While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
Hierarchies are now much closer to being more general in that they are
not tied to 3d transforms. This is a major step to moving the whole
entity/transform system into an ECS.
-describe is sent to the object, and the returned string passed back.
There is a worry about the lifetime of the returned string as there's
currently no way of both ensuring it doesn't get freed prematurely and
ensuring it does eventually get freed.
And use it for Ruamoko object reference counts.
I need reference counts for dealing with block sound buffers since they
can be shared by many channels. I figured I take care of Ruamoko's
reference count location at the same time.
Fixes#27.
This is meant for a "permanent" tear-down before freeing the memory
holding the VM state or at program shutdown. As a consequence, builtin
sub-systems registering resources are now required to pass a "destroy"
function pointer that will be called just before the memory holding
those resources is freed by the VM resource manager (ie, the manager
owns the resource memory block, but each subsystem is responsible for
cleaning up any resources held within that block).
This even enhances thread-safety in rua_obj (there are some problems
with cmd, cvar, and gib).
Just "loading" and "unloading" (both really just hints due to the
caching system), and an internal function for converting a handle to a
model pointer, but it let me test IQM loading and unloading in Vulkan.
The scene id is in the lower 32-bits for all objects (upper 32-bits are
0 for actual scene objects) and entity/transform ids are in the upper
32-bits. Saves having to pass around a second parameter in progs code.
pr_type_t now contains only the one "value" field, and all the access
macros now use their PACKED variant for base access, making access to
larger types more consistent with the smaller types.
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
I've run into a bit of an issue with transform management (really, just
need to make them owned by the scene, but that means creating a scene
for quake and quakeworld).
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.
Closes#26
The zone memory block header is 64 bytes, so allocating a single 8 byte
selector is rather wasteful. Instead, allocate selectors in large chunks
(currently 64) and divvy them out as needed. Significantly reduces
memory pressure in large Ruamoko progs.
It's not enforced a this stage, and it would be easy enough to handle,
but it turns out all the standard quake and quakeworld progs never used
... for the print functions: the behavior of PF_VarString was
undocumented and so... tough :P.
It now takes the function name to print in error message (passed on to
PR_Sprintf) and the argument number of the format string. The variable
arguments (in ...) are assumed to be immediately after the format
argument.
This gets message forwarding apparently working, though something isn't
quite right as qwaq-app doesn't update properly when I try to step
through the program, but that could be an error elsewhere.
This takes care of the problems with PR_RESET_PARAMS (which has recently
become just a wrapper for PR_SetupParams) changing the stack and causing
PR_CallFunction to save the wrong stack pointer. Message forwarding is
currently broken for Ruamoko ISA progs, but that is due to not having a
valid pr_argc. However, I do have a plan involving extracting the
parameter count from the selector, but that's something for a later
commit. Everything else seems to be ok (my little game is working
nicely).
rua_obj was skipped because that looks to be a bit more work and should
be a separate commit.
This is to avoid the stack getting mangled when calling progs functions
with parameters.
I suppose having one builtin call another was a neat idea at the time,
and really could have been fixed by simply wrapping the calls with
push/pop frame, but this is probably faster.
obj_msg_sendv needs to push the parameters onto the stack for Ruamoko
progs, but this causes problems because PR_CallFunction winds up
recording the wrong stack pointer for progs functions, and nothing
restores the stack for builtins. The handling is basically the same as
for the return pointer.
pr_argc cannot be used in Ruamoko progs because nothing sets it. This
fixes the parse errors and resulting segfault when trying to parse the
Vulkan pipeline config.
Builtins that call progs with parameters now must always wrap the call
to PR_ExecuteProgram so that the data stack is properly preserved across
the call.
I need to do an audit of all the calls to PR_ExecuteProgram.
In Ruamoko ISA progs, the param pointers point to the stack and
generally must most be manipulated by builtins, and there is no need
anyway as Ruamoko doesn't have RCALL. Fixes the mangling of .super.
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.
And other related fields so integer is now int (and uinteger is uint). I
really don't know why I went with integer in the first place, but this
will make using macros easier for dealing with types.
They are both gone, and pr_pointer_t is now pr_ptr_t (pointer may be a
little clearer than ptr, but ptr is consistent with things like intptr,
and keeps the type name short).
