- Fixed: When returning to a hub map, inventory belonging to the temporary

copies of the players stored in the archive would be destroyed and break
  apart the STAT_INVENTORY thinker list. Now they aren't destroyed while
  loading the archive but are unlinked from the inventory list instead, so
  the garbage collector will get them later.
- Changed pointer substitution to return the number of pointers changed.


SVN r803 (trunk)
This commit is contained in:
Randy Heit 2008-03-13 23:00:33 +00:00
parent 4096939f72
commit 9b17dea727
8 changed files with 93 additions and 54 deletions

View file

@ -1,3 +1,11 @@
March 13, 2008
- Fixed: When returning to a hub map, inventory belonging to the temporary
copies of the players stored in the archive would be destroyed and break
apart the STAT_INVENTORY thinker list. Now they aren't destroyed while
loading the archive but are unlinked from the inventory list instead, so
the garbage collector will get them later.
- Changed pointer substitution to return the number of pointers changed.
March 13, 2008 (Changes by Graf Zahl)
- Fixed: Pointer substitution changed the pointers for the thinker ring list
resulting in a freeze.
@ -7,7 +15,7 @@ March 12, 2008
- Loading a save game now initiates a collection.
- Added a finalization cost to the sweep stage.
- Fixed: D_dehacked.cpp/PatchThing() allocated an actor on the stack.
- Changed the sentinels in the thinker lists into a proper thinker. The old
- Changed the sentinels in the thinker lists into proper thinkers. The old
way wasn't playing well with the write barriers.
- Fixed: DFrameBuffer::WriteSavePic needs to fix the canvas in place while
using it.

View file

@ -191,7 +191,7 @@ public:
player_s();
void Serialize (FArchive &arc);
void FixPointers (const DObject *obj, DObject *replacement);
size_t FixPointers (const DObject *obj, DObject *replacement);
size_t PropagateMark();
void SetLogNumber (int num);

View file

@ -432,10 +432,11 @@ size_t DObject::PropagateMark()
return info->Size;
}
void DObject::PointerSubstitution (DObject *old, DObject *notOld)
size_t DObject::PointerSubstitution (DObject *old, DObject *notOld)
{
const PClass *info = GetClass();
const size_t *offsets = info->FlatPointers;
size_t changed = 0;
if (offsets == NULL)
{
const_cast<PClass *>(info)->BuildFlatPointers();
@ -446,20 +447,23 @@ void DObject::PointerSubstitution (DObject *old, DObject *notOld)
if (*(DObject **)((BYTE *)this + *offsets) == old)
{
*(DObject **)((BYTE *)this + *offsets) = notOld;
changed++;
}
offsets++;
}
return changed;
}
void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
{
DObject *probe;
size_t changed = 0;
int i;
// Go through all objects.
for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
{
probe->PointerSubstitution(old, notOld);
changed += probe->PointerSubstitution(old, notOld);
}
// Go through the bodyque.
@ -468,6 +472,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
if (bodyque[i] == old)
{
bodyque[i] = static_cast<AActor *>(notOld);
changed++;
}
}
@ -475,7 +480,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].FixPointers (old, notOld);
changed += players[i].FixPointers (old, notOld);
}
// Go through sectors.
@ -484,7 +489,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
for (i = 0; i < numsectors; ++i)
{
#define SECTOR_CHECK(f,t) \
if (sectors[i].f == static_cast<t *>(old)) { sectors[i].f = static_cast<t *>(notOld); }
if (sectors[i].f == static_cast<t *>(old)) { sectors[i].f = static_cast<t *>(notOld); changed++; }
SECTOR_CHECK( SoundTarget, AActor );
SECTOR_CHECK( CeilingSkyBox, ASkyViewpoint );
SECTOR_CHECK( FloorSkyBox, ASkyViewpoint );
@ -495,6 +500,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
#undef SECTOR_CHECK
}
}
return changed;
}
void DObject::Serialize (FArchive &arc)

View file

@ -453,8 +453,8 @@ public:
// If you need to replace one object with another and want to
// change any pointers from the old object to the new object,
// use this method.
virtual void PointerSubstitution (DObject *old, DObject *notOld);
static void StaticPointerSubstitution (DObject *old, DObject *notOld);
virtual size_t PointerSubstitution (DObject *old, DObject *notOld);
static size_t StaticPointerSubstitution (DObject *old, DObject *notOld);
PClass *GetClass() const
{

