open_toontown_panda3d/direct/src/plugin/p3dInstanceManager.cxx

431 lines
14 KiB
C++

// Filename: p3dInstanceManager.cxx
// Created by: drose (29May09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "p3dInstanceManager.h"
#include "p3dInstance.h"
#include "p3dSession.h"
#include "p3dPackage.h"
#include "p3d_plugin_config.h"
#include "p3dWinSplashWindow.h"
#include "p3dUndefinedObject.h"
#include "p3dNoneObject.h"
#include "p3dBoolObject.h"
#include "find_root_dir.h"
#ifdef _WIN32
#include <shlobj.h>
#else
//#include <sys/stat.h>
#endif
P3DInstanceManager *P3DInstanceManager::_global_ptr;
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
P3DInstanceManager::
P3DInstanceManager() {
_is_initialized = false;
_unique_id = 0;
_notify_thread_continue = false;
_started_notify_thread = false;
INIT_THREAD(_notify_thread);
// Initialize the singleton objects.
_undefined_object = new P3DUndefinedObject();
_none_object = new P3DNoneObject();
_true_object = new P3DBoolObject(true);
_false_object = new P3DBoolObject(false);
#ifdef _WIN32
// Ensure the appropriate Windows common controls are available to
// this application.
INITCOMMONCONTROLSEX icc;
icc.dwSize = sizeof(icc);
icc.dwICC = ICC_PROGRESS_CLASS;
InitCommonControlsEx(&icc);
#endif
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::Destructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
P3DInstanceManager::
~P3DInstanceManager() {
if (_started_notify_thread) {
_notify_ready.acquire();
_notify_thread_continue = false;
_notify_ready.notify();
_notify_ready.release();
JOIN_THREAD(_notify_thread);
_started_notify_thread = false;
}
assert(_instances.empty());
assert(_sessions.empty());
nout << "counts: " << _undefined_object->_ref_count
<< " " << _none_object->_ref_count
<< " " << _true_object->_ref_count
<< " " << _false_object->_ref_count
<< "\n";
/*
assert(_undefined_object->_ref_count == 1);
assert(_none_object->_ref_count == 1);
assert(_true_object->_ref_count == 1);
assert(_false_object->_ref_count == 1);
*/
P3D_OBJECT_DECREF(_undefined_object);
P3D_OBJECT_DECREF(_none_object);
P3D_OBJECT_DECREF(_true_object);
P3D_OBJECT_DECREF(_false_object);
#ifdef _WIN32
P3DWinSplashWindow::unregister_window_class();
#endif
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::initialize
// Access: Public
// Description: Called by the host at application startup. It
// returns true if the DLL is successfully initialized,
// false if it should be immediately shut down and
// redownloaded.
////////////////////////////////////////////////////////////////////
bool P3DInstanceManager::
initialize() {
_root_dir = find_root_dir();
_download_url = P3D_PLUGIN_DOWNLOAD;
_platform = P3D_PLUGIN_PLATFORM;
nout << "_root_dir = " << _root_dir << ", download = "
<< _download_url << "\n";
if (_root_dir.empty()) {
nout << "Could not find root directory.\n";
return false;
}
_is_initialized = true;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::create_instance
// Access: Public
// Description: Returns a newly-allocated P3DInstance with the
// indicated startup information.
////////////////////////////////////////////////////////////////////
P3DInstance *P3DInstanceManager::
create_instance(P3D_request_ready_func *func, void *user_data) {
P3DInstance *inst = new P3DInstance(func, user_data);
inst->ref();
_instances.insert(inst);
return inst;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::start_instance
// Access: Public
// Description: Actually starts the instance running. Before this
// call, the instance is in an indeterminate state. It
// is an error to call this more than once for a
// particular instance.
////////////////////////////////////////////////////////////////////
bool P3DInstanceManager::
start_instance(P3DInstance *inst, const string &p3d_filename,
const P3D_token tokens[], size_t num_tokens) {
if (inst->is_started()) {
nout << "Instance started twice: " << inst << "\n";
return false;
}
inst->set_fparams(P3DFileParams(p3d_filename, tokens, num_tokens));
P3DSession *session;
Sessions::iterator si = _sessions.find(inst->get_session_key());
if (si == _sessions.end()) {
session = new P3DSession(inst);
session->ref();
bool inserted = _sessions.insert(Sessions::value_type(session->get_session_key(), session)).second;
assert(inserted);
} else {
session = (*si).second;
}
session->start_instance(inst);
return inst->is_started();
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::finish_instance
// Access: Public
// Description: Terminates and removes a previously-returned
// instance.
////////////////////////////////////////////////////////////////////
void P3DInstanceManager::
finish_instance(P3DInstance *inst) {
Instances::iterator ii;
ii = _instances.find(inst);
assert(ii != _instances.end());
_instances.erase(ii);
Sessions::iterator si = _sessions.find(inst->get_session_key());
assert(si != _sessions.end());
P3DSession *session = (*si).second;
session->terminate_instance(inst);
// If that was the last instance in this session, terminate the
// session.
if (session->get_num_instances() == 0) {
_sessions.erase(session->get_session_key());
session->shutdown();
unref_delete(session);
}
unref_delete(inst);
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::validate_instance
// Access: Public
// Description: Returns the P3DInstance pointer corresponding to the
// indicated P3D_instance if it is valid, or NULL if it
// is not.
