This can be used for example when a parent statemachine has a child statemachine and wants to kill() it upon finish.
414 lines
12 KiB
C++
414 lines
12 KiB
C++
/**
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* @file aistatemachine.cpp
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* @brief Implementation of AIStateMachine
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*
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* Copyright (c) 2010, Aleric Inglewood.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution.
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*
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* CHANGELOG
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* and additional copyright holders.
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*
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* 01/03/2010
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* Initial version, written by Aleric Inglewood @ SL
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*/
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#include "linden_common.h"
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#include <algorithm>
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#include "llcallbacklist.h"
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#include "llcontrol.h"
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#include "llfasttimer.h"
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#include "aithreadsafe.h"
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#include "aistatemachine.h"
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extern F64 calc_clock_frequency(void);
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extern LLControlGroup gSavedSettings;
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// Local variables.
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namespace {
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struct QueueElementComp;
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class QueueElement {
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private:
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AIStateMachine* mStateMachine;
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U64 mRuntime;
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public:
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QueueElement(AIStateMachine* statemachine) : mStateMachine(statemachine), mRuntime(0) { }
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friend bool operator==(QueueElement const& e1, QueueElement const& e2) { return e1.mStateMachine == e2.mStateMachine; }
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friend struct QueueElementComp;
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AIStateMachine& statemachine(void) const { return *mStateMachine; }
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void add(U64 count) { mRuntime += count; }
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};
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struct QueueElementComp {
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bool operator()(QueueElement const& e1, QueueElement const& e2) const { return e1.mRuntime < e2.mRuntime; }
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};
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typedef std::vector<QueueElement> active_statemachines_type;
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static active_statemachines_type active_statemachines;
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typedef std::vector<AIStateMachine*> continued_statemachines_type;
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struct cscm_type
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{
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continued_statemachines_type continued_statemachines;
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bool calling_mainloop;
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};
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static AITHREADSAFE(cscm_type, continued_statemachines_and_calling_mainloop, );
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}
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// static
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AITHREADSAFESIMPLE(U64, AIStateMachine::sMaxCount, );
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void AIStateMachine::updateSettings(void)
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{
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Dout(dc::statemachine, "Initializing AIStateMachine::sMaxCount");
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*AIAccess<U64>(sMaxCount) = calc_clock_frequency() * gSavedSettings.getU32("StateMachineMaxTime") / 1000;
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}
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//----------------------------------------------------------------------------
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//
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// Public methods
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//
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void AIStateMachine::run(AIStateMachine* parent, state_type new_parent_state, bool abort_parent)
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{
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DoutEntering(dc::statemachine, "AIStateMachine::run(" << (void*)parent << ", " << (parent ? parent->state_str(new_parent_state) : "NA") << ", " << abort_parent << ") [" << (void*)this << "]");
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// Must be the first time we're being run, or we must be called from a callback function.
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llassert(!mParent || mState == bs_callback);
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llassert(!mCallback || mState == bs_callback);
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// Can only be run when in this state.
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llassert(mState == bs_initialize || mState == bs_callback);
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// Allow NULL to be passed as parent to signal that we want to reuse the old one.
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if (parent)
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{
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mParent = parent;
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// In that case remove any old callback!
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if (mCallback)
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{
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delete mCallback;
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mCallback = NULL;
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}
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mNewParentState = new_parent_state;
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mAbortParent = abort_parent;
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}
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// If abort_parent is requested then a parent must be provided.
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llassert(!abort_parent || mParent);
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// If a parent is provided, it must be running.
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llassert(!mParent || mParent->mState == bs_run);
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// Mark that run() has been called, in case we're being called from a callback function.
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mState = bs_initialize;
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cont();
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}
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void AIStateMachine::run(callback_type::signal_type::slot_type const& slot)
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{
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DoutEntering(dc::statemachine, "AIStateMachine::run(<slot>) [" << (void*)this << "]");
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// Must be the first time we're being run, or we must be called from a callback function.
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llassert(!mParent || mState == bs_callback);
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llassert(!mCallback || mState == bs_callback);
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// Can only be run when in this state.
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llassert(mState == bs_initialize || mState == bs_callback);
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// Clean up any old callbacks.
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mParent = NULL;
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if (mCallback)
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{
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delete mCallback;
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mCallback = NULL;
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}
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mCallback = new callback_type(slot);
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// Mark that run() has been called, in case we're being called from a callback function.
