AICondition is like AIThreadSafeSimpleDC (it is derived from it),
and wraps some variable, protecting it with a builtin mutex.
While in a statemachine, one can call wait(condition) to make
the state machine go idle, and call condition.signal() to
wake it (or another) up again.
While normally a condition variable is used as follows:
condition.lock();
while (!whatwerewaitingfor)
{
condition.wait();
}
// Here the condition is guaranteed to be true and we're
// still in the critical area of the mutex.
condition.unlock();
where the thread blocks in wait(), the statemachine actually
returns CPU to the thread (the AIEngine), so there is no
while loop involved, and our wait() doesn't even unlock
the mutex: that happens because the state machine returns:
condition_wat condition_w(condition); // Lock condition.
if (!condition_w->whatwerewaitingfor()) // The variable(s) involved can only be accessed when condition is locked.
{
wait(condition); // Causes the state machine to go idle. This does not block.
break; // Leave scope (unlock condition) and return to the mainloop - but as idle state machine.
}
// Here the condition is guaranteed to be true and we're
// still in the critical area of the condition variable.
In this case, when condition.signal() is called, the thread
doesn't return from wait() with a locked mutex - but the
statemachine executes the same state again, and enters from
the top: locking the condition and doing the test again,
just like it would be when this was a while loop.
This can be used to switch to a specific engine.
If the state machine is not running in the passed engine,
then it performs a yield to that engine, otherwise it keeps
running. Hence, putting this at the top of a state
guarantees that it runs in that engine.
For example:
case FrontEnd_done:
{
// Unlock must be called by the same thread that locked it.
if (yield_if_not(&gStateMachineThreadEngine))
{
break;
}
// Here we are running in gStateMachineThreadEngine.
...
The patch is exclusively libcwd related.
Turns off output from statemachines to dc::statemachine by default.
Allows to turn on the debug output on a per statemachine basis (at
compile time).
-Idle tick is now responsible for dispatching all pending sound sources, as such improves priority sorting.
-Added ui sound precache mechanisms (to fetch sounds without associated soundsources)
-Audio engine no logner available pre-login or upon disconnect, for simplicity.
-General cleanup to the audio engine/impl.
-Fixed some gAudiop calls that were lacking prerequisite null checks.
-Added 'isUpstreamOK' procuedure to LLAssetStorage to allow avoidance of making requests when there is no upstream host connection.
Handle display of popped out IM floaters better
send_start_session_messages(): cut early if ids is empty, fallback on UDP if there is a region but there isn't ChatSessionRequest Cap