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mirror of https://github.com/rwengine/openrw.git synced 2024-09-15 15:02:34 +02:00

Remove usages of WorkContext

This commit is contained in:
Daniel Evans 2016-12-02 00:56:38 +00:00
parent 7ad8ae5e40
commit b65a513bbb
14 changed files with 19 additions and 49 deletions

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@ -21,8 +21,8 @@
#include <iostream> #include <iostream>
#include <sstream> #include <sstream>
GameData::GameData(Logger* log, WorkContext* work, const std::string& path) GameData::GameData(Logger* log, const std::string& path)
: datpath(path), logger(log), workContext(work), engine(nullptr) { : datpath(path), logger(log), engine(nullptr) {
} }
GameData::~GameData() { GameData::~GameData() {

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@ -18,7 +18,6 @@ class Logger;
#include <audio/MADStream.hpp> #include <audio/MADStream.hpp>
#include <gl/TextureData.hpp> #include <gl/TextureData.hpp>
#include <platform/FileIndex.hpp> #include <platform/FileIndex.hpp>
#include <job/WorkContext.hpp>
#include <memory> #include <memory>
@ -42,14 +41,12 @@ private:
std::string splash; std::string splash;
Logger* logger; Logger* logger;
WorkContext* workContext;
public: public:
/** /**
* ctor * ctor
* @param path Path to the root of the game data. * @param path Path to the root of the game data.
*/ */
GameData(Logger* log, WorkContext* work, const std::string& path = ""); GameData(Logger* log, const std::string& path = "");
~GameData(); ~GameData();
GameWorld* engine; GameWorld* engine;

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@ -9,7 +9,6 @@
#include <ai/TrafficDirector.hpp> #include <ai/TrafficDirector.hpp>
#include <data/Model.hpp> #include <data/Model.hpp>
#include <data/WeaponData.hpp> #include <data/WeaponData.hpp>
#include <job/WorkContext.hpp>
#include <loaders/LoaderIDE.hpp> #include <loaders/LoaderIDE.hpp>
#include <loaders/LoaderIPL.hpp> #include <loaders/LoaderIPL.hpp>
@ -83,8 +82,8 @@ public:
} }
}; };
GameWorld::GameWorld(Logger* log, WorkContext* work, GameData* dat) GameWorld::GameWorld(Logger* log, GameData* dat)
: logger(log), data(dat), randomEngine(rand()), _work(work), paused(false) { : logger(log), data(dat), randomEngine(rand()), paused(false) {
data->engine = this; data->engine = this;
collisionConfig = std::make_unique<btDefaultCollisionConfiguration>(); collisionConfig = std::make_unique<btDefaultCollisionConfiguration>();

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@ -13,7 +13,6 @@ class GameState;
#include <audio/SoundManager.hpp> #include <audio/SoundManager.hpp>
class CutsceneObject; class CutsceneObject;
class WorkContext;
#include <objects/ObjectTypes.hpp> #include <objects/ObjectTypes.hpp>
class GameObject; class GameObject;
@ -60,7 +59,7 @@ struct AreaIndicatorInfo {
*/ */
class GameWorld { class GameWorld {
public: public:
GameWorld(Logger* log, WorkContext* work, GameData* dat); GameWorld(Logger* log, GameData* dat);
~GameWorld(); ~GameWorld();
@ -290,11 +289,6 @@ public:
static void PhysicsTickCallback(btDynamicsWorld* physWorld, static void PhysicsTickCallback(btDynamicsWorld* physWorld,
btScalar timeStep); btScalar timeStep);
/**
* Work related
*/
WorkContext* _work;
/** /**
* @brief Loads and starts the named cutscene. * @brief Loads and starts the named cutscene.
* @param name * @param name

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@ -31,7 +31,7 @@ std::map<GameRenderer::SpecialModel, std::string> kSpecialModels = {
RWGame::RWGame(Logger& log, int argc, char* argv[]) RWGame::RWGame(Logger& log, int argc, char* argv[])
: GameBase(log, argc, argv) : GameBase(log, argc, argv)
, data(&log, &work, config.getGameDataPath()) , data(&log, config.getGameDataPath())
, renderer(&log, &data) { , renderer(&log, &data) {
bool newgame = options.count("newgame"); bool newgame = options.count("newgame");
bool test = options.count("test"); bool test = options.count("test");
@ -97,9 +97,6 @@ RWGame::RWGame(Logger& log, int argc, char* argv[])
RWGame::~RWGame() { RWGame::~RWGame() {
log.info("Game", "Beginning cleanup"); log.info("Game", "Beginning cleanup");
log.info("Game", "Stopping work queue");
work.stop();
} }
void RWGame::newGame() { void RWGame::newGame() {
@ -107,7 +104,7 @@ void RWGame::newGame() {
state = GameState(); state = GameState();
// Destroy the current world and start over // Destroy the current world and start over
world = std::make_unique<GameWorld>(&log, &work, &data); world = std::make_unique<GameWorld>(&log, &data);
world->dynamicsWorld->setDebugDrawer(&debug); world->dynamicsWorld->setDebugDrawer(&debug);
// Associate the new world with the new state and vice versa // Associate the new world with the new state and vice versa
@ -465,9 +462,6 @@ int RWGame::run() {
} }
void RWGame::tick(float dt) { void RWGame::tick(float dt) {
// Process the Engine's background work.
work.update();
State* currState = StateManager::get().states.back().get(); State* currState = StateManager::get().states.back().get();
world->chase.update(dt); world->chase.update(dt);

