1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-09-15 06:52:34 +02:00

Rework how exiting and cleanup is handled.

This involves a few changes. The first changes involve
allocating GameWindow and WorkContext on the heap, so that
RWGame still owns them but chooses when they're freed.

The work queue is given a method to stop the worker thread
without destroying the work context, so that subsystems
relying on the work context may still function to shut down.

Then RWGame is rearranged to cleanup separate subsystems
in an order that does not conflict (i.e., stop the work queue,
shut down other subsystems, then the renderer, *then* the window.)

The window needs to be cleaned up *after* the renderer because it
owns the OpenGL context.
This commit is contained in:
darkf 2016-07-31 06:57:20 -07:00
parent 7c8cdba196
commit d3084ad721
7 changed files with 71 additions and 32 deletions

View File

@ -35,6 +35,7 @@ StdOutReciever logPrinter;
RWGame::RWGame(int argc, char* argv[]) RWGame::RWGame(int argc, char* argv[])
: config("openrw.ini") : config("openrw.ini")
, state(nullptr), world(nullptr), renderer(nullptr), script(nullptr), , state(nullptr), world(nullptr), renderer(nullptr), script(nullptr),
window(nullptr), work(nullptr),
debugScript(false), inFocus(true), debugScript(false), inFocus(true),
showDebugStats(false), showDebugPaths(false), showDebugPhysics(false), showDebugStats(false), showDebugPaths(false), showDebugPhysics(false),
accum(0.f), timescale(1.f) accum(0.f), timescale(1.f)
@ -90,8 +91,11 @@ RWGame::RWGame(int argc, char* argv[])
if (SDL_Init(SDL_INIT_VIDEO) < 0) if (SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("Failed to initialize SDL2!"); throw std::runtime_error("Failed to initialize SDL2!");
window.create(w, h, fullscreen); window = new GameWindow();
window.hideCursor(); window->create(w, h, fullscreen);
window->hideCursor();
work = new WorkContext();
log.addReciever(&logPrinter); log.addReciever(&logPrinter);
log.info("Game", "Game directory: " + config.getGameDataPath()); log.info("Game", "Game directory: " + config.getGameDataPath());
@ -101,7 +105,7 @@ RWGame::RWGame(int argc, char* argv[])
throw std::runtime_error("Invalid game directory path: " + config.getGameDataPath()); throw std::runtime_error("Invalid game directory path: " + config.getGameDataPath());
} }
data = new GameData(&log, &work, config.getGameDataPath()); data = new GameData(&log, work, config.getGameDataPath());
// Initalize all the archives. // Initalize all the archives.
data->loadIMG("/models/gta3"); data->loadIMG("/models/gta3");
@ -168,10 +172,30 @@ RWGame::RWGame(int argc, char* argv[])
RWGame::~RWGame() RWGame::~RWGame()
{ {
log.info("Game", "Beginning cleanup");
log.info("Game", "Stopping work queue");
work->stop();
log.info("Game", "Cleaning up scripts");
delete script; delete script;
log.info("Game", "Cleaning up renderer");
delete renderer; delete renderer;
log.info("Game", "Cleaning up world");
delete world; delete world;
log.info("Game", "Cleaning up state");
delete state; delete state;
log.info("Game", "Cleaning up window");
delete window;
log.info("Game", "Cleaning up work queue");
delete work;
log.info("Game", "Done cleaning up");
} }
void RWGame::newGame() void RWGame::newGame()
@ -183,7 +207,7 @@ void RWGame::newGame()
} }
state = new GameState(); state = new GameState();
world = new GameWorld(&log, &work, data); world = new GameWorld(&log, work, 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
@ -294,8 +318,8 @@ int RWGame::run()
{ {
last_clock_time = clock.now(); last_clock_time = clock.now();
// Loop until the window is closed or we run out of state. // Loop until we run out of states.
while (window.isOpen() && StateManager::get().states.size()) { while (StateManager::get().states.size()) {
State* state = StateManager::get().states.back(); State* state = StateManager::get().states.back();
RW_PROFILE_FRAME_BOUNDARY(); RW_PROFILE_FRAME_BOUNDARY();
@ -305,7 +329,7 @@ int RWGame::run()
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
switch (event.type) { switch (event.type) {
case SDL_QUIT: case SDL_QUIT:
window.close(); StateManager::get().clear();
break; break;
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
@ -343,14 +367,14 @@ int RWGame::run()
RW_PROFILE_BEGIN("Update"); RW_PROFILE_BEGIN("Update");
if ( accum >= GAME_TIMESTEP ) { if ( accum >= GAME_TIMESTEP ) {
RW_PROFILE_BEGIN("state");
StateManager::get().tick(GAME_TIMESTEP);
RW_PROFILE_END();
if (StateManager::get().states.size() == 0) { if (StateManager::get().states.size() == 0) {
break; break;
} }
RW_PROFILE_BEGIN("state");
StateManager::get().tick(GAME_TIMESTEP);
RW_PROFILE_END();
RW_PROFILE_BEGIN("engine"); RW_PROFILE_BEGIN("engine");
tick(GAME_TIMESTEP); tick(GAME_TIMESTEP);
RW_PROFILE_END(); RW_PROFILE_END();
@ -385,7 +409,7 @@ int RWGame::run()
renderProfile(); renderProfile();
window.swap(); window->swap();
} }
if( httpserver_thread ) if( httpserver_thread )
@ -483,7 +507,7 @@ void RWGame::render(float alpha, float time)
getRenderer()->getRenderer()->swap(); getRenderer()->getRenderer()->swap();
glm::ivec2 windowSize = window.getSize(); glm::ivec2 windowSize = window->getSize();
renderer->setViewport(windowSize.x, windowSize.y); renderer->setViewport(windowSize.x, windowSize.y);
ViewCamera viewCam; ViewCamera viewCam;

