40,17 @@
g_MainThread = std::this_thread::get_id();
g_MainThreadSet = true;
}
+
+u32 ThreadUtil::GetNumberOfPathfindingThreads()
+{
+ u32 wantedThreads = 0;
+
+ if (CConfigDB::IsInitialised())
+ CFG_GET_VAL("multithreading.pathfinder", wantedThreads);
+
+ // By default use (# of cores - 1) cores
+ if (wantedThreads == 0)
+ return std::thread::hardware_concurrency() - 1;
+
+ return wantedThreads;
+}
Index: source/simulation2/Simulation2.cpp
===================================================================
--- source/simulation2/Simulation2.cpp
+++ source/simulation2/Simulation2.cpp
@@ -26,6 +26,7 @@
#include "simulation2/system/ComponentManager.h"
#include "simulation2/system/ParamNode.h"
#include "simulation2/system/SimContext.h"
+#include "simulation2/system/SimSynchronization.h"
#include "simulation2/components/ICmpAIManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpTemplateManager.h"
@@ -55,6 +56,7 @@
m_SecondaryTerrain(nullptr), m_SecondaryContext(nullptr), m_SecondaryComponentManager(nullptr), m_SecondaryLoadedScripts(nullptr),
m_MapSettings(cx->GetGeneralJSContext()), m_InitAttributes(cx->GetGeneralJSContext())
{
+ m_SimContext.m_SynchronizationData = &m_SynchronizationData;
m_SimContext.m_UnitManager = unitManager;
m_SimContext.m_Terrain = terrain;
m_ComponentManager.LoadComponentTypes();
@@ -125,6 +127,8 @@
double m_DeltaTime;
float m_LastFrameOffset;
+ SSimSynchronization m_SynchronizationData;
+
std::string m_StartupScript;
JS::PersistentRootedValue m_InitAttributes;
JS::PersistentRootedValue m_MapSettings;
@@ -895,6 +899,7 @@
bool CSimulation2::DeserializeState(std::istream& stream)
{
+ m->m_SynchronizationData.Reset();
// TODO: need to make sure the required SYSTEM_ENTITY components get constructed
return m->m_ComponentManager.DeserializeState(stream);
}
Index: source/simulation2/TypeList.h
===================================================================
--- source/simulation2/TypeList.h
+++ source/simulation2/TypeList.h
@@ -123,6 +123,7 @@
INTERFACE(Obstruction)
COMPONENT(Obstruction)
+// Must come before Pathfinder.
INTERFACE(ObstructionManager)
COMPONENT(ObstructionManager)
@@ -135,6 +136,7 @@
INTERFACE(ParticleManager)
COMPONENT(ParticleManager)
+// Must come after ObstructionManager.
INTERFACE(Pathfinder)
COMPONENT(Pathfinder)
Index: source/simulation2/components/CCmpObstructionManager.cpp
===================================================================
--- source/simulation2/components/CCmpObstructionManager.cpp
+++ source/simulation2/components/CCmpObstructionManager.cpp
@@ -30,13 +30,14 @@
#include "simulation2/helpers/Render.h"
#include "simulation2/helpers/Spatial.h"
#include "simulation2/serialization/SerializeTemplates.h"
+#include "simulation2/system/SimSynchronization.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/Profile.h"
-#include "renderer/Scene.h"
#include "ps/CLogger.h"
+#include "renderer/Scene.h"
// Externally, tags are opaque non-zero positive integers.
// Internally, they are tagged (by shape) indexes into shape lists.
@@ -233,6 +234,8 @@
// So anything that happens here should be safely serialized.
virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
+
m_WorldX0 = x0;
m_WorldZ0 = z0;
m_WorldX1 = x1;
@@ -257,6 +260,8 @@
void ResetSubdivisions(entity_pos_t x1, entity_pos_t z1)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
+
// Use 8x8 tile subdivisions
// (TODO: find the optimal number instead of blindly guessing)
m_UnitSubdivision.Reset(x1, z1, entity_pos_t::FromInt(8*TERRAIN_TILE_SIZE));
@@ -279,6 +284,8 @@
virtual tag_t AddUnitShape(entity_id_t ent, entity_pos_t x, entity_pos_t z, entity_pos_t clearance, flags_t flags, entity_id_t group)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
+
UnitShape shape = { ent, x, z, clearance, flags, group };
u32 id = m_UnitShapeNext++;
m_UnitShapes[id] = shape;
@@ -292,6 +299,8 @@
virtual tag_t AddStaticShape(entity_id_t ent, entity_pos_t x, entity_pos_t z, entity_angle_t a, entity_pos_t w, entity_pos_t h, flags_t flags, entity_id_t group, entity_id_t group2 /* = INVALID_ENTITY */)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
+
fixed s, c;
sincos_approx(a, s, c);
CFixedVector2D u(c, -s);
@@ -331,6 +340,7 @@
virtual void MoveShape(tag_t tag, entity_pos_t x, entity_pos_t z, entity_angle_t a)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
ENSURE(TAG_IS_VALID(tag));
if (TAG_IS_UNIT(tag))
@@ -380,6 +390,7 @@
virtual void SetUnitMovingFlag(tag_t tag, bool moving)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
ENSURE(TAG_IS_VALID(tag) && TAG_IS_UNIT(tag));
if (TAG_IS_UNIT(tag))
@@ -396,6 +407,7 @@
virtual void SetUnitControlGroup(tag_t tag, entity_id_t group)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
ENSURE(TAG_IS_VALID(tag) && TAG_IS_UNIT(tag));
if (TAG_IS_UNIT(tag))
@@ -407,6 +419,7 @@
virtual void SetStaticControlGroup(tag_t tag, entity_id_t group, entity_id_t group2)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
ENSURE(TAG_IS_VALID(tag) && TAG_IS_STATIC(tag));
if (TAG_IS_STATIC(tag))
@@ -419,6 +432,7 @@
virtual void RemoveShape(tag_t tag)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
ENSURE(TAG_IS_VALID(tag));
if (TAG_IS_UNIT(tag))
@@ -491,6 +505,8 @@
virtual void SetPassabilityCircular(bool enabled)
{
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
+
m_PassabilityCircular = enabled;
MakeDirtyAll();
Index: source/simulation2/components/CCmpPathfinder.cpp
===================================================================
--- source/simulation2/components/CCmpPathfinder.cpp
+++ source/simulation2/components/CCmpPathfinder.cpp
@@ -27,6 +27,7 @@
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Profile.h"
+#include "ps/ThreadUtil.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/Scene.h"
#include "simulation2/MessageTypes.h"
@@ -40,6 +41,7 @@
#include "simulation2/helpers/Rasterize.h"
#include "simulation2/helpers/VertexPathfinder.h"
#include "simulation2/serialization/SerializeTemplates.h"
+#include "simulation2/system/SimSynchronization.h"
REGISTER_COMPONENT_TYPE(Pathfinder)
@@ -68,21 +70,6 @@
CParamNode externalParamNode;
CParamNode::LoadXML(externalParamNode, L"simulation/data/pathfinder.xml", "pathfinder");
- // Previously all move commands during a turn were
- // queued up and processed asynchronously at the start
- // of the next turn. Now we are processing queued up
- // events several times duing the turn. This improves
- // responsiveness and units move more smoothly especially.
- // when in formation. There is still a call at the
- // beginning of a turn to process all outstanding moves -
- // this will handle any moves above the MaxSameTurnMoves
- // threshold.
- //
- // TODO - The moves processed at the beginning of the
- // turn do not count against the maximum moves per turn
- // currently. The thinking is that this will eventually
- // happen in another thread. Either way this probably
- // will require some adjustment and rethinking.
const CParamNode pathingSettings = externalParamNode.GetChild("Pathfinder");
m_MaxSameTurnMoves = (u16)pathingSettings.GetChild("MaxSameTurnMoves").ToInt();
@@ -97,13 +84,37 @@
m_PassClassMasks[name] = mask;
}
- m_Workers.emplace_back(PathfinderWorker{});
-}
+ u32 wantedThreads = ThreadUtil::GetNumberOfPathfindingThreads();
+
+ LOGMESSAGE("Initialising %i threads for pathfinding.", wantedThreads);
+
+ // The worker thread will only call std::thread if we actually have > 1 threads, otherwise we're running in the main thread.
+ if (wantedThreads <= 1) // <= 1 as the above computations returns 0 for one core.
+ {
+ m_UseThreading = false;
+ m_Workers.emplace_back();
+ }
+ else
+ {
+ m_PathfinderFrontier.Setup(wantedThreads);
+ m_UseThreading = true;
+ // We cannot move workers or threads will run on deleted instances.
