Пример #1
0
/*
===============
idClipModel::FreeTraceModel
===============
*/
void idClipModel::FreeTraceModel( int traceModelIndex )
{

	int realTraceModelIndex = traceModelIndex & ~TRACE_MODEL_SAVED;
	
	// Check which cache we are using.
	if( traceModelIndex & TRACE_MODEL_SAVED )
	{
	
		if( realTraceModelIndex < 0 || realTraceModelIndex >= traceModelCache.Num() || traceModelCache[realTraceModelIndex]->refCount <= 0 )
		{
			gameLocal.Warning( "idClipModel::FreeTraceModel: tried to free uncached trace model" );
			return;
		}
		traceModelCache[realTraceModelIndex]->refCount--;
		
	}
	else
	{
	
		if( realTraceModelIndex < 0 || realTraceModelIndex >= traceModelCache_Unsaved.Num() || traceModelCache_Unsaved[realTraceModelIndex]->refCount <= 0 )
		{
			gameLocal.Warning( "idClipModel::FreeTraceModel: tried to free uncached trace model" );
			return;
		}
		traceModelCache_Unsaved[realTraceModelIndex]->refCount--;
		
	}
}
/*
========================
idParallelJobList_Threads::InsertSyncPoint
========================
*/
ID_INLINE void idParallelJobList_Threads::InsertSyncPoint( jobSyncType_t syncType )
{
	assert( done );
	switch( syncType )
	{
		case SYNC_SIGNAL:
		{
			assert( !hasSignal );
			if( jobList.Num() )
			{
				assert( !hasSignal );
				signalJobCount.Alloc();
				signalJobCount[signalJobCount.Num() - 1].SetValue( jobList.Num() - lastSignalJob );
				lastSignalJob = jobList.Num();
				job_t& job = jobList.Alloc();
				job.function = Nop;
				job.data = & JOB_SIGNAL;
				hasSignal = true;
			}
			break;
		}
		case SYNC_SYNCHRONIZE:
		{
			if( hasSignal )
			{
				job_t& job = jobList.Alloc();
				job.function = Nop;
				job.data = & JOB_SYNCHRONIZE;
				hasSignal = false;
				numSyncs++;
			}
			break;
		}
	}
}
Пример #3
0
/*
=================
idRenderModelManagerLocal::EndLevelLoad
=================
*/
void idRenderModelManagerLocal::EndLevelLoad() {
	common->Printf( "----- idRenderModelManagerLocal::EndLevelLoad -----\n" );

	int start = Sys_Milliseconds();

	insideLevelLoad = false;
	int	purgeCount = 0;
	int	keepCount = 0;
	int	loadCount = 0;

	// purge any models not touched
	for ( int i = 0 ; i < models.Num() ; i++ ) {
		idRenderModel *model = models[i];

		if ( !model->IsLevelLoadReferenced() && model->IsLoaded() && model->IsReloadable() ) {

//			common->Printf( "purging %s\n", model->Name() );

			purgeCount++;

			R_CheckForEntityDefsUsingModel( model );

			model->PurgeModel();

		} else {

//			common->Printf( "keeping %s\n", model->Name() );

			keepCount++;
		}
	}

	// purge unused triangle surface memory
	R_PurgeTriSurfData( frameData );

	// load any new ones
	for ( int i = 0 ; i < models.Num() ; i++ ) {
		idRenderModel *model = models[i];

		if ( model->IsLevelLoadReferenced() && !model->IsLoaded() && model->IsReloadable() ) {

			loadCount++;
			model->LoadModel();

