/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * * Process scheduler. */ #include "tinsel/handle.h" #include "tinsel/pcode.h" #include "tinsel/pid.h" #include "tinsel/polygons.h" #include "tinsel/sched.h" #include "common/util.h" namespace Tinsel { Scheduler *g_scheduler = 0; #include "common/pack-start.h" // START STRUCT PACKING struct PROCESS_STRUC { uint32 processId; // ID of process SCNHANDLE hProcessCode; // handle to actor script } PACKED_STRUCT; #include "common/pack-end.h" // END STRUCT PACKING CoroContext nullContext = NULL; //----------------- LOCAL GLOBAL DATA -------------------- static uint32 numSceneProcess; static SCNHANDLE hSceneProcess; static uint32 numGlobalProcess; static PROCESS_STRUC *pGlobalProcess; //--------------------- FUNCTIONS ------------------------ Scheduler::Scheduler() { processList = 0; pFreeProcesses = 0; pCurrent = 0; #ifdef DEBUG // diagnostic process counters numProcs = 0; maxProcs = 0; #endif pRCfunction = 0; active = new PROCESS; active->pPrevious = NULL; g_scheduler = this; // FIXME HACK } Scheduler::~Scheduler() { free(processList); processList = NULL; delete active; active = 0; } /** * Kills all processes and places them on the free list. */ void Scheduler::reset() { #ifdef DEBUG // clear number of process in use numProcs = 0; #endif if (processList == NULL) { // first time - allocate memory for process list processList = (PROCESS *)calloc(MAX_PROCESSES, sizeof(PROCESS)); // make sure memory allocated if (processList == NULL) { error("Cannot allocate memory for process data"); } // fill with garbage memset(processList, 'S', MAX_PROCESSES * sizeof(PROCESS)); } // no active processes pCurrent = active->pNext = NULL; // place first process on free list pFreeProcesses = processList; // link all other processes after first for (int i = 1; i <= NUM_PROCESS; i++) { processList[i - 1].pNext = (i == NUM_PROCESS) ? NULL : processList + i; processList[i - 1].pPrevious = (i == 1) ? active : processList + (i - 2); } } #ifdef DEBUG /** * Shows the maximum number of process used at once. */ void Scheduler::printStats() { printf("%i process of %i used.\n", maxProcs, NUM_PROCESS); } #endif #ifdef DEBUG /** * Checks both the active and free process list to insure all the links are valid, * and that no processes have been lost */ void Scheduler::CheckStack() { Common::List pList; // Check both the active and free process lists for (int i = 0; i < 2; ++i) { PROCESS *p = (i == 0) ? active : pFreeProcesses; if (p != NULL) { // Make sure the linkages are correct while (p->pNext != NULL) { assert(p->pNext->pPrevious == p); pList.push_back(p); p = p->pNext; } pList.push_back(p); } } // Make sure all processes are accounted for for (int idx = 0; idx < NUM_PROCESS; idx++) { bool found = false; for (Common::List::iterator i = pList.begin(); i != pList.end(); ++i) { PROCESS *pTemp = *i; if (*i == &processList[idx]) { found = true; break; } } assert(found); } } #endif /** * Give all active processes a chance to run */ void Scheduler::schedule() { // start dispatching active process list PROCESS *pNext; PROCESS *pProc = active->pNext; while (pProc != NULL) { pNext = pProc->pNext; if (--pProc->sleepTime <= 0) { // process is ready for dispatch, activate it pCurrent = pProc; pProc->coroAddr(pProc->state, pProc->param); if (!pProc->state || pProc->state->_sleep <= 0) { // Coroutine finished pCurrent = pCurrent->pPrevious; killProcess(pProc); } else { pProc->sleepTime = pProc->state->_sleep; } // pCurrent may have been changed pNext = pCurrent->pNext; pCurrent = NULL; } pProc = pNext; } } /** * Reschedules all the processes to run again this query */ void Scheduler::rescheduleAll() { assert(pCurrent); // Unlink current process pCurrent->pPrevious->pNext = pCurrent->pNext; if (pCurrent->pNext) pCurrent->pNext->pPrevious = pCurrent->pPrevious; // Add process to the start of the active list pCurrent->pNext = active->pNext; active->pNext->pPrevious = pCurrent; active->pNext = pCurrent; pCurrent->pPrevious = active; } /** * If the specified process has already run on this tick, make it run * again on the current tick. */ void