View File

@ -28,11 +28,11 @@ class RWGame
GameRenderer* renderer; GameRenderer* renderer;
ScriptMachine* script; ScriptMachine* script;
// Background worker // Background worker
WorkContext work; WorkContext *work;
bool debugScript; bool debugScript;
HttpServer* httpserver = nullptr; HttpServer* httpserver = nullptr;
std::thread* httpserver_thread = nullptr; std::thread* httpserver_thread = nullptr;
GameWindow window; GameWindow *window;
std::chrono::steady_clock clock; std::chrono::steady_clock clock;
std::chrono::steady_clock::time_point last_clock_time; std::chrono::steady_clock::time_point last_clock_time;
@ -79,7 +79,7 @@ public:
GameWindow& getWindow() GameWindow& getWindow()
{ {
return window; return *window;
} }
ScriptMachine* getScript() const ScriptMachine* getScript() const

View File

@ -80,6 +80,11 @@ struct StateManager
} }
std::deque<State*> states; std::deque<State*> states;
void clear()
{
states.clear();
}
void enter(State* state) void enter(State* state)
{ {

View File

@ -20,7 +20,7 @@ void MenuState::enterMainMenu()
m->addEntry(Menu::lambda("Load Game", [=] { enterLoadMenu(); })); m->addEntry(Menu::lambda("Load Game", [=] { enterLoadMenu(); }));
m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true, "test")); })); m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true, "test")); }));
m->addEntry(Menu::lambda("Options", [] { RW_UNIMPLEMENTED("Options Menu"); })); m->addEntry(Menu::lambda("Options", [] { RW_UNIMPLEMENTED("Options Menu"); }));
m->addEntry(Menu::lambda("Exit", [=] { getWindow().close(); })); m->addEntry(Menu::lambda("Exit", [] { StateManager::get().clear(); }));
this->enterMenu(m); this->enterMenu(m);
} }

View File

@ -10,7 +10,7 @@ PauseState::PauseState(RWGame* game)
m->offset = glm::vec2( 200.f, 200.f ); m->offset = glm::vec2( 200.f, 200.f );
m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); })); m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; })); m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda("Exit", [&] { getWindow().close(); })); m->addEntry(Menu::lambda("Exit", [] { StateManager::get().clear(); }));
this->enterMenu(m); this->enterMenu(m);
} }

View File

@ -12,20 +12,21 @@ void WorkContext::workNext()
{ {
WorkJob* j = nullptr; WorkJob* j = nullptr;
_inMutex.lock(); {
if( ! _workQueue.empty() ) { std::lock_guard<std::mutex> guard( _inMutex );
j = _workQueue.front();
_workQueue.pop(); if( ! _workQueue.empty() ) {
j = _workQueue.front();
_workQueue.pop();
}
} }
_inMutex.unlock();
if( j == nullptr ) return; if( j == nullptr ) return;
j->work(); j->work();
_outMutex.lock(); std::lock_guard<std::mutex> guard( _outMutex );
_completeQueue.push(j); _completeQueue.push(j);
_outMutex.unlock();
} }
void WorkContext::update() void WorkContext::update()

View File

@ -5,8 +5,11 @@
#include <queue> #include <queue>
#include <thread> #include <thread>
#include <mutex> #include <mutex>
#include <atomic>
#include <memory>
#include <functional> #include <functional>
#include <fstream> #include <fstream>
#include <iostream>
class WorkContext; class WorkContext;
@ -16,7 +19,7 @@ class LoadWorker
public: public:
bool _running; std::atomic<bool> _running;
std::thread _thread; std::thread _thread;
void start(); void start();
@ -66,26 +69,32 @@ class GameWorld;
*/ */
class WorkContext class WorkContext
{ {
std::unique_ptr<LoadWorker> _worker;
std::queue<WorkJob*> _workQueue; std::queue<WorkJob*> _workQueue;
std::queue<WorkJob*> _completeQueue; std::queue<WorkJob*> _completeQueue;
LoadWorker _worker;
std::mutex _inMutex; std::mutex _inMutex;
std::mutex _outMutex; std::mutex _outMutex;
public: public:
WorkContext() WorkContext()
: _worker(this) { } : _worker(new LoadWorker(this)) { }
void queueJob( WorkJob* job ) void queueJob( WorkJob* job )
{ {
std::lock_guard<std::mutex> guard(_inMutex); std::lock_guard<std::mutex> guard( _inMutex );
_workQueue.push( job ); _workQueue.push( job );
} }
// Called by the worker thread - don't touch; void stop()
{
// Stop serving the queue.
_worker.reset(nullptr);
}
// Called by the worker thread - don't touch
void workNext(); void workNext();
const std::queue<WorkJob*> getWorkQueue() const { return _workQueue; } const std::queue<WorkJob*> getWorkQueue() const { return _workQueue; }