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authorBenoit Bolsee <benoit.bolsee@online.be>2008-07-30 21:41:47 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-07-30 21:41:47 +0400
commit8a8a12ed846dc86b2f9b21582fd34d941beed7ed (patch)
tree3d080dee853afcfdb5fd43ea48b441b3128c0583 /source/gameengine/GameLogic
parentd05363627bee12bd9e5af8b1114b68f73eeb3e5f (diff)
BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to active states are actually registered in the logic manager. Inactive sensors won't take any CPU, especially the Radar and Near sensors that use a physical object for the detection: these objects are removed from the physics engine. To take advantage of this optimization patch, you need to define very light idle state when the objects are inactive: make them transparent, suspend the physics, keep few sensors active (e,g a message sensor to wake up), etc.
Diffstat (limited to 'source/gameengine/GameLogic')
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp13
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorEventManager.h1
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysEventManager.h1
-rw-r--r--source/gameengine/GameLogic/SCA_EventManager.cpp13
-rw-r--r--source/gameengine/GameLogic/SCA_EventManager.h6
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp27
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp9
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h4
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickManager.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickManager.h1
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardManager.cpp15
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardManager.h1
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp7
-rw-r--r--source/gameengine/GameLogic/SCA_MouseManager.cpp14
-rw-r--r--source/gameengine/GameLogic/SCA_MouseManager.h1
-rw-r--r--source/gameengine/GameLogic/SCA_PropertyEventManager.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_PropertyEventManager.h1
-rw-r--r--source/gameengine/GameLogic/SCA_RandomEventManager.cpp11
-rw-r--r--source/gameengine/GameLogic/SCA_RandomEventManager.h1
-rw-r--r--source/gameengine/GameLogic/SCA_TimeEventManager.cpp5
-rw-r--r--source/gameengine/GameLogic/SCA_TimeEventManager.h1
22 files changed, 66 insertions, 99 deletions
diff --git a/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp
index 28ca1fd673f..768a3a45937 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_ActuatorEventManager.cpp
@@ -48,19 +48,10 @@ SCA_ActuatorEventManager::~SCA_ActuatorEventManager()
}
-
-
-void SCA_ActuatorEventManager::RegisterSensor(SCA_ISensor* sensor)
-{
- m_sensors.push_back(sensor);
-}
-
-
-
void SCA_ActuatorEventManager::NextFrame()
{
// check for changed actuator
- for (vector<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
+ for (set<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
{
(*it)->Activate(m_logicmgr,NULL);
}
@@ -69,7 +60,7 @@ void SCA_ActuatorEventManager::NextFrame()
void SCA_ActuatorEventManager::UpdateFrame()
{
// update the state of actuator before executing them
- for (vector<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
+ for (set<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
{
((SCA_ActuatorSensor*)(*it))->Update();
}
diff --git a/source/gameengine/GameLogic/SCA_ActuatorEventManager.h b/source/gameengine/GameLogic/SCA_ActuatorEventManager.h
index b5108764197..a7d61627c23 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorEventManager.h
+++ b/source/gameengine/GameLogic/SCA_ActuatorEventManager.h
@@ -44,7 +44,6 @@ public:
virtual ~SCA_ActuatorEventManager();
virtual void NextFrame();
virtual void UpdateFrame();
- virtual void RegisterSensor(SCA_ISensor* sensor);
//SCA_LogicManager* GetLogicManager() { return m_logicmgr;}
};
diff --git a/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp b/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp
index ab3bc2cc4ee..4cd2dfba994 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_AlwaysEventManager.cpp
@@ -51,16 +51,9 @@ SCA_AlwaysEventManager::SCA_AlwaysEventManager(class SCA_LogicManager* logicmgr)
void SCA_AlwaysEventManager::NextFrame()
{
