etqw-sdk/source/game/botai/BotThread.cpp

165 lines
3.2 KiB
C++
Raw Permalink Normal View History

2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#include "../precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "BotThread.h"
#include "BotThreadData.h"
idBotThread botThreadLocal;
idBotThread* botThread = &botThreadLocal;
/*
=====================
idBotThread::idBotThread
=====================
*/
idBotThread::idBotThread() :
thread( NULL ),
lastGameFrameNum( -1 ),
isWaiting( false ),
isActive( false ),
numFrameTimes( 0 ) {
}
/*
=====================
idBotThread::~idBotThread
=====================
*/
idBotThread::~idBotThread() {
}
/*
=====================
idBotThread::StartThread
=====================
*/
void idBotThread::StartThread() {
if ( thread != NULL ) {
return;
}
#ifdef _XENON
thread = new sdThread( this, THREAD_NORMAL, XENON_STACKSIZE_BOT );
#else
thread = new sdThread( this, THREAD_LOWEST );
#endif
thread->SetName( "BotThread" );
#ifdef _XENON
thread->SetProcessor( XENON_THREADCORE_BOT );
#endif
if ( !thread->Start() ) {
common->Error( "idBotThread::StartThread : failed to start thread" );
}
}
/*
=====================
idBotThread::StopThread
=====================
*/
void idBotThread::StopThread() {
if ( thread != NULL ) {
thread->Stop();
thread->Join();
thread->Destroy();
thread = NULL;
}
}
/*
=====================
idBotThread::Run
=====================
*/
unsigned int idBotThread::Run( void *parm ) {
int previousTime = 0;
isActive = true;
lastGameFrameNum = gameLocal.GetFrameNum();
gameLocal.clip.AllocThread();
while ( !Terminating() ) {
// let the game know another bot AI frame has started
SignalGameThread();
// never run more bot think frames than game frames
while ( lastGameFrameNum >= gameLocal.GetFrameNum() - botThreadData.GetThreadMinFrameDelay() && !Terminating() ) {
isWaiting = true;
WaitForGameThread();
isWaiting = false;
}
lastGameFrameNum = gameLocal.GetFrameNum();
// delete any bots for real
botThreadData.DeleteBots();
// let the bots think
if ( botThreadData.IsThreadingEnabled() ) {
botThreadData.RunFrame();
}
// decrease deleted clip model reference counts
botThreadData.clip->ThreadDeleteClipModels();
// update bot think frame times
int t = sys->Milliseconds();
int delta = t - previousTime;
frameTimes[numFrameTimes++ % MAX_FRAME_TIMES] = delta;
previousTime = t;
}
gameLocal.clip.FreeThread();
isActive = false;
return 0;
}
/*
=====================
idBotThread::Stop
=====================
*/
void idBotThread::Stop() {
sdThreadProcess::Stop();
// need to signal the thread so it wakes up and terminates
gameSignal.Set();
botSignal.Set();
}
/*
=====================
idBotThread::GetFrameRate
=====================
*/
int idBotThread::GetFrameRate() const {
int i, total, fps;
if ( numFrameTimes < MAX_FRAME_TIMES ) {
return 0;
}
// average multiple frames together to smooth changes out a bit
total = 0;
for ( i = 0; i < MAX_FRAME_TIMES; i++ ) {
total += frameTimes[i];
}
if ( total == 0 ) {
total = 1;
}
fps = 2000 * MAX_FRAME_TIMES / total;
fps = ( fps + 1 ) / 2;
return fps;
}