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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_EVENT_BATCH_H
#define LUA_EVENT_BATCH_H
#include "Rendering/GL/myGL.h"
#include "System/Platform/Synchro.h"
#include "Sim/Units/CommandAI/Command.h"
#include "Sim/Units/Unit.h"
#include "Sim/Features/Feature.h"
#include "Sim/Projectiles/Projectile.h"
#include "LuaConfig.h"
enum UnitEvent {
UNIT_FINISHED,
UNIT_CREATED,
UNIT_FROM_FACTORY,
UNIT_DESTROYED,
UNIT_TAKEN,
UNIT_GIVEN,
UNIT_IDLE,
UNIT_COMMAND,
UNIT_CMD_DONE,
UNIT_DAMAGED,
UNIT_EXPERIENCE,
UNIT_SEISMIC_PING,
UNIT_ENTERED_RADAR,
UNIT_ENTERED_LOS,
UNIT_LEFT_RADAR,
UNIT_LEFT_LOS,
UNIT_LOADED,
UNIT_UNLOADED,
UNIT_ENTERED_WATER,
UNIT_ENTERED_AIR,
UNIT_LEFT_WATER,
UNIT_LEFT_AIR,
UNIT_CLOAKED,
UNIT_DECLOAKED,
UNIT_MOVE_FAILED,
UNIT_EXPLOSION,
UNIT_UNIT_COLLISION,
UNIT_STOCKPILE_CHANGED
};
enum FeatEvent {
FEAT_CREATED,
FEAT_DESTROYED
};
enum ObjEvent {
UNIT_FEAT_COLLISION
};
enum ProjEvent {
PROJ_CREATED,
PROJ_DESTROYED
};
enum LogEvent {
ADD_CONSOLE_LINE
};
enum UIEvent {
SHOCK_FRONT
};
struct LuaUnitEvent {
LuaUnitEvent(UnitEvent i, const CUnit* u1)
: id(i)
, unit1(u1)
, unit2(NULL)
, bool1(false)
, int1(0)
, int2(0)
, float1(0.0f)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, const CUnit* u2)
: id(i)
, unit1(u1)
, unit2(u2)
, bool1(false)
, int1(0)
, int2(0)
, float1(0.0f)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, const CUnit* u2, bool b1)
: id(i)
, unit1(u1)
, unit2(u2)
, bool1(b1)
, int1(0)
, int2(0)
, float1(0.0f)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, int i1)
: id(i)
, unit1(u1)
, unit2(NULL)
, bool1(false)
, int1(i1)
, int2(0)
, float1(0.0f)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, const Command& c1)
: id(i)
, unit1(u1)
, unit2(NULL)
, bool1(false)
, int1(0)
, int2(0)
, cmd1(c1)
, float1(0.0f)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, int i1, int i2)
: id(i)
, unit1(u1)
, unit2(NULL)
, bool1(false)
, int1(i1)
, int2(i2)
, float1(0.0f)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, const CUnit* u2, float f1, int i1, bool b1)
: id(i)
, unit1(u1)
, unit2(u2)
, bool1(b1)
, int1(i1)
, int2(0)
, float1(f1)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, float f1)
: id(i)
, unit1(u1)
, unit2(NULL)
, bool1(false)
, int1(0)
, int2(0)
, float1(f1)
, pos1(ZeroVector)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, int i1, const float3& p1, float f1)
: id(i)
, unit1(u1)
, unit2(NULL)
, bool1(false)
, int1(i1)
, int2(0)
, float1(f1)
, pos1(p1)
{}
LuaUnitEvent(UnitEvent i, int i1, const float3& p1, const CUnit* u1)
: id(i)
, unit1(u1)
, unit2(NULL)
, bool1(false)
, int1(i1)
, int2(0)
, float1(0.0f)
, pos1(p1)
{}
LuaUnitEvent(UnitEvent i, const CUnit* u1, const CWeapon* u2, int i1)
: id(i)
, unit1(u1)
, unit2((CUnit*)u2)
, bool1(false)
, int1(i1)
, int2(0)
, float1(0.0f)
, pos1(ZeroVector)
{}
UnitEvent id;
const CUnit* unit1;
const CUnit* unit2;
bool bool1;
int int1;
int int2;
Command cmd1;
float float1;
float3 pos1;
};
struct LuaFeatEvent {
LuaFeatEvent(FeatEvent i, const CFeature* f1)
: id(i)
, feat1(f1)
{}
FeatEvent id;
const CFeature* feat1;
};
struct LuaObjEvent {
LuaObjEvent(ObjEvent i, const CUnit* u, const CFeature* f)
: id(i)
, unit(u)
, feat(f)
{}
ObjEvent id;
const CUnit* unit;
const CFeature* feat;
};
struct LuaProjEvent {
LuaProjEvent(ProjEvent i, const CProjectile* p1)
: id(i)
, proj1(p1)
{}
ProjEvent id;
const CProjectile* proj1;
};
struct LuaLogEvent {
LuaLogEvent(LogEvent id, const std::string& msg, int level, const std::string& section)
: id(id)
, msg(msg)
, level(level)
, section(section)
{}
LogEvent id;
std::string msg;
int level;
std::string section;
};
struct LuaUIEvent {
LuaUIEvent(UIEvent i, const float f1, const float3& p1, const float f2, const float f3)
: id(i)
, flt1(f1)
, flt2(f2)
, flt3(f3)
, pos1(p1)
{}
UIEvent id;
float flt1;
