#endif
}
+/**
+ * return current status of queues
+ *
+ */
+
+bool FGTileMgr::all_queues_empty() {
+ return attach_queue.empty() && model_queue.empty();
+}
+
/**
* Update the various queues maintained by the tilemagr (private
{
// load the next model in the load queue. Currently this must
// happen in the render thread because model loading can trigger
- // texture loading which involves use of the opengl api.
+ // texture loading which involves use of the opengl api. Skip any
+ // models belonging to not loaded tiles (i.e. the tile was removed
+ // before we were able to load some of the associated models.)
if ( !model_queue.empty() ) {
- // cout << "loading next model ..." << endl;
- // load the next tile in the queue
+ bool processed_one = false;
+
+ while ( model_queue.size() > 200 || processed_one == false ) {
+ processed_one = true;
+
+ if ( model_queue.size() > 200 ) {
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "Alert: catching up on model load queue" );
+ }
+
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
#if defined(ENABLE_THREADS) && ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
+ FGDeferredModel* dm = model_queue.pop();
#else
- FGDeferredModel* dm = model_queue.front();
- model_queue.pop();
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
#endif
- ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
- try
- {
- ssgEntity *obj_model =
- globals->get_model_lib()->load_model( ".",
- dm->get_model_path(),
- globals->get_props(),
- globals->get_sim_time_sec() );
- if ( obj_model != NULL ) {
- dm->get_obj_trans()->addKid( obj_model );
+ // only load the model if the tile still exists in the
+ // tile cache
+ FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() );
+ if ( t != NULL ) {
+ ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
+ try {
+ ssgEntity *obj_model =
+ globals->get_model_lib()->load_model( ".",
+ dm->get_model_path(),
+ globals->get_props(),
+ globals->get_sim_time_sec() );
+ if ( obj_model != NULL ) {
+ dm->get_obj_trans()->addKid( obj_model );
+ }
+ } catch (const sg_exception& exc) {
+ SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
+ }
+
+ dm->get_tile()->dec_pending_models();
}
+ delete dm;
}
- catch (const sg_exception& exc)
- {
- SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
- }
-
- dm->get_tile()->dec_pending_models();
- delete dm;
}
// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
if ( !delete_queue.empty() ) {
// cout << "delete queue = " << delete_queue.size() << endl;
+ bool processed_one = false;
- while ( delete_queue.size() > 30 ) {
- // uh oh, delete queue is blowing up, we aren't clearing
- // it fast enough. Let's just panic, well not panic, but
- // get real serious and agressively free up some tiles so
- // we don't explode our memory usage.
+ while ( delete_queue.size() > 30 || processed_one == false ) {
+ processed_one = true;
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Alert: catching up on tile delete queue" );
+ if ( delete_queue.size() > 30 ) {
+ // uh oh, delete queue is blowing up, we aren't clearing
+ // it fast enough. Let's just panic, well not panic, but
+ // get real serious and agressively free up some tiles so
+ // we don't explode our memory usage.
- FGTileEntry* e = delete_queue.front();
- while ( !e->free_tile() );
- delete_queue.pop();
- delete e;
- }
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Alert: catching up on tile delete queue" );
+ }
- FGTileEntry* e = delete_queue.front();
- if ( e->free_tile() ) {
- delete_queue.pop();
- delete e;
+ FGTileEntry* e = delete_queue.front();
+ if ( e->free_tile() ) {
+ delete_queue.pop();
+ delete e;
+ }
}
}
}