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//! Managing the async script.
//!
//! TODO
//!
use {
super::{
swap::Swap,
globals::EngineGlobals,
},
crate::{
scene::{
Scene,
game_object::GameObject,
},
registration::{
relation::{
Parent,
ParentWrapper
},
id::ID,
}
},
std::{
future::Future,
sync::mpsc::{
Receiver,
SyncSender
},
collections::HashMap,
sync::{
Arc,
Mutex,
RwLock
},
task::{
Context,
Poll
}
},
futures::{
future::{
BoxFuture,
FutureExt
},
task::{
waker_ref,
ArcWake
},
},
rayon::slice::ParallelSliceMut,
};
pub struct Executor {
pub ready: Vec<Arc<RwLock<Box<dyn GameObject>>>>,
pub queue: Receiver<Arc<Task>>,
}
#[derive(Clone)]
pub struct Spawner {
pub engine_globals: EngineGlobals, // distributed to all frames
pub task_sender: SyncSender<Arc<Task>>,
}
pub struct Task{
future: Mutex<Option<BoxFuture<'static, Swap>>>,
task_sender: SyncSender<Arc<Task>>,
}
impl Spawner {
pub fn spawn(&self, future: impl Future<Output = Swap> + 'static + Send) {
let future = future.boxed();
let task = Arc::new(Task {
future: Mutex::new(Some(future)),
task_sender: self.task_sender.clone(),
});
self.task_sender.send(task).expect("too many tasks queued");
}
}
impl ArcWake for Task {
fn wake_by_ref(arc_self: &Arc<Self>) {
let cloned = arc_self.clone();
arc_self
.task_sender
.send(cloned)
.expect("too many tasks queued");
}
}
impl Executor {
pub fn run(&self, scene: Arc<RwLock<Scene>>) {
let mut swaps = Vec::new();
while let Ok(task) = self.queue.recv() {
let mut future_slot = task.future.lock().unwrap();
if let Some(mut future) = future_slot.take() {
let waker = waker_ref(&task);
let context = &mut Context::from_waker(&*waker);
match future.as_mut().poll(context) {
Poll::Pending => { *future_slot = Some(future); },
Poll::Ready(swap_status) => {
match swap_status {
Swap::None => {},
_ => { swaps.push(swap_status); }
}
},
}
}
}
if !swaps.is_empty() {
Self::sort(&mut swaps, scene.clone());
swaps.into_iter().for_each( |swap| {
match swap {
// By swapping out the physical pointers rather than the interior it makes it possible to store a pointer to swap back in later
Swap::SwapParent(id, replacement) => { //
let mut found = false;
let mut queue = scene.read().unwrap().get_children().clone();
while let (Some(old), false) = (queue.pop(), found) {
let read = old.read().unwrap(); // will not actually be changing the target object
queue.append(&mut read.get_children());
if read.get_id() == id {
let children = read.get_children();
let parent = read.get_parent();
// direct children to the replacement
children.into_iter().for_each(|child| {
// set child object's parent object to be the new object
unsafe { child.write().unwrap().set_parent(ParentWrapper::GameObject(replacement.clone()))};
// set replacement's child objects to be the new object
replacement.write().unwrap().add_child(child);
});
// direct parent to the replacement
match parent.clone() { // shadowing
ParentWrapper::GameObject(parent) => unsafe {
parent.write().unwrap().replace_child(old.clone(), replacement.clone()).unwrap();
},
ParentWrapper::Scene(p) => unsafe {
p.write().unwrap().replace_child(old.clone(), replacement.clone()).unwrap();
}
}
unsafe { replacement.write().unwrap().set_parent(parent); }
found = true;
}
}
// Check Camera
let mut scene_rw = scene.write().unwrap();
if let Some(old_camera) = scene_rw.main_camera.clone() {
let old_camera_read = old_camera.read().unwrap();
if id == old_camera_read.get_id() {
// Note that swapping a main camera parent does not make sense unless the main camera is part of the game_object tree since those objects would not be drawn.