			if ( ( loadCount & 15 ) == 0 ) {
				session->PacifierUpdate();
			}
		}
	}

	// _D3XP added this
	int	end = Sys_Milliseconds();
	common->Printf( "%5i models purged from previous level, ", purgeCount );
	common->Printf( "%5i models kept.\n", keepCount );
	if ( loadCount ) {
		common->Printf( "%5i new models loaded in %5.1f seconds\n", loadCount, (end-start) * 0.001 );
	}
	common->Printf( "---------------------------------------------------\n" );
}
/*
========================
idParallelJobList_Threads::TryWait
========================
*/
bool idParallelJobList_Threads::TryWait()
{
	if( jobList.Num() == 0 || signalJobCount[signalJobCount.Num() - 1].GetValue() <= 0 )
	{
		Wait();
		return true;
	}
	return false;
}
/*
========================
idParallelJobList_Threads::Submit
========================
*/
void idParallelJobList_Threads::Submit( idParallelJobList_Threads* waitForJobList, int parallelism )
{
	assert( done );
	assert( numSyncs <= maxSyncs );
	assert( ( unsigned int ) jobList.Num() <= maxJobs + numSyncs * 2 );
	assert( fetchLock.GetValue() == 0 );
	
	done = false;
	currentJob.SetValue( 0 );
	
	memset( &deferredThreadStats, 0, sizeof( deferredThreadStats ) );
	deferredThreadStats.numExecutedJobs = jobList.Num() - numSyncs * 2;
	deferredThreadStats.numExecutedSyncs = numSyncs;
	deferredThreadStats.submitTime = Sys_Microseconds();
	deferredThreadStats.startTime = 0;
	deferredThreadStats.endTime = 0;
	deferredThreadStats.waitTime = 0;
	
	if( jobList.Num() == 0 )
	{
		return;
	}
	
	if( waitForJobList != NULL )
	{
		waitForGuard = & waitForJobList->doneGuards[waitForJobList->currentDoneGuard];
	}
	else
	{
		waitForGuard = NULL;
	}
	
	currentDoneGuard = ( currentDoneGuard + 1 ) & ( NUM_DONE_GUARDS - 1 );
	doneGuards[currentDoneGuard].SetValue( 1 );
	
	signalJobCount.Alloc();
	signalJobCount[signalJobCount.Num() - 1].SetValue( jobList.Num() - lastSignalJob );
	
	job_t& job = jobList.Alloc();
	job.function = Nop;
	job.data = & JOB_LIST_DONE;
	
	if( threaded )
	{
		// hand over to the manager
		void SubmitJobList( idParallelJobList_Threads * jobList, int parallelism );
		SubmitJobList( this, parallelism );
	}
	else
	{
		// run all the jobs right here
		threadJobListState_t state( GetVersion() );
		RunJobs( 0, state, false );
	}
}
Пример #6
0
/*
===============
idClipModel::SaveTraceModels
===============
*/
void idClipModel::SaveTraceModels( idSaveGame *savefile ) {
	int i;
	savefile->WriteInt( traceModelCache.Num() );
	for( i = 0; i < traceModelCache.Num(); i++ ) {
		trmCache_t *entry = traceModelCache[i];
		savefile->WriteTraceModel( entry->trm );
		savefile->WriteFloat( entry->volume );
		savefile->WriteVec3( entry->centerOfMass );
		savefile->WriteMat3( entry->inertiaTensor );
	}
}
Пример #7
0
/*
========================
idLobby::RemoveSessionUsersByIDList
This is the choke point for removing users from a session.
It will handle all the housekeeping of removing from various platform lists (xsession user tracking, etc).
Called from both host and client.
========================
*/
void idLobby::RemoveSessionUsersByIDList( idList< lobbyUserID_t > & usersToRemoveByID ) {
	assert( lobbyBackend != NULL || usersToRemoveByID.Num() == 0 );

	for ( int i = 0; i < usersToRemoveByID.Num(); i++ ) {
		for ( int u = 0; u < GetNumLobbyUsers(); u++ ) {
			lobbyUser_t * user = GetLobbyUser( u );
			
			if ( user->IsDisconnected() ) {
				// User already disconnected from session  but not removed from the list.
				// This will happen when users are removed during the game.
				continue;
			}
			
			if ( user->lobbyUserID == usersToRemoveByID[i] ) {
				if ( lobbyType == TYPE_GAME ) {
					idLib::Printf( "NET: %s left the game.\n", user->gamertag );
				} else if ( lobbyType == TYPE_PARTY ) {
					idLib::Printf( "NET: %s left the party.\n", user->gamertag );
				}