- for (vector<class SCA_ISensor*>::const_iterator i= m_sensors.begin();!(i==m_sensors.end());i++)
+ for (set<class SCA_ISensor*>::const_iterator i= m_sensors.begin();!(i==m_sensors.end());i++)
{
- SCA_ISensor* sensor = *i;
- sensor->Activate(m_logicmgr, NULL);
+ (*i)->Activate(m_logicmgr, NULL);
}
}
-
-
-void SCA_AlwaysEventManager::RegisterSensor(SCA_ISensor* sensor)
-{
- m_sensors.push_back(sensor);
-}
diff --git a/source/gameengine/GameLogic/SCA_AlwaysEventManager.h b/source/gameengine/GameLogic/SCA_AlwaysEventManager.h
index 28c71512875..a619eecddd4 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysEventManager.h
+++ b/source/gameengine/GameLogic/SCA_AlwaysEventManager.h
@@ -39,7 +39,6 @@ class SCA_AlwaysEventManager : public SCA_EventManager
public:
SCA_AlwaysEventManager(class SCA_LogicManager* logicmgr);
virtual void NextFrame();
- virtual void RegisterSensor(SCA_ISensor* sensor);
};
diff --git a/source/gameengine/GameLogic/SCA_EventManager.cpp b/source/gameengine/GameLogic/SCA_EventManager.cpp
index 0169864a133..e4fd0379597 100644
--- a/source/gameengine/GameLogic/SCA_EventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_EventManager.cpp
@@ -45,17 +45,14 @@ SCA_EventManager::~SCA_EventManager()
{
}
-
+void SCA_EventManager::RegisterSensor(class SCA_ISensor* sensor)
+{
+ m_sensors.insert(sensor);
+}
void SCA_EventManager::RemoveSensor(class SCA_ISensor* sensor)
{
- std::vector<SCA_ISensor*>::iterator i =
- std::find(m_sensors.begin(), m_sensors.end(), sensor);
- if (!(i == m_sensors.end()))
- {
- std::swap(*i, m_sensors.back());
- m_sensors.pop_back();
- }
+ m_sensors.erase(sensor);
}
void SCA_EventManager::NextFrame(double curtime, double fixedtime)
diff --git a/source/gameengine/GameLogic/SCA_EventManager.h b/source/gameengine/GameLogic/SCA_EventManager.h
index 9cc1718cd1e..9dbb5a6d24f 100644
--- a/source/gameengine/GameLogic/SCA_EventManager.h
+++ b/source/gameengine/GameLogic/SCA_EventManager.h
@@ -30,12 +30,14 @@
#define __KX_EVENTMANAGER
#include <vector>
+#include <set>
#include <algorithm>
class SCA_EventManager
{
protected:
- std::vector <class SCA_ISensor*> m_sensors;
+ // use a set to speed-up insertion/removal
+ std::set <class SCA_ISensor*> m_sensors;
public:
enum EVENT_MANAGER_TYPE {
@@ -61,7 +63,7 @@ public:
virtual void NextFrame();
virtual void UpdateFrame();
virtual void EndFrame();
- virtual void RegisterSensor(class SCA_ISensor* sensor)=0;
+ virtual void RegisterSensor(class SCA_ISensor* sensor);
int GetType();
protected:
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 25b4af696ea..b0f8decee26 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -337,12 +337,31 @@ void SCA_IObject::Resume(void)
void SCA_IObject::SetState(unsigned int state)
{
- m_state = state;
- // update the status of the controllers
+ unsigned int tmpstate;
SCA_ControllerList::iterator contit;
- for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+
+ // we will update the state in two steps:
+ // 1) set the new state bits that are 1
+ // 2) clr the new state bits that are 0
+ // This to ensure continuity if a sensor is attached to two states
+ // that are switching state: no need to deactive and reactive the sensor
+
+ tmpstate = m_state | state;
+ if (tmpstate != m_state)
+ {
+ // update the status of the controllers
+ for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+ {
+ (*contit)->ApplyState(tmpstate);
+ }
+ }
+ m_state = state;
+ if (m_state != tmpstate)
{
- (*contit)->ApplyState(m_state);
+ for (contit = m_controllers.begin(); contit != m_controllers.end(); contit++)
+ {
+ (*contit)->ApplyState(m_state);
+ }
}
}
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index f11c8047fac..2dc49924062 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -41,7 +41,8 @@
void SCA_ISensor::ReParent(SCA_IObject* parent)
{
SCA_ILogicBrick::ReParent(parent);
- m_eventmgr->RegisterSensor(this);
+ // will be done when the sensor is activated
+ //m_eventmgr->RegisterSensor(this);
this->SetActive(false);
}
@@ -133,6 +134,7 @@ void SCA_ISensor::DecLink() {
{
// sensor is detached from all controllers, initialize it so that it
// is fresh as at startup when it is reattached again.
