mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
- 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:
parent
4096939f72
commit
9b17dea727
8 changed files with 93 additions and 54 deletions
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@ -1,3 +1,11 @@
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March 13, 2008
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- Fixed: When returning to a hub map, inventory belonging to the temporary
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copies of the players stored in the archive would be destroyed and break
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apart the STAT_INVENTORY thinker list. Now they aren't destroyed while
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loading the archive but are unlinked from the inventory list instead, so
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the garbage collector will get them later.
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- Changed pointer substitution to return the number of pointers changed.
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March 13, 2008 (Changes by Graf Zahl)
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- Fixed: Pointer substitution changed the pointers for the thinker ring list
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resulting in a freeze.
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@ -7,7 +15,7 @@ March 12, 2008
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- Loading a save game now initiates a collection.
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- Added a finalization cost to the sweep stage.
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- Fixed: D_dehacked.cpp/PatchThing() allocated an actor on the stack.
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- Changed the sentinels in the thinker lists into a proper thinker. The old
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- Changed the sentinels in the thinker lists into proper thinkers. The old
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way wasn't playing well with the write barriers.
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- Fixed: DFrameBuffer::WriteSavePic needs to fix the canvas in place while
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using it.
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@ -191,7 +191,7 @@ public:
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player_s();
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void Serialize (FArchive &arc);
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void FixPointers (const DObject *obj, DObject *replacement);
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size_t FixPointers (const DObject *obj, DObject *replacement);
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size_t PropagateMark();
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void SetLogNumber (int num);
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@ -432,10 +432,11 @@ size_t DObject::PropagateMark()
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return info->Size;
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}
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void DObject::PointerSubstitution (DObject *old, DObject *notOld)
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size_t DObject::PointerSubstitution (DObject *old, DObject *notOld)
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{
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const PClass *info = GetClass();
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const size_t *offsets = info->FlatPointers;
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size_t changed = 0;
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if (offsets == NULL)
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{
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const_cast<PClass *>(info)->BuildFlatPointers();
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@ -446,20 +447,23 @@ void DObject::PointerSubstitution (DObject *old, DObject *notOld)
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if (*(DObject **)((BYTE *)this + *offsets) == old)
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{
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*(DObject **)((BYTE *)this + *offsets) = notOld;
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changed++;
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}
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offsets++;
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}
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return changed;
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}
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void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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{
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DObject *probe;
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size_t changed = 0;
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int i;
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// Go through all objects.
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for (probe = GC::Root; probe != NULL; probe = probe->ObjNext)
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{
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probe->PointerSubstitution(old, notOld);
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changed += probe->PointerSubstitution(old, notOld);
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}
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// Go through the bodyque.
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@ -468,6 +472,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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if (bodyque[i] == old)
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{
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bodyque[i] = static_cast<AActor *>(notOld);
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changed++;
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}
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}
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@ -475,7 +480,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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players[i].FixPointers (old, notOld);
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changed += players[i].FixPointers (old, notOld);
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}
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// Go through sectors.
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@ -484,7 +489,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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for (i = 0; i < numsectors; ++i)
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{
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#define SECTOR_CHECK(f,t) \
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if (sectors[i].f == static_cast<t *>(old)) { sectors[i].f = static_cast<t *>(notOld); }
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if (sectors[i].f == static_cast<t *>(old)) { sectors[i].f = static_cast<t *>(notOld); changed++; }
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SECTOR_CHECK( SoundTarget, AActor );
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SECTOR_CHECK( CeilingSkyBox, ASkyViewpoint );
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SECTOR_CHECK( FloorSkyBox, ASkyViewpoint );
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@ -495,6 +500,7 @@ void DObject::StaticPointerSubstitution (DObject *old, DObject *notOld)
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#undef SECTOR_CHECK
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}
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}
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return changed;
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}
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void DObject::Serialize (FArchive &arc)
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// If you need to replace one object with another and want to
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// change any pointers from the old object to the new object,
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// use this method.