float flt2;
float flt3;
float3 pos1;
};
#if (LUA_MT_OPT & LUA_BATCH)
#define LUA_UNIT_BATCH_PUSH(r,...)\
if(UseEventBatch() && Threading::IsBatchThread()) {\
GML_STDMUTEX_LOCK(ulbatch);\
luaUnitEventBatch.push_back(LuaUnitEvent(__VA_ARGS__));\
return r;\
}
#define LUA_FEAT_BATCH_PUSH(...)\
if(UseEventBatch() && Threading::IsBatchThread()) {\
GML_STDMUTEX_LOCK(flbatch);\
luaFeatEventBatch.push_back(LuaFeatEvent(__VA_ARGS__));\
return;\
}
#define LUA_OBJ_BATCH_PUSH(...)\
if(UseEventBatch() && Threading::IsBatchThread()) {\
GML_STDMUTEX_LOCK(olbatch);\
luaObjEventBatch.push_back(LuaObjEvent(__VA_ARGS__));\
return;\
}
#define LUA_PROJ_BATCH_PUSH(...)\
if(UseEventBatch() && Threading::IsBatchThread()) {\
GML_STDMUTEX_LOCK(plbatch);\
luaProjEventBatch.push_back(LuaProjEvent(__VA_ARGS__));\
return;\
}
#define LUA_FRAME_BATCH_PUSH(...)\
if(UseEventBatch() && Threading::IsBatchThread()) {\
GML_STDMUTEX_LOCK(glbatch);\
luaFrameEventBatch.push_back(__VA_ARGS__);\
return;\
}
#define LUA_LOG_BATCH_PUSH(r,...)\
if(UseEventBatch() && Threading::IsBatchThread()) {\
GML_STDMUTEX_LOCK(mlbatch);\
luaLogEventBatch.push_back(LuaLogEvent(__VA_ARGS__));\
return r;\
}
#define LUA_UI_BATCH_PUSH(...)\
if(UseEventBatch() && Threading::IsBatchThread()) {\
GML_STDMUTEX_LOCK(llbatch);\
luaUIEventBatch.push_back(LuaUIEvent(__VA_ARGS__));\
return;\
}
#else
#define LUA_UNIT_BATCH_PUSH(r,...)
#define LUA_FEAT_BATCH_PUSH(...)
#define LUA_OBJ_BATCH_PUSH(...)
#define LUA_PROJ_BATCH_PUSH(...)
#define LUA_FRAME_BATCH_PUSH(...)
#define LUA_LOG_BATCH_PUSH(r,...)
#define LUA_UI_BATCH_PUSH(...)
#endif
#if defined(USE_GML) && GML_ENABLE_SIM && GML_CALL_DEBUG
#define GML_MEASURE_LOCK_TIME(lock) unsigned luatime = SDL_GetTicks(); lock; luatime = SDL_GetTicks() - luatime; if(luatime >= 1) gmlLockTime += luatime
#else
#define GML_MEASURE_LOCK_TIME(lock) lock
#endif
#if (LUA_MT_OPT & LUA_STATE)
#define BEGIN_ITERATE_LUA_STATES() lua_State* L_Cur = L_Sim; do { lua_State * const L = L_Cur
#define END_ITERATE_LUA_STATES() if(SingleState() || L_Cur == L_Draw) break; L_Cur = L_Draw; } while(true)
#ifndef LUA_SYNCED_ONLY
#define SELECT_LUA_STATE() lua_State * const L = (SingleState() || Threading::IsSimThread()) ? L_Sim : L_Draw
#define SELECT_UNSYNCED_LUA_STATE() lua_State * const L = SingleState() ? L_Sim : L_Draw
#else
#define SELECT_LUA_STATE()
#define SELECT_UNSYNCED_LUA_STATE()
#endif
#if defined(USE_GML) && GML_ENABLE_SIM
#if GML_DEBUG_MUTEX
#define GML_LOCK_TEST(nme) { std::map<std::string, int>::iterator locki = lockmaps[GML::ThreadNumber()].find(#nme); if((lockmi==lockmmaps[GML::ThreadNumber()].end() || (*lockmi).second == 0) && locki!=lockmaps[GML::ThreadNumber()].end() && (*locki).second>0) while(1); }
#define GML_DEBUG_LOCK(name) { GML_STDMUTEX_LOCK(lm); std::map<boost::recursive_mutex*, int>::iterator lockmi = lockmmaps[GML::ThreadNumber()].find(L->##name##mutex); GML_LOCK_TEST(sel); GML_LOCK_TEST(group); GML_LOCK_TEST(grpsel); GML_LOCK_TEST(gui); GML_LOCK_TEST(quad); GML_LOCK_TEST(qnum); }
#else
#define GML_DEBUG_LOCK(name)
#endif
#define GML_DRCMUTEX_LOCK(name) GML_DEBUG_LOCK(name); GML_MEASURE_LOCK_TIME(GML_OBJMUTEX_LOCK(name, GML_DRAW|GML_SIM, *L->))
#else
#define GML_DRCMUTEX_LOCK(name)
#endif
#else
#define BEGIN_ITERATE_LUA_STATES() lua_State * const L = L_Sim
#define END_ITERATE_LUA_STATES()
#ifndef LUA_SYNCED_ONLY
#define SELECT_LUA_STATE() lua_State * const L = L_Sim
#define SELECT_UNSYNCED_LUA_STATE() lua_State * const L = L_Sim
#else
#define SELECT_LUA_STATE()
#define SELECT_UNSYNCED_LUA_STATE()
#endif
#define GML_DRCMUTEX_LOCK(name) GML_MEASURE_LOCK_TIME(GML_OBJMUTEX_LOCK(name, GML_DRAW|GML_SIM, *L->))
#endif
#if defined(USE_GML) && GML_ENABLE_SIM
#define GML_SELECT_LUA_STATE() SELECT_LUA_STATE()
#else
#define GML_SELECT_LUA_STATE()
#endif
#endif // LUA_EVENT_BATCH_H
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