+ UnregisterToManager();
Init();
}
}
@@ -203,6 +205,11 @@ void SCA_ISensor::RegisterToManager()
m_eventmgr->RegisterSensor(this);
}
+void SCA_ISensor::UnregisterToManager()
+{
+ m_eventmgr->RemoveSensor(this);
+}
+
void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event)
{
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 51837755ba4..d5dabbce3ee 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -115,6 +115,8 @@ public:
void SetLevel(bool lvl);
void RegisterToManager();
+ void UnregisterToManager();
+
virtual float GetNumber();
/** Stop sensing for a while. */
@@ -129,7 +131,7 @@ public:
void ClrLink()
{ m_links = 0; }
void IncLink()
- { m_links++; }
+ { if (!m_links++) RegisterToManager(); }
void DecLink();
bool IsNoLink() const
{ return !m_links; }
diff --git a/source/gameengine/GameLogic/SCA_JoystickManager.cpp b/source/gameengine/GameLogic/SCA_JoystickManager.cpp
index 7bf2049e56e..8ff28ba0b51 100644
--- a/source/gameengine/GameLogic/SCA_JoystickManager.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickManager.cpp
@@ -52,9 +52,10 @@ SCA_JoystickManager::~SCA_JoystickManager()
void SCA_JoystickManager::NextFrame(double curtime,double deltatime)
{
- for (unsigned int i = 0; i < m_sensors.size(); i++)
+ set<SCA_ISensor*>::iterator it;
+ for (it = m_sensors.begin(); it != m_sensors.end(); it++)
{
- SCA_JoystickSensor* joysensor = (SCA_JoystickSensor*) m_sensors[i];
+ SCA_JoystickSensor* joysensor = (SCA_JoystickSensor*)(*it);
if(!joysensor->IsSuspended())
{
m_joystick->HandleEvents();
@@ -64,12 +65,6 @@ void SCA_JoystickManager::NextFrame(double curtime,double deltatime)
}
-void SCA_JoystickManager::RegisterSensor(SCA_ISensor* sensor)
-{
- m_sensors.push_back(sensor);
-}
-
-
SCA_Joystick *SCA_JoystickManager::GetJoystickDevice()
{
/*
diff --git a/source/gameengine/GameLogic/SCA_JoystickManager.h b/source/gameengine/GameLogic/SCA_JoystickManager.h
index 3c4df64677e..f2bb27965fa 100644
--- a/source/gameengine/GameLogic/SCA_JoystickManager.h
+++ b/source/gameengine/GameLogic/SCA_JoystickManager.h
@@ -45,7 +45,6 @@ public:
SCA_JoystickManager(class SCA_LogicManager* logicmgr);
virtual ~SCA_JoystickManager();
virtual void NextFrame(double curtime,double deltatime);
- virtual void RegisterSensor(SCA_ISensor* sensor);
SCA_Joystick* GetJoystickDevice(void);
};
diff --git a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
index 259b06134d7..6a96442b124 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
@@ -62,23 +62,14 @@ void SCA_KeyboardManager::NextFrame()
{
//const SCA_InputEvent& event = GetEventValue(SCA_IInputDevice::KX_EnumInputs inputcode)=0;
// cerr << "SCA_KeyboardManager::NextFrame"<< endl;
- for (unsigned int i=0;i<m_sensors.size();i++)
+ set<SCA_ISensor*>::iterator it;
+ for (it=m_sensors.begin(); it != m_sensors.end(); it++)
{
- SCA_KeyboardSensor* keysensor = (SCA_KeyboardSensor*)m_sensors[i];
- keysensor->Activate(m_logicmanager,NULL);
+ (*it)->Activate(m_logicmanager,NULL);
}
}
-
-
-void SCA_KeyboardManager::RegisterSensor(SCA_ISensor* keysensor)
-{
- m_sensors.push_back(keysensor);
