ironing out preloading logic

This commit is contained in:
Glenn Maynard
2005-07-23 01:18:48 +00:00
parent e4677c9f8b
commit b293a4490f
3 changed files with 63 additions and 84 deletions
+10 -4
View File
@@ -12,8 +12,9 @@
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
#define SCREENS_TO_PREPARE THEME->GetMetric (m_sName,"ScreensToPrepare")
#define SCREENS_TO_GROUP THEME->GetMetric (m_sName,"ScreensToGroup")
#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
Screen::Screen( CString sName )
{
@@ -38,7 +39,7 @@ void Screen::Init()
this->RunCommands( THEME->GetMetricA(m_sName, "InitCommand") );
vector<CString> asList;
split( SCREENS_TO_PREPARE, ",", asList );
split( PREPARE_SCREENS, ",", asList );
for( unsigned i = 0; i < asList.size(); ++i )
{
LOG->Trace( "Screen %s preparing \"%s\"", asList[i].c_str() );
@@ -46,9 +47,14 @@ void Screen::Init()
}
asList.clear();
split( SCREENS_TO_GROUP, ",", asList );
split( GROUPED_SCREENS, ",", asList );
for( unsigned i = 0; i < asList.size(); ++i )
SCREENMAN->GroupScreen( asList[i] );
asList.clear();
split( PERSIST_SCREENS, ",", asList );
for( unsigned i = 0; i < asList.size(); ++i )
SCREENMAN->PersistantScreen( asList[i] );
}
void Screen::Update( float fDeltaTime )
+52 -77
View File
@@ -2,20 +2,12 @@
* We maintain a pool of "prepared" screens, which are screens previously loaded
* to be available on demand.
*
* A used screen, when finished, goes to the prepared list. If that screen is
* used again before it's deleted, it'll be reused. This behavior works for
* several models of screen use: pushing screens,
* When a screen pops off the stack that's in g_setPersistantScreens, it goes to
* the prepared list. If that screen is used again before it's deleted, it'll be
* reused.
*
* Typically, the first screen in a group will prepare all of the nearby screens it
* may load. (This can happen recursively; a prepared screen can prepare more
* screens.) When it loads one, the prepared screen will be used. If the initial
* screen is being taken off of the stack, it'll be placed back in the prepared
* list; if the new screen then reloads the initial screen, it'll be used out
* of the prepared list, and we're back where we started.
*
* When a screen is used that isn't prepared, it indicates that we've left that
* group of screens, and the prepared screens are no longer needed, so we unload
* all prepared screens.
* may load. When it loads one, the prepared screen will be used.
*
* A group of screens may only want to preload some screens, and not others,
* while still considering those screens part of the same group. For example,
@@ -25,6 +17,26 @@
* to load all at once. By calling GroupScreen(), entering these screens will not
* trigger cleanup.
*
* Example uses:
* - ScreenOptions1 preloads ScreenOptions2, and persists both. Moving from Options1
* and Options2 and back is instant and reuses both.
* - ScreenMenu groups and persists itself and ScreenSubmenu. ScreenSubmenu
* is not preloaded, so it will be loaded on demand the first time it's used,
* but will remain loaded if it returns to ScreenMenu.
* - ScreenSelectMusic groups itself and ScreenPlayerOptions, and persists only
* ScreenSelectMusic. This will cause SSMusic will be loaded once, and SPO to
* be loaded on demand.
* - ScreenAttract1 preloads and persists ScreenAttract1, 3, 5 and 7, and groups 1
* through 7. 1, 3, 5 and 7 will remain in memory; the rest will be loaded on
* demand.
*
* If a screen is added to the screen stack that isn't in the current screen group
* (added to by GroupScreen), the screen group is reset: all prepared screens are
* unloaded and the persistance list is cleared.
*
* (For persistance, concurrently preparing a screen is logically equivalent
* to SetNewScreen, since it's going to be set after it finishes loading.)