Scheduler::reschedule(PPROCESS pReSchedProc) { // If not currently processing the schedule list, then no action is needed if (!pCurrent) return; if (!pReSchedProc) pReSchedProc = pCurrent; PPROCESS pEnd; // Find the last process in the list. // But if the target process is down the list from here, do nothing for (pEnd = pCurrent; pEnd->pNext != NULL; pEnd = pEnd->pNext) { if (pEnd->pNext == pReSchedProc) return; } assert(pEnd->pNext == NULL); // Could be in the middle of a KillProc()! // Dying process was last and this process was penultimate if (pReSchedProc->pNext == NULL) return; // If we're moving the current process, move it back by one, so that the next // schedule() iteration moves to the now next one if (pCurrent == pReSchedProc) pCurrent = pCurrent->pPrevious; // Unlink the process, and add it at the end pReSchedProc->pPrevious->pNext = pReSchedProc->pNext; pReSchedProc->pNext->pPrevious = pReSchedProc->pPrevious; pEnd->pNext = pReSchedProc; pReSchedProc->pPrevious = pEnd; pReSchedProc->pNext = NULL; } /** * Moves the specified process to the end of the dispatch queue * allowing it to run again within the current game cycle. * @param pGiveProc Which process */ void Scheduler::giveWay(PPROCESS pReSchedProc) { // If not currently processing the schedule list, then no action is needed if (!pCurrent) return; if (!pReSchedProc) pReSchedProc = pCurrent; // If the process is already at the end of the queue, nothing has to be done if (!pReSchedProc->pNext) return; PPROCESS pEnd; // Find the last process in the list. for (pEnd = pCurrent; pEnd->pNext != NULL; pEnd = pEnd->pNext) ; assert(pEnd->pNext == NULL); // If we're moving the current process, move it back by one, so that the next // schedule() iteration moves to the now next one if (pCurrent == pReSchedProc) pCurrent = pCurrent->pPrevious; // Unlink the process, and add it at the end pReSchedProc->pPrevious->pNext = pReSchedProc->pNext; pReSchedProc->pNext->pPrevious = pReSchedProc->pPrevious; pEnd->pNext = pReSchedProc; pReSchedProc->pPrevious = pEnd; pReSchedProc->pNext = NULL; } /** * Creates a new process. * * @param pid process identifier * @param CORO_ADDR coroutine start address * @param pParam process specific info * @param sizeParam size of process specific info */ PROCESS *Scheduler::createProcess(int pid, CORO_ADDR coroAddr, const void *pParam, int sizeParam) { PROCESS *pProc; // get a free process pProc = pFreeProcesses; // trap no free process assert(pProc != NULL); // Out of processes #ifdef DEBUG // one more process in use if (++numProcs > maxProcs) maxProcs = numProcs; #endif // get link to next free process pFreeProcesses = pProc->pNext; if (pFreeProcesses) pFreeProcesses->pPrevious = NULL; if (pCurrent != NULL) { // place new process before the next active process pProc->pNext = pCurrent->pNext; if (pProc->pNext) pProc->pNext->pPrevious = pProc; // make this new process the next active process pCurrent->pNext = pProc; pProc->pPrevious = pCurrent; } else { // no active processes, place process at head of list pProc->pNext = active->pNext; pProc->pPrevious = active; if (pProc->pNext) pProc->pNext->pPrevious = pProc; active->pNext = pProc; } // set coroutine entry point pProc->coroAddr = coroAddr; // clear coroutine state pProc->state = 0; // wake process up as soon as possible pProc->sleepTime = 1; // set new process id pProc->pid = pid; // set new process specific info if (sizeParam) { assert(sizeParam > 0 && sizeParam <= PARAM_SIZE); // set new process specific info memcpy(pProc->param, pParam, sizeParam); } // return created process return pProc; } /** * Kills the specified process. * * @param pKillProc which process to kill */ void Scheduler::killProcess(PROCESS *pKillProc) { // make sure a valid process pointer assert(pKillProc >= processList && pKillProc <= processList + NUM_PROCESS - 1); // can not kill the current process using killProcess ! assert(pCurrent != pKillProc); #ifdef DEBUG // one less process in use --numProcs; assert(numProcs >= 0); #endif // Free process' resources if (pRCfunction != NULL) (pRCfunction)(pKillProc); delete pKillProc->state; // Take the