View file

@ -44,14 +44,11 @@ static cycle_t ThinkCycles;
extern cycle_t BotSupportCycles;
extern cycle_t BotWTG;
IMPLEMENT_POINTY_CLASS (DThinker)
DECLARE_POINTER(NextThinker)
DECLARE_POINTER(PrevThinker)
END_POINTERS
IMPLEMENT_CLASS (DThinker)
static DThinker *NextToThink;
FThinkerList DThinker::Thinkers[MAX_STATNUM+1];
FThinkerList DThinker::Thinkers[MAX_STATNUM+2];
FThinkerList DThinker::FreshThinkers[MAX_STATNUM+1];
bool DThinker::bSerialOverride = false;
@ -65,6 +62,7 @@ void FThinkerList::AddTail(DThinker *thinker)
Sentinel->PrevThinker = Sentinel;
GC::WriteBarrier(Sentinel);
}
assert(thinker->PrevThinker == NULL && thinker->NextThinker == NULL);
DThinker *tail = Sentinel->PrevThinker;
assert(tail->NextThinker == Sentinel);
thinker->PrevThinker = tail;
@ -83,6 +81,7 @@ DThinker *FThinkerList::GetHead() const
{
return NULL;
}
assert(Sentinel->NextThinker->PrevThinker == Sentinel);
return Sentinel->NextThinker;
}
@ -106,6 +105,7 @@ void DThinker::SaveList(FArchive &arc, DThinker *node)
{
while (!(node->ObjectFlags & OF_Sentinel))
{
assert(node->NextThinker != NULL && !(node->NextThinker->ObjectFlags & OF_EuthanizeMe));
arc << node;
node = node->NextThinker;
}
@ -164,6 +164,12 @@ void DThinker::SerializeAll(FArchive &arc, bool hubLoad)
arc << stat << thinker;
while (thinker != NULL)
{
// This may be a player stored in their ancillary list. Remove
// them first before inserting them into the new list.
if (thinker->NextThinker != NULL)
{
thinker->Remove();
}
// Thinkers with the OF_JustSpawned flag set go in the FreshThinkers
// list. Anything else goes in the regular Thinkers list.
if (thinker->ObjectFlags & OF_JustSpawned)
@ -191,10 +197,10 @@ void DThinker::SerializeAll(FArchive &arc, bool hubLoad)
DThinker::DThinker (int statnum) throw()
{
NextThinker = NULL;
PrevThinker = NULL;
if (bSerialOverride)
{ // The serializer will insert us into the right list
NextThinker = NULL;
PrevThinker = NULL;
return;
}
@ -218,6 +224,8 @@ DThinker::~DThinker ()
void DThinker::Destroy ()
{
assert((NextThinker != NULL && PrevThinker != NULL) ||
(NextThinker == NULL && PrevThinker == NULL));
if (NextThinker != NULL)
{
Remove();
@ -234,6 +242,9 @@ void DThinker::Remove()
DThinker *prev = PrevThinker;
DThinker *next = NextThinker;
assert(prev != NULL && next != NULL);
assert((ObjectFlags & OF_Sentinel) || (prev != this && next != this));
assert(prev->NextThinker == this);
assert(next->PrevThinker == this);
prev->NextThinker = next;
next->PrevThinker = prev;
GC::WriteBarrier(prev, next);
@ -270,6 +281,9 @@ void DThinker::ChangeStatNum (int statnum)
{
FThinkerList *list;
// This thinker should already be in a list; verify that.
assert(NextThinker != NULL && PrevThinker != NULL);
if ((unsigned)statnum > MAX_STATNUM)
{
statnum = MAX_STATNUM;
@ -289,7 +303,7 @@ void DThinker::ChangeStatNum (int statnum)
// Mark the first thinker of each list
void DThinker::MarkRoots()
{
for (int i = 0; i <= MAX_STATNUM; ++i)
for (int i = 0; i <= MAX_STATNUM+1; ++i)
{
GC::Mark(Thinkers[i].Sentinel);
GC::Mark(FreshThinkers[i].Sentinel);
@ -301,7 +315,7 @@ void DThinker::DestroyAllThinkers ()
{
int i;
for (i = 0; i <= MAX_STATNUM; i++)
for (i = 0; i <= MAX_STATNUM+1; i++)
{
if (i != STAT_TRAVELLING)
{
@ -353,13 +367,13 @@ void DThinker::DestroyMostThinkersInList (FThinkerList &list, int stat)
DestroyThinkersInList (list);
}
else if (list.Sentinel != NULL)
{
DThinker *node = list.Sentinel->NextThinker;
while (node != list.Sentinel)
{ // Move all players to an ancillary list to ensure
// that the collector won't consider them dead.
while (list.Sentinel->NextThinker != list.Sentinel)
{
DThinker *next = node->NextThinker;
node->Remove();
node = next;
DThinker *thinker = list.Sentinel->NextThinker;
thinker->Remove();
Thinkers[MAX_STATNUM+1].AddTail(thinker);
}
list.Sentinel->Destroy();
list.Sentinel = NULL;
@ -435,15 +449,13 @@ void DThinker::Tick ()
{
}
void DThinker::PointerSubstitution(DObject *old, DObject *notOld)
size_t DThinker::PropagateMark()
{
// Pointer substitution must not, under any circumstances, change
// the linked thinker list or the game will freeze badly.
DThinker *next = NextThinker;
DThinker *prev = PrevThinker;
Super::PointerSubstitution(old, notOld);
NextThinker = next;
PrevThinker = prev;
assert(NextThinker != NULL && !(NextThinker->ObjectFlags & OF_EuthanizeMe));
assert(PrevThinker != NULL && !(PrevThinker->ObjectFlags & OF_EuthanizeMe));
GC::Mark(NextThinker);
GC::Mark(PrevThinker);
return Super::PropagateMark();
}
FThinkerIterator::FThinkerIterator (const PClass *type, int statnum)