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virtual void PointerSubstitution (DObject *old, DObject *notOld);
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static void StaticPointerSubstitution (DObject *old, DObject *notOld);
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virtual size_t PointerSubstitution (DObject *old, DObject *notOld);
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static size_t StaticPointerSubstitution (DObject *old, DObject *notOld);
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PClass *GetClass() const
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{
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@ -44,14 +44,11 @@ static cycle_t ThinkCycles;
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extern cycle_t BotSupportCycles;
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extern cycle_t BotWTG;
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IMPLEMENT_POINTY_CLASS (DThinker)
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DECLARE_POINTER(NextThinker)
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DECLARE_POINTER(PrevThinker)
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END_POINTERS
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IMPLEMENT_CLASS (DThinker)
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static DThinker *NextToThink;
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FThinkerList DThinker::Thinkers[MAX_STATNUM+1];
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FThinkerList DThinker::Thinkers[MAX_STATNUM+2];
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FThinkerList DThinker::FreshThinkers[MAX_STATNUM+1];
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bool DThinker::bSerialOverride = false;
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Sentinel->PrevThinker = Sentinel;
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GC::WriteBarrier(Sentinel);
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}
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assert(thinker->PrevThinker == NULL && thinker->NextThinker == NULL);
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DThinker *tail = Sentinel->PrevThinker;
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assert(tail->NextThinker == Sentinel);
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thinker->PrevThinker = tail;
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{
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return NULL;
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}
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assert(Sentinel->NextThinker->PrevThinker == Sentinel);
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return Sentinel->NextThinker;
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}
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{
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while (!(node->ObjectFlags & OF_Sentinel))
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{
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assert(node->NextThinker != NULL && !(node->NextThinker->ObjectFlags & OF_EuthanizeMe));
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arc << node;
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node = node->NextThinker;
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}
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arc << stat << thinker;
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while (thinker != NULL)
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{
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// This may be a player stored in their ancillary list. Remove
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// them first before inserting them into the new list.
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if (thinker->NextThinker != NULL)
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{
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thinker->Remove();
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}
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// Thinkers with the OF_JustSpawned flag set go in the FreshThinkers
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// list. Anything else goes in the regular Thinkers list.
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if (thinker->ObjectFlags & OF_JustSpawned)
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DThinker::DThinker (int statnum) throw()
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{
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NextThinker = NULL;
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PrevThinker = NULL;
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if (bSerialOverride)
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{ // The serializer will insert us into the right list
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NextThinker = NULL;
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PrevThinker = NULL;
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return;
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}
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void DThinker::Destroy ()
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{
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assert((NextThinker != NULL && PrevThinker != NULL) ||
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(NextThinker == NULL && PrevThinker == NULL));
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if (NextThinker != NULL)
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{
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Remove();
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DThinker *prev = PrevThinker;
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DThinker *next = NextThinker;
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assert(prev != NULL && next != NULL);
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assert((ObjectFlags & OF_Sentinel) || (prev != this && next != this));
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assert(prev->NextThinker == this);
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assert(next->PrevThinker == this);
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prev->NextThinker = next;
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next->PrevThinker = prev;
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GC::WriteBarrier(prev, next);
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{
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FThinkerList *list;
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// This thinker should already be in a list; verify that.
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assert(NextThinker != NULL && PrevThinker != NULL);
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if ((unsigned)statnum > MAX_STATNUM)
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{
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statnum = MAX_STATNUM;
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// Mark the first thinker of each list
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void DThinker::MarkRoots()
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{
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for (int i = 0; i <= MAX_STATNUM; ++i)
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for (int i = 0; i <= MAX_STATNUM+1; ++i)
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{
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GC::Mark(Thinkers[i].Sentinel);
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GC::Mark(FreshThinkers[i].Sentinel);
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{
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int i;
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for (i = 0; i <= MAX_STATNUM; i++)
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for (i = 0; i <= MAX_STATNUM+1; i++)
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{
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if (i != STAT_TRAVELLING)
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{
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DestroyThinkersInList (list);
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}
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else if (list.Sentinel != NULL)
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{
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DThinker *node = list.Sentinel->NextThinker;
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while (node != list.Sentinel)
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{ // Move all players to an ancillary list to ensure
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// that the collector won't consider them dead.
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while (list.Sentinel->NextThinker != list.Sentinel)
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{
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DThinker *next = node->NextThinker;
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node->Remove();
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node = next;
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DThinker *thinker = list.Sentinel->NextThinker;
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thinker->Remove();
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Thinkers[MAX_STATNUM+1].AddTail(thinker);
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}
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list.Sentinel->Destroy();
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list.Sentinel = NULL;
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{
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}
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void DThinker::PointerSubstitution(DObject *old, DObject *notOld)
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size_t DThinker::PropagateMark()
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{
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// Pointer substitution must not, under any circumstances, change
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// the linked thinker list or the game will freeze badly.
