From 866f9475fbe383fafe792a42408495e9289068e2 Mon Sep 17 00:00:00 2001 From: Eric Froemling Date: Mon, 12 Sep 2022 10:09:31 -0700 Subject: [PATCH] more c++ bootstrap refactoring --- .efrocachemap | 1194 ++++++++--------- assets/src/ba_data/python/ba/_bootstrap.py | 2 +- src/ballistica/ballistica.cc | 42 +- src/ballistica/core/thread.cc | 8 +- src/ballistica/core/thread.h | 4 +- src/ballistica/dynamics/bg/bg_dynamics.cc | 8 +- src/ballistica/dynamics/bg/bg_dynamics.h | 3 +- .../dynamics/bg/bg_dynamics_server.cc | 11 +- .../dynamics/bg/bg_dynamics_server.h | 2 +- src/ballistica/dynamics/collision_cache.cc | 18 +- src/ballistica/dynamics/collision_cache.h | 2 +- src/ballistica/game/game.cc | 38 +- src/ballistica/game/game.h | 4 +- src/ballistica/input/std_input_module.cc | 2 +- src/ballistica/internal/app_internal.h | 2 +- src/ballistica/networking/network_writer.cc | 9 +- src/ballistica/networking/network_writer.h | 2 +- src/ballistica/platform/platform.cc | 9 - 18 files changed, 676 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b/assets/src/ba_data/python/ba/_bootstrap.py index f11dce98..b6369b76 100644 --- a/assets/src/ba_data/python/ba/_bootstrap.py +++ b/assets/src/ba_data/python/ba/_bootstrap.py @@ -38,7 +38,7 @@ def bootstrap() -> None: # Give a soft warning if we're being used with a different binary # version than we expect. - expected_build = 20821 + expected_build = 20822 running_build: int = env['build_number'] if running_build != expected_build: print( diff --git a/src/ballistica/ballistica.cc b/src/ballistica/ballistica.cc index 3a7053c9..fc4f5ad1 100644 --- a/src/ballistica/ballistica.cc +++ b/src/ballistica/ballistica.cc @@ -14,6 +14,7 @@ #include "ballistica/core/fatal_error.h" #include "ballistica/core/logging.h" #include "ballistica/core/thread.h" +#include "ballistica/dynamics/bg/bg_dynamics.h" #include "ballistica/dynamics/bg/bg_dynamics_server.h" #include "ballistica/game/v1_account.h" #include "ballistica/graphics/graphics_server.h" @@ -30,7 +31,7 @@ namespace ballistica { // These are set automatically via script; don't modify them here. -const int kAppBuildNumber = 20821; +const int kAppBuildNumber = 20822; const char* kAppVersion = "1.7.7"; // Our standalone globals. @@ -55,8 +56,8 @@ Input* g_input{}; Thread* g_main_thread{}; Assets* g_assets{}; AssetsServer* g_assets_server{}; -NetworkReader* g_network_reader{}; Networking* g_networking{}; +NetworkReader* g_network_reader{}; NetworkWriter* g_network_writer{}; Platform* g_platform{}; Python* g_python{}; @@ -99,16 +100,15 @@ auto BallisticaMain(int argc, char** argv) -> int { g_app = new App(argc, argv); g_platform = Platform::Create(); - // Bootstrap our Python environment as early as we can (depends on - // g_platform for locating OS-specific paths). - g_python = new Python(); - // Create a Thread wrapper around the current (main) thread. g_main_thread = new Thread(ThreadIdentifier::kMain, ThreadType::kMain); Thread::UpdateMainThreadID(); - // Spin up our specific app and graphics variations - // (VR, headless, regular, etc.) + // Bootstrap our Python environment as early as we can (depends on + // g_platform for locating OS-specific paths). + g_python = new Python(); + + // Spin up our specific app and graphics variations (VR, headless, etc.) g_app_flavor = g_platform->CreateAppFlavor(); g_graphics = g_platform->CreateGraphics(); @@ -125,25 +125,21 @@ auto BallisticaMain(int