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Overhaul worker interface
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51e4fb9989
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85
rwengine/include/WorkContext.hpp
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85
rwengine/include/WorkContext.hpp
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@ -0,0 +1,85 @@
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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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#include <mutex>
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#include <functional>
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#include <fstream>
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class WorkContext;
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class LoadWorker
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{
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WorkContext* _context;
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public:
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bool _running;
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std::thread _thread;
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void start();
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LoadWorker( WorkContext* context )
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: _context( context ), _running(true),
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_thread( std::bind(&LoadWorker::start, this) ) { }
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~LoadWorker( )
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{
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_running = false;
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_thread.join();
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}
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};
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class WorkJob
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{
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WorkContext* _context;
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public:
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WorkJob(WorkContext* context)
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: _context(context) {}
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virtual ~WorkJob() {}
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/**
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* @brief getContext
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* @return The loading context for this Loader
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*/
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WorkContext* getContext() const { return _context; }
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virtual void work() = 0;
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virtual void complete() {}
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};
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class WorkContext
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{
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std::queue<WorkJob*> _workQueue;
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std::queue<WorkJob*> _completeQueue;
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LoadWorker _worker;
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std::mutex _inMutex;
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std::mutex _outMutex;
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public:
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WorkContext()
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: _worker(this) { }
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void queueJob( WorkJob* job )
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{
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std::lock_guard<std::mutex> guard(_inMutex);
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_workQueue.push( job );
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}
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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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void update();
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};
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#endif
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@ -4,15 +4,15 @@
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#include <iostream>
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class LoadContext;
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class WorkContext;
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class DataLoader
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{
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LoadContext* _context;
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WorkContext* _context;
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public:
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DataLoader(LoadContext* context)
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DataLoader(WorkContext* context)
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: _context(context) {}
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virtual ~DataLoader() {}
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@ -21,7 +21,7 @@ public:
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* @brief getContext
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* @return The loading context for this Loader
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*/
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LoadContext* getContext() const { return _context; }
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WorkContext* getContext() const { return _context; }
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/**
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* @brief load the data contained in a set of bytes
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@ -1,86 +0,0 @@
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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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#include <functional>
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#include <fstream>
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class DataLoader;
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class LoadContext;
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struct LoadRequest
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{
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DataLoader* loader;
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const char* data;
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size_t size;
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std::string filename;
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};
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class LoadWorker
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{
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LoadContext* _context;
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public:
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bool _started;
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bool _running;
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std::thread _thread;
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void start();
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LoadWorker( LoadContext* context )
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: _context( context ), _started(false), _running(true),
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_thread( std::bind(&LoadWorker::start, this) ) { }
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~LoadWorker( )
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{
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_started = true;
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_running = false;
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_thread.join();
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}
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};
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class LoadContext
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{
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std::queue<LoadRequest> _loadQueue;
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std::queue<LoadRequest> _createQueue;
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unsigned int _loaded;
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unsigned int _loading;
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LoadWorker _worker;
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public:
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LoadContext()
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: _loaded(0), _loading(0), _worker(this) { }
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void add(DataLoader* loader, const char* data, size_t size)
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{
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_loadQueue.push({loader, data, size, ""});
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}
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void add(DataLoader* loader, const std::string& filename)
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{
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_loadQueue.push({loader, nullptr, 0, filename});
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}
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void loadNext();
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const std::queue<LoadRequest> getLoadQueue() const { return _loadQueue; }
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unsigned int getLoaded() const { return _createQueue.size(); }
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unsigned int getIncomplete() const { return _loadQueue.size() + _loading + _createQueue.size(); }
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unsigned int getComplete() const { return _loaded; }
