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2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ALCACHOFA_SCHEDULER_H
#define ALCACHOFA_SCHEDULER_H
#include "alcachofa/common.h"
#include "common/stack.h"
#include "common/str.h"
#include "common/type_traits.h"
namespace Alcachofa {
/* Tasks are generally written as coroutines however the common coroutines
* cannot be used for two reasons:
* 1. The scheduler is too limited in managing when to run what coroutines
* E.g. for the inventory/menu we need to pause a set of coroutines and
* continue them later on
* 2. We need to save and load the state of coroutines
* For this we either write the state machine ourselves or we use
* the following careful macros where the state ID is explicitly written
* This way it is stable and if it has to change we can migrate
* savestates upon loading.
*
* Tasks are usually private, so in order to load them they:
* - need a constructor MyPrivateTask(Process &, Serializer &)
* - need call the macro DECLARE_TASK(MyPrivateTask)
* - they have to listed in tasks.h
*/
struct Task;
class Process;
class ObjectBase;
enum class TaskReturnType {
Yield,
Finished,
Waiting
};
struct TaskReturn {
static inline TaskReturn yield() { return {}; }
static TaskReturn finish(int32 returnValue);
static TaskReturn waitFor(Task *task);
inline TaskReturnType type() const { return _type; }
inline int32 returnValue() const {
assert(_type == TaskReturnType::Finished);
return _returnValue;
}
inline Task *taskToWaitFor() const {
assert(_type == TaskReturnType::Waiting);
return _taskToWaitFor;
}
private:
TaskReturn();
TaskReturnType _type;
union {
int32 _returnValue;
Task *_taskToWaitFor;
};
};
struct Task {
Task(Process &process);
virtual ~Task() {}
virtual TaskReturn run() = 0;
virtual void debugPrint() = 0;
virtual void syncGame(Common::Serializer &s);
virtual const char *taskName() const = 0; // implemented by DECLARE_TASK
inline Process &process() const { return _process; }
protected:
Task *delay(uint32 millis);
void syncObjectAsString(Common::Serializer &s, ObjectBase *&object, bool optional = false) const;
template<class TObject>
void syncObjectAsString(Common::Serializer &s, TObject *&object, bool optional = false) const {
// We could add is_const and therefore true_type, false_type, integral_constant
// or we could just use const_cast and promise that we won't modify the object itself
ObjectBase *base = const_cast<Common::remove_const_t<TObject> *>(object);
syncObjectAsString(s, base, optional);
object = dynamic_cast<TObject *>(base);
if (object == nullptr && base != nullptr)
errorForUnexpectedObjectType(base);
}
uint32 _stage = 0;
private:
void errorForUnexpectedObjectType(const ObjectBase *base) const;
Process &_process;
};
// implemented in alcachofa.cpp to prevent a compiler warning when
// the declaration of the construct function comes after the definition
struct DelayTask final : public Task {
DelayTask(Process &process, uint32 millis);
DelayTask(Process &process, Common::Serializer &s);
TaskReturn run() override;
void debugPrint() override;
void syncGame(Common::Serializer &s) override;
const char *taskName() const override;
private:
uint32 _endTime = 0;
};
#define DECLARE_TASK(TaskName) \
extern Task *constructTask_##TaskName(Process &process, Serializer &s) { \
return new TaskName(process, s); \
} \
const char *TaskName::taskName() const { \
return #TaskName; \
}
#define TASK_BEGIN \
switch(_stage) { \
case 0:; \
#define TASK_END \
TASK_RETURN(0); \
default: assert(false && "Invalid line in task"); \
} return TaskReturn::finish(0)
#define TASK_INTERNAL_BREAK(stage, ret) \
do { \
_stage = stage; \
return ret; \
case stage:; \
} while(0)
#define TASK_YIELD(stage) TASK_INTERNAL_BREAK((stage), TaskReturn::yield())
#define TASK_WAIT(stage, task) TASK_INTERNAL_BREAK((stage), TaskReturn::waitFor(task))
#define TASK_RETURN(value) \
do { \
_stage = UINT_MAX; \
return TaskReturn::finish(value); \
} while(0)
using ProcessId = uint32;
class Process {
public:
Process(ProcessId pid, MainCharacterKind characterKind);
Process(Common::Serializer &s);
~Process();
inline ProcessId pid() const { return _pid; }
inline MainCharacterKind &character() { return _character; } // is changed in changeCharacter
inline MainCharacterKind character() const { return _character; }
inline int32 returnValue() const { return _lastReturnValue; }
inline Common::String &name() { return _name; }
bool isActiveForPlayer() const; ///< and thus should e.g. draw subtitles or effects
TaskReturnType run();
void debugPrint();
void syncGame(Common::Serializer &s);
private:
friend class Scheduler;
ProcessId _pid;
MainCharacterKind _character;
Common::Stack<Task *> _tasks;
Common::String _name;
int32 _lastReturnValue = 0;
};
class Scheduler {
public:
~Scheduler();
void run();
void backupContext();
void restoreContext();
void killAllProcesses();
void killAllProcessesFor(MainCharacterKind characterKind);
void killProcessByName(const Common::String &name);
bool hasProcessWithName(const Common::String &name);
void debugPrint();
void prepareSyncGame(Common::Serializer &s);
void syncGame(Common::Serializer &s);
template<typename TTask, typename... TaskArgs>
Process *createProcess(MainCharacterKind character, TaskArgs&&... args) {
Process *process = createProcessInternal(character);
process->_tasks.push(new TTask(*process, Common::forward<TaskArgs>(args)...));
return process;
}
private:
Process *createProcessInternal(MainCharacterKind character);
inline Common::Array<Process *> &processesToRun() { return _processArrays[_currentArrayI]; }
inline Common::Array<Process *> &processesToRunNext() { return _processArrays[!_currentArrayI]; }
Common::Array<Process *> _processArrays[2];
Common::Array<Process *> _backupProcesses;
uint8 _currentArrayI = 0;
ProcessId _nextPid = 1;
uint _currentProcessI = UINT_MAX;
};
}
#endif // ALCACHOFA_SCHEDULER_H