+ m_Workers.resize(wantedThreads);
+ for (size_t i = 0; i < wantedThreads; ++i)
+ m_Workers[i].Start(*this, i);
+ }
+};
CCmpPathfinder::~CCmpPathfinder() {};
void CCmpPathfinder::Deinit()
{
+ for (PathfinderWorker& worker : m_Workers)
+ worker.PrepareToKill();
+
+ GetSimContext().GetSynchronizationData().m_ComputingPaths = false;
+
+ m_PathfinderConditionVariable.notify_all();
m_Workers.clear();
SetDebugOverlay(false); // cleans up memory
@@ -213,6 +224,9 @@
void CCmpPathfinder::SetDebugOverlay(bool enabled)
{
+ if (enabled && m_UseThreading)
+ LOGWARNING("Warning: the vertex pathfinder only shows immediate requests when using threading. "
+ "Configure pathfinder threads to 0 to see vertex pathfinder requests");
m_VertexPathfinder->SetDebugOverlay(enabled);
m_LongPathfinder->SetDebugOverlay(enabled);
}
@@ -478,6 +492,8 @@
{
PROFILE3("UpdateGrid");
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
+
CmpPtr cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
if (!cmpTerrain)
return; // error
@@ -732,7 +748,31 @@
// Async pathfinder workers
-CCmpPathfinder::PathfinderWorker::PathfinderWorker() {}
+CCmpPathfinder::PathfinderWorker::PathfinderWorker() : m_Computing(false), m_Kill(false)
+{
+}
+
+CCmpPathfinder::PathfinderWorker::~PathfinderWorker()
+{
+ if (m_Thread.joinable())
+ m_Thread.join();
+}
+
+void CCmpPathfinder::PathfinderWorker::Start(const CCmpPathfinder& pathfinder, size_t index)
+{
+ if (pathfinder.m_UseThreading)
+ m_Thread = std::thread(&CCmpPathfinder::PathfinderWorker::InitThread, this, std::ref(pathfinder), index);
+}
+
+void CCmpPathfinder::PathfinderWorker::InitThread(const CCmpPathfinder& pathfinder, size_t index)
+{
+ g_Profiler2.RegisterCurrentThread("Pathfinder thread " + std::to_string(index));
+ debug_SetThreadName(("Pathfinder thread " + std::to_string(index)).c_str());
+
+ m_VertexPathfinder = std::make_unique(pathfinder.m_MapSize, pathfinder.m_TerrainOnlyGrid);
+
+ WaitForWork(pathfinder);
+}
template
void CCmpPathfinder::PathfinderWorker::PushRequests(std::vector&, ssize_t)
@@ -750,9 +790,35 @@
m_ShortRequests.insert(m_ShortRequests.end(), std::make_move_iterator(from.end() - amount), std::make_move_iterator(from.end()));
}
+void CCmpPathfinder::PathfinderWorker::PrepareToKill()
+{
+ m_Kill = true;
+}
+
+void CCmpPathfinder::PathfinderWorker::WaitForWork(const CCmpPathfinder& pathfinder)
+{
+ while (true)
+ {
+ {
+ std::unique_lock lock(pathfinder.m_PathfinderMutex);
+ pathfinder.m_PathfinderConditionVariable.wait(lock, [this] { return m_Computing || m_Kill; });
+ }
+
+ if (m_Kill)
+ return;
+ Work(pathfinder);
+
+ // We must be the ones setting our m_Computing to false.
+ ENSURE(m_Computing);
+ m_Computing = false;
+
+ pathfinder.m_PathfinderFrontier.GoThrough();
+ }
+}
+
void CCmpPathfinder::PathfinderWorker::Work(const CCmpPathfinder& pathfinder)
{
- while (!m_LongRequests.empty())
+ while (!m_LongRequests.empty() && !m_Kill)
{
const LongPathRequest& req = m_LongRequests.back();
WaypointPath path;
@@ -762,10 +828,10 @@
m_LongRequests.pop_back();
}
- while (!m_ShortRequests.empty())
+ while (!m_ShortRequests.empty() && !m_Kill)
{
const ShortPathRequest& req = m_ShortRequests.back();
- WaypointPath path = pathfinder.m_VertexPathfinder->ComputeShortPath(req, CmpPtr(pathfinder.GetSystemEntity()));
+ WaypointPath path = m_VertexPathfinder->ComputeShortPath(req, CmpPtr(pathfinder.GetSystemEntity()));
m_Results.emplace_back(req.ticket, req.notify, path);
m_ShortRequests.pop_back();
@@ -802,6 +868,12 @@
{
PROFILE2("FetchAsyncResults");
+ // TODO maybe: a possible improvement here would be to push results from workers whenever they are done, and not when all are done.
