# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
-
#include <plib/ssg.h> // plib include
#include <simgear/bucket/newbucket.hxx>
#include <simgear/misc/sg_path.hxx>
#include <Main/globals.hxx>
+#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx> // for scenery.center
#include "newcache.hxx"
// Constructor
-FGNewCache::FGNewCache( void ) {
+FGNewCache::FGNewCache( void ) :
+ max_cache_size(100)
+{
tile_cache.clear();
}
// Free a tile cache entry
void FGNewCache::entry_free( long cache_index ) {
SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING CACHE ENTRY = " << cache_index );
- FGTileEntry *e = tile_cache[cache_index];
- e->free_tile();
- delete e;
+ FGTileEntry *tile = tile_cache[cache_index];
+ tile->disconnect_ssg_nodes();
+
+#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+ tile->sched_removal();
+#else
+ tile->free_tile();
+ delete tile;
+#endif
+
tile_cache.erase( cache_index );
}
// Initialize the tile cache subsystem
void FGNewCache::init( void ) {
- // This is a hack that should really get cleaned up at some point
- extern ssgBranch *terrain;
-
SG_LOG( SG_TERRAIN, SG_INFO, "Initializing the tile cache." );
- // expand cache if needed. For best results ... i.e. to avoid
- // tile load problems and blank areas:
- max_cache_size = 50; // a random number to start with
SG_LOG( SG_TERRAIN, SG_INFO, " max cache size = "
<< max_cache_size );
SG_LOG( SG_TERRAIN, SG_INFO, " current cache size = "
<< tile_cache.size() );
-
- tile_map_iterator current = tile_cache.begin();
- tile_map_iterator end = tile_cache.end();
-
- for ( ; current != end; ++current ) {
- long index = current->first;
- SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
- FGTileEntry *e = current->second;
- e->tile_bucket.make_bad();
- entry_free(index);
- }
- // and ... just in case we missed something ...
- terrain->removeAllKids();
+#if 0 // don't clear the cache
+ clear_cache();
+#endif
SG_LOG( SG_TERRAIN, SG_INFO, " done with init()" );
}
}
-// depricated for threading
#if 0
-// Fill in a tile cache entry with real data for the specified bucket
-void FGNewCache::fill_in( const SGBucket& b ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "FILL IN CACHE ENTRY = " << b.gen_index() );
+// Ensure at least one entry is free in the cache
+bool FGNewCache::make_space() {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "max size = " << max_cache_size );
- // clear out a distant entry in the cache if needed.
- make_space();
+ if ( (int)tile_cache.size() < max_cache_size ) {
+ // space in the cache, return
+ return true;
+ }
- // create the entry
- FGTileEntry *e = new FGTileEntry( b );
+ while ( (int)tile_cache.size() >= max_cache_size ) {
+ sgdVec3 abs_view_pos;
+ float dist;
+ double timestamp = 0.0;
+ int max_index = -1;
+ double min_time = 2419200000.0f; // one month should be enough
+ double max_time = 0;
- // register it in the cache
- long tile_index = b.gen_index();
- tile_cache[tile_index] = e;
+ // we need to free the furthest entry
+ tile_map_iterator current = tile_cache.begin();
+ tile_map_iterator end = tile_cache.end();
+
+ for ( ; current != end; ++current ) {
+ long index = current->first;
+ FGTileEntry *e = current->second;
+ if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
+
+ timestamp = e->get_timestamp();
+ if ( timestamp < min_time ) {
+ max_index = index;
+ min_time = timestamp;
+ }
+ if ( timestamp > max_time ) {
+ max_time = timestamp;
+ }
+
+ } else {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "loaded = " << e->is_loaded()
+ << " pending models = " << e->get_pending_models()
+ << " time stamp = " << e->get_timestamp() );
+ }
+ }
- SGPath tile_path;
- 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" );
+ // If we made it this far, then there were no open cache entries.
+ // We will instead free the oldest cache entry and return true
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " min_time = " << min_time );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " max_time = " << max_time );
+ if ( max_index >= 0 ) {
+ entry_free( max_index );
+ return true;
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! can't make_space(), tile "
+ "cache is full, but no entries available for removal." );
+ return false;
+ }
}
-
- // Load the appropriate data file
- e->load( tile_path, true );
+
+ SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Hit an unhandled condition in "
+ "FGNewCache::make_space()." );
+ return false;
}
#endif
+// Return the index of the oldest tile in the cache, return -1 if
+// nothing available to be removed.