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mState = bs_initialize;
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cont();
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}
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void AIStateMachine::idle(void)
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{
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DoutEntering(dc::statemachine, "AIStateMachine::idle() [" << (void*)this << "]");
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llassert(!mIdle);
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mIdle = true;
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mSleep = 0;
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}
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void AIStateMachine::cont(void)
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{
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DoutEntering(dc::statemachine, "AIStateMachine::cont() [" << (void*)this << "]");
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llassert(mIdle);
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mIdle = false;
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if (mActive == as_idle)
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{
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AIWriteAccess<cscm_type> cscm_w(continued_statemachines_and_calling_mainloop);
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cscm_w->continued_statemachines.push_back(this);
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if (!cscm_w->calling_mainloop)
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{
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Dout(dc::statemachine, "Adding AIStateMachine::mainloop to gIdleCallbacks");
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cscm_w->calling_mainloop = true;
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gIdleCallbacks.addFunction(&AIStateMachine::mainloop);
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}
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mActive = as_queued;
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}
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}
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void AIStateMachine::set_state(state_type state)
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{
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DoutEntering(dc::statemachine, "AIStateMachine::set_state(" << state_str(state) << ") [" << (void*)this << "]");
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llassert(mState == bs_run);
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if (mRunState != state)
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{
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mRunState = state;
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Dout(dc::statemachine, "mRunState set to " << state_str(mRunState));
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}
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if (mIdle)
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cont();
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}
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void AIStateMachine::abort(void)
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{
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DoutEntering(dc::statemachine, "AIStateMachine::abort() [" << (void*)this << "]");
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llassert(mState == bs_run);
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mState = bs_abort;
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abort_impl();
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mAborted = true;
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finish();
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}
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void AIStateMachine::finish(void)
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{
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DoutEntering(dc::statemachine, "AIStateMachine::finish() [" << (void*)this << "]");
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llassert(mState == bs_run || mState == bs_abort);
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// It is possible that mIdle is false when abort or finish was called from
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// outside multiplex_impl. However, that only may be done by the main thread.
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llassert(!mIdle || is_main_thread());
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if (!mIdle)
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idle();
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mState = bs_finish;
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finish_impl();
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// Did finish_impl call kill()? Then that is only the default. Remember it.
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bool default_delete = (mState == bs_killed);
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mState = bs_finish;
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if (mParent)
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{
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// It is possible that the parent is not running when the parent is in fact aborting and called
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// abort on this object from it's abort_impl function. It that case we don't want to recursively
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// call abort again (or change it's state).
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if (mParent->running())
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{
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if (mAborted && mAbortParent)
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{
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mParent->abort();
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mParent = NULL;
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}
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else
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{
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mParent->set_state(mNewParentState);
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}
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}
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}
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// After this (bool)*this evaluates to true and we can call the callback, which then is allowed to call run().
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mState = bs_callback;
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if (mCallback)
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{
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// This can/may call kill() that sets mState to bs_kill and in which case the whole AIStateMachine
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// will be deleted from the mainloop, or it may call run() that sets mState is set to bs_initialize
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// and might change or reuse mCallback or mParent.
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mCallback->callback(!mAborted);
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if (mState != bs_initialize)
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{
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delete mCallback;
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mCallback = NULL;
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mParent = NULL;
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}
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}
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else
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{
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// Not restarted by callback. Allow run() to be called later on.
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mParent = NULL;
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}
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// Fix the final state.
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if (mState == bs_callback)
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mState = default_delete ? bs_killed : bs_initialize;
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if (mState == bs_killed && mActive == as_idle)
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{
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// Bump the statemachine onto the active statemachine list, or else it won't be deleted.
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cont();
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idle();
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}
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}
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void AIStateMachine::kill(void)
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{
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// Should only be called from finish() (or when not running (bs_initialize)).
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llassert(mIdle && (mState == bs_callback || mState == bs_finish || mState == bs_initialize));
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base_state_type prev_state = mState;
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mState = bs_killed;
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if (prev_state == bs_initialize)
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{
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// We're not running (ie being deleted by a parent statemachine), delete it immediately.
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delete this;
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}
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}
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// Return stringified 'state'.
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char const* AIStateMachine::state_str(state_type state)
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{
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if (state >= min_state && state < max_state)
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{
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switch (state)
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{
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AI_CASE_RETURN(bs_initialize);
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AI_CASE_RETURN(bs_run);
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AI_CASE_RETURN(bs_abort);
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AI_CASE_RETURN(bs_finish);
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AI_CASE_RETURN(bs_callback);
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AI_CASE_RETURN(bs_killed);
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}
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}
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return state_str_impl(state);
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}
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//----------------------------------------------------------------------------
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//
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// Private methods
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//
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void AIStateMachine::multiplex(U64 current_time)
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{
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// Return immediately when this state machine is sleeping.
