2012-06-01 19:53:14 +00:00
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#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using System.Collections.Generic;
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Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map.
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools.
Updated Inno Setup script (added VC++ 2008 SP1 distributive).
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
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using System.ComponentModel;
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2012-06-01 19:53:14 +00:00
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using System.IO;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Threading;
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#endregion
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namespace CodeImp.DoomBuilder.Plugins.VisplaneExplorer
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{
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internal class VPOManager : IDisposable
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{
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#region ================== Constants
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public const int POINTS_PER_ITERATION = 100;
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private const int EXPECTED_RESULTS_BUFFER = 200000;
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Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map.
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools.
Updated Inno Setup script (added VC++ 2008 SP1 distributive).
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
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private readonly int[] TEST_ANGLES = new[] { 0, 90, 180, 270, 45, 135, 225, 315 /*, 22, 67, 112, 157, 202, 247, 292, 337 */ };
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2012-06-01 19:53:14 +00:00
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private const int TEST_HEIGHT = 41 + 8;
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#endregion
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#region ================== APIs
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Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map.
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools.
Updated Inno Setup script (added VC++ 2008 SP1 distributive).
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
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[DllImport("kernel32.dll", SetLastError = true)]
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private static extern IntPtr LoadLibrary(string filename);
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2012-06-01 19:53:14 +00:00
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[DllImport("kernel32.dll")]
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Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map.
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools.
Updated Inno Setup script (added VC++ 2008 SP1 distributive).
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
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private static extern IntPtr GetProcAddress(IntPtr modulehandle, string procedurename);
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2012-06-01 19:53:14 +00:00
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[DllImport("kernel32.dll")]
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Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map.
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools.
Updated Inno Setup script (added VC++ 2008 SP1 distributive).
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
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private static extern bool FreeLibrary(IntPtr modulehandle);
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2012-06-01 19:53:14 +00:00
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#endregion
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#region ================== Delegates
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate string VPO_GetError();
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate int VPO_LoadWAD(string filename);
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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2014-09-11 08:26:01 +00:00
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private delegate int VPO_OpenMap(string mapname, ref bool isHexen);
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2012-06-01 19:53:14 +00:00
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void VPO_FreeWAD();
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void VPO_CloseMap();
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2014-09-11 11:51:02 +00:00
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)] //mxd
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private delegate void VPO_OpenDoorSectors(int dir);
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2012-06-01 19:53:14 +00:00
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate int VPO_TestSpot(int x, int y, int dz, int angle,
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ref int visplanes, ref int drawsegs, ref int openings, ref int solidsegs);
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#endregion
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#region ================== Variables
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// Main objects
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2014-09-11 11:51:02 +00:00
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private readonly string[] tempfiles;
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2012-06-01 19:53:14 +00:00
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private IntPtr[] dlls;
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private Thread[] threads;
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// Map to load
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private string filename;
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private string mapname;
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// Input and output queue (both require a lock on 'points' !)
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2014-09-11 11:51:02 +00:00
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private readonly Queue<TilePoint> points = new Queue<TilePoint>(EXPECTED_RESULTS_BUFFER);
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private readonly Queue<PointData> results = new Queue<PointData>(EXPECTED_RESULTS_BUFFER);
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2012-06-01 19:53:14 +00:00
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#endregion
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#region ================== Properties
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public int NumThreads { get { return Environment.ProcessorCount; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public VPOManager()
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{
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// Load a DLL for each thread
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dlls = new IntPtr[NumThreads];
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tempfiles = new string[NumThreads];
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// We must write the DLL file with a unique name for every thread,
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// because LoadLibrary will share loaded libraries with the same
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// names and LoadLibraryEx does not have a flag to force loading
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// it multiple times.
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Assembly thisasm = Assembly.GetExecutingAssembly();
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Stream dllstream = thisasm.GetManifestResourceStream("CodeImp.DoomBuilder.Plugins.VisplaneExplorer.Resources.vpo.dll");
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dllstream.Seek(0, SeekOrigin.Begin);
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byte[] dllbytes = new byte[dllstream.Length];
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dllstream.Read(dllbytes, 0, dllbytes.Length);
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for(int i = 0; i < dlls.Length; i++)
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{
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// Write file with unique filename
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tempfiles[i] = BuilderPlug.MakeTempFilename(".dll");
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File.WriteAllBytes(tempfiles[i], dllbytes);
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// Load it
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dlls[i] = LoadLibrary(tempfiles[i]);
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Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map.
