Esempio n. 1
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 protected SolverUpdateable()
 {
     //Initialize the connection.
     //It will usually be overridden and end up floating on back to the resource pool.
     simulationIslandConnection       = PhysicsResources.GetSimulationIslandConnection();
     simulationIslandConnection.Owner = this;
 }
Esempio n. 2
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 /// <summary>
 /// Returns a resource to the pool.
 /// </summary>
 /// <param name="connection">Connection to return.</param>
 public static void GiveBack(SimulationIslandConnection connection)
 {
     if (SimulationIslandConnections == null)
     {
         SimulationIslandConnections = new UnsafeResourcePool <SimulationIslandConnection>();
     }
     connection.CleanUp();
     SimulationIslandConnections.GiveBack(connection);
 }
Esempio n. 3
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 ///<summary>
 /// Removes a connection reference from the member.
 ///</summary>
 ///<param name="connection">Reference to remove.</param>
 ///<param name="index">Index of the connection in this member's list</param>
 internal void RemoveConnectionReference(SimulationIslandConnection connection, int index)
 {
     if (connections.Count > index)
     {
         connections.FastRemoveAt(index);
         if (connections.Count > index)
         {
             connections.Elements[index].SetListIndex(this, index);
         }
     }
 }
        ///<summary>
        /// Removes a simulation island connection from the manager.
        ///</summary>
        ///<param name="connection">Connection to remove from the manager.</param>
        ///<exception cref="ArgumentException">Thrown if the connection does not belong to this manager.</exception>
        public void Remove(SimulationIslandConnection connection)
        {
            if (connection.DeactivationManager == this)
            {
                connection.DeactivationManager = null;

                connection.SlatedForRemoval = true;

                //Don't immediately do simulation island management.
                //Defer the splits!
                splitAttempts.Enqueue(connection);
            }
            else
            {
                throw new ArgumentException("Cannot remove connection from activity manager; it is owned by a different or no activity manager.");
            }
        }
        ///<summary>
        /// Adds a simulation island connection to the deactivation manager.
        ///</summary>
        ///<param name="connection">Connection to add.</param>
        ///<exception cref="ArgumentException">Thrown if the connection already belongs to a manager.</exception>
        public void Add(SimulationIslandConnection connection)
        {
            //DO A MERGE IF NECESSARY
            if (connection.DeactivationManager == null)
            {
                addLocker.Enter();
                connection.DeactivationManager = this;
                if (connection.entries.Count > 0)
                {
                    var island = connection.entries.Elements[0].Member.SimulationIsland;
                    for (int i = 1; i < connection.entries.Count; i++)
                    {
                        SimulationIsland opposingIsland;
                        if (island != (opposingIsland = connection.entries.Elements[i].Member.SimulationIsland))
                        {
                            //Need to do a merge between the two islands.
                            //Note that this merge may eliminate the need for a merge with subsequent connection if they belong to the same island.
                            island = Merge(island, opposingIsland);
                        }
                    }


                    //If it was slated for removal, that means the flush stage will try to split it.
                    //Since it was just added back, splitting is known to be pointless.
                    //Just set the flag and the flush will ignore the split attempt.
                    if (connection.SlatedForRemoval)
                    {
                        connection.SlatedForRemoval = false;
                    }
                    else
                    {
                        //If the connection was NOT slated for removal, that means the reference don't currently exist.
                        //(If the connection was slated for removal, that would imply the connection existed previously, so it must have had references.)
                        connection.AddReferencesToConnectedMembers();
                    }
                }

                addLocker.Exit();
            }
            else
            {
                throw new ArgumentException("Cannot add connection to deactivation manager; it already belongs to one.");
            }
        }
Esempio n. 6
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        void UpdateConnectedMembers()
        {
            //Since we're about to change this updateable's connections, make sure the
            //simulation islands hear about it.  This is NOT thread safe.
            var deactivationManager = simulationIslandConnection.DeactivationManager;

            //Orphan the simulation island connection since it's about to get replaced.
            //There's three possible situations here:
            //1) We belong to the DeactivationManager.
            //2) We don't belong to a DeactivationManager and the connection is slated for removal (we were in the deactivation manager before).
            //   This can happen when a solver updateable associated with a pair gets removed and cleaned up.
            //3) We don't belong to a DeactivationManager and the connection is not slated for removal (we weren't in a deactivation manager before).

            //In Case #1, all we have to do is orphan the connection and remove it from the manager. This performs any splits necessary. The replacement connection will force any necessary merges.
            //In Case #2, we were just removed but the connection is still considered to have an owner.
            //It won't get cleaned up by the removal, and doing it here would be premature: orphan the connection so the next deactivation manager splits flush cleans it up!
            //In Case #3, we have full control over the simulation island connection because there is no interaction with a deactivation manager. We can just get rid of it directly.
            simulationIslandConnection.Owner = null;
            if (deactivationManager != null)
            {
                deactivationManager.Remove(simulationIslandConnection);
            }
            else if (!simulationIslandConnection.SlatedForRemoval)     //If it's already been removed, cleaning it ourselves would prevent proper simulation island splits in the deactivation manager split flush.
            {
                PhysicsResources.GiveBack(simulationIslandConnection); //Well, since we're going to orphan the connection, we'll need to take care of its trash.
            }
            //The SimulationIslandConnection is immutable.
            //So create a new one!
            //Assume we've already dealt with the old connection.
            simulationIslandConnection = PhysicsResources.GetSimulationIslandConnection();
            for (int i = 0; i < involvedEntities.Count; i++)
            {
                simulationIslandConnection.Add(involvedEntities.Elements[i].activityInformation);
            }
            simulationIslandConnection.Owner = this;


            //Add the new reference back.
            if (deactivationManager != null)
            {
                deactivationManager.Add(simulationIslandConnection);
            }
        }
Esempio n. 7
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 ///<summary>
 /// Adds a connection reference to the member.
 ///</summary>
 ///<param name="connection">Reference to add.</param>
 ///<returns>Index of the connection in the member's list.</returns>
 internal int AddConnectionReference(SimulationIslandConnection connection)
 {
     connections.Add(connection);
     return(connections.Count - 1);
 }