				UnregisterUser( user );

				// Save the user so we can still get his gamertag, which may be needed for
				// a disconnection HUD message.
				SaveDisconnectedUser( *user );
				FreeUser( user );
				
				break;
			}
		}
	}

	if ( usersToRemoveByID.Num() > 0 && IsHost() ) {
		if ( lobbyBackend != NULL ) {
			lobbyBackend->UpdateLobbySkill( GetAverageSessionLevel() );
		}

		// If we are the host, send a message to all peers with a list of users who have disconnected
		byte buffer[ idPacketProcessor::MAX_MSG_SIZE ];
		idBitMsg msg( buffer, sizeof( buffer ) );
		msg.WriteByte( usersToRemoveByID.Num() );

		for ( int i = 0; i < usersToRemoveByID.Num(); i++ ) {
			usersToRemoveByID[i].WriteToMsg( msg );
		}
		for ( int p = 0; p < peers.Num(); p++ ) {
			QueueReliableMessage( p, RELIABLE_USER_DISCONNECTED, msg.GetReadData(), msg.GetSize() );
		}
	}
}
/*
========================
idParallelJobList_Threads::AddJob
========================
*/
ID_INLINE void idParallelJobList_Threads::AddJob( jobRun_t function, void* data )
{
	assert( done );
#if defined( _DEBUG )
	// make sure there isn't already a job with the same function and data in the list
	if( jobList.Num() < 1000 )  	// don't do this N^2 slow check on big lists
	{
		for( int i = 0; i < jobList.Num(); i++ )
		{
			assert( jobList[i].function != function || jobList[i].data != data );
		}
	}
#endif
	if( 1 )    // JDC: this never worked in tech5!  !jobList.IsFull() ) {
	{
		job_t& job = jobList.Alloc();
		job.function = function;
		job.data = data;
		job.executed = 0;
	}
	else
	{
		// debug output to show us what is overflowing
		int currentJobCount[MAX_REGISTERED_JOBS] = {};
		
		for( int i = 0; i < jobList.Num(); ++i )
		{
			const char* jobName = GetJobName( jobList[ i ].function );
			for( int j = 0; j < numRegisteredJobs; ++j )
			{
				if( jobName == registeredJobs[ j ].name )
				{
					currentJobCount[ j ]++;
					break;
				}
			}
		}
		