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools.
Updated Inno Setup script (added VC++ 2008 SP1 distributive).
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
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if(dlls[i] == IntPtr.Zero)
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{
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int error = Marshal.GetLastWin32Error(); //mxd
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throw new Exception("Error " + error + " while loading vpo.dll: " + new Win32Exception(error).Message);
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}
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2012-06-01 19:53:14 +00:00
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}
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}
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// Disposer
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public void Dispose()
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{
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if(threads != null) Stop();
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if(dlls != null)
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{
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for(int i = 0; i < dlls.Length; i++)
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{
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FreeLibrary(dlls[i]);
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File.Delete(tempfiles[i]);
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}
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dlls = null;
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}
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}
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#endregion
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#region ================== Processing
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// The thread!
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private void ProcessingThread(object index)
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{
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// Get function pointers
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2014-02-20 12:36:09 +00:00
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//VPO_GetError GetError = (VPO_GetError)Marshal.GetDelegateForFunctionPointer(GetProcAddress(dlls[(int)index], "VPO_GetError"), typeof(VPO_GetError));
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2012-06-01 19:53:14 +00:00
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VPO_LoadWAD LoadWAD = (VPO_LoadWAD)Marshal.GetDelegateForFunctionPointer(GetProcAddress(dlls[(int)index], "VPO_LoadWAD"), typeof(VPO_LoadWAD));
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VPO_OpenMap OpenMap = (VPO_OpenMap)Marshal.GetDelegateForFunctionPointer(GetProcAddress(dlls[(int)index], "VPO_OpenMap"), typeof(VPO_OpenMap));
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VPO_FreeWAD FreeWAD = (VPO_FreeWAD)Marshal.GetDelegateForFunctionPointer(GetProcAddress(dlls[(int)index], "VPO_FreeWAD"), typeof(VPO_FreeWAD));
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VPO_CloseMap CloseMap = (VPO_CloseMap)Marshal.GetDelegateForFunctionPointer(GetProcAddress(dlls[(int)index], "VPO_CloseMap"), typeof(VPO_CloseMap));
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2014-09-11 11:51:02 +00:00
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VPO_OpenDoorSectors OpenDoors = (VPO_OpenDoorSectors)Marshal.GetDelegateForFunctionPointer(GetProcAddress(dlls[(int)index], "VPO_OpenDoorSectors"), typeof(VPO_OpenDoorSectors)); //mxd
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2012-06-01 19:53:14 +00:00
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VPO_TestSpot TestSpot = (VPO_TestSpot)Marshal.GetDelegateForFunctionPointer(GetProcAddress(dlls[(int)index], "VPO_TestSpot"), typeof(VPO_TestSpot));
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try
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{
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// Load the map
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Added, Visual mode, DECORATE: "Alpha" and "DefaultAlpha" properties are now supported.
Added, Visual mode, DECORATE: "RenderStyle" property is now partially supported.
Added, Visual mode, DECORATE: +BRIGHT flag is now supported.
Added, Visual mode, UDMF: "Alpha" thing property is now supported.
Added, Visual mode, UDMF: "RenderStyle" thing property is now partially supported.
Added, Visual mode, Hexen map format and UDMF: "Translucent" and "Invisible" thing flags are now supported.
Added, Game Configurations: added "alpha" and "renderstyle" Thing and Thing Category properties.
Fixed, Visual mode: blockmap was not updated when moving things using "Move Thing Left/Right/Forward/Backward" and "Move Thing to Cursor Location" actions.
DECORATE parser: added a warning when unable to find actor's parent class.
Internal: current map format can now be checked using "General.Map.UDMF", "General.Map.HEXEN" and "General.Map.DOOM" properties.
Updated documentation ("Game Configuration - Things Settings" page).