-}
-
-
-
bool SCA_KeyboardManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
return false;
diff --git a/source/gameengine/GameLogic/SCA_KeyboardManager.h b/source/gameengine/GameLogic/SCA_KeyboardManager.h
index b4a50f56025..8f3cc0ab715 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardManager.h
+++ b/source/gameengine/GameLogic/SCA_KeyboardManager.h
@@ -55,7 +55,6 @@ public:
bool IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode);
virtual void NextFrame();
- virtual void RegisterSensor(class SCA_ISensor* sensor);
SCA_IInputDevice* GetInputDevice();
};
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index d1c5917f0ce..91e66aea359 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -176,12 +176,7 @@ void SCA_LogicManager::RemoveSensor(SCA_ISensor* sensor)
(*c)->UnlinkSensor(sensor);
}
m_sensorcontrollermapje.erase(sensor);
-
- for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin();
- !(ie==m_eventmanagers.end());ie++)
- {
- (*ie)->RemoveSensor(sensor);
- }
+ sensor->UnregisterToManager();
}
void SCA_LogicManager::RemoveController(SCA_IController* controller)
diff --git a/source/gameengine/GameLogic/SCA_MouseManager.cpp b/source/gameengine/GameLogic/SCA_MouseManager.cpp
index b4251d8ab53..ca875dad07c 100644
--- a/source/gameengine/GameLogic/SCA_MouseManager.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseManager.cpp
@@ -75,9 +75,10 @@ void SCA_MouseManager::NextFrame()
{
if (m_mousedevice)
{
- for (unsigned int i = 0; i < m_sensors.size(); i++)
+ set<SCA_ISensor*>::iterator it;
+ for (it=m_sensors.begin(); it!=m_sensors.end(); it++)
{
- SCA_MouseSensor* mousesensor = (SCA_MouseSensor*) m_sensors[i];
+ SCA_MouseSensor* mousesensor = (SCA_MouseSensor*)(*it);
// (0,0) is the Upper Left corner in our local window
// coordinates
if (!mousesensor->IsSuspended())
@@ -98,15 +99,6 @@ void SCA_MouseManager::NextFrame()
}
}
-
-
-void SCA_MouseManager::RegisterSensor(SCA_ISensor* keysensor)
-{
- m_sensors.push_back(keysensor);
-}
-
-
-
bool SCA_MouseManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
/* We should guard for non-mouse events maybe? A rather silly side */
diff --git a/source/gameengine/GameLogic/SCA_MouseManager.h b/source/gameengine/GameLogic/SCA_MouseManager.h
index bc8254486ad..efa4c639ce7 100644
--- a/source/gameengine/GameLogic/SCA_MouseManager.h
+++ b/source/gameengine/GameLogic/SCA_MouseManager.h
@@ -62,7 +62,6 @@ public:
*/
bool IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode);
virtual void NextFrame();
- virtual void RegisterSensor(class SCA_ISensor* sensor);
SCA_IInputDevice* GetInputDevice();
};
diff --git a/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp b/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp
index fc56d101728..e5e3f9cced5 100644
--- a/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertyEventManager.cpp
@@ -47,19 +47,10 @@ SCA_PropertyEventManager::~SCA_PropertyEventManager()
}
-
-
-void SCA_PropertyEventManager::RegisterSensor(SCA_ISensor* sensor)
-{
- m_sensors.push_back(sensor);
-}
-
-
-
