コード例 #1
0
        public static void InitializeAllThreadStatics()
        {
            CellFinder_Patch.InitializeThreadStatics();
            ColoredText_Patch.InitializeThreadStatics();
            CompCauseGameCondition_Patch.InitializeThreadStatics();
            Dijkstra_Patch <IntVec3> .InitializeThreadStatics();

            Dijkstra_Patch <Region> .InitializeThreadStatics();

            Dijkstra_Patch <int> .InitializeThreadStatics();

            GenTemperature_Patch.InitializeThreadStatics();
            HaulingCache.InitializeThreadStatics();
            HediffSet_Patch.InitializeThreadStatics();
            PathFinder_Patch.InitializeThreadStatics();
            PawnPathPool_Patch.InitializeThreadStatics();
            Reachability_Patch.InitializeThreadStatics();
            ReachabilityCache_Patch.InitializeThreadStatics();
            Region_Patch.InitializeThreadStatics();
            //RegionAndRoomUpdater_Patch.InitializeThreadStatics();
            RegionDirtyer_Patch.InitializeThreadStatics();
            RegionTraverser_Patch.InitializeThreadStatics();
            SituationalThoughtHandler_Patch.InitializeThreadStatics();
            SustainerManager_Patch.InitializeThreadStatics();
            Toils_Ingest_Patch.InitializeThreadStatics();
            World_Patch.InitializeThreadStatics();
            WorldPawns_Patch.InitializeThreadStatics();
        }
コード例 #2
0
        private static void RegenerateNewRegionsFromDirtyCells2(RegionAndRoomUpdater __instance)
        {
            newRegions(__instance).Clear(); //already cleared at end of method TryRebuildDirtyRegionsAndRooms()
            //List<IntVec3> dirtyCells = map(__instance).regionDirtyer.DirtyCells;
            Map                       localMap      = map(__instance);
            RegionDirtyer             regionDirtyer = localMap.regionDirtyer;
            ConcurrentQueue <IntVec3> dirtyCells    = RegionDirtyer_Patch.get_DirtyCells(regionDirtyer);

            //HashSet<IntVec3> oldDirtyCells = getOldDirtyCells(__instance);
            while (dirtyCells.TryDequeue(out IntVec3 dirtyCell))
            {
                if (dirtyCell.GetRegion(localMap, RegionType.Set_All) == null)
                {
                    Region region;
                    lock (regionMakerLock) //TODO OPTIMIZE for multithreading
                    {
                        region = localMap.regionMaker.TryGenerateRegionFrom(dirtyCell);
                    }
                    //Region region = regionTryGenerateRegionFrom2(map(__instance).regionMaker, intVec);
                    if (region != null)
                    {
                        //lock (newRegions(__instance))
                        //{
                        newRegions(__instance).Add(region);
                        //}
                    }
                }
                //oldDirtyCells.Add(dirtyCell);
                localMap.temperatureCache.ResetCachedCellInfo(dirtyCell);
            }
        }
コード例 #3
0
 public static void InitializeAllThreadStatics()
 {
     AttackTargetFinder_Patch.InitializeThreadStatics();
     AttackTargetsCache_Patch.InitializeThreadStatics();
     BeautyUtility_Patch.InitializeThreadStatics();
     CellFinder_Patch.InitializeThreadStatics();
     CompCauseGameCondition_Patch.InitializeThreadStatics();
     DamageWorker_Patch.InitializeThreadStatics();
     DijkstraInt.InitializeThreadStatics();
     Fire_Patch.InitializeThreadStatics();
     FloatMenuMakerMap_Patch.InitializeThreadStatics();
     FoodUtility_Patch.InitializeThreadStatics();
     FloodFiller_Patch.InitializeThreadStatics();
     GenAdj_Patch.InitializeThreadStatics();
     GenAdjFast_Patch.InitializeThreadStatics();
     GenLeaving_Patch.InitializeThreadStatics();
     GenRadial_Patch.InitializeThreadStatics();
     GenTemperature_Patch.InitializeThreadStatics();
     GenText_Patch.InitializedThreadStatics();
     HaulAIUtility_Patch.InitializeThreadStatics();
     ImmunityHandler_Patch.InitializeThreadStatics();
     InfestationCellFinder_Patch.InitializeThreadStatics();
     MapTemperature_Patch.InitializeThreadStatics();
     PathFinder_Patch.InitializeThreadStatics();
     Pawn_InteractionsTracker_Transpile.InitializeThreadStatics();
     Pawn_MeleeVerbs_Patch.InitializeThreadStatics();
     Pawn_WorkSettings_Patch.InitializeThreadStatics();
     PawnDiedOrDownedThoughtsUtility_Patch.InitializeThreadStatics();
     PawnsFinder_Patch.InitializeThreadStatics();
     Rand_Patch.InitializeThreadStatics();
     RCellFinder_Patch.InitializeThreadStatics();
     Reachability_Patch.InitializeThreadStatics();
     ReachabilityCache_Patch.InitializeThreadStatics();
     RegionDirtyer_Patch.InitializeThreadStatics();
     RegionListersUpdater_Patch.InitializeThreadStatics();
     RegionTraverser_Transpile.InitializeThreadStatics(); //this
     Projectile_Patch.InitializeThreadStatics();
     ThinkNode_PrioritySorter_Patch.InitializeThreadStatics();
     ThoughtHandler_Patch.InitializeThreadStatics();
     Verb_Patch.InitializeThreadStatics();
     WealthWatcher_Patch.InitializeThreads();
     World_Patch.InitializeThreadStatics();
     JoyGiver_InteractBuilding_Patch.InitializeThreadStatics();
     JoyGiver_InteractBuildingSitAdjacent_Patch.InitializeThreadStatics();
     JoyGiver_TakeDrug_Patch.InitializeThreadStatics();
     WorkGiver_DoBill_RegionProcessor.InitializeThreadStatics();
     Pawn_RelationsTracker_Patch.InitializeThreadStatics();
     Battle_Patch.InitializeThreadStatics();
 }
コード例 #4
0
        public static bool TryRebuildDirtyRegionsAndRooms(RegionAndRoomUpdater __instance)
        {
            if (!__instance.Enabled || working)
            {
                return(false);
            }
            lock (RegionDirtyer_Patch.regionDirtyerLock)
            {
                working = true;
                if (!__instance.initialized)
                {
                    __instance.RebuildAllRegionsAndRooms();
                }
                List <IntVec3> dirtyCells = RegionDirtyer_Patch.get_DirtyCells(__instance.map.regionDirtyer);