+
+ // Wait until all threads have finished computing.
+ m_PathfinderFrontier.Watch();
+ GetSimContext().GetSynchronizationData().m_ComputingPaths = false;
+
// We may now clear existing requests.
m_ShortPathRequests.clear();
m_LongPathRequests.clear();
@@ -833,8 +905,23 @@
PushRequestsToWorkers(longRequests);
PushRequestsToWorkers(shortRequests);
- for (PathfinderWorker& worker : m_Workers)
- worker.Work(*this);
+ m_PathfinderFrontier.Reset();
+
+ ENSURE(!GetSimContext().GetSynchronizationData().m_ComputingPaths);
+ GetSimContext().GetSynchronizationData().m_ComputingPaths = true;
+
+ if (m_UseThreading)
+ {
+ for (PathfinderWorker& worker : m_Workers)
+ {
+ // Mark as computing to unblock.
+ ENSURE(!worker.m_Computing);
+ worker.m_Computing = true;
+ }
+ m_PathfinderConditionVariable.notify_all();
+ }
+ else
+ m_Workers.back().Work(*this);
}
template
@@ -867,6 +954,10 @@
// In this instance, work is distributed in a strict LIFO order, effectively reversing tickets.
for (PathfinderWorker& worker : m_Workers)
{
+ // Prevent pushing requests when the worker is computing.
+ // Call FetchAsyncResultsAndSendMessages() before pushing new requests.
+ ENSURE(!worker.m_Computing);
+
amount = std::min(amount, from.size()); // Since we are rounding up before, ensure we aren't pushing beyond the end.
worker.PushRequests(from, amount);
from.erase(from.end() - amount, from.end());
Index: source/simulation2/components/CCmpPathfinder_Common.h
===================================================================
--- source/simulation2/components/CCmpPathfinder_Common.h
+++ source/simulation2/components/CCmpPathfinder_Common.h
@@ -35,10 +35,13 @@
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
+#include "ps/ThreadFrontier.h"
#include "renderer/TerrainOverlay.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/helpers/Grid.h"
+#include
+
class HierarchicalPathfinder;
class LongPathfinder;
@@ -65,21 +68,63 @@
friend CCmpPathfinder;
public:
PathfinderWorker();
+ /**
+ * Implement a noexcept move constructor for std::vector that actually does nothing.
+ */
+ PathfinderWorker(PathfinderWorker&&) noexcept
+ {
+ ENSURE(!m_Thread.joinable());
+ }
- // Process path requests, checking if we should stop before each new one.
+ ~PathfinderWorker();
+
+ /**
+ * Create the std::thread and call InitThread
+ */
+ void Start(const CCmpPathfinder& pathfinder, size_t index);
+
+ void PrepareToKill();
+
+ /**
+ * Will loop until a condition_variable notifies us, and call Work().
+ */
+ void WaitForWork(const CCmpPathfinder& pathfinder);
+
+ /**
+ * Process path requests, checking if we should stop before each new one.
+ * Should be callable both synchronously and asynchronously.
+ */
void Work(const CCmpPathfinder& pathfinder);
private:
- // Insert requests in m_[Long/Short]Requests depending on from.
- // This could be removed when we may use if-constexpr in CCmpPathfinder::PushRequestsToWorkers
+ /**
+ * Takes care of what needs to be called to initialise the thread before calling WaitForWork().
+ */
+ void InitThread(const CCmpPathfinder& pathfinder, size_t index);
+
+ /**
+ * Insert requests in m_[Long/Short]Requests depending on from.
+ * This could be removed when we may use if-constexpr in CCmpPathfinder::PushRequestsToWorkers
+ */
template
void PushRequests(std::vector& from, ssize_t amount);
// Stores our results, the main thread will fetch this.
std::vector m_Results;
+ std::thread m_Thread;
+
+ std::atomic m_Kill;
+ std::atomic m_Computing;
+
std::vector m_LongRequests;
std::vector m_ShortRequests;
+
+ // The vertex pathfinder has local caches that cannot be shared across threads
+ // Since it otherwise has no particular state, we can freely have one for each pathfinder worker.
+ // (this data could be thread_local, but the performance of that is terrible)
+ std::unique_ptr m_VertexPathfinder;
+ // The same is not true of the long-range pathfinder, which uses the grid, but has no particular thread-local state.
