mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
1bd7520e12
svn-id: r36197
763 lines
18 KiB
C++
763 lines
18 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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* Process scheduler.
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*/
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#include "tinsel/handle.h"
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#include "tinsel/pcode.h"
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#include "tinsel/pid.h"
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#include "tinsel/polygons.h"
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#include "tinsel/sched.h"
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#include "common/util.h"
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namespace Tinsel {
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Scheduler *g_scheduler = 0;
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#include "common/pack-start.h" // START STRUCT PACKING
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struct PROCESS_STRUC {
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uint32 processId; // ID of process
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SCNHANDLE hProcessCode; // handle to actor script
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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CoroContext nullContext = NULL;
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//----------------- LOCAL GLOBAL DATA --------------------
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static uint32 numSceneProcess;
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static SCNHANDLE hSceneProcess;
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static uint32 numGlobalProcess;
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static PROCESS_STRUC *pGlobalProcess;
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//--------------------- FUNCTIONS ------------------------
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Scheduler::Scheduler() {
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processList = 0;
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pFreeProcesses = 0;
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pCurrent = 0;
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#ifdef DEBUG
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// diagnostic process counters
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numProcs = 0;
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maxProcs = 0;
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#endif
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pRCfunction = 0;
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active = new PROCESS;
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active->pPrevious = NULL;
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g_scheduler = this; // FIXME HACK
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}
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Scheduler::~Scheduler() {
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free(processList);
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processList = NULL;
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delete active;
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active = 0;
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}
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/**
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* Kills all processes and places them on the free list.
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*/
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void Scheduler::reset() {
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#ifdef DEBUG
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// clear number of process in use
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numProcs = 0;
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#endif
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if (processList == NULL) {
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// first time - allocate memory for process list
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processList = (PROCESS *)calloc(MAX_PROCESSES, sizeof(PROCESS));
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// make sure memory allocated
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if (processList == NULL) {
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error("Cannot allocate memory for process data");
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}
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// fill with garbage
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memset(processList, 'S', MAX_PROCESSES * sizeof(PROCESS));
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}
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// no active processes
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pCurrent = active->pNext = NULL;
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// place first process on free list
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pFreeProcesses = processList;
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// link all other processes after first
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for (int i = 1; i <= NUM_PROCESS; i++) {
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processList[i - 1].pNext = (i == NUM_PROCESS) ? NULL : processList + i;
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processList[i - 1].pPrevious = (i == 1) ? active : processList + (i - 2);
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}
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}
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#ifdef DEBUG
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/**
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* Shows the maximum number of process used at once.
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*/
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void Scheduler::printStats(void) {
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printf("%i process of %i used.\n", maxProcs, NUM_PROCESS);
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}
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#endif
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#ifdef DEBUG
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/**
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* Checks both the active and free process list to insure all the links are valid,
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* and that no processes have been lost
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*/
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void Scheduler::CheckStack() {
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Common::List<PROCESS *> pList;
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// Check both the active and free process lists
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for (int i = 0; i < 2; ++i) {
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PROCESS *p = (i == 0) ? active : pFreeProcesses;
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if (p != NULL) {
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// Make sure the linkages are correct
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while (p->pNext != NULL) {
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assert(p->pNext->pPrevious == p);
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pList.push_back(p);
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p = p->pNext;
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}
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pList.push_back(p);
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}
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}
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// Make sure all processes are accounted for
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for (int idx = 0; idx < NUM_PROCESS; idx++) {
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bool found = false;
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for (Common::List<PROCESS *>::iterator i = pList.begin(); i != pList.end(); ++i) {
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PROCESS *pTemp = *i;
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if (*i == &processList[idx]) {
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found = true;
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break;
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}
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}
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assert(found);
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}
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}
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#endif
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/**
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* Give all active processes a chance to run
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*/
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void Scheduler::schedule(void) {
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// start dispatching active process list
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PROCESS *pNext;
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PROCESS *pProc = active->pNext;
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while (pProc != NULL) {
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pNext = pProc->pNext;
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if (--pProc->sleepTime <= 0) {
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// process is ready for dispatch, activate it
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pCurrent = pProc;
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pProc->coroAddr(pProc->state, pProc->param);
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if (!pProc->state || pProc->state->_sleep <= 0) {
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// Coroutine finished
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pCurrent = pCurrent->pPrevious;
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killProcess(pProc);
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} else {
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pProc->sleepTime = pProc->state->_sleep;
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}
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// pCurrent may have been changed
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pNext = pCurrent->pNext;
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pCurrent = NULL;
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}
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pProc = pNext;
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}
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}
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/**
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* Reschedules all the processes to run again this query
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*/
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void Scheduler::rescheduleAll() {
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assert(pCurrent);
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// Unlink current process
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pCurrent->pPrevious->pNext = pCurrent->pNext;
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if (pCurrent->pNext)
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pCurrent->pNext->pPrevious = pCurrent->pPrevious;
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// Add process to the start of the active list
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pCurrent->pNext = active->pNext;
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active->pNext->pPrevious = pCurrent;
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active->pNext = pCurrent;
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pCurrent->pPrevious = active;
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}
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/**
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* If the specified process has already run on this tick, make it run
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* again on the current tick.