		// print the quantity of each job type
		for( int i = 0; i < numRegisteredJobs; ++i )
		{
			if( currentJobCount[ i ] > 0 )
			{
				idLib::Printf( "Job: %s, # %d", registeredJobs[ i ].name, currentJobCount[ i ] );
			}
		}
		idLib::Error( "Can't add job '%s', too many jobs %d", GetJobName( function ), jobList.Num() );
	}
}
Пример #9
0
/*
=================
idRenderModelManagerLocal::ReloadModels
=================
*/
void idRenderModelManagerLocal::ReloadModels( bool forceAll ) {
	if( forceAll ) {
		common->Printf( "Reloading all model files...\n" );
	} else {
		common->Printf( "Checking for changed model files...\n" );
	}
	R_FreeDerivedData();
	// skip the default model at index 0
	for( int i = 1 ; i < models.Num() ; i++ ) {
		idRenderModel	*model = models[i];
		// we may want to allow world model reloading in the future, but we don't now
		if( !model->IsReloadable() ) {
			continue;
		}
		if( !forceAll ) {
			// check timestamp
			ID_TIME_T current;
			fileSystem->ReadFile( model->Name(), NULL, &current );
			if( current <= model->Timestamp() ) {
				continue;
			}
		}
		common->DPrintf( "reloading %s.\n", model->Name() );
		model->LoadModel();
	}
	// we must force the world to regenerate, because models may
	// have changed size, making their references invalid
	R_ReCreateWorldReferences();
}
Пример #10
0
/*
============
idCVarSystemLocal::CommandCompletion
============
*/
void idCVarSystemLocal::CommandCompletion( void(*callback)( const char *s ) )
{
    for( int i = 0; i < cvars.Num(); i++ )
    {
        callback( cvars[i]->GetName() );
    }
}
Пример #11
0
/*
========================
idConsoleLocal::DrawDebugGraphs
========================
*/
void idConsoleLocal::DrawDebugGraphs()
{
	for( int i = 0; i < debugGraphs.Num(); i++ )
	{
		debugGraphs[i]->Render( renderSystem );
	}
}
Пример #12
0
/*
===============
idClipModel::FreeTraceModel
===============
*/
void idClipModel::FreeTraceModel( int traceModelIndex ) {
	if ( traceModelIndex < 0 || traceModelIndex >= traceModelCache.Num() || traceModelCache[traceModelIndex]->refCount <= 0 ) {
		gameLocal.Warning( "idClipModel::FreeTraceModel: tried to free uncached trace model" );
		return;
	}
	traceModelCache[traceModelIndex]->refCount--;
}
Пример #13
0
clipHandle_t CM_PrecacheModel( const char* Name ) {
	if ( !Name[ 0 ] ) {
		common->Error( "CM_ForName: NULL name" );
	}

	//
	// search the currently loaded models
	//
	for ( int i = 0; i < CMNonMapModels.Num(); i++ ) {
		if ( CMNonMapModels[ i ]->Name == Name ) {
			return ( i + 1 ) << CMH_NON_MAP_SHIFT;
		}
	}

	//
	// load the file
	//
	idList<quint8> Buffer;
	if ( FS_ReadFile( Name, Buffer ) <= 0 ) {
		common->Error( "CM_PrecacheModel: %s not found", Name );
	}

	// call the apropriate loader
	switch ( LittleLong( *( unsigned* )Buffer.Ptr() ) ) {
	case BSP29_VERSION:
	{
		QClipMap* LoadCMap = CM_CreateQClipMap29();
		CMNonMapModels.Append( LoadCMap );
		LoadCMap->LoadMap( Name, Buffer );
		if ( LoadCMap->GetNumInlineModels() > 1 ) {
			common->Printf( "Non-map BSP models are not supposed to have submodels\n" );
		}
		break;
	}

	default:
	{
		QClipMapNonMap* LoadCMap = new QClipMapNonMap;
		CMNonMapModels.Append( LoadCMap );

		LoadCMap->LoadMap( Name, Buffer );
	}
	}

	return CMNonMapModels.Num() << CMH_NON_MAP_SHIFT;
}
Пример #14
0
int	Sys_ReturnJoystickInputEvent( const int n, int &action, int &value ) {
	if (n >= joystick_polls.Num())
		return 0;

	action = joystick_polls[n].action;
	value = joystick_polls[n].value;
	return 1;
}
Пример #15
0
/*
============
idCVarSystemLocal::WriteFlaggedVariables

