FlushPosMapQueue optimization

This commit is contained in:
Glenn Maynard
2004-11-15 19:11:57 +00:00
parent cca289bcf9
commit 9bc770c83f
3 changed files with 13 additions and 11 deletions
+2
View File
@@ -608,7 +608,9 @@ void RageSound::StopPlaying()
/* We may still have positions queued up in RageSoundManager. We need to make sure
* that we don't accept those; otherwise, if we start playing again quickly, they'll
* confuse GetPositionSeconds(). Do this by changing our ID. */
SOUNDMAN->UnregisterSound( this );
ID = SOUNDMAN->GetUniqueID();
SOUNDMAN->RegisterSound( this );
// LOG->Trace("StopPlaying %p finished (%s)", this, this->GetLoadedFilePath().c_str());
+9 -9
View File
@@ -97,7 +97,7 @@ void RageSoundManager::Update(float delta)
FlushPosMapQueue();
/* Scan the owned_sounds list for sounds that are no longer playing, and delete them. */
g_SoundManMutex.Lock(); /* lock for access to all_sounds */
g_SoundManMutex.Lock(); /* lock for access to owned_sounds */
set<RageSound *> ToDelete;
for( set<RageSound *>::iterator it = owned_sounds.begin(); it != owned_sounds.end(); ++it )
{
@@ -110,7 +110,7 @@ void RageSoundManager::Update(float delta)
for( set<RageSound *>::iterator it = ToDelete.begin(); it != ToDelete.end(); ++it )
owned_sounds.erase( *it );
g_SoundManMutex.Unlock(); /* finished with owned_sounds and all_sounds */
g_SoundManMutex.Unlock(); /* finished with owned_sounds */
/* Be sure to release g_SoundManMutex before deleting sounds. */
for( set<RageSound *>::iterator it = ToDelete.begin(); it != ToDelete.end(); ++it )
@@ -124,14 +124,14 @@ void RageSoundManager::Update(float delta)
void RageSoundManager::RegisterSound( RageSound *p )
{
g_SoundManMutex.Lock(); /* lock for access to all_sounds */
all_sounds.insert( p );
all_sounds[p->GetID()] = p;
g_SoundManMutex.Unlock(); /* finished with all_sounds */
}
void RageSoundManager::UnregisterSound( RageSound *p )
{
g_SoundManMutex.Lock(); /* lock for access to all_sounds */
all_sounds.erase( p );
all_sounds.erase( p->GetID() );
g_SoundManMutex.Unlock(); /* finished with all_sounds */
}
@@ -160,11 +160,11 @@ RageSound *RageSoundManager::GetSoundByID( int ID )
LockMut( g_SoundManMutex );
/* Find the sound with p.ID. */
set<RageSound *>::iterator it;
for( it = all_sounds.begin(); it != all_sounds.end(); ++it )
if( (*it)->GetID() == ID )
return *it;
return NULL;
map<int,RageSound *>::iterator it;
it = all_sounds.find( ID );
if( it == all_sounds.end() )
return NULL;
return it->second;
}
/* This is only called by RageSoundManager::Update. */
+2 -2
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@@ -16,8 +16,8 @@ class RageSoundManager
* when they're finished playing): */
set<RageSound *> owned_sounds;
/* A list of all sounds that currently exist. */
set<RageSound *> all_sounds;
/* A list of all sounds that currently exist, by ID. */
map<int,RageSound *> all_sounds;
RageSoundDriver *driver;