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author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-11 00:53:58 +0400 |
---|---|---|
committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-05-11 00:53:58 +0400 |
commit | 386122ada6432b29437c3ca7f1eea2b5b919d377 (patch) | |
tree | 88923d82aaf1b87c1498db6112d027297ff1c492 /source/gameengine/Ketsji/KXNetwork | |
parent | 6f5ef6044dabdd383a91a14c65a2f9f454fb5c42 (diff) |
BGE performance, 4th round: logic
This commit extends the technique of dynamic linked list to the logic
system to eliminate as much as possible temporaries, map lookup or
full scan. The logic engine is now free of memory allocation, which is
an important stability factor.
The overhead of the logic system is reduced by a factor between 3 and 6
depending on the logic setup. This is the speed-up you can expect on
a logic setup using simple bricks. Heavy bricks like python controllers
and ray sensors will still take about the same time to execute so the
speed up will be less important.
The core of the logic engine has been much reworked but the functionality
is still the same except for one thing: the priority system on the
execution of controllers. The exact same remark applies to actuators but
I'll explain for controllers only:
Previously, it was possible, with the "executePriority" attribute to set
a controller to run before any other controllers in the game. Other than
that, the sequential execution of controllers, as defined in Blender was
guaranteed by default.
With the new system, the sequential execution of controllers is still
guaranteed but only within the controllers of one object. the user can
no longer set a controller to run before any other controllers in the
game. The "executePriority" attribute controls the execution of controllers
within one object. The priority is a small number starting from 0 for the
first controller and incrementing for each controller.
If this missing feature is a must, a special method can be implemented
to set a controller to run before all other controllers.
Other improvements:
- Systematic use of reference in parameter passing to avoid unnecessary data copy
- Use pre increment in iterator instead of post increment to avoid temporary allocation
- Use const char* instead of STR_String whenever possible to avoid temporary allocation
- Fix reference counting bugs (memory leak)
- Fix a crash in certain cases of state switching and object deletion
- Minor speed up in property sensor
- Removal of objects during the game is a lot faster
Diffstat (limited to 'source/gameengine/Ketsji/KXNetwork')
7 files changed, 14 insertions, 12 deletions
diff --git a/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt b/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt index fa0ca378c6b..eb1d5fc67a3 100644 --- a/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt +++ b/source/gameengine/Ketsji/KXNetwork/CMakeLists.txt @@ -33,6 +33,7 @@ SET(INC ../../../../source/gameengine/Ketsji ../../../../source/gameengine/GameLogic ../../../../source/gameengine/Expressions + ../../../../source/gameengine/Scenegraph ../../../../source/gameengine/Network ${PYTHON_INC} ) diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp index eee8e9f6827..738f64713b0 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkEventManager.cpp @@ -61,12 +61,12 @@ void KX_NetworkEventManager::NextFrame() // each frame, the logicmanager will call the network // eventmanager to look for network events, and process it's // 'network' sensors - set<class SCA_ISensor*>::iterator it; - - for (it = m_sensors.begin(); !(it==m_sensors.end()); it++) { + SG_DList::iterator<SCA_ISensor> it(m_sensors); + for (it.begin();!it.end();++it) + { // printf("KX_NetworkEventManager::proceed sensor %.2f\n", curtime); // process queue - (*it)->Activate(m_logicmgr, NULL); + (*it)->Activate(m_logicmgr); } // now a list of triggerer sensors has been built diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp index 7f21c490e67..63773352d96 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.cpp @@ -75,7 +75,7 @@ bool KX_NetworkMessageActuator::Update() m_toPropName, GetParent()->GetName(), m_subject, - GetParent()->GetPropertyText(m_body,"")); + GetParent()->GetPropertyText(m_body)); } else { m_networkscene->SendMessage( diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp index 82e2437064b..8ddcd87b66f 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp @@ -85,7 +85,7 @@ CValue* KX_NetworkMessageSensor::GetReplica() { } // Return true only for flank (UP and DOWN) -bool KX_NetworkMessageSensor::Evaluate(CValue* event) +bool KX_NetworkMessageSensor::Evaluate() { bool result = false; bool WasUp = m_IsUp; @@ -102,8 +102,8 @@ bool KX_NetworkMessageSensor::Evaluate(CValue* event) m_SubjectList = NULL; } - STR_String toname=GetParent()->GetName(); - STR_String subject = this->m_subject; + STR_String& toname=GetParent()->GetName(); + STR_String& subject = this->m_subject; vector<NG_NetworkMessage*> messages = m_NetworkScene->FindMessages(toname,"",subject,true); @@ -123,9 +123,9 @@ bool KX_NetworkMessageSensor::Evaluate(CValue* event) for (mesit=messages.begin();mesit!=messages.end();mesit++) { // save the body - STR_String body = (*mesit)->GetMessageText(); + const STR_String& body = (*mesit)->GetMessageText(); // save the subject - STR_String messub = (*mesit)->GetSubject(); + const STR_String& messub = (*mesit)->GetSubject(); #ifdef NAN_NET_DEBUG if (body) { cout << "body [" << body << "]\n"; diff --git a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h index 3abba7cfffd..53183f33826 100644 --- a/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h +++ b/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h @@ -63,7 +63,7 @@ public: virtual ~KX_NetworkMessageSensor(); virtual CValue* GetReplica(); - virtual bool Evaluate(CValue* event); + virtual bool Evaluate(); virtual bool IsPositiveTrigger(); virtual void Init(); void EndFrame(); diff --git a/source/gameengine/Ketsji/KXNetwork/Makefile b/source/gameengine/Ketsji/KXNetwork/Makefile index ddcb03600d5..ec3099611e0 100644 --- a/source/gameengine/Ketsji/KXNetwork/Makefile +++ b/source/gameengine/Ketsji/KXNetwork/Makefile @@ -40,6 +40,7 @@ CPPFLAGS += -I$(NAN_PYTHON)/include/python$(NAN_PYTHON_VERSION) CPPFLAGS += -I$(NAN_STRING)/include CPPFLAGS += -I../../Expressions CPPFLAGS += -I../../GameLogic +CPPFLAGS += -I../../Scenegraph CPPFLAGS += -I../../Network CPPFLAGS += -I../../../kernel/gen_system CPPFLAGS += -I.. diff --git a/source/gameengine/Ketsji/KXNetwork/SConscript b/source/gameengine/Ketsji/KXNetwork/SConscript index 2476ed1f275..26f95fab8af 100644 --- a/source/gameengine/Ketsji/KXNetwork/SConscript +++ b/source/gameengine/Ketsji/KXNetwork/SConscript @@ -5,7 +5,7 @@ sources = env.Glob('*.cpp') incs = '. #source/kernel/gen_system #intern/string #source/gameengine/Ketsji' incs += ' #source/gameengine/GameLogic #source/gameengine/Expressions' -incs += ' #source/gameengine/Network' +incs += ' #source/gameengine/Network #source/gameengine/Scenegraph' incs += ' ' + env['BF_PYTHON_INC'] |