View file

@ -62,14 +62,13 @@ struct FThinkerList
class DThinker : public DObject
{
DECLARE_CLASS (DThinker, DObject)
HAS_OBJECT_POINTERS
public:
DThinker (int statnum = MAX_STATNUM) throw();
void Destroy ();
virtual ~DThinker ();
virtual void Tick ();
virtual void PostBeginPlay (); // Called just before the first tick
void PointerSubstitution(DObject *old, DObject *notOld);
size_t PropagateMark();
void ChangeStatNum (int statnum);
@ -91,7 +90,7 @@ private:
static void SaveList(FArchive &arc, DThinker *node);
void Remove();
static FThinkerList Thinkers[MAX_STATNUM+1]; // Current thinkers
static FThinkerList Thinkers[MAX_STATNUM+2]; // Current thinkers
static FThinkerList FreshThinkers[MAX_STATNUM+1]; // Newly created thinkers
static bool bSerialOverride;

View file

@ -1005,10 +1005,6 @@ FArchive &FArchive::SerializeObject (DObject *&object, PClass *type)
{
if (IsStoring ())
{
if (object != (DObject*)~0)
{
GC::ReadBarrier(object);
}
return WriteObject (object);
}
else
@ -1032,6 +1028,13 @@ FArchive &FArchive::WriteObject (DObject *obj)
id[0] = M1_OBJ;
Write (id, 1);
}
else if (obj->ObjectFlags & OF_EuthanizeMe)
{
// Objects that want to die are not saved to the archive, but
// we leave the pointers to them alone.
id[0] = NULL_OBJ;
Write (id, 1);
}
else
{
const PClass *type = RUNTIME_TYPE(obj);
@ -1159,11 +1162,20 @@ FArchive &FArchive::ReadObject (DObject* &obj, PClass *wanttype)
{
// When the temporary player's inventory items were loaded,
// they became owned by the real player. Undo that now.
for (AInventory *item = tempobj->Inventory;
item != NULL; item = item->Inventory)
AInventory *item;
for (item = tempobj->Inventory; item != NULL; item = item->Inventory)
{
item->Owner = tempobj;
}
item = tempobj->Inventory;
tempobj->Inventory = NULL;
#ifdef _DEBUG
// The only references to this inventory list should be from the
// temporary player, so they will be freed when a collection occurs.
size_t a = 0;
assert(item == NULL || (a = DObject::StaticPointerSubstitution(item, NULL)) == 0);
#endif
tempobj->Destroy ();
}
else

View file

@ -299,21 +299,23 @@ player_s::player_s()
// that match the pointer passed in. If you add any pointers that point to
// DObject (or a subclass), add them here too.
void player_s::FixPointers (const DObject *old, DObject *rep)
size_t player_s::FixPointers (const DObject *old, DObject *rep)
{
APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
if (mo == old) mo = replacement;
if (poisoner == old) poisoner = replacement;
if (attacker == old) attacker = replacement;
if (camera == old) camera = replacement;
if (dest == old) dest = replacement;
if (prev == old) prev = replacement;
if (enemy == old) enemy = replacement;
if (missile == old) missile = replacement;
if (mate == old) mate = replacement;
if (last_mate == old) last_mate = replacement;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep);
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep);
size_t changed = 0;
if (mo == old) mo = replacement, changed++;
if (poisoner == old) poisoner = replacement, changed++;
if (attacker == old) attacker = replacement, changed++;
if (camera == old) camera = replacement, changed++;
if (dest == old) dest = replacement, changed++;
if (prev == old) prev = replacement, changed++;
if (enemy == old) enemy = replacement, changed++;
if (missile == old) missile = replacement, changed++;
if (mate == old) mate = replacement, changed++;
if (last_mate == old) last_mate = replacement, changed++;
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
return changed;
}
size_t player_s::PropagateMark()