argc, char** argv) -> int { g_assets_server = new AssetsServer(); g_ui = Object::NewUnmanaged(); g_networking = new Networking(); + g_network_writer = new NetworkWriter(); g_input = new Input(); - g_app_internal = GetAppInternal(); + g_app_internal = CreateAppInternal(); + g_game = new Game(); Scene::Init(); + if (!HeadlessMode()) { + g_bg_dynamics = new BGDynamics(); + g_bg_dynamics_server = new BGDynamicsServer(); + } - // Spin up our other standard threads. - auto* logic_thread{new Thread(ThreadIdentifier::kLogic)}; - g_app->pausable_threads.push_back(logic_thread); - auto* network_write_thread{new Thread(ThreadIdentifier::kNetworkWrite)}; - g_app->pausable_threads.push_back(network_write_thread); + // FIXME - move this later but need to init Python earlier then. + g_game->Start(); - // Spin up our subsystems in those threads. - logic_thread->PushCallSynchronous( - [logic_thread] { new Game(logic_thread); }); - network_write_thread->PushCallSynchronous( - [network_write_thread] { new NetworkWriter(network_write_thread); }); - - // Now let the platform spin up any other threads/modules it uses. - // (bg-dynamics in non-headless builds, stdin/stdout where applicable, - // etc.) + // NOTE TO SELF: this starts reading stdin and py-init hangs if we do + // it after here. g_platform->CreateAuxiliaryModules(); // Ok at this point we can be considered up-and-running. diff --git a/src/ballistica/core/thread.cc b/src/ballistica/core/thread.cc index fe7e1650..1b277acc 100644 --- a/src/ballistica/core/thread.cc +++ b/src/ballistica/core/thread.cc @@ -84,7 +84,7 @@ void Thread::WaitForNextEvent(bool single_cycle) { } // While we're waiting, allow other python threads to run. - if (holds_python_gil_) { + if (acquires_python_gil_) { g_python->ReleaseGIL(); } @@ -117,7 +117,7 @@ void Thread::WaitForNextEvent(bool single_cycle) { } } - if (holds_python_gil_) { + if (acquires_python_gil_) { g_python->AcquireGIL(); } } @@ -357,8 +357,8 @@ auto Thread::ThreadMain() -> int { } } -void Thread::SetHoldsPythonGIL() { - holds_python_gil_ = true; +void Thread::SetAcquiresPythonGIL() { + acquires_python_gil_ = true; g_python->AcquireGIL(); } diff --git a/src/ballistica/core/thread.h b/src/ballistica/core/thread.h index 63cfe5f3..c994997c 100644 --- a/src/ballistica/core/thread.h +++ b/src/ballistica/core/thread.h @@ -44,7 +44,7 @@ class Thread { // Used to quit the main thread. void Quit(); - void SetHoldsPythonGIL(); + void SetAcquiresPythonGIL(); void SetPaused(bool paused); auto thread_id() const -> std::thread::id { return thread_id_; } @@ -137,7 +137,7 @@ class Thread { std::thread::id thread_id_{}; ThreadIdentifier identifier_{ThreadIdentifier::kInvalid}; millisecs_t last_complaint_time_{}; - bool holds_python_gil_{}; + bool acquires_python_gil_{}; // FIXME: Should generalize this to some sort of PlatformThreadData class. #if BA_XCODE_BUILD diff --git a/src/ballistica/dynamics/bg/bg_dynamics.cc b/src/ballistica/dynamics/bg/bg_dynamics.cc index 7f6aad21..6a3565f3 100644 --- a/src/ballistica/dynamics/bg/bg_dynamics.cc +++ b/src/ballistica/dynamics/bg/bg_dynamics.cc @@ -14,15 +14,9 @@ namespace ballistica { -void BGDynamics::Init() { - // Just init our singleton. - new BGDynamics(); -} - BGDynamics::BGDynamics() { - assert(InLogicThread()); + // We're a singleton; make sure we don't already exist. assert(g_bg_dynamics == nullptr); - g_bg_dynamics = this; } void