process out of the active chain list pKillProc->pPrevious->pNext = pKillProc->pNext; if (pKillProc->pNext) pKillProc->pNext->pPrevious = pKillProc->pPrevious; // link first free process after pProc pKillProc->pNext = pFreeProcesses; if (pFreeProcesses) pKillProc->pNext->pPrevious = pKillProc; pKillProc->pPrevious = NULL; // make pKillProc the first free process pFreeProcesses = pKillProc; } /** * Returns a pointer to the currently running process. */ PROCESS *Scheduler::getCurrentProcess() { return pCurrent; } /** * Returns the process identifier of the specified process. * * @param pProc which process */ int Scheduler::getCurrentPID() const { PROCESS *pProc = pCurrent; // make sure a valid process pointer assert(pProc >= processList && pProc <= processList + NUM_PROCESS - 1); // return processes PID return pProc->pid; } /** * Kills any process matching the specified PID. The current * process cannot be killed. * * @param pidKill process identifier of process to kill * @param pidMask mask to apply to process identifiers before comparison * @return The number of processes killed is returned. */ int Scheduler::killMatchingProcess(int pidKill, int pidMask) { int numKilled = 0; PROCESS *pProc, *pPrev; // process list pointers for (pProc = active->pNext, pPrev = active; pProc != NULL; pPrev = pProc, pProc = pProc->pNext) { if ((pProc->pid & pidMask) == pidKill) { // found a matching process // dont kill the current process if (pProc != pCurrent) { // kill this process numKilled++; // Free the process' resources if (pRCfunction != NULL) (pRCfunction)(pProc); delete pProc->state; // make prev point to next to unlink pProc pPrev->pNext = pProc->pNext; if (pProc->pNext) pPrev->pNext->pPrevious = pPrev; // link first free process after pProc pProc->pNext = pFreeProcesses; pProc->pPrevious = NULL; pFreeProcesses->pPrevious = pProc; // make pProc the first free process pFreeProcesses = pProc; // set to a process on the active list pProc = pPrev; } } } #ifdef DEBUG // adjust process in use numProcs -= numKilled; assert(numProcs >= 0); #endif // return number of processes killed return numKilled; } /** * Set pointer to a function to be called by killProcess(). * * May be called by a resource allocator, the function supplied is * called by killProcess() to allow the resource allocator to free * resources allocated to the dying process. * * @param pFunc Function to be called by killProcess() */ void Scheduler::setResourceCallback(VFPTRPP pFunc) { pRCfunction = pFunc; } /**************************************************************************\ |*********** Stuff to do with scene and global processes ************| \**************************************************************************/ /** * The code for for restored scene processes. */ static void RestoredProcessProcess(CORO_PARAM, const void *param) { CORO_BEGIN_CONTEXT; INT_CONTEXT *pic; CORO_END_CONTEXT(_ctx); CORO_BEGIN_CODE(_ctx); // get the stuff copied to process when it was created _ctx->pic = *(const PINT_CONTEXT *)param; _ctx->pic = RestoreInterpretContext(_ctx->pic); AttachInterpret(_ctx->pic, g_scheduler->getCurrentProcess()); CORO_INVOKE_1(Interpret, _ctx->pic); CORO_END_CODE; } /** * Process Tinsel Process */ static void ProcessTinselProcess(CORO_PARAM, const void *param) { const PINT_CONTEXT *pPic = (const PINT_CONTEXT *)param; CORO_BEGIN_CONTEXT; CORO_END_CONTEXT(_ctx); CORO_BEGIN_CODE(_ctx); // get the stuff copied to process when it was created CORO_INVOKE_1(Interpret, *pPic); CORO_KILL_SELF(); CORO_END_CODE; } /**************************************************************************\ |***************** Stuff to do with scene processes *****************| \**************************************************************************/ /** * Called to restore a scene process. */ void RestoreSceneProcess(INT_CONTEXT *pic) { uint32 i; PROCESS_STRUC *pStruc; pStruc = (PROCESS_STRUC *)LockMem(hSceneProcess); for (i = 0; i < numSceneProcess; i++) { if (FROM_LE_32(pStruc[i].hProcessCode) == pic->hCode) { g_scheduler->createProcess(PID_PROCESS + i, RestoredProcessProcess, &pic, sizeof(pic)); break; } } assert(i < numSceneProcess); } /** * Run a scene process with the given event. */ void SceneProcessEvent(CORO_PARAM, uint32 procID, TINSEL_EVENT event, bool bWait, int myEscape, bool *result) { uint32 i; // Loop counter if (result) *result = false; CORO_BEGIN_CONTEXT; PROCESS_STRUC *pStruc; PPROCESS pProc; PINT_CONTEXT pic; CORO_END_CONTEXT(_ctx); CORO_BEGIN_CODE(_ctx); _ctx->pStruc = (PROCESS_STRUC *)LockMem(hSceneProcess); for (i = 0; i < numSceneProcess; i++) { if (FROM_LE_32(_ctx->pStruc[i].processId) == procID) { assert(_ctx->pStruc[i].hProcessCode); // Must have some code to run _ctx->pic = InitInterpretContext(GS_PROCESS, FROM_LE_32(_ctx->pStruc[i].hProcessCode), event, NOPOLY, // No polygon 0, // No actor NULL, // No object myEscape); if (_ctx->pic == NULL) return; _ctx->pProc = g_scheduler->createProcess(PID_PROCESS + i, ProcessTinselProcess, &_ctx->pic, sizeof(_ctx->pic)); AttachInterpret(_ctx->pic, _ctx->pProc); break; } } if (i == numSceneProcess) return; if (bWait) { CORO_INVOKE_2(WaitInterpret, _ctx->pProc, result); } CORO_END_CODE; } /** * Kill all instances of a scene process. */ void KillSceneProcess(uint32 procID) { uint32 i; // Loop counter PROCESS_STRUC *pStruc; pStruc = (PROCESS_STRUC *) LockMem(hSceneProcess); for (i = 0; i < numSceneProcess; i++) { if (FROM_LE_32(pStruc[i].processId) == procID) { g_scheduler->killMatchingProcess(PID_PROCESS + i, -1); break; } } } /** * Register the scene processes in a scene. */ void SceneProcesses(uint32 numProcess, SCNHANDLE hProcess) { numSceneProcess = numProcess; hSceneProcess = hProcess; } /**************************************************************************\ |***************** Stuff to do with global processes ****************| \**************************************************************************/ /** * Called to restore a global process. */ void RestoreGlobalProcess(INT_CONTEXT *pic) { uint32 i; // Loop counter for (i = 0; i < numGlobalProcess; i++) { if (pGlobalProcess[i].hProcessCode == pic->hCode) { g_scheduler->createProcess(PID_GPROCESS + i, RestoredProcessProcess, &pic, sizeof(pic)); break; } } assert(i < numGlobalProcess); } /** * Kill them all (restore game). */ void KillGlobalProcesses() { for (uint32 i = 0; i < numGlobalProcess; ++i) { g_scheduler->killMatchingProcess(PID_GPROCESS + i, -1); } } /** * Run a global process with the given event. */ bool GlobalProcessEvent(CORO_PARAM, uint32 procID, TINSEL_EVENT event, bool bWait, int myEscape) { CORO_BEGIN_CONTEXT; PINT_CONTEXT pic; PPROCESS pProc; CORO_END_CONTEXT(_ctx); bool result = false; CORO_BEGIN_CODE(_ctx); uint32 i; // Loop counter _ctx->pProc = NULL; for (i = 0; i < numGlobalProcess; ++i) { if (pGlobalProcess[i].processId == procID) { assert(pGlobalProcess[i].hProcessCode); // Must have some code to run _ctx->pic = InitInterpretContext(GS_GPROCESS, pGlobalProcess[i].hProcessCode, event, NOPOLY, // No polygon 0, // No actor NULL, // No object myEscape); if (_ctx->pic != NULL) { _ctx->pProc = g_scheduler->createProcess(PID_GPROCESS + i, ProcessTinselProcess, &_ctx->pic, sizeof(_ctx->pic)); AttachInterpret(_ctx->pic, _ctx->pProc); } break; } } if ((i == numGlobalProcess) || (_ctx->pic == NULL)) result = false; else if (bWait) CORO_INVOKE_ARGS_V(WaitInterpret, false, (CORO_SUBCTX, _ctx->pProc, &result)); CORO_END_CODE; return result; } /** * Kill all instances of a global process. */ void xKillGlobalProcess(uint32 procID) { uint32 i; // Loop counter for (i = 0; i < numGlobalProcess; ++i) { if (pGlobalProcess[i].processId == procID) { g_scheduler->killMatchingProcess(PID_GPROCESS + i, -1); break; } } } /** * Register the global processes list */ void GlobalProcesses(uint32 numProcess, byte *pProcess) { pGlobalProcess = new PROCESS_STRUC[numProcess]; numGlobalProcess = numProcess; byte *p = pProcess; for (uint i = 0; i < numProcess; ++i, p += 8) { pGlobalProcess[i].processId = READ_LE_UINT32(p); pGlobalProcess[i].hProcessCode = READ_LE_UINT32(p + 4); } } /** * Frees the global processes list */ void FreeGlobalProcesses() { delete[] pGlobalProcess; numGlobalProcess = 0; } } // End of namespace Tinsel