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*/
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void Scheduler::reschedule(PPROCESS pReSchedProc) {
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// If not currently processing the schedule list, then no action is needed
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if (!pCurrent)
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return;
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if (!pReSchedProc)
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pReSchedProc = pCurrent;
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PPROCESS pEnd;
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// Find the last process in the list.
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// But if the target process is down the list from here, do nothing
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for (pEnd = pCurrent; pEnd->pNext != NULL; pEnd = pEnd->pNext) {
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if (pEnd->pNext == pReSchedProc)
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return;
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}
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assert(pEnd->pNext == NULL);
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// Could be in the middle of a KillProc()!
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// Dying process was last and this process was penultimate
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if (pReSchedProc->pNext == NULL)
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return;
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// If we're moving the current process, move it back by one, so that the next
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// schedule() iteration moves to the now next one
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if (pCurrent == pReSchedProc)
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pCurrent = pCurrent->pPrevious;
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// Unlink the process, and add it at the end
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pReSchedProc->pPrevious->pNext = pReSchedProc->pNext;
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pReSchedProc->pNext->pPrevious = pReSchedProc->pPrevious;
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pEnd->pNext = pReSchedProc;
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pReSchedProc->pPrevious = pEnd;
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pReSchedProc->pNext = NULL;
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}
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/**
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* Moves the specified process to the end of the dispatch queue
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* allowing it to run again within the current game cycle.
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* @param pGiveProc Which process
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*/
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void Scheduler::giveWay(PPROCESS pReSchedProc) {
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// If not currently processing the schedule list, then no action is needed
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if (!pCurrent)
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return;
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if (!pReSchedProc)
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pReSchedProc = pCurrent;
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// If the process is already at the end of the queue, nothing has to be done
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if (!pReSchedProc->pNext)
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return;
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PPROCESS pEnd;
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// Find the last process in the list.
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for (pEnd = pCurrent; pEnd->pNext != NULL; pEnd = pEnd->pNext) ;
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assert(pEnd->pNext == NULL);
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// If we're moving the current process, move it back by one, so that the next
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// schedule() iteration moves to the now next one
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if (pCurrent == pReSchedProc)
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pCurrent = pCurrent->pPrevious;
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// Unlink the process, and add it at the end
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pReSchedProc->pPrevious->pNext = pReSchedProc->pNext;
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pReSchedProc->pNext->pPrevious = pReSchedProc->pPrevious;
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pEnd->pNext = pReSchedProc;
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pReSchedProc->pPrevious = pEnd;
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pReSchedProc->pNext = NULL;
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}
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/**
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* Creates a new process.
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*
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* @param pid process identifier
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* @param CORO_ADDR coroutine start address
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* @param pParam process specific info
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* @param sizeParam size of process specific info
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*/
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PROCESS *Scheduler::createProcess(int pid, CORO_ADDR coroAddr, const void *pParam, int sizeParam) {
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PROCESS *pProc;
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// get a free process
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pProc = pFreeProcesses;
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// trap no free process
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assert(pProc != NULL); // Out of processes
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#ifdef DEBUG
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// one more process in use
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if (++numProcs > maxProcs)
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maxProcs = numProcs;
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#endif
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// get link to next free process
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pFreeProcesses = pProc->pNext;
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if (pFreeProcesses)
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pFreeProcesses->pPrevious = NULL;
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if (pCurrent != NULL) {
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// place new process before the next active process
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pProc->pNext = pCurrent->pNext;
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if (pProc->pNext)
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pProc->pNext->pPrevious = pProc;
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// make this new process the next active process
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pCurrent->pNext = pProc;
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pProc->pPrevious = pCurrent;
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} else { // no active processes, place process at head of list
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pProc->pNext = active->pNext;
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pProc->pPrevious = active;
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if (pProc->pNext)
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pProc->pNext->pPrevious = pProc;
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active->pNext = pProc;
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}
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// set coroutine entry point
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pProc->coroAddr = coroAddr;
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// clear coroutine state
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pProc->state = 0;
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// wake process up as soon as possible
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pProc->sleepTime = 1;
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// set new process id
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pProc->pid = pid;
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// set new process specific info
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if (sizeParam) {
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assert(sizeParam > 0 && sizeParam <= PARAM_SIZE);
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// set new process specific info
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memcpy(pProc->param, pParam, sizeParam);
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}
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// return created process
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return pProc;
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}
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/**
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* Kills the specified process.
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*
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* @param pKillProc which process to kill
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*/
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void Scheduler::killProcess(PROCESS *pKillProc) {
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// make sure a valid process pointer
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assert(pKillProc >= processList && pKillProc <= processList + NUM_PROCESS - 1);
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// can not kill the current process using killProcess !