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unsigned int getTotal() const { return getIncomplete() + getComplete(); }
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void flushCreation();
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void wait();
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};
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#endif
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@ -9,7 +9,7 @@
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#include <vector>
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#include <string>
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#include <memory>
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#include <WorkContext.hpp>
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class Model;
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@ -25,4 +25,28 @@ public:
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Model* loadFromMemory(char *data, GameData* gameData);
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};
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#include <functional>
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class LoaderIMG;
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class LoadModelJob : public WorkJob
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{
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public:
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typedef std::function<void ( Model* )> ModelCallback;
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private:
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GameData* _gameData;
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LoaderIMG* _archive;
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std::string _file;
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ModelCallback _callback;
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char* _data;
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public:
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LoadModelJob(WorkContext* context, GameData* gd, LoaderIMG& archive, const std::string& file, ModelCallback cb);
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void work();
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void complete();
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};
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#endif
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38
rwengine/src/WorkContext.cpp
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38
rwengine/src/WorkContext.cpp
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@ -0,0 +1,38 @@
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#include <WorkContext.hpp>
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#include <loaders/DataLoader.hpp>
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void LoadWorker::start()
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{
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while( _running ) {
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_context->workNext();
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std::this_thread::yield();
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}
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}
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void WorkContext::workNext()
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{
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WorkJob* j = nullptr;
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{
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std::lock_guard<std::mutex> guard( _inMutex );
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if( _workQueue.empty() ) return;
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j = _workQueue.front(); _workQueue.pop();
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}
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j->work();
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{
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std::lock_guard<std::mutex> guard( _outMutex );
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_completeQueue.push( j );
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}
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}
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void WorkContext::update()
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{
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std::lock_guard<std::mutex> guard( _outMutex );
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while( ! _completeQueue.empty() ) {
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WorkJob* j = _completeQueue.front(); _completeQueue.pop();
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j->complete();
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delete j;
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}
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}
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#include <loaders/LoadContext.hpp>
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#include <loaders/DataLoader.hpp>
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void LoadWorker::start()
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{
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while( !_started ) {
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std::this_thread::yield();
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}
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while( _running ) {
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_context->loadNext();
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std::this_thread::yield();
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}
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}
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void LoadContext::loadNext()
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{
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// MUTEX
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if( _loadQueue.size() == 0 ) {
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// UMUTEX
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return;
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}
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_loading++;
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auto tl = _loadQueue.front();
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_loadQueue.pop();
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// UMUTEX
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if( tl.data == nullptr ) {
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// TODO: instigate opening of the data bytes.
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}
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bool result = tl.loader->load(tl.data, tl.size);
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delete tl.data;
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// MUTEX
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if( result ) {
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_createQueue.push(tl);
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}
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else {
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// Create is rip
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_loaded++;
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}
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_loading--;
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// UMUTEX
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}
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void LoadContext::flushCreation()
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{
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// MUTEX
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while( ! _createQueue.empty() ) {
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auto tl = _createQueue.front();
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_createQueue.pop();
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tl.loader->create();
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_loaded++;
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}
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// UMUTEX
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}
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void LoadContext::wait()
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{
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while( _loadQueue.size() > 0 || _loading > 0 ) std::this_thread::yield();
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}
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@ -311,3 +311,28 @@ RW::BSSectionHeader LoaderDFF::readHeader(char *data, size_t &dataI)
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{
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return readStructure<RW::BSSectionHeader>(data, dataI);
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}
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#include <loaders/LoaderIMG.hpp>
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LoadModelJob::LoadModelJob(WorkContext *context, GameData* gd, LoaderIMG &archive, const std::string &file, ModelCallback cb)
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: WorkJob(context), _gameData(gd), _archive(&archive), _file(file), _callback(cb), _data(nullptr)
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{
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}
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void LoadModelJob::work()
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{
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_data = _archive->loadToMemory(_file);
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}
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void LoadModelJob::complete()
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{
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// TODO allow some of the loading to process in a seperate thread.