*
* Note that not all screens yet support reuse in this way; proper use of BeginScreen
* is required. This will misbehave if a screen pushes another screen that's already
* in use lower on the stack, but that's not useful; it would allow infinite screen
@@ -98,6 +110,7 @@ namespace
vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
vector<Screen*> g_OverlayScreens;
set<CString> g_setGroupedScreens;
set<CString> g_setPersistantScreens;
vector<LoadedScreen> g_vPreparedScreens;
vector<Actor*> g_vPreparedBackgrounds;
@@ -226,19 +239,16 @@ ScreenMessage ScreenManager::PopTopScreenInternal()
ls.m_pScreen->HandleScreenMessage( SM_LoseFocus );
if( g_setGroupedScreens.find(ls.m_pScreen->GetName()) != g_setGroupedScreens.end() )
{
/* The screen wasn't grouped in with the preloaded screens, not preloaded
* itself. It's probably expensive--otherwise we would have preloaded it--so
* delete it now, don't move it to g_vPreparedScreens. */
if( ls.m_bDeleteWhenDone )
SAFE_DELETE( ls.m_pScreen );
}
else
if( g_setPersistantScreens.find(ls.m_pScreen->GetName()) != g_setPersistantScreens.end() )
{
/* Move the screen back to the prepared list. */
g_vPreparedScreens.push_back( ls );
}
else
{
if( ls.m_bDeleteWhenDone )
SAFE_DELETE( ls.m_pScreen );
}
return ls.m_SendOnPop;
}
@@ -343,8 +353,9 @@ void ScreenManager::Update( float fDeltaTime )
g_bIsConcurrentlyLoading = true;
StartConcurrentRendering();
AboutToLoadScreen( sScreenName );
PrepareScreenInternal( sScreenName );
if( g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end() )
DeletePreparedScreens();
PrepareScreen( sScreenName );
FinishConcurrentRendering();
g_bIsConcurrentlyLoading = false;
@@ -432,24 +443,7 @@ Screen* ScreenManager::MakeNewScreen( const CString &sScreenName )
return ret;
}
/* This is called by other code to explicitly preload a screen. */
void ScreenManager::PrepareScreen( const CString &sScreenName )
{
/* Normally, a screen is always either preloaded, or grouped in with the
* preloaded screens, not both. If preloading a screen that's also grouped,
* warn and remove from g_setGroupedScreens; if we leave it, we'll have
* obscure inconsistent screen loading behavior (the preloaded screen won't
* be reused). */
if( g_setGroupedScreens.find(sScreenName) != g_setGroupedScreens.end() )
{
LOG->Warn( "PrepareScreen: screen %s was prepared when already grouped", sScreenName.c_str() );
g_setGroupedScreens.erase( sScreenName );
}
PrepareScreenInternal( sScreenName );
}
void ScreenManager::PrepareScreenInternal( const CString &sScreenName )
{
// If the screen is already prepared, stop.
for( int i = (int)g_vPreparedScreens.size()-1; i>=0; i-- )
@@ -500,21 +494,14 @@ void ScreenManager::PrepareScreenInternal( const CString &sScreenName )
void ScreenManager::GroupScreen( const CString &sScreenName )
{
/* If a screen is preloaded, don't add it to g_setGroupedScreens (see
* PrepareScreen() comment). */
for( int i = (int)g_vPreparedScreens.size()-1; i>=0; i-- )
{
const Screen *pScreen = g_vPreparedScreens[i].m_pScreen;
if( pScreen->GetName() == sScreenName )
{
LOG->Warn( "GroupScreen: screen %s was grouped when already prepared", sScreenName.c_str() );
return;
}
}
g_setGroupedScreens.insert( sScreenName );
}
void ScreenManager::PersistantScreen( const CString &sScreenName )
{
g_setPersistantScreens.insert( sScreenName );
}
bool ScreenManager::ConcurrentlyPrepareScreen( const CString &sScreenName, ScreenMessage SM )
{
ASSERT_M( m_sDelayedConcurrentPrepare == "", m_sDelayedConcurrentPrepare );
@@ -542,6 +529,9 @@ void ScreenManager::DeletePreparedScreens()
SAFE_DELETE( *a );
g_vPreparedBackgrounds.clear();
g_setGroupedScreens.clear();
g_setPersistantScreens.clear();
/* Now that we've actually deleted a screen, it makes sense to clear out
* cached textures. */
TEXTUREMAN->DeleteCachedTextures();
@@ -570,25 +560,6 @@ void ScreenManager::SetNewScreen( const CString &sScreenName )
m_sDelayedScreen = sScreenName;
}
/* This is called before loading (not preparing) a screen. If the screen isn't
* already prepared, then delete all prepared screens and backgrounds. */
void ScreenManager::AboutToLoadScreen( const CString &sScreenName )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
{
if( s->m_pScreen->GetName() == sScreenName )
return;
}
if( g_setGroupedScreens.find(sScreenName) != g_setGroupedScreens.end() )
return;
// We're not loading a screen that was preloaded, or that was listed as part
// of the same screen group, so we're entering something new. Clear all preloaded
// screens.