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assert(pCurrent != pKillProc);
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#ifdef DEBUG
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// one less process in use
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--numProcs;
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assert(numProcs >= 0);
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#endif
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// Free process' resources
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if (pRCfunction != NULL)
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(pRCfunction)(pKillProc);
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delete pKillProc->state;
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// Take the process out of the active chain list
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pKillProc->pPrevious->pNext = pKillProc->pNext;
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if (pKillProc->pNext)
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pKillProc->pNext->pPrevious = pKillProc->pPrevious;
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// link first free process after pProc
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pKillProc->pNext = pFreeProcesses;
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if (pFreeProcesses)
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pKillProc->pNext->pPrevious = pKillProc;
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pKillProc->pPrevious = NULL;
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// make pKillProc the first free process
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pFreeProcesses = pKillProc;
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}
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/**
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* Returns a pointer to the currently running process.
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*/
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PROCESS *Scheduler::getCurrentProcess(void) {
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return pCurrent;
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}
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/**
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* Returns the process identifier of the specified process.
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*
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* @param pProc which process
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*/
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int Scheduler::getCurrentPID() const {
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PROCESS *pProc = pCurrent;
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// make sure a valid process pointer
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assert(pProc >= processList && pProc <= processList + NUM_PROCESS - 1);
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// return processes PID
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return pProc->pid;
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}
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/**
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* Kills any process matching the specified PID. The current
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* process cannot be killed.
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*
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* @param pidKill process identifier of process to kill
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* @param pidMask mask to apply to process identifiers before comparison
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* @return The number of processes killed is returned.
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*/
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int Scheduler::killMatchingProcess(int pidKill, int pidMask) {
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int numKilled = 0;
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PROCESS *pProc, *pPrev; // process list pointers
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for (pProc = active->pNext, pPrev = active; pProc != NULL; pPrev = pProc, pProc = pProc->pNext) {
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if ((pProc->pid & pidMask) == pidKill) {
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// found a matching process
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// dont kill the current process
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if (pProc != pCurrent) {
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// kill this process
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numKilled++;
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// Free the process' resources
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if (pRCfunction != NULL)
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(pRCfunction)(pProc);
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delete pProc->state;
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// make prev point to next to unlink pProc
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pPrev->pNext = pProc->pNext;
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if (pProc->pNext)
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pPrev->pNext->pPrevious = pPrev;
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// link first free process after pProc
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pProc->pNext = pFreeProcesses;
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pProc->pPrevious = NULL;
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pFreeProcesses->pPrevious = pProc;
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// make pProc the first free process
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pFreeProcesses = pProc;
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// set to a process on the active list
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pProc = pPrev;
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}
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}
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}
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#ifdef DEBUG
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// adjust process in use
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numProcs -= numKilled;
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assert(numProcs >= 0);
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#endif
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// return number of processes killed
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return numKilled;
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}
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/**
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* Set pointer to a function to be called by killProcess().
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*
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* May be called by a resource allocator, the function supplied is
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* called by killProcess() to allow the resource allocator to free
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* resources allocated to the dying process.
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*
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* @param pFunc Function to be called by killProcess()
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*/
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void Scheduler::setResourceCallback(VFPTRPP pFunc) {
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pRCfunction = pFunc;
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}
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/**************************************************************************\
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|*********** Stuff to do with scene and global processes ************|
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\**************************************************************************/
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/**
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* The code for for restored scene processes.
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*/
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static void RestoredProcessProcess(CORO_PARAM, const void *) {
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CORO_BEGIN_CONTEXT;
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INT_CONTEXT *pic;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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PROCESS *pProc; // this process pointer
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// get the stuff copied to process when it was created
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pProc = g_scheduler->getCurrentProcess();
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_ctx->pic = *((INT_CONTEXT **) pProc->param);
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_ctx->pic = RestoreInterpretContext(_ctx->pic);
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AttachInterpret(_ctx->pic, pProc);
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CORO_INVOKE_1(Interpret, _ctx->pic);
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CORO_END_CODE;
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}
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/**
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* Process Tinsel Process
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*/
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static void ProcessTinselProcess(CORO_PARAM, const void *) {
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PPROCESS pProc = g_scheduler->getCurrentProcess();
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PINT_CONTEXT *pPic = (PINT_CONTEXT *) pProc->param;
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CORO_BEGIN_CONTEXT;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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// get the stuff copied to process when it was created
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CORO_INVOKE_1(Interpret, *pPic);
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CORO_KILL_SELF();
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CORO_END_CODE;
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}
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/**************************************************************************\
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|***************** Stuff to do with scene processes *****************|
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\**************************************************************************/
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/**
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* Called to restore a scene process.
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*/
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void RestoreSceneProcess(INT_CONTEXT *pic) {
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uint32 i;
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PROCESS_STRUC *pStruc;
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pStruc = (PROCESS_STRUC *)LockMem(hSceneProcess);
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for (i = 0; i < numSceneProcess; i++) {
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if (FROM_LE_32(pStruc[i].hProcessCode) == pic->hCode) {
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g_scheduler->createProcess(PID_PROCESS + i, RestoredProcessProcess,
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&pic, sizeof(pic));
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break;
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}
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}
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assert(i < numSceneProcess);
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}
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/**
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* Run a scene process with the given event.
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*/
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|
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(void) {
|
|
|
|
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
|