////////////////////////////////////////////////////////////////////
P3DInstance *P3DInstanceManager::
validate_instance(P3D_instance *instance) {
Instances::iterator ii;
ii = _instances.find((P3DInstance *)instance);
if (ii != _instances.end()) {
return (*ii);
}
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::check_request
// Access: Public
// Description: If a request is currently pending on any instance,
// returns its pointer. Otherwise, returns NULL.
////////////////////////////////////////////////////////////////////
P3DInstance *P3DInstanceManager::
check_request() {
Instances::iterator ii;
for (ii = _instances.begin(); ii != _instances.end(); ++ii) {
P3DInstance *inst = (*ii);
if (inst->has_request()) {
return inst;
}
}
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::wait_request
// Access: Public
// Description: Does not return until a request is pending on some
// instance, or until no instances remain. Use
// check_request to retrieve the pending request. Due
// to the possibility of race conditions, it is possible
// for this function to return when there is in fact no
// request pending (another thread may have extracted
// the request first).
////////////////////////////////////////////////////////////////////
void P3DInstanceManager::
wait_request() {
_request_ready.acquire();
while (true) {
if (check_request() != (P3DInstance *)NULL) {
_request_ready.release();
return;
}
if (_instances.empty()) {
_request_ready.release();
return;
}
// No pending requests; go to sleep.
_request_ready.wait();
}
_request_ready.release();
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::get_package
// Access: Public
// Description: Returns a (possibly shared) pointer to the indicated
// package.
////////////////////////////////////////////////////////////////////
P3DPackage *P3DInstanceManager::
get_package(const string &package_name, const string &package_version,
const string &package_display_name) {
string package_platform = get_platform();
string key = package_name + "_" + package_version + "_" + package_platform;
Packages::iterator pi = _packages.find(key);
if (pi != _packages.end()) {
return (*pi).second;
}
P3DPackage *package = new P3DPackage(package_name, package_version,
package_platform, package_display_name);
bool inserted = _packages.insert(Packages::value_type(key, package)).second;
assert(inserted);
return package;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::get_unique_id
// Access: Public
// Description: Returns a number used to uniquify different
// instances. This number is guaranteed to be different
// at each call, at least until the int space rolls
// over.
////////////////////////////////////////////////////////////////////
int P3DInstanceManager::
get_unique_id() {
++_unique_id;
return _unique_id;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::signal_request_ready
// Access: Public
// Description: May be called in any thread to indicate that a new
// P3D_request is available in the indicated instance.
////////////////////////////////////////////////////////////////////
void P3DInstanceManager::
signal_request_ready(P3DInstance *inst) {
if (inst->get_request_ready_func() != NULL) {
// This instance requires asynchronous notifications of requests.
// Thus, we should tell the notify thread to wake up and make the
// callback.
_notify_ready.acquire();
_notify_instances.push_back(inst);
_notify_ready.notify();
_notify_ready.release();
// Oh, and we should spawn the thread if we haven't already.
if (!_started_notify_thread) {
_notify_thread_continue = true;
SPAWN_THREAD(_notify_thread, nt_thread_run, this);
_started_notify_thread = true;
}
}
// Then, wake up the main thread, in case it's sleeping on
// wait_request().
_request_ready.acquire();
_request_ready.notify();
_request_ready.release();
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::make_class_definition
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
P3D_class_definition *P3DInstanceManager::
make_class_definition() const {
P3D_class_definition *new_class = new P3D_class_definition(P3DObject::_generic_class);
// TODO: save this pointer so we can delete it on destruction.
return new_class;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::get_global_ptr
// Access: Public, Static
// Description:
////////////////////////////////////////////////////////////////////
P3DInstanceManager *P3DInstanceManager::
get_global_ptr() {
if (_global_ptr == NULL) {
_global_ptr = new P3DInstanceManager;
}
return _global_ptr;
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::delete_global_ptr
// Access: Public, Static
// Description: This is called only at plugin shutdown time; it
// deletes the global instance manager pointer and
// clears it to NULL.
////////////////////////////////////////////////////////////////////
void P3DInstanceManager::
delete_global_ptr() {
if (_global_ptr != NULL) {
delete _global_ptr;
_global_ptr = NULL;
}
}
////////////////////////////////////////////////////////////////////
// Function: P3DInstanceManager::nt_thread_run
// Access: Private
// Description: The main function for the notify thread.
////////////////////////////////////////////////////////////////////
void P3DInstanceManager::
nt_thread_run() {
// The notify thread exists because we need to be able to send
// asynchronous notifications of request events. These request
// events were detected in the various read threads associated with
// each session, but we can't call back into the host space from the
// read thread, since if the host immediately response to a callback
// by calling back into the p3d_plugin space, now we have our read
// thread doing stuff in here that's not related to the read thread.
// Even worse, some of the things it might need to do might require
// a separate read thread to be running!
_notify_ready.acquire();
while (_notify_thread_continue) {
NotifyInstances instances;
while (!_notify_instances.empty()) {
instances.clear();
instances.swap(_notify_instances);
// Go ahead and drop the lock while we make the callback, to
// reduce the risk of deadlock. We don't want to be holding any
// locks when we call into client code.
_notify_ready.release();
NotifyInstances::iterator ni;
for (ni = instances.begin(); ni != instances.end(); ++ni) {
// TODO: a race condition here when instances are deleted.
P3DInstance *inst = (*ni);
assert(inst != NULL);
P3D_request_ready_func *func = inst->get_request_ready_func();
assert(func != NULL);
(*func)(inst);
}
_notify_ready.acquire();
}
_notify_ready.wait();
}
_notify_ready.release();
}