2015-09-28 14:57:48 +00:00
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bool isHexen = General.Map.HEXEN;
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2012-06-01 19:53:14 +00:00
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if(LoadWAD(filename) != 0) throw new Exception("VPO is unable to read this file.");
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2014-09-11 08:26:01 +00:00
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if(OpenMap(mapname, ref isHexen) != 0) throw new Exception("VPO is unable to open this map.");
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2014-09-11 11:51:02 +00:00
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OpenDoors(BuilderPlug.InterfaceForm.OpenDoors ? 1 : -1); //mxd
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2012-06-01 19:53:14 +00:00
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// Processing
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Queue<TilePoint> todo = new Queue<TilePoint>(POINTS_PER_ITERATION);
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Queue<PointData> done = new Queue<PointData>(POINTS_PER_ITERATION);
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while(true)
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{
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lock(points)
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{
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// Flush done points to the results
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int numdone = done.Count;
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for(int i = 0; i < numdone; i++)
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results.Enqueue(done.Dequeue());
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// Get points from the waiting queue into my todo queue for processing
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int numtodo = Math.Min(POINTS_PER_ITERATION, points.Count);
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for(int i = 0; i < numtodo; i++)
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todo.Enqueue(points.Dequeue());
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}
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// Don't keep locking!
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if(todo.Count == 0)
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Thread.Sleep(31);
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// Process the points
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while(todo.Count > 0)
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{
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TilePoint p = todo.Dequeue();
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PointData pd = new PointData();
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pd.point = p;
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for(int i = 0; i < TEST_ANGLES.Length; i++)
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{
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pd.result = (PointResult)TestSpot(p.x, p.y, TEST_HEIGHT, TEST_ANGLES[i],
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ref pd.visplanes, ref pd.drawsegs, ref pd.openings, ref pd.solidsegs);
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}
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done.Enqueue(pd);
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}
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}
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}
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catch(ThreadInterruptedException)
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{
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}
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finally
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{
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CloseMap();
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FreeWAD();
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}
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}
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#endregion
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#region ================== Public Methods
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// This loads a map
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public void Start(string filename, string mapname)
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{
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this.filename = filename;
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this.mapname = mapname;
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results.Clear();
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// Start a thread on each core
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threads = new Thread[dlls.Length];
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for(int i = 0; i < threads.Length; i++)
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{
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threads[i] = new Thread(ProcessingThread);
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threads[i].Priority = ThreadPriority.BelowNormal;
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threads[i].Name = "Visplane Explorer " + i;
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threads[i].Start(i);
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}
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}
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// This frees the map
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public void Stop()
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{
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if(threads != null)
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{
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lock(points)
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{
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// Stop all threads
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for(int i = 0; i < threads.Length; i++)
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{
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threads[i].Interrupt();
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threads[i].Join();
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}
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threads = null;
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points.Clear();
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results.Clear();
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}
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}
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}
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2014-09-11 11:51:02 +00:00
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//mxd
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internal void Restart()
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{
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Stop();
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Start(filename, mapname);
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}
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|
2012-06-01 19:53:14 +00:00
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// This clears the list of enqueued points
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public void ClearPoints()
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{
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lock(points)
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{
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points.Clear();
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}
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}
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// This gives points to process and returns the total points left in the buffer
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|
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public int EnqueuePoints(IEnumerable<TilePoint> newpoints)
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|
|
{
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|
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lock(points)
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|
|
{
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|
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foreach(TilePoint p in newpoints)
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points.Enqueue(p);
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return points.Count;
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}
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}
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// This fetches results (in 'data') and returns the number of points
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// remaining to be processed.
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|
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public int DequeueResults(List<PointData> data)
|
|
|
|
{
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|
|
lock(points)
|
|
|
|
{
|
|
|
|
int numresults = results.Count;
|
|
|
|
if(data.Capacity - data.Count < numresults)
|
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|
|
data.Capacity = data.Count + numresults;
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|
|
for(int i = 0; i < numresults; i++)
|
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|
|
data.Add(results.Dequeue());
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|
|
return points.Count;
|
|
|
|
}
|
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|
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}
|
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|
|
// This returns the number of points left in the buffer
|
|
|
|
public int GetRemainingPoints()
|
|
|
|
{
|
|
|
|
lock(points)
|
|
|
|
{
|
|
|
|
return points.Count;
|
|
|
|
}
|
|
|
|
}
|
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|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|