void SCA_PropertyEventManager::NextFrame()
{
// check for changed properties
- for (vector<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
+ for (set<SCA_ISensor*>::const_iterator it = m_sensors.begin();!(it==m_sensors.end());it++)
{
(*it)->Activate(m_logicmgr,NULL);
}
diff --git a/source/gameengine/GameLogic/SCA_PropertyEventManager.h b/source/gameengine/GameLogic/SCA_PropertyEventManager.h
index aaa303a52c8..f166065b198 100644
--- a/source/gameengine/GameLogic/SCA_PropertyEventManager.h
+++ b/source/gameengine/GameLogic/SCA_PropertyEventManager.h
@@ -43,7 +43,6 @@ public:
SCA_PropertyEventManager(class SCA_LogicManager* logicmgr);
virtual ~SCA_PropertyEventManager();
virtual void NextFrame();
- virtual void RegisterSensor(SCA_ISensor* sensor);
//SCA_LogicManager* GetLogicManager() { return m_logicmgr;}
};
diff --git a/source/gameengine/GameLogic/SCA_RandomEventManager.cpp b/source/gameengine/GameLogic/SCA_RandomEventManager.cpp
index 02020a52a17..156478d866d 100644
--- a/source/gameengine/GameLogic/SCA_RandomEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomEventManager.cpp
@@ -50,16 +50,9 @@ SCA_RandomEventManager::SCA_RandomEventManager(class SCA_LogicManager* logicmgr)
void SCA_RandomEventManager::NextFrame()
{
- for (vector<class SCA_ISensor*>::const_iterator i= m_sensors.begin();!(i==m_sensors.end());i++)
+ for (set<class SCA_ISensor*>::const_iterator i= m_sensors.begin();!(i==m_sensors.end());i++)
{
- SCA_ISensor *sensor = *i;
- sensor->Activate(m_logicmgr, NULL);
+ (*i)->Activate(m_logicmgr, NULL);
}
}
-
-
-void SCA_RandomEventManager::RegisterSensor(SCA_ISensor* sensor)
-{
- m_sensors.push_back(sensor);
-};
diff --git a/source/gameengine/GameLogic/SCA_RandomEventManager.h b/source/gameengine/GameLogic/SCA_RandomEventManager.h
index 8c75ef665fa..79138c23c62 100644
--- a/source/gameengine/GameLogic/SCA_RandomEventManager.h
+++ b/source/gameengine/GameLogic/SCA_RandomEventManager.h
@@ -45,7 +45,6 @@ public:
SCA_RandomEventManager(class SCA_LogicManager* logicmgr);
virtual void NextFrame();
- virtual void RegisterSensor(SCA_ISensor* sensor);
};
#endif //__KX_RANDOMEVENTMGR
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
index 643f1247a52..b7fadd3d62c 100644
--- a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
@@ -65,6 +65,11 @@ void SCA_TimeEventManager::RegisterSensor(SCA_ISensor* sensor)
// not yet
}
+void SCA_TimeEventManager::RemoveSensor(SCA_ISensor* sensor)
+{
+ // empty
+}
+
void SCA_TimeEventManager::NextFrame(double curtime, double fixedtime)
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.h b/source/gameengine/GameLogic/SCA_TimeEventManager.h
index 2fd39661a2d..bd57e12eb44 100644
--- a/source/gameengine/GameLogic/SCA_TimeEventManager.h
+++ b/source/gameengine/GameLogic/SCA_TimeEventManager.h
@@ -45,6 +45,7 @@ public:
virtual void NextFrame(double curtime, double fixedtime);
virtual void RegisterSensor(class SCA_ISensor* sensor);
+ virtual void RemoveSensor(class SCA_ISensor* sensor);
void AddTimeProperty(CValue* timeval);
void RemoveTimeProperty(CValue* timeval);
};