- fixed redundant reallocation of constructable meta fields.

- some optimization of access to OwnedStates in old DECORATE.
- consolidate all places that print a state name into a subfunction.
- allocate states from the ClassDataAllocator memory arena. States do not need to be freed separately from the rest of the static class data.
This commit is contained in:
Christoph Oelckers 2017-04-11 21:48:41 +02:00
parent 311ce2362a
commit 05240ccbe5
10 changed files with 106 additions and 85 deletions

View file

@ -2888,6 +2888,12 @@ void PClass::StaticShutdown ()
p.PendingWeapon = nullptr;
}
// This must be done before the type table is taken down.
for (auto cls : AllClasses)
{
Printf("Processing %s\n", cls->TypeName.GetChars());
cls->DestroyMeta(cls->Meta);
}
// Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts.
bShutdown = true;
TypeTable.Clear();
@ -3162,8 +3168,6 @@ void PClass::InitializeSpecials(void *addr, void *defaults, TArray<FTypeAndOffse
void PClass::DestroySpecials(void *addr)
{
// Once we reach a native class, we can stop going up the family tree,
// since native classes handle deinitialization natively.
if (!bRuntimeClass)
{
return;
@ -3176,6 +3180,23 @@ void PClass::DestroySpecials(void *addr)
}
}
//==========================================================================
//
// PClass :: DestroyMeta
//
// Same for meta data
//
//==========================================================================
void PClass::DestroyMeta(void *addr)
{
if (ParentClass != nullptr) ParentClass->DestroyMeta(addr);
for (auto tao : MetaInits)
{
tao.first->DestroyValue((uint8_t *)addr + tao.second);
}
}
//==========================================================================
//
// PClass :: Derive
@ -3265,7 +3286,6 @@ void PClass::InitializeDefaults()
// Copy parent values from the parent defaults.
assert(ParentClass != nullptr);
if (Defaults != nullptr) ParentClass->InitializeSpecials(Defaults, ParentClass->Defaults, &PClass::SpecialInits);
if (Meta != nullptr) ParentClass->InitializeSpecials(Meta, ParentClass->Meta, &PClass::MetaInits);
for (const PField *field : Fields)
{
if (!(field->Flags & VARF_Native) && !(field->Flags & VARF_Meta))

View file

@ -634,6 +634,7 @@ public:
void BuildArrayPointers();
void InitMeta();
void DestroySpecials(void *addr);
void DestroyMeta(void *addr);
const PClass *NativeClass() const;
// Returns true if this type is an ancestor of (or same as) the passed type.

View file

@ -318,10 +318,6 @@ PClassActor::PClassActor()
PClassActor::~PClassActor()
{
if (OwnedStates != NULL)
{
delete[] OwnedStates;
}
if (DamageFactors != NULL)
{
delete DamageFactors;

View file

@ -177,6 +177,7 @@ public:
bool CallAction(AActor *self, AActor *stateowner, FStateParamInfo *stateinfo, FState **stateret);
static PClassActor *StaticFindStateOwner (const FState *state);
static PClassActor *StaticFindStateOwner (const FState *state, PClassActor *info);
static FString StaticGetStateName(const FState *state);
static FRandom pr_statetics;
};

View file

@ -130,8 +130,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
{
if (!(state->UseFlags & SUF_ITEM))
{
auto so = FState::StaticFindStateOwner(state);
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in CustomInventory state chains.\n", so->TypeName.GetChars(), int(state - so->OwnedStates));
Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state));
return false;
}
@ -144,8 +143,8 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
auto owner = FState::StaticFindStateOwner(state);
Printf(TEXTCOLOR_RED "Unsafe state call in state %s.%d to %s which accesses user variables. The action function has been removed from this state\n",
owner->TypeName.GetChars(), int(state - owner->OwnedStates), state->ActionFunc->PrintableName.GetChars());
Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
FState::StaticGetStateName(state), state->ActionFunc->PrintableName.GetChars());
state->ActionFunc = nullptr;
}
@ -188,9 +187,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
catch (CVMAbortException &err)
{
err.MaybePrintMessage();
auto owner = FState::StaticFindStateOwner(state);
int offs = int(state - owner->OwnedStates);
err.stacktrace.AppendFormat("Called from state %s.%d in inventory state chain in %s\n", owner->TypeName.GetChars(), offs, GetClass()->TypeName.GetChars());
err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state), GetClass()->TypeName.GetChars());
throw;
}

