- be a bit more aggressive with the GC when not running the game loop.

Since most CheckGC calls are within the main game ticker, the engine can accumulate a lot of data when creating/deleting objects in the menu or other UI parts and never manage to collect everything
This commit is contained in:
Christoph Oelckers 2021-10-03 14:01:27 +02:00
parent 88be3b8a1b
commit b4d03501af
4 changed files with 22 additions and 1 deletions

View file

@ -229,6 +229,7 @@ DObject::DObject ()
ObjNext = GC::Root;
GCNext = nullptr;
GC::Root = this;
GC::AllocCount++;
}
DObject::DObject (PClass *inClass)
@ -238,6 +239,7 @@ DObject::DObject (PClass *inClass)
ObjNext = GC::Root;
GCNext = nullptr;
GC::Root = this;
GC::AllocCount++;
}
//==========================================================================
@ -275,6 +277,7 @@ DObject::~DObject ()
void DObject::Release()
{
if (GC::AllocCount > 0) GC::AllocCount--;
DObject **probe;
// Unlink this object from the GC list.

View file

@ -108,6 +108,7 @@ namespace GC
size_t AllocBytes;
size_t Threshold;
size_t Estimate;
size_t AllocCount;
DObject *Gray;
DObject *Root;
DObject *SoftRoots;

View file

@ -43,6 +43,9 @@ namespace GC
// Number of bytes currently allocated through M_Malloc/M_Realloc.
extern size_t AllocBytes;
// Number of allocated objects since last CheckGC call.
extern size_t AllocCount;
// Amount of memory to allocate before triggering a collection.
extern size_t Threshold;
@ -105,10 +108,15 @@ namespace GC
}
// Check if it's time to collect, and do a collection step if it is.
static inline void CheckGC()
static inline bool CheckGC()
{
AllocCount = 0;
if (AllocBytes >= Threshold)
{
Step();
return true;
}
return false;
}
// Forces a collection to start now.

View file

@ -1316,6 +1316,15 @@ void G_Ticker ()
default:
break;
}
// Do some more aggressive GC maintenance when the game ticker is inactive.
if ((gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL) || paused || P_CheckTickerPaused())
{
size_t ac = std::max<size_t>(10, GC::AllocCount);
for (size_t i = 0; i < ac; i++)
{
if (!GC::CheckGC()) break;
}
}
// [MK] Additional ticker for UI events right after all others
primaryLevel->localEventManager->PostUiTick();