Commit graph

64 commits

Author SHA1 Message Date
alexey.lysiuk
9cd5b415c1 Improved profilethinkers in various ways
Added features:
* Formatted table
* Average time per one actor
* Sorting column highlight
* Rows limit
* Usage help
2018-03-10 11:04:31 +02:00
alexey.lysiuk
fc981bf5d4 Extended profilethinkers CVAR with sorting ability
Sorting modes are
1 - by name, from A to Z
2 - by name, from Z to A
3 - number of calls, ascending
4 - number of calls, descending
5 - total time, ascending
anything else - total time, descending
2018-03-09 18:13:16 +02:00
Christoph Oelckers
579840987d - added per-class think time profiling tool. 2017-07-17 10:21:58 +02:00
Christoph Oelckers
c73b71807b - fixed: During hub travel, static thinkers may not be deserialized.
Since they are static, the version that got carried over from the last level will still be there and the more current version.
2017-04-14 22:06:29 +02:00
Christoph Oelckers
cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00
Christoph Oelckers
b1057cee36 - fixed: do not draw armor on the fullscreen HUD if the amount is 0. 2017-04-13 20:43:17 +02:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
9dc8933109 - let 'stat think' also print the number of active thinkers. 2017-04-01 12:30:38 +02:00
Christoph Oelckers
921abc404d - fixed GCC warnings and errors
(Is there anyway to tone down GCC's warning level? It outputs too many false positives for potentially uninitialized variables in which the genuine errors get drowned.)
2017-03-11 19:02:35 +01:00
Christoph Oelckers
878e6015df - made all iterator classes natively abstract so that they do not get a ConstructNative method so that OP_NEW can refuse creating them without the need to mark them as abstract.
- block creation of actors with the 'new' instruction. Unlike the above these cannot be made abstract because without ConstructNative they cannot be serialized.
2017-03-09 17:21:37 +01:00
Christoph Oelckers
8ab562ef13 - the fourth. 2017-03-08 18:55:54 +01:00
Christoph Oelckers
d39ee1daf3 - added a new thinker statnum STAT_STATIC which do not get deleted between levels. 2017-02-25 16:56:49 +01:00
ZZYZX
26d38e6527 Since WorldThingDestroyed is the reverse of WorldThingSpawned, it should ignore actors that didn't call PostBeginPlay. 2017-01-31 04:53:18 +02:00
Christoph Oelckers
eef91463ab - fixed: Non-actor classes never called InitializeDefaults to set up their special variables.
- fixed: DThinkerIterator and DBlockThingsIterator did not have a default constructor that was safe to call from an out-of-game context.
2017-01-29 18:23:39 +01:00
Christoph Oelckers
7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers
96788850d3 - added a workaround for a crashing condition in FThinkerIterator.
It can actually happen that the thinker chain gets broken if an actor being iterated happens to destroy the immediately following actor in the chain as well. In that case both actors lose their chain links and the iterator cannot advance any further, the only solution to avoid a crash is to terminate the iteration of the current list.
2017-01-10 00:38:08 +01:00
Christoph Oelckers
86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers
a13e23dbe6 - scriptified some trivial stuff from g_shared. 2016-11-29 19:50:34 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
97763b5a2b - added scriptable virtual overrides for PostBeginPlay, Tick, BeginPlay, Activate and Deactivate. 2016-11-21 14:59:17 +01:00
Christoph Oelckers
696af7d7e5 - Moved all virtual function related template code to its own file because it depends on includes that cannot be done in dobject.h. 2016-11-12 00:33:40 +01:00
Leonard2
fb2a843c03 Test on a few methods/classes 2016-11-09 17:45:56 +01:00
Leonard2
7dbc4710f1 Add the new argument to all uses of the implement macro 2016-11-09 17:45:55 +01:00
Leonard2
bb2d61de50 Replaced the many implement macros with a single one that takes arguments instead 2016-11-09 17:45:53 +01:00
Christoph Oelckers
010fd038be - scriptified A_KeenDie.
- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
2016-11-05 01:19:41 +01:00
Christoph Oelckers
e620c9bd7d - scriptified parts of a_bossbrain.cpp. Some things cannot be done yet, the script code is there but commented out.
- exported thinker iterator and drop item chain to scripting. Unlike its native counterpart the script-side iterator is wrapped into a DObject to allow proper handling for memory management.
- fixed: The VMFunctionBuilder only distinguished between member and action functions but failed on static ones.
- fixed: FxAssign did not add all needed type casts. Except for purely numeric types it will now wrap the expression in an FxTypeCast. Numeric handling remains unchanged for both performance reasons and not altering semantics for DECORATE.
- exported all internal flags as variables to scripting. They still cannot be used in an actor definition.
- make ATAG_STATE the same as ATAG_GENERIC. Since state pointers exist as actual variables they can take both values which on occasion can trigger some asserts.
- gave PClass a bExported flag, so that scripts cannot see purely internal classes. Especially the types like PInt can cause problems.