};
// Allow the workers to access our private variables
@@ -124,12 +169,16 @@
GridUpdateInformation m_AIPathfinderDirtinessInformation;
bool m_TerrainDirty;
- std::unique_ptr m_VertexPathfinder;
+ std::unique_ptr m_VertexPathfinder; // If threading is used, this will only be used for synchronous callse
std::unique_ptr m_PathfinderHier;
std::unique_ptr m_LongPathfinder;
- // Workers process pathing requests.
+ // Worker process pathing requests.
std::vector m_Workers;
+ bool m_UseThreading = false;
+ mutable std::mutex m_PathfinderMutex;
+ mutable std::condition_variable m_PathfinderConditionVariable;
+ mutable ThreadFrontier m_PathfinderFrontier;
AtlasOverlay* m_AtlasOverlay;
Index: source/simulation2/helpers/LongPathfinder.h
===================================================================
--- source/simulation2/helpers/LongPathfinder.h
+++ source/simulation2/helpers/LongPathfinder.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2017 Wildfire Games.
+/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -18,6 +18,7 @@
#ifndef INCLUDED_LONGPATHFINDER
#define INCLUDED_LONGPATHFINDER
+#include
#include "Pathfinding.h"
#include "graphics/Overlay.h"
@@ -223,15 +224,14 @@
u16 m_GridSize;
// Debugging - output from last pathfind operation.
- // mutable as making these const would require a lot of boilerplate code
- // and they do not change the behavioural const-ness of the pathfinder.
- mutable LongOverlay* m_DebugOverlay;
- mutable PathfindTileGrid* m_DebugGrid;
- mutable u32 m_DebugSteps;
- mutable double m_DebugTime;
- mutable PathGoal m_DebugGoal;
- mutable WaypointPath* m_DebugPath;
- mutable pass_class_t m_DebugPassClass;
+ // Static and thread-local - we don't support threading debug code.
+ static thread_local LongOverlay* m_DebugOverlay;
+ static thread_local PathfindTileGrid* m_DebugGrid;
+ static thread_local u32 m_DebugSteps;
+ static thread_local double m_DebugTime;
+ static thread_local PathGoal m_DebugGoal;
+ static thread_local WaypointPath* m_DebugPath;
+ static thread_local pass_class_t m_DebugPassClass;
private:
PathCost CalculateHeuristic(int i, int j, int iGoal, int jGoal) const;
@@ -273,11 +273,8 @@
void GenerateSpecialMap(pass_class_t passClass, std::vector excludedRegions);
bool m_UseJPSCache;
- // Mutable may be used here as caching does not change the external const-ness of the Long Range pathfinder.
- // This is thread-safe as it is order independent (no change in the output of the function for a given set of params).
- // Obviously, this means that the cache should actually be a cache and not return different results
- // from what would happen if things hadn't been cached.
- mutable std::map > m_JumpPointCache;
+
+ static thread_local std::map > m_JumpPointCache;
};
/**
Index: source/simulation2/helpers/LongPathfinder.cpp
===================================================================
--- source/simulation2/helpers/LongPathfinder.cpp
+++ source/simulation2/helpers/LongPathfinder.cpp
@@ -25,6 +25,15 @@
#include "Geometry.h"
#include "HierarchicalPathfinder.h"
+thread_local LongOverlay* LongPathfinder::m_DebugOverlay;
+thread_local PathfindTileGrid* LongPathfinder::m_DebugGrid;
+thread_local u32 LongPathfinder::m_DebugSteps;
+thread_local double LongPathfinder::m_DebugTime;
+thread_local PathGoal LongPathfinder::m_DebugGoal;
+thread_local WaypointPath* LongPathfinder::m_DebugPath;
+thread_local pass_class_t LongPathfinder::m_DebugPassClass;
+thread_local std::map > LongPathfinder::m_JumpPointCache;
+
/**
* Jump point cache.
*
@@ -371,11 +380,11 @@
//////////////////////////////////////////////////////////
-LongPathfinder::LongPathfinder() :
- m_UseJPSCache(false),
- m_Grid(NULL), m_GridSize(0),
- m_DebugOverlay(NULL), m_DebugGrid(NULL), m_DebugPath(NULL)
+LongPathfinder::LongPathfinder() : m_UseJPSCache(false), m_Grid(nullptr), m_GridSize(0)
{
+ m_DebugOverlay = nullptr;
+ m_DebugGrid = nullptr;
+ m_DebugPath = nullptr;
}
LongPathfinder::~LongPathfinder()
Index: source/simulation2/system/ComponentManager.cpp
===================================================================
--- source/simulation2/system/ComponentManager.cpp
+++ source/simulation2/system/ComponentManager.cpp
@@ -502,9 +502,9 @@
m_DynamicMessageSubscriptionsNonsync.clear();
m_DynamicMessageSubscriptionsNonsyncByComponent.clear();
- // Delete all IComponents
- std::map >::iterator iit = m_ComponentsByTypeId.begin();
- for (; iit != m_ComponentsByTypeId.end(); ++iit)
+ // Delete all IComponents in reverse order of creation.
