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Copy pathspawn.go
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342 lines (296 loc) · 8.85 KB
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package main
import (
"GoConsoleBT/collider"
"errors"
"fmt"
lfpool "github.com/xiaonanln/go-lockfree-pool"
"math"
"sync"
"sync/atomic"
"time"
)
var BuilderNotFoundError = errors.New("builder not found")
var PosAuto = Point{
X: -math.MaxFloat64,
Y: -math.MaxFloat64,
}
var ZoneAuto = Zone{
X: -math.MaxInt64,
Y: -math.MaxInt64,
}
type Pooler interface {
Put(x interface{})
Get() interface{}
}
type Configurator func(object ObjectInterface, config interface{}) ObjectInterface
type SpawnManager struct {
updater *Updater
render Renderer
animator *AnimationManager
collider *collider.Collider
location *Location
visioner *Visioner
config *GameConfig
spawned map[ObjectInterface]bool
builders map[string]Builder
pendingSpawn, pendingDeSpawn []ObjectInterface
respawn map[string]Pooler
UnitEventChanel EventChanel
spawnMutex, deSpawnMutex sync.Mutex
planeDeSpawnAll bool
planeDeSpawnAllCb func()
cycleSpawned int64 //only pooled
cycleCreated int64 //only pooled
Flags struct {
lockFree bool
}
}
func (manager *SpawnManager) Execute(timeLeft time.Duration) {
var deSpawnAll bool
manager.deSpawnMutex.Lock()
deSpawnAll = manager.planeDeSpawnAll
manager.planeDeSpawnAll = false
if deSpawnAll {
manager.pendingDeSpawn = manager.pendingDeSpawn[0:0]
for object, spawned := range manager.spawned {
if spawned {
manager.pendingDeSpawn = append(manager.pendingDeSpawn, object)
}
}
}
for i, object := range manager.pendingDeSpawn {
manager.updater.Remove(object)
manager.collider.Remove(object)
manager.visioner.Remove(object)
manager.render.Remove(object)
if manager.location != nil {
manager.location.Remove(object)
}
if object.GetAttr().AI {
manager.updater.Remove(object.(*Unit).Control.(*BehaviorControl))
}
manager.pendingDeSpawn[i] = nil
delete(manager.spawned, object)
object.DeSpawn()
bl := object.GetAttr().Blueprint
if bl != "" {
if !deSpawnAll && manager.Flags.lockFree {
if poll, ok := manager.respawn[bl]; ok {
poll.Put(object)
}
}
} else {
logger.Println("no blueprint")
}
if DEBUG_SPAWN {
logger.Printf("DeSpawn Object %CollisionInfo %+v \n", object, object)
}
}
manager.pendingDeSpawn = manager.pendingDeSpawn[0:0]
manager.deSpawnMutex.Unlock()
manager.spawnMutex.Lock()
if deSpawnAll {
manager.pendingSpawn = manager.pendingSpawn[0:0]
if manager.planeDeSpawnAllCb != nil {
go manager.planeDeSpawnAllCb()
manager.planeDeSpawnAllCb = nil
}
}
for i, object := range manager.pendingSpawn {
manager.updater.Add(object)
manager.collider.Add(object)
manager.visioner.Add(object)
manager.render.Add(object)
if manager.location != nil {
manager.location.Add(object)
}
if object.GetAttr().AI {
manager.updater.Add(object.(*Unit).Control.(*BehaviorControl))
}
manager.pendingSpawn[i] = nil
manager.spawned[object] = true
object.Spawn()
if DEBUG_SPAWN {
logger.Printf("Spawn Object %CollisionInfo %+v \n", object, object)
}
if DEBUG {
if manager.cycleSpawned > 0 {
logger.Printf("spawned %d new %d \n", manager.cycleSpawned, manager.cycleCreated)
manager.cycleSpawned = 0
manager.cycleCreated = 0
}
}
}
manager.pendingSpawn = manager.pendingSpawn[0:0]
manager.spawnMutex.Unlock()
}
func (manager *SpawnManager) Collect() {
manager.deSpawnMutex.Lock()
manager.spawnMutex.Lock()
defer manager.spawnMutex.Unlock()
defer manager.deSpawnMutex.Unlock()
// that's effective than collect after despawn, probably pool depletion
if manager.Flags.lockFree {
return
}
for object, spawned := range manager.spawned {
if !spawned {
bl := object.GetAttr().Blueprint
if bl == "" {
continue
}
if poll, ok := manager.respawn[bl]; ok {
poll.Put(object)
}
}
}
}
func (manager *SpawnManager) Spawn(coordinate Point, blueprint string, configurator Configurator, config interface{}) (ObjectInterface, error) {
if _, ok := manager.builders[blueprint]; !ok {
return nil, fmt.Errorf("%s: %w", blueprint, BuilderNotFoundError)
}
candidate := manager.respawn[blueprint].Get()
if candidate == nil {
return nil, errors.New("unable to create object")
}
object := candidate.(ObjectInterface)
object.Reset()
if configurator != nil {