DeletePreparedScreens();
}
void ScreenManager::LoadDelayedScreen()
{
const bool bWasOnSystemMenu = !g_ScreenStack.empty() && g_ScreenStack.back().m_pScreen->GetScreenType() == system_menu;
@@ -603,11 +574,12 @@ void ScreenManager::LoadDelayedScreen()
* If DelayedScreenLoad is true, delete old screens first; this lowers
* memory requirements, but results in redundant loads as we unload common
* data. */
if( PREFSMAN->m_bDelayedScreenLoad )
AboutToLoadScreen( sScreenName );
bool bTimeToDeleteScreens = (g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end());
if( bTimeToDeleteScreens && PREFSMAN->m_bDelayedScreenLoad )
DeletePreparedScreens();
// Load the screen, if it's not already prepared.
PrepareScreenInternal( sScreenName );
PrepareScreen( sScreenName );
//
// Find the prepped screen.
@@ -664,8 +636,8 @@ void ScreenManager::LoadDelayedScreen()
if( bWasOnSystemMenu && !bIsOnSystemMenu )
PREFSMAN->SaveGlobalPrefsToDisk();
if( !PREFSMAN->m_bDelayedScreenLoad )
AboutToLoadScreen( sScreenName );
if( bTimeToDeleteScreens && !PREFSMAN->m_bDelayedScreenLoad )
DeletePreparedScreens();
TEXTUREMAN->DiagnosticOutput();
@@ -678,7 +650,7 @@ void ScreenManager::LoadDelayedScreen()
void ScreenManager::AddNewScreenToTop( const CString &sScreenName, ScreenMessage SendOnPop )
{
// Load the screen, if it's not already prepared.
PrepareScreenInternal( sScreenName );
PrepareScreen( sScreenName );
// Find the prepped screen.
LoadedScreen ls;
@@ -810,6 +782,9 @@ class LunaScreenManager: public Luna<ScreenManager>
public:
LunaScreenManager() { LUA->Register( Register ); }
// Note: PrepareScreen binding is not allowed; loading data inside
// Lua causes the Lua lock to be held for the duration of the load,
// which blocks concurrent rendering
static int SetNewScreen( T* p, lua_State *L ) { p->SetNewScreen( SArg(1) ); return 0; }
static int GetTopScreen( T* p, lua_State *L )
{
+1 -3
View File
@@ -33,6 +33,7 @@ public:
void AddNewScreenToTop( const CString &sName, ScreenMessage SendOnPop=SM_None );
void PrepareScreen( const CString &sScreenName ); // creates and caches screen so that the next call to SetNewScreen for the prep'd screen will be very quick.
void GroupScreen( const CString &sScreenName );
void PersistantScreen( const CString &sScreenName );
bool ConcurrentlyPrepareScreen( const CString &sScreenName, ScreenMessage send_when_done = SM_None );
bool IsConcurrentlyLoading() const;
void DeletePreparedScreens();
@@ -66,8 +67,6 @@ public:
void PlaySharedBackgroundOffCommand();
void ZeroNextUpdate();
private:
void AboutToLoadScreen( const CString &sScreenName );
Screen *m_pInputFocus; // NULL = top of m_ScreenStack
CString m_sSystemMessage;
@@ -83,7 +82,6 @@ private:
bool m_bZeroNextUpdate;
void LoadDelayedScreen();
void PrepareScreenInternal( const CString &sScreenName );
ScreenMessage PopTopScreenInternal();
// Keep these sounds always loaded, because they could be