View file

@ -632,8 +632,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
}
if (!(newstate->UseFlags & SUF_ACTOR))
{
auto so = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "State %s.%d in %s not flagged for use as an actor sprite\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates), GetClass()->TypeName.GetChars());
Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate), GetClass()->TypeName.GetChars());
state = nullptr;
Destroy();
return false;

View file

@ -350,8 +350,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
{
auto so = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in overlays or weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate));
State = nullptr;
Destroy();
return;
@ -360,8 +359,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
{
if (Caller->IsKindOf(NAME_Weapon))
{
auto so = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", so->TypeName.GetChars(), int(newstate - so->OwnedStates));
Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate));
State = nullptr;
Destroy();
return;
@ -414,9 +412,8 @@ void DPSprite::SetState(FState *newstate, bool pending)
if (newstate->ActionFunc != nullptr && newstate->ActionFunc->Unsafe)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
auto owner = FState::StaticFindStateOwner(newstate);
Printf(TEXTCOLOR_RED "Unsafe state call in state %s.%d to %s which accesses user variables. The action function has been removed from this state\n",
owner->TypeName.GetChars(), int(newstate - owner->OwnedStates), newstate->ActionFunc->PrintableName.GetChars());
Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n",
FState::StaticGetStateName(newstate), newstate->ActionFunc->PrintableName.GetChars());
newstate->ActionFunc = nullptr;
}
if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
@ -1512,11 +1509,11 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
PClassActor *cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
{
if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
if (cls->OwnsState(flashstate))
{
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
if (cls->OwnsState(flashstate + index))
{
// we're ok so set the state
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);

View file

@ -96,8 +96,7 @@ PClassActor *FState::StaticFindStateOwner (const FState *state)
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
PClassActor *info = PClassActor::AllActorClasses[i];
if (state >= info->OwnedStates &&
state < info->OwnedStates + info->NumOwnedStates)
if (info->OwnsState(state))
{
return info;
}
@ -117,8 +116,7 @@ PClassActor *FState::StaticFindStateOwner (const FState *state, PClassActor *inf
{
while (info != NULL)
{
if (state >= info->OwnedStates &&
state < info->OwnedStates + info->NumOwnedStates)
if (info->OwnsState(state))
{
return info;
}
@ -127,6 +125,16 @@ PClassActor *FState::StaticFindStateOwner (const FState *state, PClassActor *inf
return NULL;
}
//==========================================================================
//
//
//==========================================================================
FString FState::StaticGetStateName(const FState *state)
{
auto so = FState::StaticFindStateOwner(state);
return FStringf("%s.%d", so->TypeName.GetChars(), int(state - so->OwnedStates));
}
//==========================================================================
//
@ -1000,7 +1008,7 @@ int FStateDefinitions::FinishStates(PClassActor *actor, AActor *defaults)
if (count > 0)
{
FState *realstates = new FState[count];
FState *realstates = (FState*)ClassDataAllocator.Alloc(count * sizeof(FState));
int i;
memcpy(realstates, &StateArray[0], count*sizeof(FState));
@ -1071,8 +1079,7 @@ void DumpStateHelper(FStateLabels *StateList, const FString &prefix)
}
else
{
Printf(PRINT_LOG, "%s%s: %s.%d\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(),
owner->TypeName.GetChars(), int(StateList->Labels[i].State - owner->OwnedStates));
Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State));
}
}
if (StateList->Labels[i].Children != NULL)
@ -1124,7 +1131,7 @@ DEFINE_ACTION_FUNCTION(FState, DistanceTo)
{
// Safely calculate the distance between two states.
auto o1 = FState::StaticFindStateOwner(self);
if (other >= o1->OwnedStates && other < o1->OwnedStates + o1->NumOwnedStates) retv = int(other - self);
if (o1->OwnsState(other)) retv = int(other - self);
}
ACTION_RETURN_INT(retv);
}