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DThinker *next = NextThinker;
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DThinker *prev = PrevThinker;
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Super::PointerSubstitution(old, notOld);
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NextThinker = next;
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PrevThinker = prev;
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assert(NextThinker != NULL && !(NextThinker->ObjectFlags & OF_EuthanizeMe));
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assert(PrevThinker != NULL && !(PrevThinker->ObjectFlags & OF_EuthanizeMe));
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GC::Mark(NextThinker);
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GC::Mark(PrevThinker);
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return Super::PropagateMark();
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}
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FThinkerIterator::FThinkerIterator (const PClass *type, int statnum)
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class DThinker : public DObject
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{
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DECLARE_CLASS (DThinker, DObject)
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HAS_OBJECT_POINTERS
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public:
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DThinker (int statnum = MAX_STATNUM) throw();
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void Destroy ();
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virtual ~DThinker ();
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virtual void Tick ();
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virtual void PostBeginPlay (); // Called just before the first tick
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void PointerSubstitution(DObject *old, DObject *notOld);
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size_t PropagateMark();
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void ChangeStatNum (int statnum);
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static void SaveList(FArchive &arc, DThinker *node);
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void Remove();
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static FThinkerList Thinkers[MAX_STATNUM+1]; // Current thinkers
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static FThinkerList Thinkers[MAX_STATNUM+2]; // Current thinkers
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static FThinkerList FreshThinkers[MAX_STATNUM+1]; // Newly created thinkers
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static bool bSerialOverride;
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@ -1005,10 +1005,6 @@ FArchive &FArchive::SerializeObject (DObject *&object, PClass *type)
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{
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if (IsStoring ())
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{
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if (object != (DObject*)~0)
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{
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GC::ReadBarrier(object);
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}
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return WriteObject (object);
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}
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else
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id[0] = M1_OBJ;
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Write (id, 1);
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}
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else if (obj->ObjectFlags & OF_EuthanizeMe)
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{
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// Objects that want to die are not saved to the archive, but
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// we leave the pointers to them alone.
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id[0] = NULL_OBJ;
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Write (id, 1);
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}
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else
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{
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const PClass *type = RUNTIME_TYPE(obj);
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{
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// When the temporary player's inventory items were loaded,
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// they became owned by the real player. Undo that now.
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for (AInventory *item = tempobj->Inventory;
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item != NULL; item = item->Inventory)
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AInventory *item;
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for (item = tempobj->Inventory; item != NULL; item = item->Inventory)
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{
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item->Owner = tempobj;
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}
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item = tempobj->Inventory;
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tempobj->Inventory = NULL;
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#ifdef _DEBUG
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// The only references to this inventory list should be from the
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// temporary player, so they will be freed when a collection occurs.
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size_t a = 0;
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assert(item == NULL || (a = DObject::StaticPointerSubstitution(item, NULL)) == 0);
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#endif
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tempobj->Destroy ();
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}
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else
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@ -299,21 +299,23 @@ player_s::player_s()
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// that match the pointer passed in. If you add any pointers that point to
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// DObject (or a subclass), add them here too.
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void player_s::FixPointers (const DObject *old, DObject *rep)
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size_t player_s::FixPointers (const DObject *old, DObject *rep)
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{
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APlayerPawn *replacement = static_cast<APlayerPawn *>(rep);
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if (mo == old) mo = replacement;
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if (poisoner == old) poisoner = replacement;
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if (attacker == old) attacker = replacement;
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if (camera == old) camera = replacement;
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if (dest == old) dest = replacement;
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if (prev == old) prev = replacement;
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if (enemy == old) enemy = replacement;
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if (missile == old) missile = replacement;
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if (mate == old) mate = replacement;
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if (last_mate == old) last_mate = replacement;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep);
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep);
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size_t changed = 0;
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if (mo == old) mo = replacement, changed++;
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if (poisoner == old) poisoner = replacement, changed++;
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if (attacker == old) attacker = replacement, changed++;
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if (camera == old) camera = replacement, changed++;
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if (dest == old) dest = replacement, changed++;
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if (prev == old) prev = replacement, changed++;
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if (enemy == old) enemy = replacement, changed++;
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if (missile == old) missile = replacement, changed++;
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if (mate == old) mate = replacement, changed++;
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if (last_mate == old) last_mate = replacement, changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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return changed;
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}
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size_t player_s::PropagateMark()
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Loading…
Reference in a new issue