Todo: we need readonly references to safely expose the actor defaults. Right now some badly behaving code could overwrite them.
2016-10-31 17:03:26 +01:00
Christoph Oelckers
69291b9cf9 - completely eliminated the horrible fudging that went on with players during hub travel. This means that DestroyMostThinkers and the player substitution mechanism in the object deserializer are gone now.
I wish I had realized this the last time it came up - it would have saved me a lot of trouble.
But as it turns out, the more recent travelling code makes all of this completely unnecessary, working perfectly fine with deleting the player pawns along with the rest of the thinkers before loading the stored ones from the savegame (and getting rid of those in G_FinishTravel.)
And with a sane savegame format that does not depend on side effects from how the thinker serializing handled linking into the lists the old code was even harmful, leaving voodoo dolls behind.
I had the exact same effect when I tried to reshuffle some things for reliably restoring portals, but did not make the connection to interference between two mutually incompatible player travelling mechanisms that just worked by sheer happenstance with the original order of things.
2016-09-23 23:03:11 +02:00
Christoph Oelckers
01d28e3eb2 - added the last missing bits of the savegame code - thinker list deserialization and handling of players during hub travel. Now testing is what remains... 2016-09-23 17:49:33 +02:00
Christoph Oelckers
86e9282193 - removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.

- do not I_Error out in the serializer unless caused by a programming error.

It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 14:04:05 +02:00
Christoph Oelckers
f93e4813d1 - removed farchive.cpp and .h 2016-09-22 00:48:22 +02:00
Christoph Oelckers
810ef8f775 - save global savegame data to JSON as well.
This is incomplete and untested, just a safety commit before going on.
2016-09-21 12:19:13 +02:00
Christoph Oelckers
af6404f763 - all DObjects converted.
- cleaned out some old cruft that's no longer needed.
2016-09-20 10:27:53 +02:00
Christoph Oelckers
c665cc53f9 - moved new code to its proper location and started moving the replaced old archive code to a placeholder file for easy removal later. 2016-09-19 10:34:54 +02:00
Christoph Oelckers
26a15d0ccc - delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
3d367d585d - did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem. 2016-03-10 14:22:18 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Randy Heit
2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
Randy Heit
242f2ab7b0 Merge branch 'maint' 2013-10-08 21:51:51 -05:00
Randy Heit
0c9c624e8c Do not follow NextThinker links in DestroyThinkersInList
- Fixed: DThinker::Destroy(Most)ThinkersInList() were unreliable when
  destroyed thinkers destroyed more thinkers in the same list.
  Specifically, if the thinker it destroyed caused the very next thinker
  in the list to also be destroyed, it would get lost in the thinker list
  and end up with a NULL node. So just keep iterating through the first
  thinker in the list until there are none left. Since destroying a
  thinker causes it to remove itself from its list, the first thinker will
  always be changing as long as there's something to destroy.
2013-10-08 21:32:26 -05:00
Randy Heit
e021fba5e1 Improve NoDelay reliability.
- Instead of tying NoDelay behavior to OF_JustSpawned, use a new actor
  flag, MF7_HANDLENODELAY. This only gets cleared once it has actually
  been checked by Tick(). This is necessary because freeze mode delays the
  initial run of Tick() past the initial spawn, so OF_JustSpawned will no
  longer be set when it does the initial tick.
- Delay NoDelay processing if an actor is spawned dormant. Actors spawned
  dormant have Deactivate() called before they tick, so MF7_HANDLENODELAY
  will remain set as long as an actor is dormant. This allows the NoDelay
  handling to occur as expected once it is activated.
2013-09-17 20:44:13 -05:00
Randy Heit
459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
0e19a0e330 - Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label.
When set, the actor will run this state during its first tick. This means Spawn
  states may now run an action function if you set this flag. Note that this action function
  is executed during the actor's first tick, which is not the same as when it is spawned.

SVN r4240 (trunk)
2013-04-30 04:20:09 +00:00
Randy Heit
47eec0b275 - Added tracking of time spent specifically in running action functions. I feel kind of stupid
about this now. I spent three days trying to figure out why the VC++ debug version was so slow.
  It turns out I had a conditional breakpoint set in a high-traffic area. D'oh!

The rest of this stuff should get merged into trunk:

- Fixed: Writing to debugfile uses the standard fprintf, which does not understand %td on VC++.
- Fixed: Instead of crashing when a sprite has been scaled to 0, just don't draw it.

SVN r3896 (scripting)
2012-10-21 03:46:17 +00:00
Christoph Oelckers
080e769c76 - removed all asserts from the interpolation objects' Destroy methods. The condition will not be true after a failed savegame write occured.
- fixed: D_ErrorCleanup must clear 'savegamerestore'.
- fixed: Cleaning up when loading a savegame failed while restoring the thinker list did not work. There were two issues:
  * removed the asserts in GC::SweepList because they get triggered by thinkers that were not fully initialized during loading.
  * AActor::UnlinkFromWorld may not assume that the sector list has been initialized when this function is called. 

SVN r3274 (trunk)
2011-07-15 13:26:36 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
59d932b972 - Fixed some GCC warnings.
- fixed: The BossCube could be blocked by floors and ceiling resulting
  in incorrect movement. I changed it so that A_BrainSpit now sets the
  MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
  flag. For travelling cubes active collision detection makes no sense
  and only causes problems. This should also make the boss brain
  work in the other games which previously were excluded by a game mode
  check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
  overlapping each other (common mapping bug, check Herian 2 MAP30.)

SVN r1891 (trunk)
2009-10-01 14:54:29 +00:00
Christoph Oelckers
ba28749df7 - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.

SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
Randy Heit
b77836d4cf - The garbage collector now has an opportunity to step each time individual
thinkers tick, not just once every game tick. This more closely follows
  the original Lua behavior. This change was made because, in cases of
  extremely large and frequent memory allocations, the collector may not run
  fast enough if it only has a chance to execute once per tick.


SVN r1197 (trunk)
2008-09-06 03:03:11 +00:00
Randy Heit
9ad93639c5 - Changed Windows to use the performance counter instead of rdtsc.
SVN r1143 (trunk)
2008-08-10 03:56:53 +00:00