This required delaying the setting of the return pointer by call until
after the current pointer had been saved, and thus passing the desired
pointer into PR_CallFunction (which does have some advantages for C
functions calling progs functions, but some dangers too (should ensure a
128 byte (32 word) buffer when calling untrusted code (which is any,
really)).
I don't know why they were ever signed (oversight at id and just
propagated?). Anyway, this resulted in "unsigned" spreading a bit, but
all to reasonable places.
The list of all allocated dispatch tables is used to free all the tables
when the progs are reloaded. Not clearing the list meant that the next
instance (second map change) corrupted the list.
With some hacks that are not included (plan on handling events and
contexts properly), button inputs, including using listeners, are
working nicely: my little game is working again. While the trampoline
code was a bit repetitive (and I do want to clean that up), connecting
button listeners directly to Ruamoko instance methods proved to be quite
nice.
And create rua_game to coordinate other game builtins.
Menus are broken for key handling, but have been since the input rewrite
anyway. rua_input adds the ability to create buttons and axes (but not
destroy them). More work needs to be done to flesh things out, though.
This has smashed the keydest handling for many things, and bindings, but
seems to be a good start with the new input system: the console in
qw-client-x11 is usable (keyboard-only).
The button and axis values have been removed from the knum_t enum as
mouse events are separate from key events, and other button and axis
inputs will be handled separately.
keys.c has been disabled in the build as it is obsolute (thus much of
the breakage).
Input Mapping Tables are still at the core as they are a good concept,
however they include both axis and button mappings, and the size is not
hard-coded, but dependent on the known devices. Not much actually works
yet (nq segfaults when a key is pressed).
I had forgotten that _size was the number of rows in the map, not the
number of objects (1024 objects per row). This fixes the missed device
removal messages. And probably a slew of other bugs I'd yet to encounter
:P
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
After seeing set_size and thinking it redundant (thought it returned the
capacity of the set until I checked), I realized set_count would be a
much better name (set_count (node->successors) in qfcc does make much
more sense).
This refactors (as such) keys.c so that it no longer depends on console
or gib, and pulls keys out of video targets. The eventual plan is to
move all high-level general input handling into libQFinput, and probably
low-level (eg, /dev/input handling for joysticks etc on Linux).
Fixes#8
For now, just bsearch (normal and fuzzy), qsort, and prefixsum (not in
C's stdlib that I know of, but I think having native implementations of
float and int prefix sums will be useful.
The server edict arrays are now stored outside of progs memory, only the
entity data itself (ie data accessible to progs via ent.fld) is stored in
progs memory. Many of the changes were due to code accessing edicts and
entity fields directly rather than through the provided macros.
I never liked that some of the macros needed the type as a parameter
(yay typeof and __auto_type) or those that returned a value hid the
return statement so they couldn't be used in assignments.
It now takes a context pointer (opaque data) that holds the buffers it
uses for the temporary strings. If the context pointer is null, a static
context is used (making those uses of va NOT thread-safe). Most calls to
va use the static context, but all such calls have been formatted
consistently so they are easy to find when it comes time to do a full
audit.
The problem was caused by passing the index into the dtables array to
dtable_get which expects a handle. A handle is the ones-compliment
negative of the index which means that handle 0 is invalid (but 0 was
being passed... oops). Fixes the segfault when qw-client-x11 connects to
a server.
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.
The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.
Most of the old Makefile.am files are now Makemodule.am. This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases). The current remaining Makefile.am files are for
standalone sub-projects.a
The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.
While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
Returning a string was a bad idea as it makes str_str difficult to use
with str_mid. (actually, iirc, it was the only reason I moved all
strings into progs memory... hmm).
In testing variable fw/precision in PR_Sprintf, I got a nasty reminder
of the limitations of the current progs ABI: passing @args to another QC
function does not work because the args list gets trampled but the
called function's locals. Thus, the need for a va_copy. It's not quite
the same as C's as it returns the destination args instead of copying
like memcpy, but it does copy the list from the source args to a
temporary buffer that is freed when the calling function returns.
They take a pointer to a free-list used for hashlinks so the hashlink
pools can be per-thread. However, hash tables that are not updated are
always thread-safe, so this affects only updates. progs_t has been set
up such that it is easy for multiple progs within one thread can share
hashlinks.
This returns the character (as an int) at the index. Equivalent to
string[index], but qc code doesn't have char-level access and not having
it means that strings can internally change to wchar without too much
fuss (maybe).