+ std::map >::reverse_iterator iit = m_ComponentsByTypeId.rbegin();
+ for (; iit != m_ComponentsByTypeId.rend(); ++iit)
{
std::map::iterator eit = iit->second.begin();
for (; eit != iit->second.end(); ++eit)
Index: source/simulation2/system/SimContext.h
===================================================================
--- source/simulation2/system/SimContext.h
+++ source/simulation2/system/SimContext.h
@@ -24,6 +24,7 @@
class CUnitManager;
class CTerrain;
class ScriptInterface;
+struct SSimSynchronization;
/**
* Contains pointers to various 'global' objects that are needed by the simulation code,
@@ -45,6 +46,8 @@
ScriptInterface& GetScriptInterface() const;
+ SSimSynchronization& GetSynchronizationData() const;
+
void SetSystemEntity(CEntityHandle ent) { m_SystemEntity = ent; }
CEntityHandle GetSystemEntity() const { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; }
@@ -55,9 +58,10 @@
int GetCurrentDisplayedPlayer() const;
private:
- CComponentManager* m_ComponentManager;
- CUnitManager* m_UnitManager;
- CTerrain* m_Terrain;
+ CComponentManager* m_ComponentManager = nullptr;
+ CUnitManager* m_UnitManager = nullptr;
+ CTerrain* m_Terrain = nullptr;
+ SSimSynchronization* m_SynchronizationData = nullptr;
CEntityHandle m_SystemEntity;
Index: source/simulation2/system/SimContext.cpp
===================================================================
--- source/simulation2/system/SimContext.cpp
+++ source/simulation2/system/SimContext.cpp
@@ -23,8 +23,7 @@
#include "ps/Game.h"
-CSimContext::CSimContext() :
- m_ComponentManager(NULL), m_UnitManager(NULL), m_Terrain(NULL)
+CSimContext::CSimContext()
{
}
@@ -65,6 +64,11 @@
return GetComponentManager().GetScriptInterface();
}
+SSimSynchronization& CSimContext::GetSynchronizationData() const
+{
+ return *m_SynchronizationData;
+}
+
int CSimContext::GetCurrentDisplayedPlayer() const
{
return g_Game ? g_Game->GetViewedPlayerID() : -1;
Index: source/simulation2/system/SimSynchronization.h
===================================================================
--- /dev/null
+++ source/simulation2/system/SimSynchronization.h
@@ -0,0 +1,49 @@
+/* Copyright (C) 2020 Wildfire Games.
+ * This file is part of 0 A.D.
+ *
+ * 0 A.D. 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.
+ *
+ * 0 A.D. 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 0 A.D. If not, see .
+ */
+
+#ifndef INCLUDED_SIM_SYNCHRONIZATION
+#define INCLUDED_SIM_SYNCHRONIZATION
+
+/**
+ * Some simulation operations are threaded.
+ * To avoid logical errors, this holds the status of all relevant operations,
+ * so that components can ENSURE() they're only doing operations in the correct state(s).
+ * This is intended to reveal programming errors, not to actually be a synchronization mechanism.
+ *
+ * Though data in this class is really intended to be written to from the main thread,
+ * variables are atomic to ensure that operations are not reordered in a confusing way.
+ */
+struct SSimSynchronization
+{
+ NONCOPYABLE(SSimSynchronization);
+
+ SSimSynchronization() : m_ComputingPaths(false) {};
+
+ void Reset() {
+ m_ComputingPaths = false;
+ }
+
+ /**
+ * When this is true, the pathfinders are computing paths. In practice:
+ * - Nothing can change the pathfinder grid.
+ * - Nothing can change obstruction state (neither the obstructions nor the manager's).
+ * This means no entities can be moved, killed, created, etc.
+ */
+ std::atomic m_ComputingPaths;
+};
+
+#endif // INCLUDED_SIM_SYNCHRONIZATION