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0ad/source/tools/atlas/GameInterface/Shareable.h

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#ifndef INCLUDED_SHAREABLE
#define INCLUDED_SHAREABLE
/*
The Atlas UI DLL needs to share information with the game EXE. It's most
convenient if they can pass STL objects, like std::wstring and std::vector;
but that causes problems if the DLL and EXE were not compiled in exactly
the same way.
So, the Shareable<T> class is used to make things a bit safer:
Simple types (primitives, basic structs, etc) are passed as normal.
std::string is converted to an array, using a shared (and thread-safe) memory
allocation function so that it works when the DLL and EXE use different heaps.
std::vector is done the same, though its element type must be Shareable too.
This ought to protect against:
* Different heaps (msvcr71 vs msvcr80, debug vs release, etc).
* Different STL class layout.
It doesn't protect against:
* Different data type sizes/ranges.
* Different packing in our structs. (But they're very simple structs,
only storing size_t and pointer values.)
* Vtable layout - this code doesn't actually care, but the rest of Atlas does.
Usage should be fairly transparent - conversions from T to Shareable<T> are
automatic, and the opposite is automatic for primitive types.
For basic structs, use operator-> to access members (e.g. "msg->sharedstruct->value").
For more complex things (strings, vectors), use the unary operator* to get back
an STL object (e.g. "std::string s = *msg->sharedstring").
(That conversion to an STL object is potentially expensive, so
Shareable<string>.c_str() and Shareable<vector>.GetBuffer/GetSize() can be used
if that's all you need.)
The supported list of primitive types is below (SHAREABLE_PRIMITIVE).
Structs are made shareable by manually ensuring that all their members are
shareable (i.e. primitives and Shareable<T>s) and writing
SHAREABLE_STRUCTS(StructName);
after their definition.
*/
#include "SharedMemory.h"
#include <vector>
#include <string>
// We want to use placement new, which breaks when compiling Debug configurations
// in the game and in wx, and they both need different workarounds.
// (Duplicated in SharedMemory.h)
#ifdef new
# define SHAREABLE_USED_NOMMGR
# ifdef __WXWINDOWS__
# undef new
# else
# include "lib/nommgr.h"
# endif
#endif
namespace AtlasMessage
{
// By default, things are not shareable
template <typename T> class Shareable
{
public:
Shareable();
enum { TypeIsShareable = 0 };
};
// Primitive types just need a very simple wrapper
#define SHAREABLE_PRIMITIVE(T) \
template<> class Shareable<T> \
{ \
T m; \
public: \
enum { TypeIsShareable = 1 }; \
Shareable() {} \
Shareable(T const& rhs) : m(rhs) {} \
operator T() const { return m; } \
T _Unwrap() const { return m; } \
}
SHAREABLE_PRIMITIVE(unsigned char);
SHAREABLE_PRIMITIVE(int);
SHAREABLE_PRIMITIVE(long);
SHAREABLE_PRIMITIVE(bool);
SHAREABLE_PRIMITIVE(float);
SHAREABLE_PRIMITIVE(void*);
#undef SHAREABLE_PRIMITIVE
// Structs are similar to primitives, but with operator->
#define SHAREABLE_STRUCT(T) \
template<> class Shareable<T> \
{ \
T m; \
public: \
enum { TypeIsShareable = 1 }; \
Shareable() {} \
Shareable(T const& rhs) { m = rhs; } \
const T* operator->() const { return &m; } \
operator const T() const { return m; } \
const T _Unwrap() const { return m; } \
}
// Shareable containers must have shareable contents - but it's easy to forget
// to declare them, so make sure the errors are almost readable, like:
// "use of undefined type 'REQUIRE_TYPE_TO_BE_SHAREABLE_FAILURE<T,__formal>
// with [ T=AtlasMessage::sTerrainGroupPreview, __formal=false ]"
//
// (Implementation based on boost/static_assert)
template <typename T, bool> struct REQUIRE_TYPE_TO_BE_SHAREABLE_FAILURE;
template <typename T> struct REQUIRE_TYPE_TO_BE_SHAREABLE_FAILURE<T, true>{};
template<int x> struct static_assert_test{};
#define ASSERT_TYPE_IS_SHAREABLE(T) typedef static_assert_test< \
sizeof(REQUIRE_TYPE_TO_BE_SHAREABLE_FAILURE< T, (bool)(Shareable<T>::TypeIsShareable) >)> \
static_assert_typedef_