Appends lines containing "set variable value" for all variables
with the "flags" flag set to true.
============
*/
void idCVarSystemLocal::WriteFlaggedVariables( int flags, const char *setCmd, idFile *f ) const {
	for( int i = 0; i < cvars.Num(); i++ ) {
		idInternalCVar *cvar = cvars[i];
		if ( cvar->GetFlags() & flags ) {
			f->Printf( "%s %s \"%s\"\n", setCmd, cvar->GetName(), cvar->GetString() );
		}
	}
}
Пример #16
0
/*
=================
idRenderModelManagerLocal::FreeModelVertexCaches
=================
*/
void idRenderModelManagerLocal::FreeModelVertexCaches()
{
	for( int i = 0; i < models.Num(); i++ )
	{
		idRenderModel* model = models[i];
		model->FreeVertexCache();
	}
}
Пример #17
0
/*
================
Sys_ReturnKeyboardInputEvent
================
*/
int Sys_ReturnKeyboardInputEvent(const int n, int &key, bool &state) {
	if (n >= kbd_polls.Num())
		return 0;

	key = kbd_polls[n].key;
	state = kbd_polls[n].state;
	return 1;
}
Пример #18
0
/*
================
Sys_ReturnMouseInputEvent
================
*/
int	Sys_ReturnMouseInputEvent(const int n, int &action, int &value) {
	if (n >= mouse_polls.Num())
		return 0;

	action = mouse_polls[n].action;
	value = mouse_polls[n].value;
	return 1;
}
/*
========================
idMenuWidget_NavBar::SetListHeadings
========================
*/
void idMenuWidget_NavBar::SetListHeadings( idList< idStr >& list )
{
	headings.Clear();
	for( int index = 0; index < list.Num(); ++index )
	{
		headings.Append( list[ index ] );
	}
}
/*
========================
idMenuWidget_LobbyList::SetHeadingInfo
========================
*/
void idMenuWidget_LobbyList::SetHeadingInfo( idList< idStr >& list )
{
	headings.Clear();
	for( int index = 0; index < list.Num(); ++index )
	{
		headings.Append( list[ index ] );
	}
}
Пример #21
0
/*
============
idCVarSystemLocal::RemoveFlaggedAutoCompletion
============
*/
void idCVarSystemLocal::RemoveFlaggedAutoCompletion( int flags ) {
	for( int i = 0; i < cvars.Num(); i++ ) {
		idInternalCVar *cvar = cvars[i];
		if ( cvar->GetFlags() & flags ) {
			cvar->valueCompletion = NULL;
		}
	}
}
Пример #22
0
/*
============
idCVarSystemLocal::ResetFlaggedVariables
============
*/
void idCVarSystemLocal::ResetFlaggedVariables( int flags ) {
	for( int i = 0; i < cvars.Num(); i++ ) {
		idInternalCVar *cvar = cvars[i];
		if ( cvar->GetFlags() & flags ) {
			cvar->Set( NULL, true, true );
		}
	}
}
/*
================
GetToolTip
================
*/
bool GetToolTip( const char *name, CString &string ) {
	for( int i = 0; i < scriptEvents.Num(); i++ ) {
		if( scriptEvents[i].name.Cmp( name ) == 0 ) {
			string = scriptEvents[i].help + scriptEvents[i].parms;
			return true;
		}
	}
	return false;
}
/*
========================
idMenuScreen_Shell_MatchSettings::idMenuDataSource_MatchSettings::GetMapName
========================
*/
void idMenuScreen_Shell_MatchSettings::idMenuDataSource_MatchSettings::GetMapName( int index, idStr & name ) {
	idLobbyBase & lobby = session->GetActivePlatformLobbyBase();
	const idMatchParameters & matchParameters = lobby.GetMatchParms();
	name = "#str_swf_filter_random";
	if ( matchParameters.gameMap >= 0 ) {
		const idList< mpMap_t > maps = common->GetMapList();
		name = idLocalization::GetString( maps[ idMath::ClampInt( 0, maps.Num() - 1, matchParameters.gameMap ) ].mapName );
	}
}
/*
================
GetFunctionParms
================
*/
bool GetFunctionParms( const char *funcName, CString &parmString ) {
	for( int i = 0; i < scriptEvents.Num(); i++ ) {
		if( scriptEvents[i].name.Cmp( funcName ) == 0 ) {
			parmString = scriptEvents[i].parms;
			return true;
		}
	}
	return false;
}
Пример #26
0
/*
========================
idMenuWidget_DynamicList::SetListData
========================
*/
void idMenuWidget_DynamicList::SetListData( idList< idList< idStr, TAG_IDLIB_LIST_MENU >, TAG_IDLIB_LIST_MENU > & list ) {
	listItemInfo.Clear();
	for ( int i = 0; i < list.Num(); ++i ) {
		idList< idStr > values;
		for ( int j = 0; j < list[i].Num(); ++j ) {
			values.Append( list[i][j] );
		}
		listItemInfo.Append( values );
	}
}
Пример #27
0
/*
============
idCVarSystemLocal::MoveCVarsToDict
============
*/
const idDict* idCVarSystemLocal::MoveCVarsToDict( int flags ) const {
	moveCVarsToDict.Clear();
	for( int i = 0; i < cvars.Num(); i++ ) {
		idCVar *cvar = cvars[i];
		if ( cvar->GetFlags() & flags ) {
			moveCVarsToDict.Set( cvar->GetName(), cvar->GetString() );
		}
	}
	return &moveCVarsToDict;
}
Пример #28
0
/*
========================
ParseInOutStruct
========================
*/
void ParseInOutStruct( idLexer & src, int attribType, idList< inOutVariable_t > & inOutVars ) {
	src.ExpectTokenString( "{" );