                if (dirtyCells.Count == 0)
                {
                    working = false;
                    return(false);
                }
                try
                {
                    RegenerateNewRegionsFromDirtyCells2(__instance, dirtyCells);
                    __instance.CreateOrUpdateRooms();
                }
                catch (Exception arg) { Log.Error("Exception while rebuilding dirty regions: " + arg); }
                foreach (IntVec3 dirtyCell in dirtyCells)
                {
                    __instance.map.temperatureCache.ResetCachedCellInfo(dirtyCell);
                }
                dirtyCells.Clear();
                foreach (Region region in regionsToReDirty)
                {
                    RegionDirtyer_Patch.SetRegionDirty(region.Map.regionDirtyer, region);
                }
                regionsToReDirty.Clear();
                __instance.initialized = true;
                working = false;
                //regionCleaning.Set();

                if (DebugSettings.detectRegionListersBugs)
                {
                    Autotests_RegionListers.CheckBugs(__instance.map);
                }
            }
            return(false);
        }
コード例 #5
0
        public static void SetAllClean2(RegionDirtyer __instance)
        {
            ConcurrentQueue <IntVec3> dirtyCells = RegionDirtyer_Patch.get_DirtyCells(__instance);

            while (dirtyCells.TryDequeue(out IntVec3 dirtyCell))
            {
                //IntVec3 dirtyCell;
                //try
                //{
                //dirtyCell = dirtyCells[i];
                //}
                //catch(ArgumentOutOfRangeException) { break;  }

                maprd(__instance).temperatureCache.ResetCachedCellInfo(dirtyCell);
            }

            //dirtyCells.Clear();
            dirtyCells = new ConcurrentQueue <IntVec3>();
            lock (RegionDirtyer_Patch.dirtyCellsDict)
            {
                RegionDirtyer_Patch.dirtyCellsDict.SetOrAdd(__instance, dirtyCells);
            }
        }
コード例 #6
0
        public static bool TryRebuildDirtyRegionsAndRooms2(RegionAndRoomUpdater __instance)
        {
            //if (working || !Enabled)
            //  return;
            if (!__instance.Enabled)
            {
                return(false);
            }
            if (getThreadRebuilding())
            {
                return(false);
            }
            //working = true;
            setThreadRebuilding(true);
            if (!initialized(__instance))
            {
                lock (initializingLock)
                {
                    if (!initialized(__instance))
                    {
                        __instance.RebuildAllRegionsAndRooms();
                    }
                    initialized(__instance) = true;
                }
            }

            if (RegionDirtyer_Patch.get_DirtyCells(map(__instance).regionDirtyer).IsEmpty)
            {
                //working = false;
                setThreadRebuilding(false);
                return(false);
            }