View file

@ -86,7 +86,7 @@ static const char *RenderStyles[] =
"STYLE_Translucent",
"STYLE_Add",
//"STYLE_Shaded",
NULL
nullptr
};
// CODE --------------------------------------------------------------------
@ -158,66 +158,69 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
type->NumOwnedStates += 1;
}
type->OwnedStates = new FState[type->NumOwnedStates];
SaveStateSourceLines(type->OwnedStates, SourceLines);
memcpy (type->OwnedStates, &StateArray[0], type->NumOwnedStates * sizeof(type->OwnedStates[0]));
FState *states;
states = type->OwnedStates = (FState*)ClassDataAllocator.Alloc(type->NumOwnedStates * sizeof(FState));
SaveStateSourceLines(states, SourceLines);
memcpy (states, &StateArray[0], type->NumOwnedStates * sizeof(states[0]));
if (type->NumOwnedStates == 1)
{
type->OwnedStates->Tics = -1;
type->OwnedStates->TicRange = 0;
type->OwnedStates->Misc1 = 0;
states->Tics = -1;
states->TicRange = 0;
states->Misc1 = 0;
}
else
{
size_t i;
// auto
// Spawn states loop endlessly
for (i = extra.SpawnStart; i < extra.SpawnEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
states[i].NextState = &states[i+1];
}
type->OwnedStates[i].NextState = &type->OwnedStates[extra.SpawnStart];
states[i].NextState = &states[extra.SpawnStart];
// Death states are one-shot and freeze on the final state
if (extra.DeathEnd != 0)
{
for (i = extra.DeathStart; i < extra.DeathEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
states[i].NextState = &states[i+1];
}
FState *state = &states[i];
if (extra.bDiesAway || def == DEF_Projectile)
{
type->OwnedStates[i].NextState = NULL;
state->NextState = nullptr;
}
else
{
type->OwnedStates[i].Tics = -1;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
state->Tics = -1;
state->TicRange = 0;
state->Misc1 = 0;
}
if (def == DEF_Projectile)
{
if (extra.bExplosive)
{
type->OwnedStates[extra.DeathStart].SetAction("A_Explode");
states[extra.DeathStart].SetAction("A_Explode");
}
}
else
{
// The first frame plays the death sound and
// the second frame makes it nonsolid.
type->OwnedStates[extra.DeathStart].SetAction("A_Scream");
states[extra.DeathStart].SetAction("A_Scream");
if (extra.bSolidOnDeath)
{
}
else if (extra.DeathStart + 1 < extra.DeathEnd)
{
type->OwnedStates[extra.DeathStart+1].SetAction("A_NoBlocking");
states[extra.DeathStart+1].SetAction("A_NoBlocking");
}
else
{
type->OwnedStates[extra.DeathStart].SetAction("A_ScreamAndUnblock");
states[extra.DeathStart].SetAction("A_ScreamAndUnblock");
}
if (extra.DeathHeight == 0)
@ -226,7 +229,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
}
((AActor*)(type->Defaults))->FloatVar("DeathHeight") = extra.DeathHeight;
}
bag.statedef.SetStateLabel("Death", &type->OwnedStates[extra.DeathStart]);
bag.statedef.SetStateLabel("Death", &states[extra.DeathStart]);
}
// Burn states are the same as death states, except they can optionally terminate
@ -234,38 +237,39 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
{
for (i = extra.FireDeathStart; i < extra.FireDeathEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
states[i].NextState = &states[i+1];
}
FState *state = &states[i];
if (extra.bBurnAway)
{
type->OwnedStates[i].NextState = NULL;
state->NextState = nullptr;
}
else
{
type->OwnedStates[i].Tics = -1;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
state->Tics = -1;
state->TicRange = 0;
state->Misc1 = 0;
}
// The first frame plays the burn sound and
// the second frame makes it nonsolid.
type->OwnedStates[extra.FireDeathStart].SetAction("A_ActiveSound");
states[extra.FireDeathStart].SetAction("A_ActiveSound");
if (extra.bSolidOnBurn)
{
}
else if (extra.FireDeathStart + 1 < extra.FireDeathEnd)
{
type->OwnedStates[extra.FireDeathStart+1].SetAction("A_NoBlocking");
states[extra.FireDeathStart+1].SetAction("A_NoBlocking");
}
else
{
type->OwnedStates[extra.FireDeathStart].SetAction("A_ActiveAndUnblock");
states[extra.FireDeathStart].SetAction("A_ActiveAndUnblock");
}
if (extra.BurnHeight == 0) extra.BurnHeight = ((AActor*)(type->Defaults))->Height;