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@ -16,7 +16,6 @@
class PlayerController; class PlayerController;
class RWGame : public GameBase { class RWGame : public GameBase {
WorkContext work;
GameData data; GameData data;
GameRenderer renderer; GameRenderer renderer;
DebugDraw debug; DebugDraw debug;

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@ -15,12 +15,8 @@ void LoadingState::exit() {
void LoadingState::tick(float dt) { void LoadingState::tick(float dt) {
RW_UNUSED(dt); RW_UNUSED(dt);
// If background work is completed, do callback done();
if (getWorld()->_work->isEmpty()) { complete();
// If we ever get back to this state it should be completed
done();
complete();
}
} }
bool LoadingState::shouldWorldUpdate() { bool LoadingState::shouldWorldUpdate() {

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@ -86,8 +86,6 @@ void ViewerWidget::paintGL() {
dummyObject->skeleton->interpolate(1.f); dummyObject->skeleton->interpolate(1.f);
} }
gworld->_work->update();
r.getRenderer()->invalidate(); r.getRenderer()->invalidate();
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);

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@ -161,9 +161,9 @@ void ViewerWindow::loadGame(const QString& path) {
QDir gameDir(path); QDir gameDir(path);
if (gameDir.exists() && path.size() > 0) { if (gameDir.exists() && path.size() > 0) {
gameData = new GameData(&engineLog, &work, gameData =
gameDir.absolutePath().toStdString()); new GameData(&engineLog, gameDir.absolutePath().toStdString());
gameWorld = new GameWorld(&engineLog, &work, gameData); gameWorld = new GameWorld(&engineLog, gameData);
renderer = new GameRenderer(&engineLog, gameData); renderer = new GameRenderer(&engineLog, gameData);
gameWorld->state = new GameState; gameWorld->state = new GameState;
viewerWidget->setRenderer(renderer); viewerWidget->setRenderer(renderer);

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@ -22,7 +22,6 @@ class ViewerWindow : public QMainWindow {
enum ViewMode { Object = 0, Model = 1, World = 2, _Count }; enum ViewMode { Object = 0, Model = 1, World = 2, _Count };
Logger engineLog; Logger engineLog;
WorkContext work;
GameData* gameData; GameData* gameData;
GameWorld* gameWorld; GameWorld* gameWorld;

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@ -6,8 +6,8 @@ BOOST_AUTO_TEST_SUITE(GameDataTests)
#if RW_TEST_WITH_DATA #if RW_TEST_WITH_DATA
BOOST_AUTO_TEST_CASE(test_object_data) { BOOST_AUTO_TEST_CASE(test_object_data) {
GameData gd(&Global::get().log, &Global::get().work, Global::getGamePath()); GameData gd(&Global::get().log, Global::getGamePath());
GameWorld gw(&Global::get().log, &Global::get().work, &gd); GameWorld gw(&Global::get().log, &gd);
gd.load(); gd.load();

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@ -8,7 +8,7 @@ BOOST_AUTO_TEST_SUITE(GameWorldTests)
#if RW_TEST_WITH_DATA #if RW_TEST_WITH_DATA
BOOST_AUTO_TEST_CASE(test_gameobject_id) { BOOST_AUTO_TEST_CASE(test_gameobject_id) {
GameWorld gw(&Global::get().log, &Global::get().work, Global::get().d); GameWorld gw(&Global::get().log, Global::get().d);
auto object1 = gw.createInstance(1337, glm::vec3(100.f, 0.f, 0.f)); auto object1 = gw.createInstance(1337, glm::vec3(100.f, 0.f, 0.f));
auto object2 = gw.createInstance(1337, glm::vec3(100.f, 0.f, 100.f)); auto object2 = gw.createInstance(1337, glm::vec3(100.f, 0.f, 100.f));
@ -17,7 +17,7 @@ BOOST_AUTO_TEST_CASE(test_gameobject_id) {
} }
BOOST_AUTO_TEST_CASE(test_offsetgametime) { BOOST_AUTO_TEST_CASE(test_offsetgametime) {
GameWorld gw(&Global::get().log, &Global::get().work, Global::get().d); GameWorld gw(&Global::get().log, Global::get().d);
gw.state = new GameState(); gw.state = new GameState();
BOOST_CHECK_EQUAL(0, gw.getHour()); BOOST_CHECK_EQUAL(0, gw.getHour());

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@ -74,7 +74,6 @@ public:
GameWorld* e; GameWorld* e;
GameState* s; GameState* s;
Logger log; Logger log;
WorkContext work;
#endif #endif
Global() { Global() {
@ -85,19 +84,15 @@ public:
window.hideCursor(); window.hideCursor();
#if RW_TEST_WITH_DATA #if RW_TEST_WITH_DATA
d = new GameData(&log, &work, getGamePath()); d = new GameData(&log, getGamePath());
d->load(); d->load();
e = new GameWorld(&log, &work, d); e = new GameWorld(&log, d);
s = new GameState; s = new GameState;
e->state = s; e->state = s;
e->dynamicsWorld->setGravity(btVector3(0.f, 0.f, 0.f)); e->dynamicsWorld->setGravity(btVector3(0.f, 0.f, 0.f));
while (!e->_work->isEmpty()) {
std::this_thread::yield();
}
#endif #endif
} }

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@ -1,6 +1,5 @@
#include <boost/test/unit_test.hpp> #include <boost/test/unit_test.hpp>
#include <data/Model.hpp> #include <data/Model.hpp>
#include <job/WorkContext.hpp>
#include "test_globals.hpp" #include "test_globals.hpp"
BOOST_AUTO_TEST_SUITE(LoaderDFFTests) BOOST_AUTO_TEST_SUITE(LoaderDFFTests)