* Remove CellLock class and all cell-level thread locking.

** It was wasting CPU power as cell-level locking is not needed.
** Our multithreading is on map-level, not cell-level.
** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
** Some minor cleanup in Cell::Visit/Map::Visit.

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2010-01-23 22:24:41 +01:00
parent fe07518baf
commit 9f00ca3eb8
24 changed files with 110 additions and 212 deletions
+24 -31
View File
@@ -37,18 +37,17 @@ inline Cell::Cell(CellPair const& p)
data.Part.reserved = 0;
}
template<class LOCK_TYPE,class T, class CONTAINER>
template<class T, class CONTAINER>
inline void
Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
{
const CellPair &standing_cell = l.i_cellPair;
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
uint16 district = (District)this->data.Part.reserved;
if(district == CENTER_DISTRICT)
{
m.Visit(l, visitor);
m.Visit(*this, visitor);
return;
}
@@ -125,9 +124,8 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
{
CellPair cell_pair(x,y);
Cell r_zone(cell_pair);
r_zone.data.Part.nocreate = l->data.Part.nocreate;
CellLock<LOCK_TYPE> lock(r_zone, cell_pair);
m.Visit(lock, visitor);
r_zone.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone, visitor);
}
}
}
@@ -171,11 +169,10 @@ inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
return CellArea(right, left, upper, lower);
}
template<class LOCK_TYPE, class T, class CONTAINER>
template<class T, class CONTAINER>
inline void
Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
{
const CellPair &standing_cell = l.i_cellPair;
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
@@ -184,7 +181,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
//maybe it is better to just return when radius <= 0.0f?
if (radius <= 0.0f)
{
m.Visit(l, visitor);
m.Visit(*this, visitor);
return;
}
//lets limit the upper value for search radius
@@ -196,7 +193,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
//if radius fits inside standing cell
if (!area)
{
m.Visit(l, visitor);
m.Visit(*this, visitor);
return;
}
@@ -210,13 +207,13 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
//there are nothing to optimize because SIZE_OF_GRID_CELL is too big...
if (((end_cell.x_coord - begin_cell.x_coord) > 4) && ((end_cell.y_coord - begin_cell.y_coord) > 4))
{
VisitCircle(l, visitor, m, begin_cell, end_cell);
VisitCircle(visitor, m, begin_cell, end_cell);
return;
}
//ALWAYS visit standing cell first!!! Since we deal with small radiuses
//it is very essential to call visitor for standing cell firstly...
m.Visit(l, visitor);
m.Visit(*this, visitor);
// loop the cell range
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
@@ -228,26 +225,25 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
if(cell_pair != standing_cell)
{
Cell r_zone(cell_pair);
r_zone.data.Part.nocreate = l->data.Part.nocreate;
CellLock<LOCK_TYPE> lock(r_zone, cell_pair);
m.Visit(lock, visitor);
r_zone.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone, visitor);
}
}
}
}
template<class LOCK_TYPE, class T, class CONTAINER>
template<class T, class CONTAINER>
inline void
Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
Cell::Visit(const CellPair& l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
{
//we should increase search radius by object's radius, otherwise
//we could have problems with huge creatures, which won't attack nearest players etc
Cell::Visit(l, visitor, m, radius + obj.GetObjectSize(), obj.GetPositionX(), obj.GetPositionY());
Visit(l, visitor, m, radius + obj.GetObjectSize(), obj.GetPositionX(), obj.GetPositionY());
}
template<class LOCK_TYPE, class T, class CONTAINER>
template<class T, class CONTAINER>
inline void
Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellPair& begin_cell, const CellPair& end_cell) const
Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellPair& begin_cell, const CellPair& end_cell) const
{
//here is an algorithm for 'filling' circum-squared octagon
uint32 x_shift = (uint32)ceilf((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f);
@@ -262,9 +258,8 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
{
CellPair cell_pair(x,y);
Cell r_zone(cell_pair);
r_zone.data.Part.nocreate = l->data.Part.nocreate;
CellLock<LOCK_TYPE> lock(r_zone, cell_pair);
m.Visit(lock, visitor);
r_zone.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone, visitor);
}
}
@@ -287,16 +282,14 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
//e.g. filling 2 trapezoids after filling central cell strip...
CellPair cell_pair_left(x_start - step, y);
Cell r_zone_left(cell_pair_left);
r_zone_left.data.Part.nocreate = l->data.Part.nocreate;
CellLock<LOCK_TYPE> lock_left(r_zone_left, cell_pair_left);
m.Visit(lock_left, visitor);
r_zone_left.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone_left, visitor);
//right trapezoid cell visit
CellPair cell_pair_right(x_end + step, y);
Cell r_zone_right(cell_pair_right);
r_zone_right.data.Part.nocreate = l->data.Part.nocreate;
CellLock<LOCK_TYPE> lock_right(r_zone_right, cell_pair_right);
m.Visit(lock_right, visitor);
r_zone_right.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone_right, visitor);
}
}
}