Example #1
0
void Core::Suspend()
{
    auto tid = this_thread::get_id();

    // If recursive, just increment the count
    {
        lock_guard<mutex> lock(d->AccessMutex);

        if (d->df_suspend_depth > 0 && d->df_suspend_thread == tid)
        {
            d->df_suspend_depth++;
            return;
        }
    }

    // put the condition on a stack
    Core::Cond *nc = new Core::Cond();

    {
        lock_guard<mutex> lock2(d->StackMutex);

        d->suspended_tools.push(nc);
    }

    // wait until Core::Update() wakes up the tool
    {
        lock_guard<mutex> lock(d->AccessMutex);

        nc->Lock(&d->AccessMutex);

        assert(d->df_suspend_depth == 0);
        d->df_suspend_thread = tid;
        d->df_suspend_depth = 1;
    }
}
Example #2
0
// should always be from simulation thread!
int Core::Update()
{
    if(!started)
        Init();
    if(errorstate)
        return -1;

    // notify all the plugins that a game tick is finished
    plug_mgr->OnUpdate();
    // wake waiting tools
    // do not allow more tools to join in while we process stuff here
    StackMutex->lock();
    while (!suspended_tools.empty())
    {
        Core::Cond * nc = suspended_tools.top();
        suspended_tools.pop();
        AccessMutex->lock();
            // wake tool
            nc->Unlock();
            // wait for tool to wake us
            core_cond->Lock(AccessMutex);
        AccessMutex->unlock();
        // destroy condition
        delete nc;
    }
    StackMutex->unlock();
    return 0;
};
Example #3
0
// should always be from simulation thread!
int Core::Update()
{
    if(!started)
        Init();
    if(errorstate)
        return -1;

    // detect if the game was loaded or unloaded in the meantime
    void *new_wdata = NULL;
    if (df::global::world) {
        df::world_data *wdata = df::global::world->world_data;
        // when the game is unloaded, world_data isn't deleted, but its contents are
        if (wdata && !wdata->sites.empty())
            new_wdata = wdata;
    }
    
    if (new_wdata != last_world_data_ptr) {
        last_world_data_ptr = new_wdata;
        plug_mgr->OnStateChange(new_wdata ? SC_GAME_LOADED : SC_GAME_UNLOADED);
    }

    // detect if the viewscreen changed
    if (df::global::gview) 
    {
        df::viewscreen *screen = &df::global::gview->view;
        while (screen->child)
            screen = screen->child;
        if (screen != top_viewscreen) 
        {
            top_viewscreen = screen;
            plug_mgr->OnStateChange(SC_VIEWSCREEN_CHANGED);
        }
    }

    // notify all the plugins that a game tick is finished
    plug_mgr->OnUpdate();

    // wake waiting tools
    // do not allow more tools to join in while we process stuff here
    StackMutex->lock();
    while (!suspended_tools.empty())
    {
        Core::Cond * nc = suspended_tools.top();
        suspended_tools.pop();
        AccessMutex->lock();
            // wake tool
            nc->Unlock();
            // wait for tool to wake us
            core_cond->Lock(AccessMutex);
        AccessMutex->unlock();
        // destroy condition
        delete nc;
    }
    StackMutex->unlock();
    return 0;
};
Example #4
0
void Core::Suspend()
{
    Core::Cond * nc = new Core::Cond();
    // put the condition on a stack
    StackMutex->lock();
        suspended_tools.push(nc);
    StackMutex->unlock();
    // wait until Core::Update() wakes up the tool
    AccessMutex->lock();
        nc->Lock(AccessMutex);
    AccessMutex->unlock();
}
Example #5
0
// should always be from simulation thread!
int Core::Update()
{
    if(errorstate)
        return -1;

    color_ostream_proxy out(con);

    // Pretend this thread has suspended the core in the usual way,
    // and run various processing hooks.
    {
        CoreSuspendClaimer suspend(true);

        // Initialize the core
        bool first_update = false;

        if(!started)
        {
            first_update = true;
            Init();
            if(errorstate)
                return -1;
            Lua::Core::Reset(con, "core init");
        }

        doUpdate(out, first_update);
    }

    // wake waiting tools
    // do not allow more tools to join in while we process stuff here
    lock_guard<mutex> lock_stack(d->StackMutex);

    while (!d->suspended_tools.empty())
    {
        Core::Cond * nc = d->suspended_tools.top();
        d->suspended_tools.pop();

        lock_guard<mutex> lock(d->AccessMutex);
        // wake tool
        nc->Unlock();
        // wait for tool to wake us
        d->core_cond.Lock(&d->AccessMutex);
        // verify
        assert(d->df_suspend_depth == 0);
        // destroy condition
        delete nc;
        // check lua stack depth
        Lua::Core::Reset(out, "suspend");
    }

    return 0;
};