            try
            {
                int tid = Thread.CurrentThread.ManagedThreadId;
                //HashSet<int> gate1ThreadSet = getGate1ThreadSet(__instance);
                //gate1ThreadSet.Add(tid);
                Integer         gate1Count      = getGate1Count(__instance);
                int             gate1Ticket     = Interlocked.Increment(ref gate1Count.integer);
                EventWaitHandle gate1WaitHandle = getGate1WaitHandle(__instance);
                gate1WaitHandle.WaitOne();
                //EventWaitHandle gate2WaitHandle = getGate2WaitHandle(__instance);
                //gate2WaitHandle.Reset();
                if (gate1Ticket == 1)
                {
                    RegenerateNewRegionsFromDirtyCells2(__instance);

                    CreateOrUpdateRooms2(__instance);
                    if (DebugSettings.detectRegionListersBugs)
                    {
                        Autotests_RegionListers.CheckBugs(map(__instance));
                    }
                    newRegions(__instance).Clear();

                    gate1WaitHandle.Reset();
                }
                //HashSet<int> gate2ThreadSet = getGate2ThreadSet(__instance);
                //gate2ThreadSet.Add(tid);
                Integer gate2Count = getGate2Count(__instance);
                Interlocked.Increment(ref gate2Count.integer);
                int             gate1Remaining  = Interlocked.Decrement(ref gate1Count.integer);
                EventWaitHandle gate2WaitHandle = getGate2WaitHandle(__instance);
                if (gate1Remaining == 0)
                {
                    //CreateOrUpdateRooms2(__instance);

                    /*
                     * HashSet<IntVec3> oldDirtyCells = getOldDirtyCells(__instance);
                     * foreach(IntVec3 oldDirtyCell in oldDirtyCells)
                     * {
                     *  map(__instance).temperatureCache.ResetCachedCellInfo(oldDirtyCell);
                     * }
                     */
                    //if (DebugSettings.detectRegionListersBugs)
                    //{
                    //Autotests_RegionListers.CheckBugs(map(__instance));
                    //}
                    //newRegions(__instance).Clear();
                    gate2WaitHandle.Set();
                }
                gate2WaitHandle.WaitOne();
                int gate2Remaining = Interlocked.Decrement(ref gate2Count.integer);
                if (gate2Remaining == 0)
                {
                    gate2WaitHandle.Reset();
                    gate1WaitHandle.Set();
                }
            }
            catch (Exception arg)
            {
                Log.Error("Exception while rebuilding dirty regions: " + arg);
            }

            //newRegions.Clear();
            //map.regionDirtyer.SetAllClean();
            //initialized = true; //Moved to earlier code above

            //working = false;
            setThreadRebuilding(false);

            return(false);
        }
コード例 #7
0
        public static bool TryRebuildDirtyRegionsAndRooms(RegionAndRoomUpdater __instance)
        {
            //todo: optimize lock speedup fix

            //lock (workingLock)
            //{
            //if (working(__instance) || !__instance.Enabled)
            if (!__instance.Enabled)
            {
                return(false);
            }
            if (getThreadRebuilding())
            {
                return(false);
            }
            int workerId = Interlocked.Increment(ref workingInt);

            if (workerId > 1)
            {
                regionCleaning.WaitOne();
                //Interlocked.Decrement(ref workingInt);
                return(false);
            }
            regionCleaning.Reset();
            setThreadRebuilding(true);
            //working(__instance) = true;
            if (!initialized(__instance))
            {
                __instance.RebuildAllRegionsAndRooms();
            }

            //if (!map(__instance).regionDirtyer.AnyDirty)
            if (RegionDirtyer_Patch.get_DirtyCells(map(__instance).regionDirtyer).IsEmpty)
            {
                //working(__instance) = false;
                resumeThreads();
                return(false);
            }

            try
            {
                RegenerateNewRegionsFromDirtyCells2(__instance);
                //RegenerateNewRegionsFromDirtyCells.Invoke(__instance, new object[] { });
                CreateOrUpdateRooms2(__instance);
                //CreateOrUpdateRooms.Invoke(__instance, new object[] { });
            }
            catch (Exception arg)
            {
                Log.Error("Exception while rebuilding dirty regions: " + arg);
            }

            newRegions(__instance).Clear();
            SetAllClean2(map(__instance).regionDirtyer);
            //SetAllClean.Invoke(map(__instance).regionDirtyer, new object[] { });
            initialized(__instance) = true;
            //working(__instance) = false;
            resumeThreads();
            //}
            if (DebugSettings.detectRegionListersBugs)
            {
                Autotests_RegionListers.CheckBugs(map(__instance));
            }
            return(false);
        }