# include <config.h>
#endif
+#include <simgear/compiler.h>
+#include <simgear/structure/exception.hxx>
+
#include <Main/globals.hxx>
#include "FGTileLoader.hxx"
#include "tileentry.hxx"
+#include "tilemgr.hxx"
+
+extern ssgBranch *terrain;
+extern ssgBranch *ground;
+
/**
*
*/
FGTileLoader::FGTileLoader()
{
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
// Create and start the loader threads.
for (int i = 0; i < MAX_THREADS; ++i)
{
threads[i] = new LoaderThread(this);
- threads[i]->start();
+ threads[i]->start( 1 );
}
#endif // ENABLE_THREADS
}
*/
FGTileLoader::~FGTileLoader()
{
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
// Wake up its time to die.
- queue_cond.broadcast();
+ // queue_cond.broadcast();
for (int i = 0; i < MAX_THREADS; ++i)
{
#endif // ENABLE_THREADS
}
+
+#if 0 // we don't ever want to do this I don't think
+/**
+ *
+ */
+void FGTileLoader::reinit() {
+ while ( !tile_load_queue.empty() ) {
+ tile_load_queue.pop();
+ }
+}
+#endif
+
+
/**
*
*/
{
/**
* Initialise tile_path here and not in ctor to avoid problems
- * with the initialastion order of global objects.
+ * with the initialisation order of global objects.
*/
static bool beenhere = false;
- if (!beenhere)
- {
- if ( globals->get_fg_scenery() != (string)"" ) {
- tile_path.set( globals->get_fg_scenery() );
- } else {
- tile_path.set( globals->get_fg_root() );
- tile_path.append( "Scenery" );
- }
- beenhere = true;
+ if (!beenhere) {
+ tile_path = globals->get_fg_scenery();
+ if (!tile_path.size())
+ throw sg_throwable(string("No valid scenery path defined!"));
+
+ beenhere = true;
}
-#ifdef ENABLE_THREADS
- mutex.lock();
- tile_queue.push( tile );
- // Signal waiting working threads.
- queue_cond.signal();
- mutex.unlock();
-#else
- tile->load( tile_path, true );
-#endif // ENABLE_THREADS
+ tile_load_queue.push( tile );
+}
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+/**
+ *
+ */
+void
+FGTileLoader::remove( FGTileEntry* tile )
+{
+ tile_free_queue.push( tile );
}
+#endif
/**
*
void
FGTileLoader::update()
{
-#ifdef ENABLE_THREADS
+
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
+ // send a signal to the pager thread that it is allowed to load
+ // another tile
mutex.lock();
frame_cond.signal();
mutex.unlock();
+#else
+ if ( !tile_load_queue.empty() ) {
+ // cout << "loading next tile ..." << endl;
+ // load the next tile in the queue
+ FGTileEntry* tile = tile_load_queue.front();
+ tile_load_queue.pop();
+
+ tile->load( tile_path, true );
+
+ FGTileMgr::ready_to_attach( tile );
+ }
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+ if ( !tile_free_queue.empty() ) {
+ // cout << "freeing next tile ..." << endl;
+ // free the next tile in the queue
+ FGTileEntry* tile = tile_free_queue.front();
+ tile_free_queue.pop();
+ tile->free_tile();
+ delete tile;
+ }
+#endif
+
#endif // ENABLE_THREADS
+
}
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
/**
*
*/
pthread_cleanup_push( cleanup_handler, loader );
while ( true ) {
// Wait for a load request to be placed in the queue.
- loader->mutex.lock();
- while (loader->empty())
- {
- loader->queue_cond.wait( loader->mutex );
- }
-
- // Have we been canceled - exits if yes.
- //pthread_testcancel();
- if (loader->empty())
- {
- loader->mutex.unlock();
- pthread_exit( PTHREAD_CANCELED );
- }
+ FGTileEntry* tile = loader->tile_load_queue.pop();
// Wait for the next frame signal before we load a tile from the queue
- // Note that loader->mutex is already locked at this point.
+ loader->mutex.lock();
loader->frame_cond.wait( loader->mutex );
-
- // Grab the tile to load and release the mutex.
- FGTileEntry* tile = loader->tile_queue.front();
- loader->tile_queue.pop();
- loader->mutex.unlock();
+ loader->mutex.unlock();
set_cancel( SGThread::CANCEL_DISABLE );
tile->load( loader->tile_path, true );
set_cancel( SGThread::CANCEL_DEFERRED );
+
+ FGTileMgr::ready_to_attach( tile );
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+ // Handle and pending removals
+ while ( !loader->tile_free_queue.empty() ) {
+ // cout << "freeing next tile ..." << endl;
+ // free the next tile in the queue
+ FGTileEntry* tile = loader->tile_free_queue.pop();
+ tile->free_tile();
+ delete tile;
+ }
+#endif
+
}
pthread_cleanup_pop(1);
}