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LoaderDFF loader;
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Model* m = loader.loadFromMemory(_data, _gameData);
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_callback(m);
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delete[] _data;
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}
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#include <boost/test/unit_test.hpp>
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#include <loaders/LoadContext.hpp>
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#include <loaders/DataLoader.hpp>
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class TestLoader : public DataLoader
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{
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public:
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bool _loaded, _loadResult, _created;
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TestLoader(LoadContext* context, bool result )
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: DataLoader(context), _loaded(false), _loadResult(result),
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_created(false) { }
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bool load( const char* bytes, size_t size )
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{ std::this_thread::sleep_for(std::chrono::milliseconds(5)); _loaded = true; return _loadResult; }
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void create() { _created = true; }
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};
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BOOST_AUTO_TEST_SUITE(LoaderTests)
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BOOST_AUTO_TEST_CASE(test_interface)
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{
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{
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LoadContext context;
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TestLoader loader( &context, true );
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BOOST_CHECK_EQUAL( loader.getContext(), &context );
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// Test that the TestLoader works as expected.
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const char* databytes = new const char[1]{ 0x00 };
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BOOST_CHECK( ! loader._loaded );
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BOOST_CHECK( ! loader._created );
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BOOST_CHECK( loader.load(databytes, 1) );
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BOOST_CHECK( loader._loaded );
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BOOST_CHECK( ! loader._created );
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loader.create();
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BOOST_CHECK( loader._created );
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}
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}
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BOOST_AUTO_TEST_CASE(test_context)
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{
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{
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LoadContext context;
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TestLoader test(&context, true);
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const char* databytes = new const char[1]{ 0x00 };
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context.add(&test, databytes, 1);
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BOOST_CHECK_EQUAL( context.getIncomplete(), 1 );
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BOOST_CHECK_EQUAL( context.getTotal(), 1 );
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BOOST_CHECK_EQUAL( context.getComplete(), 0 );
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auto& queue = context.getLoadQueue();
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BOOST_REQUIRE( queue.size() == 1 );
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BOOST_CHECK_EQUAL( queue.front().loader, &test );
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BOOST_CHECK_EQUAL( queue.front().data, databytes );
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BOOST_CHECK_EQUAL( queue.front().size, 1 );
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// Worker thread tier.
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context.loadNext();
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BOOST_CHECK_EQUAL( context.getIncomplete(), 1 );
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BOOST_CHECK_EQUAL( context.getTotal(), 1 );
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BOOST_CHECK_EQUAL( context.getComplete(), 0 );
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// Back on main thread
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BOOST_CHECK_EQUAL( context.getLoaded(), 1 );
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context.flushCreation();
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BOOST_CHECK_EQUAL( context.getIncomplete(), 0 );
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BOOST_CHECK_EQUAL( context.getTotal(), 1 );
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BOOST_CHECK_EQUAL( context.getComplete(), 1 );
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}
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}
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BOOST_AUTO_TEST_CASE(test_thread)
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{
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{
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LoadContext context;
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LoadWorker worker(&context);
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TestLoader test(&context, true);
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const char* databytes = new const char[1]{ 0x00 };
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context.add(&test, databytes, 1);
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BOOST_CHECK_EQUAL( context.getIncomplete(), 1 );
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BOOST_CHECK_EQUAL( context.getLoaded(), 0 );
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worker._started = true;
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std::this_thread::sleep_for(std::chrono::milliseconds(10));
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BOOST_CHECK_EQUAL( context.getLoaded(), 1 );
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BOOST_CHECK_EQUAL( context.getIncomplete(), 1 );
