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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef COB_ENGINE_H
#define COB_ENGINE_H
/*
* Simple VM responsible for "scheduling" and running COB threads.
* It also manages reading and caching of the actual .cob files.
*/
#include <vector>
#include "CobThread.h"
#include "System/creg/creg_cond.h"
#include "System/creg/STL_Queue.h"
#include "System/creg/STL_Map.h"
class CCobThread;
class CCobInstance;
class CCobFile;
class CCobFileHandler;
class CCobEngine
{
CR_DECLARE_STRUCT(CCobEngine)
private:
struct SleepingThread {
CR_DECLARE_STRUCT(SleepingThread)
int id;
int wt;
};
struct CCobThreadComp: public std::binary_function<const SleepingThread&, const SleepingThread&, bool> {
public:
bool operator() (const SleepingThread& a, const SleepingThread& b) const {
return (a.wt > b.wt);
}
};
public:
void Init() {
threadInstances.reserve(2048);
tickAddedThreads.reserve(128);
runningThreadIDs.reserve(512);
waitingThreadIDs.reserve(512);
threadCounter = 0;
}
void Kill() {
// threadInstances is never explicitly iterated, so
// calling clear_unordered_map (between reloads) is
// unnecessary here
threadInstances.clear();
tickAddedThreads.clear();
runningThreadIDs.clear();
waitingThreadIDs.clear();
while (!sleepingThreadIDs.empty()) {
sleepingThreadIDs.pop();
}
}
void Tick(int deltaTime);
void ShowScriptError(const std::string& msg);
CCobThread* GetThread(int threadID) {
const auto it = threadInstances.find(threadID);
if (it == threadInstances.end())
return nullptr;
return &(it->second);
}
bool RemoveThread(int threadID) {
const auto it = threadInstances.find(threadID);
if (it != threadInstances.end()) {
threadInstances.erase(it);
return true;
}
return false;
}
int AddThread(CCobThread&& thread);
int GenThreadID() { return (threadCounter++); }
int GetCurrentTime() const { return currentTime; }
void QueueAddThread(CCobThread&& thread) { tickAddedThreads.emplace_back(std::move(thread)); }
void AddQueuedThreads() {
// move new threads spawned by START into threadInstances;
// their ID's will already have been scheduled into either
// waitingThreadIDs or sleepingThreadIDs
for (CCobThread& t: tickAddedThreads) {
AddThread(std::move(t));
}
tickAddedThreads.clear();
}
void ScheduleThread(const CCobThread* thread);
void SanityCheckThreads(const CCobInstance* owner);
private:
void TickThread(CCobThread* thread);
void WakeSleepingThreads();
void TickRunningThreads() {
// advance all currently running threads
for (const int threadID: runningThreadIDs) {
TickThread(GetThread(threadID));
}
// a thread can never go from running->running, so clear the list
// note: if preemption was to be added, this would no longer hold
// however, TA scripts can not run preemptively anyway since there
// aren't any synchronization methods available
runningThreadIDs.clear();
// prepare threads that will run next frame
std::swap(runningThreadIDs, waitingThreadIDs);
}
private:
// registry of every thread across all script instances
spring::unordered_map<int, CCobThread> threadInstances;
// threads that are spawned during Tick
std::vector<CCobThread> tickAddedThreads;
std::vector<int> runningThreadIDs;
std::vector<int> waitingThreadIDs;
// stores <id, waketime> pairs s.t. after waking up the ID can be checked
// for validity; thread owner might get removed while a thread is sleeping
std::priority_queue<SleepingThread, std::vector<SleepingThread>, CCobThreadComp> sleepingThreadIDs;
CCobThread* curThread = nullptr;
int currentTime = 0;
int threadCounter = 0;
};
extern CCobEngine* cobEngine;
#endif // COB_ENGINE_H
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