+long FGNewCache::get_oldest_tile() {
+ // we need to free the furthest entry
+ long min_index = -1;
+ double timestamp = 0.0;
+ double min_time = 2419200000.0f; // one month should be enough
+ double max_time = 0;
+
+ tile_map_iterator current = tile_cache.begin();
+ tile_map_iterator end = tile_cache.end();
+
+ for ( ; current != end; ++current ) {
+ long index = current->first;
+ FGTileEntry *e = current->second;
+ if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
+
+ timestamp = e->get_timestamp();
+ if ( timestamp < min_time ) {
+ min_index = index;
+ min_time = timestamp;
+ }
+ if ( timestamp > max_time ) {
+ max_time = timestamp;
+ }
+
+ } else {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "loaded = " << e->is_loaded()
+ << " pending models = " << e->get_pending_models()
+ << " time stamp = " << e->get_timestamp() );
+ }
+ }
+
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " min_time = " << min_time );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << min_index );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " max_time = " << max_time );
+
+ return min_index;
+}
+
+
+// Clear a cache entry, note that the cache only holds pointers
+// and this does not free the object which is pointed to.
+void FGNewCache::clear_entry( long cache_index ) {
+ tile_cache.erase( cache_index );
+}
+
+
+// Clear all completely loaded tiles (ignores partially loaded tiles)
+void FGNewCache::clear_cache() {
+
+ tile_map_iterator current = tile_cache.begin();
+ tile_map_iterator end = tile_cache.end();
+
+ for ( ; current != end; ++current ) {
+ long index = current->first;
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "clearing " << index );
+ FGTileEntry *e = current->second;
+ if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
+ e->tile_bucket.make_bad();
+ entry_free(index);
+ }
+ }
+
+ // and ... just in case we missed something ...
+ globals->get_scenery()->get_terrain_branch()->removeAllKids();
+}
+
+
+/**
+ * Create a new tile and schedule it for loading.
+ */
+bool FGNewCache::insert_tile( FGTileEntry *e ) {
+ // set time of insertion for tracking age of tiles...
+ e->set_timestamp(globals->get_sim_time_sec());
+
+ // register it in the cache
+ long tile_index = e->get_tile_bucket().gen_index();
+ tile_cache[tile_index] = e;
+
+ return true;
+}
+
+
+// Note this is the old version of FGNewCache::make_space(), currently disabled
+// It uses distance from a center point to determine tiles to be discarded...
+#if 0
// Ensure at least one entry is free in the cache
-void FGNewCache::make_space() {
+bool FGNewCache::make_space() {
SG_LOG( SG_TERRAIN, SG_DEBUG, "Make space in cache" );
SG_LOG( SG_TERRAIN, SG_DEBUG, "cache entries = " << tile_cache.size() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "max size = " << max_cache_size );
if ( (int)tile_cache.size() < max_cache_size ) {
// space in the cache, return
- return;
+ return true;
}
while ( (int)tile_cache.size() >= max_cache_size ) {
long index = current->first;
FGTileEntry *e = current->second;
- if ( e->is_loaded() ) {
+ if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
// calculate approximate distance from view point
sgdCopyVec3( abs_view_pos,
- globals->get_current_view()->get_abs_view_pos() );
+ globals->get_current_view()->get_absolute_view_pos() );
SG_LOG( SG_TERRAIN, SG_DEBUG, "DIST Abs view pos = "
<< abs_view_pos[0] << ","
max_dist = dist;
max_index = index;
}
- }
+ } else {
+ SG_LOG( SG_TERRAIN, SG_INFO, "loaded = " << e->is_loaded()
+ << " pending models = " << e->get_pending_models() );
+ }
}
// If we made it this far, then there were no open cache entries.
- // We will instead free the furthest cache entry and return it's
- // index.
-
+ // We will instead free the furthest cache entry and return true
+
+ SG_LOG( SG_TERRAIN, SG_INFO, " max_dist = " << max_dist );
+ SG_LOG( SG_TERRAIN, SG_INFO, " index = " << max_index );
if ( max_index >= 0 ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, " max_dist = " << max_dist );
- SG_LOG( SG_TERRAIN, SG_DEBUG, " index = " << max_index );
entry_free( max_index );
+ return true;
} else {
- SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Dying in next_avail()" );
- exit( -1 );
+ SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! can't make_space(), tile "
+ "cache is full, but no entries available for removal." );
+ return false;
}
}
-}
+ SG_LOG( SG_TERRAIN, SG_ALERT, "WHOOPS!!! Hit an unhandled condition in "
+ "FGNewCache::make_space()." );
+ return false;
+}
+#endif
-/**
- * Create a new tile and schedule it for loading.
- */
-void
-FGNewCache::load_tile( const SGBucket& b )
-{
- // clear out a distant entry in the cache if needed.
- make_space();
-
- // create the entry
- FGTileEntry *e = new FGTileEntry( b );
-
- // register it in the cache
- long tile_index = b.gen_index();
- tile_cache[tile_index] = e;
- // Schedule tile for loading
- loader.add( e );
-}