configurator(object, config)
}
if coordinate == PosAuto {
if configurator != nil {
//set by configurator
} else {
object.Move(0, 0)
}
} else {
object.Move(coordinate.X, coordinate.Y)
}
manager.spawnMutex.Lock()
manager.pendingSpawn = append(manager.pendingSpawn, object)
manager.spawnMutex.Unlock()
if DEBUG {
atomic.AddInt64(&manager.cycleSpawned, 1)
}
return object, nil
}
func (manager *SpawnManager) SpawnPlayerTank(coordinate Point, blueprint string, player *Player) (ObjectInterface, error) {
if DEBUG_SPAWN {
logger.Printf("spawn<user-item> attempt %s \n", blueprint)
}
return manager.Spawn(coordinate, blueprint, PlayerConfigurator, player)
}
func (manager *SpawnManager) SpawnProjectile(coordinate Point, blueprint string, params FireParams) (ObjectInterface, error) {
//coordinate no sense
if DEBUG_SPAWN {
logger.Printf("spawn<user-item> attempt %s \n", blueprint)
}
return manager.Spawn(coordinate, blueprint, ProjectileConfigurator, params)
}
func (manager *SpawnManager) SpawnExplosion(coordinate Point, blueprint string, from ObjectInterface) (ObjectInterface, error) {
if DEBUG_SPAWN {
logger.Printf("spawn<user-item> attempt %s \n", blueprint)
}
return manager.Spawn(coordinate, blueprint, ExplosionConfigurator, from)
}
func (manager *SpawnManager) SpawnCollectable(coordinate Point, blueprint string, from *Unit) (ObjectInterface, error) {
if DEBUG_SPAWN {
logger.Printf("spawn<user-item> attempt %s \n", blueprint)
}
return manager.Spawn(coordinate, blueprint, CollectableConfigurator, from)
}
func (manager *SpawnManager) DeSpawn(object ObjectInterface) {
manager.deSpawnMutex.Lock()
manager.pendingDeSpawn = append(manager.pendingDeSpawn, object)
manager.deSpawnMutex.Unlock()
}
func (manager *SpawnManager) DeSpawnAll(callback func()) {
manager.planeDeSpawnAll = true
manager.planeDeSpawnAllCb = callback
}
func (manager *SpawnManager) Free() {
close(manager.UnitEventChanel)
manager.spawned = nil
manager.builders = nil
manager.pendingSpawn = manager.pendingSpawn[0:0]
manager.pendingDeSpawn = manager.pendingDeSpawn[0:0]
manager.respawn = nil
}
func (manager *SpawnManager) QuerySpawnedByTag(tag string) []ObjectInterface {
manager.deSpawnMutex.Lock()
manager.spawnMutex.Lock()
defer manager.spawnMutex.Unlock()
defer manager.deSpawnMutex.Unlock()
var result []ObjectInterface
for object, spawned := range manager.spawned {
if spawned && object.HasTag(tag) {
result = append(result, object)
}
}
return result
}
func (manager *SpawnManager) QuerySpawnedByTagCount(tag string) int64 {
manager.deSpawnMutex.Lock()
manager.spawnMutex.Lock()
defer manager.spawnMutex.Unlock()
defer manager.deSpawnMutex.Unlock()
var result int64
for object, spawned := range manager.spawned {
if spawned && object.HasTag(tag) {
result++
}
}
return result
}
func (manager *SpawnManager) AddBuilder(blueprint string, builder Builder) {
manager.spawnMutex.Lock()
defer manager.spawnMutex.Unlock()
if _, ok := manager.builders[blueprint]; !ok {
manager.builders[blueprint] = builder
manager.setupPool(blueprint, 100, manager.builders[blueprint])
}
}
func (manager *SpawnManager) HasBuilder(blueprint string) bool {
if _, ok := manager.builders[blueprint]; !ok {
return false
}
return true
}
func (manager *SpawnManager) setupPool(blueprint string, size int, builder Builder) {
if manager.Flags.lockFree {
manager.respawn[blueprint] = lfpool.NewFastPool(size, builder)
} else {
manager.respawn[blueprint] = &sync.Pool{
New: builder,
}
}
}
func NewSpawner(updater *Updater, render Renderer, collider *collider.Collider, location *Location, visioner *Visioner, config *GameConfig) (*SpawnManager, error) {
if location != nil {
location.SetupZones(Point{
X: 8,
Y: 4,
})
}
instance := &SpawnManager{
updater: updater,
render: render,
animator: nil,
collider: collider,
location: location,
config: config,
visioner: visioner,
spawned: make(map[ObjectInterface]bool, 25),
builders: make(map[string]Builder, 5),
pendingSpawn: make([]ObjectInterface, 0, 25),
pendingDeSpawn: make([]ObjectInterface, 0, 25),
respawn: make(map[string]Pooler, 0),
UnitEventChanel: make(EventChanel),
spawnMutex: sync.Mutex{},
deSpawnMutex: sync.Mutex{},
planeDeSpawnAll: false,
}
instance.Flags.lockFree = gameConfig.LockfreePool
return instance, nil
}