/**************************************************************************** Copyright (c) 2009, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #pragma once //------------------------------------------------------------------------------ /** @class FrameSync::FrameSyncHandlerThread A special handler thread class for synchronizing the render thread and the game thread (and possibly other threads which need to run in lock-step with the render thread). The FrameSyncHandlerThread object implements a clearly defined sync point which separates the previous frame from the next frame for all participating threads: - all threads arrive at the frame sync point and wait for the arrival of the other threads - once all threads have arrived: - advance the master time - flip message queues - start all threads */ #include "core/singleton.h" #include "messaging/handlerthreadbase.h" #include "timing/timer.h" #include "threading/threadbarrier.h" #include "threading/safequeue.h" #include "threading/criticalsection.h" //------------------------------------------------------------------------------ namespace FrameSync { class FrameSyncHandlerThread : public Messaging::HandlerThreadBase { __DeclareClass(FrameSyncHandlerThread); __DeclareImageSingleton(FrameSyncHandlerThread); public: static const SizeT NumSyncThreads = 2; // render thread and main thread /// constructor FrameSyncHandlerThread(); /// destructor virtual ~FrameSyncHandlerThread(); /// enter lock-step mode void EnterLockStepMode(); /// leave lock-step mode void LeaveLockStepMode(); /// return true if currently in lock-step mode bool LockStepModeActive() const; /// get the current frame count (also available on FrameSyncTimer) IndexT GetFrameCount() const; /// start fixed frame time mode void StartFixedFrameTime(Timing::Time frameTime); /// stop fixed frame time mode void StopFixedFrameTime(); /// check whether the fixed frame time mode is currently active bool IsFixedFrameTime(); /// notify arrival at sync point void ArriveAtSyncPoint(bool masterThread); /// add a message to be handled virtual void AddMessage(const GPtr& msg); /// cancel a pending message virtual void CancelMessage(const GPtr& msg); /// wait for message to be handled virtual void WaitForMessage(const GPtr& msg); /// this method runs in the thread context virtual void DoWork(); private: friend class FrameSyncTimer; /// start the master time (SLOW!) void StartMasterTime(); /// stop the master time (SLOW!) void StopMasterTime(); /// reset the master time (SLOW!) void ResetMasterTime(); /// return true if time is running (SLOW!) bool IsMasterTimeRunning() const; /// safely get the current frame time (SLOW!) Timing::Time SafeGetMasterTime() const; /// update the time (called during sync point) void SyncUpdateTime(); /// update the thread-local FrameSyncTimer singleton void SyncUpdateThreadLocalFrameSyncTimer(); /// flip message queues void SyncFlipMessageQueue(); volatile int lockStepMode; volatile int frameCount; volatile int fixedFrameTimeMode; Threading::ThreadBarrier threadBarrier; Threading::Event frameSyncEvent; Threading::CriticalSection frameCritSect; Timing::Timer masterTimer; Timing::Time curTime; Timing::Time fixedFrameTime; Timing::Time realTime; Threading::SafeQueue > msgQueue; // incoming messages Util::Array > msgArray; // processed messages }; //------------------------------------------------------------------------------ /** */ inline bool FrameSyncHandlerThread::LockStepModeActive() const { return (0 != this->lockStepMode); } //------------------------------------------------------------------------------ /** */ inline SizeT FrameSyncHandlerThread::GetFrameCount() const { // incremented through interlocked function, no need for crit sect return this->frameCount; } //------------------------------------------------------------------------------ /** */ inline bool FrameSyncHandlerThread::IsFixedFrameTime() { return (0 != this->fixedFrameTimeMode); } } // namespace FrameSync //------------------------------------------------------------------------------