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Fix the construction of WorkContext
Previously the worker thread was constructed before the queue was, leading to unfortunate race conditions. This fixes that, along with unrelated minor cleanup.
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@ -1,6 +1,7 @@
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#include "benchmarkstate.hpp"
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#include "RWGame.hpp"
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#include <engine/GameState.hpp>
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#include <fstream>
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BenchmarkState::BenchmarkState(RWGame* game, const std::string& benchfile)
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: State(game)
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@ -1,6 +1,4 @@
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#pragma once
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#ifndef _LOADCONTEXT_HPP_
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#define _LOADCONTEXT_HPP_
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#include <queue>
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#include <thread>
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@ -8,7 +6,6 @@
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#include <atomic>
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#include <memory>
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#include <functional>
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#include <fstream>
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#include <iostream>
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class WorkContext;
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@ -58,9 +55,6 @@ public:
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virtual void complete() {}
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};
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// TODO: refactor everything to remove this.
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class GameWorld;
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/**
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* @brief A worker queue that runs work in the background.
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*
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@ -69,13 +63,15 @@ class GameWorld;
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*/
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class WorkContext
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{
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std::unique_ptr<LoadWorker> _worker;
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std::mutex _inMutex;
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std::mutex _outMutex;
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std::queue<WorkJob*> _workQueue;
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std::queue<WorkJob*> _completeQueue;
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std::mutex _inMutex;
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std::mutex _outMutex;
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// Construct the worker last, so that it may use the queues
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// immediately after initialization.
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std::unique_ptr<LoadWorker> _worker;
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public:
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@ -97,17 +93,12 @@ public:
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// Called by the worker thread - don't touch
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void workNext();
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const std::queue<WorkJob*> getWorkQueue() const { return _workQueue; }
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const std::queue<WorkJob*> getCompleteQueue() const { return _completeQueue; }
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bool isEmpty() {
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std::lock_guard<std::mutex> guardIn( _inMutex );
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std::lock_guard<std::mutex> guardOu( _outMutex );
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std::lock_guard<std::mutex> guardOut( _outMutex );
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return (getWorkQueue().size() + getCompleteQueue().size()) == 0;
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return (_workQueue.size() + _completeQueue.size()) == 0;
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}
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void update();
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};
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#endif
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@ -5,6 +5,7 @@
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#include <engine/Animator.hpp>
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#include <objects/GameObject.hpp>
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#include "ViewerWidget.hpp"
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#include <fstream>
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ModelViewer::ModelViewer(ViewerWidget* viewer, QWidget* parent, Qt::WindowFlags f)
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: ViewerInterface(parent, f), viewing(nullptr), skeleton(nullptr)
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