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// A negative value of mSleep means we're counting frames,
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// a positive value means we're waiting till a certain
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// amount of time has passed.
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if (mSleep != 0)
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{
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if (mSleep < 0)
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{
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if (++mSleep)
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return;
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}
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else
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{
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if (current_time < (U64)mSleep)
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return;
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mSleep = 0;
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}
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}
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DoutEntering(dc::statemachine, "AIStateMachine::multiplex() [" << (void*)this << "] [with state: " << state_str(mState == bs_run ? mRunState : mState) << "]");
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llassert(mState == bs_initialize || mState == bs_run);
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// Real state machine starts here.
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if (mState == bs_initialize)
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{
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mAborted = false;
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mState = bs_run;
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initialize_impl();
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if (mAborted || mState != bs_run)
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return;
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}
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multiplex_impl();
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}
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static LLFastTimer::DeclareTimer FTM_STATEMACHINE("State Machine");
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// static
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void AIStateMachine::mainloop(void*)
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{
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LLFastTimer t(FTM_STATEMACHINE);
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// Add continued state machines.
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{
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AIReadAccess<cscm_type> cscm_r(continued_statemachines_and_calling_mainloop);
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bool nonempty = false;
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for (continued_statemachines_type::const_iterator iter = cscm_r->continued_statemachines.begin(); iter != cscm_r->continued_statemachines.end(); ++iter)
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{
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nonempty = true;
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active_statemachines.push_back(QueueElement(*iter));
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Dout(dc::statemachine, "Adding " << (void*)*iter << " to active_statemachines");
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(*iter)->mActive = as_active;
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}
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if (nonempty)
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AIWriteAccess<cscm_type>(cscm_r)->continued_statemachines.clear();
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}
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llassert(!active_statemachines.empty());
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// Run one or more state machines.
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U64 total_clocks = 0;
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U64 max_count = *AIAccess<U64>(sMaxCount);
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for (active_statemachines_type::iterator iter = active_statemachines.begin(); iter != active_statemachines.end(); ++iter)
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{
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AIStateMachine& statemachine(iter->statemachine());
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if (!statemachine.mIdle)
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{
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U64 start = LLFastTimer::getCPUClockCount64();
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iter->statemachine().multiplex(start);
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U64 delta = LLFastTimer::getCPUClockCount64() - start;
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iter->add(delta);
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total_clocks += delta;
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if (total_clocks >= max_count)
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{
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#ifndef LL_RELEASE_FOR_DOWNLOAD
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llwarns << "AIStateMachine::mainloop did run for " << (total_clocks * 1000 / calc_clock_frequency()) << " ms." << llendl;
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#endif
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std::sort(active_statemachines.begin(), active_statemachines.end(), QueueElementComp());
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break;
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}
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}
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}
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// Remove idle state machines from the loop.
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active_statemachines_type::iterator iter = active_statemachines.begin();
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while (iter != active_statemachines.end())
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{
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AIStateMachine& statemachine(iter->statemachine());
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if (statemachine.mIdle)
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{
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Dout(dc::statemachine, "Erasing " << (void*)&statemachine << " from active_statemachines");
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statemachine.mActive = as_idle;
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iter = active_statemachines.erase(iter);
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if (statemachine.mState == bs_killed)
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{
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Dout(dc::statemachine, "Deleting " << (void*)&statemachine);
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delete &statemachine;
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}
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}
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else
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{
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llassert(statemachine.mState == bs_run || statemachine.mState == bs_initialize);
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++iter;
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}
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}
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if (active_statemachines.empty())
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{
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// If this was the last state machine, remove mainloop from the IdleCallbacks.
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AIReadAccess<cscm_type> cscm_r(continued_statemachines_and_calling_mainloop);
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if (cscm_r->continued_statemachines.empty() && cscm_r->calling_mainloop)
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{
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Dout(dc::statemachine, "Removing AIStateMachine::mainloop from gIdleCallbacks");
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AIWriteAccess<cscm_type>(cscm_r)->calling_mainloop = false;
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gIdleCallbacks.deleteFunction(&AIStateMachine::mainloop);
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}
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}
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}
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