// Should be an empty string when cast to either char* or wchar_t*
// (which requires length >= 4, since GCC's sizeof(wchar_t)==4)
static const char empty_str[4] = { 0, 0, 0, 0 };
// Shareable strings:
template<typename C> class Shareable< std::basic_string<C> >
{
typedef std::basic_string<C> wrapped_type;
C* buf; // null-terminated string (perhaps with embedded nulls)
size_t length; // size of buf (including null)
public:
enum { TypeIsShareable = 1 };
Shareable() : buf(NULL), length(0) {}
Shareable(const wrapped_type& rhs)
{
length = rhs.length()+1;
buf = (C*)ShareableMallocFptr(sizeof(C)*length);
memcpy(buf, rhs.c_str(), sizeof(C)*length);
}
~Shareable()
{
ShareableFreeFptr(buf);
}
Shareable<wrapped_type>& operator=(const Shareable<wrapped_type>& rhs)
{
if (&rhs == this)
return *this;
ShareableFreeFptr(buf);
length = rhs.length;
buf = (C*)ShareableMallocFptr(sizeof(C)*length);
memcpy(buf, rhs.buf, sizeof(C)*length);
return *this;
}
Shareable(const Shareable<wrapped_type>& rhs)
: buf(NULL), length(0)
{
*this = rhs;
}
const wrapped_type _Unwrap() const
{
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
return (buf && length) ? wrapped_type(buf, buf+length-1) : wrapped_type();
}
const wrapped_type operator*() const
{
return _Unwrap();
}
// Minor optimisation for code that just wants to access the characters,
// without constructing a new std::basic_string then calling c_str on that
const C* c_str() const
{
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
return (buf && length) ? buf : (C*)empty_str;
}
};
// Shareable vectors:
template<typename E> class Shareable<std::vector<E> >
{
ASSERT_TYPE_IS_SHAREABLE(E);
typedef std::vector<E> wrapped_type;
typedef Shareable<E> element_type;
element_type* array;
size_t size;
// Since we're allocating with malloc (roughly), but storing non-trivial
// objects, we have to allocate with placement new and call destructors
// manually. (At least the objects are usually just other Shareables, so it's
// reasonably safe to assume there's no exceptions or other confusingness.)
void Unalloc()
{
if (array == NULL)
return;
for (size_t i = 0; i < size; ++i)
array[i].~element_type();
ShareableFreeFptr(array);
array = NULL;
size = 0;
}
public:
enum { TypeIsShareable = 1 };
Shareable() : array(NULL), size(0) {}
Shareable(const wrapped_type& rhs)
{
size = rhs.size();
array = static_cast<element_type*> (ShareableMallocFptr( sizeof(element_type)*size ));
for (size_t i = 0; i < size; ++i)
new (&array[i]) element_type (rhs[i]);
}
~Shareable()
{
Unalloc();
}
Shareable<wrapped_type>& operator=(const Shareable<wrapped_type>& rhs)
{
if (&rhs == this)
return *this;
Unalloc();
size = rhs.size;
array = static_cast<element_type*> (ShareableMallocFptr( sizeof(element_type)*size ));
for (size_t i = 0; i < size; ++i)
new (&array[i]) element_type (rhs.array[i]);
return *this;
}
Shareable(const Shareable<wrapped_type>& rhs)
: array(NULL), size(0)
{
*this = rhs;
}
const wrapped_type _Unwrap() const
{
wrapped_type r;
r.reserve(size);
for (size_t i = 0; i < size; ++i)
r.push_back(array[i]._Unwrap());
return r;
}
const wrapped_type operator*() const
{
return _Unwrap();
}
// Minor optimisation for code that just wants to access the buffer,
// without constructing a new std::vector
const element_type* GetBuffer() const
{
return array;
}
size_t GetSize() const
{
return size;
}
};
// Shareable callbacks:
// (TODO - this is probably not really safely shareable, due to unspecified calling conventions)
template<typename T> struct Callback
{
Callback() : cb(NULL), cbdata(NULL) {}
Callback(void (*cb) (const T*, void*), void* cbdata) : cb(cb), cbdata(cbdata) {}
void (*cb) (const T*, void*);
void* cbdata;
};
template<typename T> class Shareable<Callback<T> >
{
ASSERT_TYPE_IS_SHAREABLE(T);
public:
Shareable(Callback<T> cb) : cb(cb) {}
Callback<T> cb;
void Call(const T& data) const
{
cb.cb(&data, cb.cbdata);
}
};
}
#ifdef SHAREABLE_USED_NOMMGR
# ifdef __WXWINDOWS__ // TODO: portability to non-Windows wx
# define new new( _NORMAL_BLOCK, __FILE__, __LINE__)
# else
# include "mmgr.h"
# endif
# undef SHAREABLE_USED_NOMMGR
#endif
#endif // INCLUDED_SHAREABLE