BGDynamics::AddTerrain(CollideModelData* o) { diff --git a/src/ballistica/dynamics/bg/bg_dynamics.h b/src/ballistica/dynamics/bg/bg_dynamics.h index 1115f547..934811ad 100644 --- a/src/ballistica/dynamics/bg/bg_dynamics.h +++ b/src/ballistica/dynamics/bg/bg_dynamics.h @@ -48,7 +48,7 @@ class BGDynamicsEmission { // client (game thread) functionality for bg dynamics class BGDynamics { public: - static void Init(); + BGDynamics(); void Emit(const BGDynamicsEmission& def); void Step(const Vector3f& cam_pos); @@ -68,7 +68,6 @@ class BGDynamics { void SetDrawSnapshot(BGDynamicsDrawSnapshot* s); private: - BGDynamics(); void DrawChunks(FrameDef* frame_def, std::vector* instances, BGDynamicsChunkType chunk_type); Object::Ref lights_mesh_; diff --git a/src/ballistica/dynamics/bg/bg_dynamics_server.cc b/src/ballistica/dynamics/bg/bg_dynamics_server.cc index 6c959e77..1da1bf9b 100644 --- a/src/ballistica/dynamics/bg/bg_dynamics_server.cc +++ b/src/ballistica/dynamics/bg/bg_dynamics_server.cc @@ -660,12 +660,15 @@ void BGDynamicsServer::ParticleSet::UpdateAndCreateSnapshot( current_set = !current_set; } -BGDynamicsServer::BGDynamicsServer(Thread* thread) - : thread_(thread), - height_cache_(new BGDynamicsHeightCache()), +BGDynamicsServer::BGDynamicsServer() + : height_cache_(new BGDynamicsHeightCache()), collision_cache_(new CollisionCache) { + // We're a singleton; make sure we don't already exist. BA_PRECONDITION(g_bg_dynamics_server == nullptr); - g_bg_dynamics_server = this; + + // Spin up our thread. + thread_ = new Thread(ThreadIdentifier::kBGDynamics); + g_app->pausable_threads.push_back(thread_); // NOLINTNEXTLINE(cppcoreguidelines-prefer-member-initializer) ode_world_ = dWorldCreate(); diff --git a/src/ballistica/dynamics/bg/bg_dynamics_server.h b/src/ballistica/dynamics/bg/bg_dynamics_server.h index 90a229f5..691aeba8 100644 --- a/src/ballistica/dynamics/bg/bg_dynamics_server.h +++ b/src/ballistica/dynamics/bg/bg_dynamics_server.h @@ -80,7 +80,7 @@ class BGDynamicsServer { std::vector > fuse_step_data_; }; - explicit BGDynamicsServer(Thread* thread); + BGDynamicsServer(); auto time() const -> uint32_t { return time_; } auto graphics_quality() const -> GraphicsQuality { return graphics_quality_; } diff --git a/src/ballistica/dynamics/collision_cache.cc b/src/ballistica/dynamics/collision_cache.cc index 5c9a6ead..8568d0f6 100644 --- a/src/ballistica/dynamics/collision_cache.cc +++ b/src/ballistica/dynamics/collision_cache.cc @@ -17,12 +17,12 @@ CollisionCache::~CollisionCache() { dGeomDestroy(test_box_); } -void CollisionCache::SetGeoms(const std::vector& geoms) { +auto CollisionCache::SetGeoms(const std::vector& geoms) -> void { dirty_ = true; geoms_ = geoms; } -void CollisionCache::Draw(FrameDef* frame_def) { +auto CollisionCache::Draw(FrameDef* frame_def) -> void { if (cells_.empty()) { return; } @@ -124,7 +124,7 @@ void CollisionCache::Draw(FrameDef* frame_def) { } } -void CollisionCache::Precalc() { +auto CollisionCache::Precalc() -> void { Update(); if (precalc_index_ >= cells_.size()) { @@ -138,8 +138,8 @@ void CollisionCache::Precalc() { TestCell(precalc_index_++, x, z); } -void CollisionCache::CollideAgainstGeom(dGeomID g1, void* data, - dNearCallback* callback) { +auto CollisionCache::CollideAgainstGeom(dGeomID g1, void* data, + dNearCallback* callback) -> void { // Update bounds, test for quick out against our height map, // and proceed to a full test on a positive