// If your intent is to toggle this group the objects and toggle their visibility attribute instead.
assert!(found);
// // direct children to the replacement
// let children = old_camera_read.get_children();
// let parent = old_camera_read.get_parent();
// let as_gameobject = old_camera_read.cast_gameobject_arc_rwlock(old_camera.clone());
// children.into_iter().for_each(|child| {
// // set child object's parent object to be the new object
// unsafe { child.write().unwrap().set_parent(ParentWrapper::GameObject(replacement.clone())) };
// // set replacement's child objects to be the new object
// replacement.write().unwrap().add_child(child);
// });
// // direct parent to the replacement
// match parent.clone() {
// ParentWrapper::GameObject(p) => unsafe {
// p.write().unwrap().replace_child(as_gameobject.clone(), replacement.clone()).unwrap();
// },
// ParentWrapper::Scene(_) => unsafe {
// scene_rw.replace_child(as_gameobject, replacement.clone()).unwrap();
// },
// }
// unsafe { replacement.write().unwrap().set_parent(parent); }
// replace the old camera with the replacement in the main_camera slot
scene_rw.main_camera = Some(replacement.clone().read().unwrap().cast_camera_arc_rwlock(replacement.clone()).unwrap());
found = true;
}
}
if !found {
panic!("could not find the ID.");
}
},
// cutting is fine here
Swap::SwapFull(id, replacement) => {
let mut found = false;
let mut queue = scene.read().unwrap().get_children().clone();
while let (Some(old), false) = (queue.pop(), found) {
let read = old.read().unwrap(); // will not actually be changing the target object
queue.append(&mut read.get_children());
if read.get_id() == id {
let parent = read.get_parent();
// direct parent to the replacement
match parent.clone() { // shadowing
ParentWrapper::GameObject(parent) => unsafe {
parent.write().unwrap().replace_child(old.clone(), replacement.clone()).unwrap();
},
ParentWrapper::Scene(p) => unsafe {
p.write().unwrap().replace_child(old.clone(), replacement.clone()).unwrap();
}
}
unsafe { replacement.write().unwrap().set_parent(parent); }
found = true;
}
}
// Check Camera
let mut scene_rw = scene.write().unwrap();
if let Some(old_camera) = scene_rw.main_camera.clone() {
let old_camera_read = old_camera.read().unwrap();
if id == old_camera_read.get_id() {
let parent = old_camera_read.get_parent();
// Not needed because It is done in above loop based on children of parents
// let as_gameobject = old_camera_read.cast_gameobject_arc_rwlock(old_camera.clone());
// match parent.clone() {
// ParentWrapper::GameObject(p) => unsafe {
// p.write().unwrap().replace_child(as_gameobject.clone(), replacement.clone()).unwrap();
// },
// ParentWrapper::Scene(_) => unsafe {
// scene_rw.replace_child(as_gameobject.clone(), replacement.clone()).unwrap();
// },
// }
// needed in the case that someone does not wish to have scripts on a main camera with scene parent and thus does not
// tell parent that camera is its child.
unsafe { replacement.write().unwrap().set_parent(parent); }
scene_rw.main_camera = Some(replacement.clone().read().unwrap().cast_camera_arc_rwlock(replacement.clone()).unwrap());
found = true;
}
}
if !found {
panic!("could not find the ID.");
}
},
Swap::Delete(id) => {
let mut found = false;
let mut queue = scene.read().unwrap().get_children().clone();
while let Some(old) = queue.pop() {
let read = old.read().unwrap(); // will not actually be changing the target object
queue.append(&mut read.get_children());
if read.get_id() == id {
let parent = read.get_parent();
// direct parent to the replacement
match parent.clone() { // shadowing
ParentWrapper::GameObject(p) => unsafe {
p.write().unwrap().remove_child(old.clone()).unwrap();
},
ParentWrapper::Scene(p) => unsafe {
p.write().unwrap().remove_child(old.clone()).unwrap();
}
}
found = true;
}
}
// Check Camera
if let Some(camera) = scene.read().unwrap().main_camera.clone() {
if id == camera.read().expect("camera in use").get_id() {
panic!("You can not delete the main camera. It can only be replaced.");
}
}
if !found {
panic!("could not find the ID.");
}
},
_ => { panic!("not possible"); }
}
});
}
}
#[inline(always)]
fn order_id(game_object: Arc<RwLock<dyn GameObject>>, n: &mut usize) -> Vec<(ID, usize)>{
let read_lock = game_object.read().unwrap();
let mut result: Vec<(ID, usize)> = vec![(read_lock.get_id(), *n)];
read_lock.get_children().into_iter().for_each(|child| {
*n -= 1;
result.append(&mut Self::order_id(child, n));
});
result
}
fn sort(swaps: &mut Vec<Swap>, scene: Arc<RwLock<Scene>>) {
let read_lock = scene.read().unwrap();
// sort by parent, children... , parent2, children2...
let mut order: Vec<(ID, usize)> = Vec::new();
// reverse to get ...children2, parent2, ...children, parent
let mut n = usize::MAX;
read_lock.get_children().into_iter().for_each(|child| {
order.append(&mut Self::order_id(child, &mut n));
});
let hash_map: HashMap<ID, usize> = order.into_iter().collect();
swaps.par_sort_unstable_by_key(|swap| hash_map.get(swap.get_id().unwrap()));
}
}