((AActor*)(type->Defaults))->FloatVar("BurnHeight") = extra.BurnHeight;
bag.statedef.SetStateLabel("Burn", &type->OwnedStates[extra.FireDeathStart]);
bag.statedef.SetStateLabel("Burn", &states[extra.FireDeathStart]);
}
// Ice states are similar to burn and death, except their final frame enters
@ -274,21 +278,22 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
{
for (i = extra.IceDeathStart; i < extra.IceDeathEnd-1; ++i)
{
type->OwnedStates[i].NextState = &type->OwnedStates[i+1];
states[i].NextState = &states[i+1];
}
type->OwnedStates[i].NextState = &type->OwnedStates[type->NumOwnedStates-1];
type->OwnedStates[i].Tics = 5;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].SetAction("A_FreezeDeath");
FState *state = &states[i];
state->NextState = &states[type->NumOwnedStates-1];
state->Tics = 5;
state->TicRange = 0;
state->Misc1 = 0;
state->SetAction("A_FreezeDeath");
i = type->NumOwnedStates - 1;
type->OwnedStates[i].NextState = &type->OwnedStates[i];
type->OwnedStates[i].Tics = 1;
type->OwnedStates[i].TicRange = 0;
type->OwnedStates[i].Misc1 = 0;
type->OwnedStates[i].SetAction("A_FreezeDeathChunks");
bag.statedef.SetStateLabel("Ice", &type->OwnedStates[extra.IceDeathStart]);
state->NextState = &states[i];
state->Tics = 1;
state->TicRange = 0;
state->Misc1 = 0;
state->SetAction("A_FreezeDeathChunks");
bag.statedef.SetStateLabel("Ice", &states[extra.IceDeathStart]);
}
else if (extra.bGenericIceDeath)
{
@ -303,7 +308,7 @@ void ParseOldDecoration(FScanner &sc, EDefinitionType def, PNamespace *ns)
{
((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE;
}
bag.statedef.SetStateLabel("Spawn", &type->OwnedStates[extra.SpawnStart]);
bag.statedef.SetStateLabel("Spawn", &states[extra.SpawnStart]);
bag.statedef.InstallStates (type, ((AActor *)(type->Defaults)));
}
@ -558,11 +563,11 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
}
else if (sc.String[0] != '*')
{
HandleActorFlag(sc, bag, sc.String, NULL, '+');
HandleActorFlag(sc, bag, sc.String, nullptr, '+');
}
else
{
sc.ScriptError (NULL);
sc.ScriptError (nullptr);
}
sc.MustGetString ();
}
@ -621,7 +626,7 @@ static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray
memset (&state, 0, sizeof(state));
state.UseFlags = info->DefaultStateUsage;
while (token != NULL)
while (token != nullptr)
{
// Skip leading white space
while (*token == ' ')
@ -631,7 +636,7 @@ static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray
bool firstState = true;
char *colon = strchr (token, ':');
if (colon != NULL)
if (colon != nullptr)
{
char *stop;
@ -682,7 +687,7 @@ static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray
SourceLines.Push(sc);
}
token = strtok (NULL, ",\t\n\r");
token = strtok (nullptr, ",\t\n\r");
}
}

View file

@ -282,9 +282,8 @@ static void CheckForUnsafeStates(PClassActor *obj)
if (state->ActionFunc && state->ActionFunc->Unsafe)
{
// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
auto owner = FState::StaticFindStateOwner(state);
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s.%d which accesses user variables, reached by %s.%s.\n",
owner->TypeName.GetChars(), int(state - owner->OwnedStates), obj->TypeName.GetChars(), FName(*test).GetChars());
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
FState::StaticGetStateName(state), obj->TypeName.GetChars(), FName(*test).GetChars());
}
state = state->NextState;
}
@ -308,9 +307,8 @@ static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName st
{
if (!(state->UseFlags & useflag))
{
auto owner = FState::StaticFindStateOwner(state);
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s.%d as %s state, but this state is not flagged for use as %s.\n",
obj->TypeName.GetChars(), owner->TypeName.GetChars(), int(state - owner->OwnedStates), statename.GetChars(), descript);
GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s as %s state, but this state is not flagged for use as %s.\n",
obj->TypeName.GetChars(), FState::StaticGetStateName(state), statename.GetChars(), descript);
}
}
if (slb->Children != nullptr)