Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "bsplightingthread.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// --------------------------------------------------------------------------- //
// Global functions.
// --------------------------------------------------------------------------- //
IBSPLightingThread* CreateBSPLightingThread( IVRadDLL *pDLL )
{
CBSPLightingThread *pRet = new CBSPLightingThread;
if( pRet->Init( pDLL ) )
{
return pRet;
}
else
{
delete pRet;
return 0;
}
}
DWORD WINAPI ThreadMainLoop_Static( LPVOID lpParameter )
{
return ((CBSPLightingThread*)lpParameter)->ThreadMainLoop();
}
// --------------------------------------------------------------------------- //
// Static helpers.
// --------------------------------------------------------------------------- //
class CCSLock
{
public:
CCSLock( CRITICAL_SECTION *pCS )
{
EnterCriticalSection( pCS );
m_pCS = pCS;
}
~CCSLock()
{
LeaveCriticalSection( m_pCS );
}
CRITICAL_SECTION *m_pCS;
};
// --------------------------------------------------------------------------- //
//
// --------------------------------------------------------------------------- //
CBSPLightingThread::CBSPLightingThread()
{
InitializeCriticalSection( &m_CS );
m_hThread = 0;
m_ThreadID = 0;
m_ThreadCmd = THREADCMD_NONE;
m_ThreadState = STATE_IDLE;
}
CBSPLightingThread::~CBSPLightingThread()
{
if( m_hThread )
{
// Stop the current lighting process if one is going on.
Interrupt();
// Tell the thread to exit.
SetThreadCmd( THREADCMD_EXIT );
// Wait for the thread to exit.
WaitForSingleObject( m_hThread, INFINITE );
// Now we can close the thread handle.
CloseHandle( m_hThread );
m_hThread = NULL;
}
DeleteCriticalSection( &m_CS );
}
void CBSPLightingThread::Release()
{
delete this;
}
void CBSPLightingThread::StartLighting( char const *pVMFFileWithEntities )
{
// First, kill any lighting going on.
Interrupt();
// Store the VMF file data for the thread.
int len = strlen( pVMFFileWithEntities ) + 1;
m_VMFFileWithEntities.CopyArray( pVMFFileWithEntities, len );
// Tell the thread to start lighting.
SetThreadState( STATE_LIGHTING );
SetThreadCmd( THREADCMD_LIGHT );
}
int CBSPLightingThread::GetCurrentState()
{
return GetThreadState();
}
void CBSPLightingThread::Interrupt()
{
if( GetThreadState() == STATE_LIGHTING )
{
m_pVRadDLL->Interrupt();
while( GetThreadState() == STATE_LIGHTING )
Sleep( 10 );
}
}
float CBSPLightingThread::GetPercentComplete()
{
return m_pVRadDLL->GetPercentComplete();
}
bool CBSPLightingThread::Init( IVRadDLL *pDLL )
{
m_pVRadDLL = pDLL;
m_hThread = CreateThread(
NULL,
0,
ThreadMainLoop_Static,
this,
0,
&m_ThreadID );
if( !m_hThread )
return false;
SetThreadPriority( m_hThread, THREAD_PRIORITY_LOWEST );
return true;
}
DWORD CBSPLightingThread::ThreadMainLoop()
{
while( 1 )
{
int cmd = GetThreadCmd();
if( cmd == THREADCMD_NONE )
{
// Keep waiting for a new command.
Sleep( 10 );
}
else if( cmd == THREADCMD_LIGHT )
{
if( m_pVRadDLL->DoIncrementalLight( m_VMFFileWithEntities.Base() ) )
SetThreadState( STATE_FINISHED );
else
SetThreadState( STATE_IDLE );
}
else if( cmd == THREADCMD_EXIT )
{
return 0;
}
}
}
int CBSPLightingThread::GetThreadCmd()
{
CCSLock lock( &m_CS );
int ret = m_ThreadCmd;
m_ThreadCmd = THREADCMD_NONE;
return ret;
}
void CBSPLightingThread::SetThreadCmd( int cmd )
{
CCSLock lock( &m_CS );
m_ThreadCmd = cmd;
}
int CBSPLightingThread::GetThreadState()
{
CCSLock lock( &m_CS );
return m_ThreadState;
}
void CBSPLightingThread::SetThreadState( int state )
{
CCSLock lock( &m_CS );
m_ThreadState = state;
}