	while( !src.CheckTokenString( "}" ) ) {
		inOutVariable_t var;

		idToken token;
		src.ReadToken( &token );
		var.type = token;
		src.ReadToken( &token );
		var.nameCg = token;

		if ( !src.CheckTokenString( ":" ) ) {
			src.SkipUntilString( ";" );
			continue;
		}

		src.ReadToken( &token );
		var.nameGLSL = token;
		src.ExpectTokenString( ";" );

		// convert the type
		for ( int i = 0; typeConversion[i].typeCG != NULL; i++ ) {
			if ( var.type.Cmp( typeConversion[i].typeCG ) == 0 ) {
				var.type = typeConversion[i].typeGLSL;
				break;
			}
		}

		// convert the semantic to a GLSL name
		for ( int i = 0; attribsPC[i].semantic != NULL; i++ ) {
			if ( ( attribsPC[i].flags & attribType ) != 0 ) {
				if ( var.nameGLSL.Cmp( attribsPC[i].semantic ) == 0 ) {
					var.nameGLSL = attribsPC[i].glsl;
					break;
				}
			}
		}

		// check if it was defined previously
		var.declareInOut = true;
		for ( int i = 0; i < inOutVars.Num(); i++ ) {
			if ( var.nameGLSL == inOutVars[i].nameGLSL ) {
				var.declareInOut = false;
				break;
			}
		}

		inOutVars.Append( var );
	}

	src.ExpectTokenString( ";" );
}
Пример #29
0
/*
============
idBrush::FromSides
============
*/
bool idBrush::FromSides( idList<idBrushSide*>& sideList )
{
	int i;
	
	for( i = 0; i < sideList.Num(); i++ )
	{
		sides.Append( sideList[i] );
	}
	
	sideList.Clear();
	
	return CreateWindings();
}
Пример #30
0
/*
========================
idMenuScreen_Scoreboard::SetPlayerData
========================
*/
void idMenuScreen_Scoreboard::SetPlayerData( idList< scoreboardInfo_t, TAG_IDLIB_LIST_MENU > data ) {
	if ( playerList != NULL ) {		
		for ( int i = 0; i < data.Num(); ++i ) {
			if ( i < playerList->GetChildren().Num() ) {
				idMenuWidget_ScoreboardButton * button = dynamic_cast< idMenuWidget_ScoreboardButton * >( &playerList->GetChildByIndex( i ) );
				if ( button != NULL ) {
					button->SetButtonInfo( data[i].index, data[i].values, data[i].voiceState );
				}
			}
			playerList->Update();
		}
	}
}