result. g1->recomputeAABB(); @@ -204,7 +204,7 @@ void CollisionCache::CollideAgainstGeom(dGeomID g1, void* data, } } -void CollisionCache::TestCell(size_t cell_index, int x, int z) { +auto CollisionCache::TestCell(size_t cell_index, int x, int z) -> void { int t_count = static_cast(geoms_.size()); float top = cells_[cell_index].height_confirmed_empty_; @@ -252,8 +252,8 @@ void CollisionCache::TestCell(size_t cell_index, int x, int z) { } } -void CollisionCache::CollideAgainstSpace(dSpaceID space, void* data, - dNearCallback* callback) { +auto CollisionCache::CollideAgainstSpace(dSpaceID space, void* data, + dNearCallback* callback) -> void { // We handle our own testing against trimeshes, so we can bring our fancy // caching into play. if (!geoms_.empty()) { @@ -264,7 +264,7 @@ void CollisionCache::CollideAgainstSpace(dSpaceID space, void* data, } } -void CollisionCache::Update() { +auto CollisionCache::Update() -> void { if (!dirty_) { return; } diff --git a/src/ballistica/dynamics/collision_cache.h b/src/ballistica/dynamics/collision_cache.h index 471f7c9a..ea8e02c7 100644 --- a/src/ballistica/dynamics/collision_cache.h +++ b/src/ballistica/dynamics/collision_cache.h @@ -27,7 +27,7 @@ class CollisionCache { // Call this periodically (once per cycle or so) to slowly fill in // the cache so there's less to do during spurts of activity; - void Precalc(); + auto Precalc() -> void; private: auto TestCell(size_t cell_index, int x, int z) -> void; diff --git a/src/ballistica/game/game.cc b/src/ballistica/game/game.cc index db06dd04..4c458e95 100644 --- a/src/ballistica/game/game.cc +++ b/src/ballistica/game/game.cc @@ -64,29 +64,33 @@ const int kMaxChatMessages = 40; // Go with 5 minute ban. const int kKickBanSeconds = 5 * 60; -Game::Game(Thread* thread) - : thread_(thread), - game_roster_(cJSON_CreateArray()), +Game::Game() + : game_roster_(cJSON_CreateArray()), realtimers_(new TimerList()), connections_(std::make_unique()) { + // We're a singleton; make sure we don't already exist. assert(g_game == nullptr); - g_game = this; + InitSpecialChars(); + + // Spin up our thread. + thread_ = new Thread(ThreadIdentifier::kLogic); + g_app->pausable_threads.push_back(thread_); + // Our thread should hold the Python GIL by default. + // TODO(ericf): It could be better to have each individual Python call + // we make acquire the GIL. Then we're not holding it during long + // bits of C++ logic. + thread_->SetAcquiresPythonGIL(); +} +auto Game::Start() -> void { + thread_->PushCallSynchronous([this] { StartInThread(); }); +} + +auto Game::StartInThread() -> void { try { - // Our thread should hold the Python GIL by default. - // TODO(ericf): It could be better to have each individual Python call - // we make acquire the GIL. Then we're not holding it during long - // bits of C++ logic. - thread->SetHoldsPythonGIL(); - - if (!HeadlessMode()) { - BGDynamics::Init(); - } - - InitSpecialChars(); - // We want to be informed when our thread is pausing. - thread->AddPauseCallback(NewLambdaRunnableRaw([this] { OnThreadPause(); })); + thread()->AddPauseCallback( + NewLambdaRunnableRaw([this] { OnThreadPause(); })); g_ui->LogicThreadInit(); diff --git a/src/ballistica/game/game.h b/src/ballistica/game/game.h index 5c9e8a87..9112158a 100644 --- a/src/ballistica/game/game.h +++ b/src/ballistica/game/game.h @@ -24,7 +24,8 @@ const int kMaxPartyNameCombinedSize = 25; /// rendering, etc. class Game { public: - explicit Game(Thread* thread); + Game(); + auto Start() -> void; auto LaunchHostSession(PyObject* session_type_obj, BenchmarkType benchmark_type = BenchmarkType::kNone) @@ -244,6 +245,7 @@ class Game { auto thread() const -> Thread* { return thread_; } private: + auto StartInThread() -> void; auto HandleQuitOnIdle() -> void; auto InitSpecialChars() -> void; auto Draw() -> void; diff --git a/src/ballistica/input/std_input_module.cc b/src/ballistica/input/std_input_module.cc index 8f662be0..5b50f78d 100644 --- a/src/ballistica/input/std_input_module.cc +++ b/src/ballistica/input/std_input_module.cc @@ -24,7 +24,7 @@ void StdInputModule::PushBeginReadCall() { while (true) { // Print a prompt if we're a tty. - // We send this to the game thread so it happens AFTER the + // We send this to the logic thread so it happens AFTER the // results of the last script-command message we may have just sent. if (stdin_is_terminal) { g_game->thread()->PushCall([] { diff --git a/src/ballistica/internal/app_internal.h b/src/ballistica/internal/app_internal.h index e1cf5d08..3c26ee9b 100644 --- a/src/ballistica/internal/app_internal.h +++ b/src/ballistica/internal/app_internal.h @@ -10,7 +10,7 @@ namespace ballistica { -auto GetAppInternal() -> AppInternal*; +auto CreateAppInternal() -> AppInternal*; class AppInternal { public: diff --git a/src/ballistica/networking/network_writer.cc b/src/ballistica/networking/network_writer.cc index b2473812..3177f2e7 100644 --- a/src/ballistica/networking/network_writer.cc +++ b/src/ballistica/networking/network_writer.cc @@ -8,10 +8,13 @@ namespace ballistica { -NetworkWriter::NetworkWriter(Thread* thread) : thread_(thread) { - // we're a singleton +NetworkWriter::NetworkWriter() { + // We're a singleton; make sure we don't already exist. assert(g_network_writer == nullptr); - g_network_writer = this; + + // Spin up our thread. + thread_ = new Thread(ThreadIdentifier::kNetworkWrite); + g_app->pausable_threads.push_back(thread_); } void NetworkWriter::PushSendToCall(const std::vector& msg, diff --git a/src/ballistica/networking/network_writer.h b/src/ballistica/networking/network_writer.h index e88b2ac1..a67c336b 100644 --- a/src/ballistica/networking/network_writer.h +++ b/src/ballistica/networking/network_writer.h @@ -12,8 +12,8 @@ namespace ballistica { // A subsystem handling outbound network traffic. class NetworkWriter { public: + NetworkWriter(); void PushSendToCall(const std::vector& msg, const SockAddr& addr); - explicit NetworkWriter(Thread* thread); auto thread() const -> Thread* { return thread_; } private: diff --git a/src/ballistica/platform/platform.cc b/src/ballistica/platform/platform.cc index 6af72aa1..55fb4df3 100644 --- a/src/ballistica/platform/platform.cc +++ b/src/ballistica/platform/platform.cc @@ -701,15 +701,6 @@ auto Platform::GetKeyName(int keycode) -> std::string { } void Platform::CreateAuxiliaryModules() { -#if !BA_HEADLESS_BUILD - auto* bg_dynamics_thread = new Thread(ThreadIdentifier::kBGDynamics); - g_app->pausable_threads.push_back(bg_dynamics_thread); -#endif -#if !BA_HEADLESS_BUILD - bg_dynamics_thread->PushCallSynchronous( - [bg_dynamics_thread] { new BGDynamicsServer(bg_dynamics_thread); }); -#endif - if (g_buildconfig.use_stdin_thread()) { // Start listening for stdin commands (on platforms where that makes sense). // Note: this thread blocks indefinitely for input so we don't add it to the