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context.flushCreation();
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BOOST_CHECK_EQUAL( context.getLoaded(), 0 );
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BOOST_CHECK_EQUAL( context.getIncomplete(), 0 );
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BOOST_CHECK_EQUAL( context.getComplete(), 1 );
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}
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{
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LoadContext context;
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LoadWorker worker(&context);
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TestLoader test(&context, true);
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const char* databytes = new const char[1]{ 0x00 };
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context.add(&test, databytes, 1);
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BOOST_CHECK_EQUAL( context.getIncomplete(), 1 );
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BOOST_CHECK_EQUAL( context.getLoaded(), 0 );
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worker._started = true;
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context.wait();
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BOOST_CHECK_EQUAL( context.getLoaded(), 1 );
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BOOST_CHECK_EQUAL( context.getIncomplete(), 1 );
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context.flushCreation();
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BOOST_CHECK_EQUAL( context.getLoaded(), 0 );
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BOOST_CHECK_EQUAL( context.getIncomplete(), 0 );
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BOOST_CHECK_EQUAL( context.getComplete(), 1 );
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}
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}
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BOOST_AUTO_TEST_SUITE_END()
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#include <boost/test/unit_test.hpp>
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#include "test_globals.hpp"
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#include <render/Model.hpp>
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#include <WorkContext.hpp>
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BOOST_AUTO_TEST_SUITE(LoaderDFFTests)
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BOOST_AUTO_TEST_CASE(test_open_dff)
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{
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LoaderIMG loader;
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LoaderIMG archive;
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BOOST_REQUIRE( loader.load(Global::getGamePath() + "/models/gta3") );
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BOOST_REQUIRE( archive.load(Global::getGamePath() + "/models/gta3") );
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{
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auto d = archive.loadToMemory("landstal.dff");
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LoaderDFF loader;
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Model* m = loader.loadFromMemory(d, &Global::get().e->gameData);
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BOOST_REQUIRE( m != nullptr );
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BOOST_CHECK( m->frames.size() > 0 );
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delete m;
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}
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}
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BOOST_AUTO_TEST_CASE(test_modeljob)
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{
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LoaderIMG archive;
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BOOST_REQUIRE( archive.load(Global::getGamePath() + "/models/gta3") );
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{
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WorkContext ctx;
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Model* m = nullptr;
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bool done = false;
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LoadModelJob* lmj = new LoadModelJob(&ctx, &Global::get().e->gameData, archive, "landstal.dff",
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[&](Model* model) { m = model; done = true; });
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ctx.queueJob(lmj);
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while( ! done ) {
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ctx.update();
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std::this_thread::yield();
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}
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BOOST_REQUIRE( m != nullptr );
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BOOST_CHECK( m->frames.size() > 0 );
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|
||||
delete m;
|
||||
}
|
||||
|
||||
auto d = loader.loadToMemory("landstal.dff");
|
||||
|
||||
LoaderDFF dffloader;
|
||||
Model* m = dffloader.loadFromMemory(d, &Global::get().e->gameData);
|
||||
|
||||
BOOST_REQUIRE( m != nullptr );
|
||||
|
||||
BOOST_CHECK( m->frames.size() > 0 );
|
||||
|
||||
delete d;
|
||||
delete m;
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
||||
|
48
tests/test_worker.cpp
Normal file
48
tests/test_worker.cpp
Normal file
@ -0,0 +1,48 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
#include <WorkContext.hpp>
|
||||
|
||||
class TestJob : public WorkJob
|
||||
{
|
||||
public:
|
||||
bool *_worked, *_completed;
|
||||
|
||||
TestJob( WorkContext* context, bool *w, bool *c )
|
||||
: WorkJob(context), _worked(w), _completed(c)
|
||||
{}
|
||||
|
||||
void work() { *_worked = true; }
|
||||
|
||||
void complete() { *_completed = true; }
|
||||
};
|
||||
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(WorkTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_interface)
|
||||
{
|
||||
{
|
||||
WorkContext context;
|
||||
|
||||
bool worked = false, completed = false;
|
||||
|
||||
TestJob* job = new TestJob(&context, &worked, &completed);
|
||||
|
||||
BOOST_CHECK( ! worked );
|
||||
BOOST_CHECK( ! completed );
|
||||
|
||||
context.queueJob(job);
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(10));
|
||||
|
||||
BOOST_CHECK( worked );
|
||||
BOOST_CHECK( ! completed );
|
||||
|
||||
context.update();;
|
||||
|
||||
BOOST_CHECK( worked );
|
||||
BOOST_CHECK( completed );
|
||||
}
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
||||
|
Loading…
Reference in New Issue
Block a user