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Cleaning up the files updated
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parent
8356e5495f
commit
5629cf425e
6 changed files with 22 additions and 22 deletions
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@ -96,7 +96,7 @@ void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
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if (motionState) {
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if (!entity->shouldBePhysical()) {
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// the entity should be removed from the physical simulation
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_transaction.remove(motionState);
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_pendingChanges.remove(motionState);
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_physicalObjects.remove(motionState);
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_outgoingChanges.remove(motionState);
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_entitiesToRemoveFromPhysics.insert(entity);
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@ -104,7 +104,7 @@ void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
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_simpleKinematicEntities.insert(entity);
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}
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} else {
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_transaction.insert(motionState);
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_pendingChanges.insert(motionState);
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}
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} else if (entity->shouldBePhysical()) {
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// The intent is for this object to be in the PhysicsEngine, but it has no MotionState yet.
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@ -148,7 +148,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
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_entitiesToRemoveFromPhysics.clear();
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_entitiesToRelease.clear();
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_entitiesToAddToPhysics.clear();
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_transaction.clear();
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_pendingChanges.clear();
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_outgoingChanges.clear();
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}
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@ -170,7 +170,7 @@ void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionState
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EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
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if (motionState) {
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_transaction.remove(motionState);
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_pendingChanges.remove(motionState);
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_outgoingChanges.remove(motionState);
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_physicalObjects.remove(motionState);
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result.push_back(motionState);
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@ -246,18 +246,18 @@ void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& re
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void PhysicalEntitySimulation::setObjectsToChange(const VectorOfMotionStates& objectsToChange) {
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QMutexLocker lock(&_mutex);
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for (auto object : objectsToChange) {
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_transaction.insert(static_cast<EntityMotionState*>(object));
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_pendingChanges.insert(static_cast<EntityMotionState*>(object));
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}
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}
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void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result) {
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result.clear();
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QMutexLocker lock(&_mutex);
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for (auto stateItr : _transaction) {
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for (auto stateItr : _pendingChanges) {
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EntityMotionState* motionState = &(*stateItr);
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result.push_back(motionState);
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}
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_transaction.clear();
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_pendingChanges.clear();
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}
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void PhysicalEntitySimulation::handleDeactivatedMotionStates(const VectorOfMotionStates& motionStates) {
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@ -67,7 +67,7 @@ private:
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SetOfEntities _entitiesToRelease;
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SetOfEntities _entitiesToAddToPhysics;
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SetOfEntityMotionStates _transaction; // EntityMotionStates already in PhysicsEngine that need their physics changed
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SetOfEntityMotionStates _pendingChanges; // EntityMotionStates already in PhysicsEngine that need their physics changed
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SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we may need to send updates to entity-server
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SetOfMotionStates _physicalObjects; // MotionStates of entities in PhysicsEngine
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@ -35,12 +35,12 @@ void Transaction::updateItem(ItemID id, const UpdateFunctorPointer& functor) {
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_updateFunctors.push_back(functor);
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}
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void Transaction::merge(const Transaction& change) {
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_resetItems.insert(_resetItems.end(), change._resetItems.begin(), change._resetItems.end());
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_resetPayloads.insert(_resetPayloads.end(), change._resetPayloads.begin(), change._resetPayloads.end());
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_removedItems.insert(_removedItems.end(), change._removedItems.begin(), change._removedItems.end());
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_updatedItems.insert(_updatedItems.end(), change._updatedItems.begin(), change._updatedItems.end());
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_updateFunctors.insert(_updateFunctors.end(), change._updateFunctors.begin(), change._updateFunctors.end());
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void Transaction::merge(const Transaction& transaction) {
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_resetItems.insert(_resetItems.end(), transaction._resetItems.begin(), transaction._resetItems.end());
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_resetPayloads.insert(_resetPayloads.end(), transaction._resetPayloads.begin(), transaction._resetPayloads.end());
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_removedItems.insert(_removedItems.end(), transaction._removedItems.begin(), transaction._removedItems.end());
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_updatedItems.insert(_updatedItems.end(), transaction._updatedItems.begin(), transaction._updatedItems.end());
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_updateFunctors.insert(_updateFunctors.end(), transaction._updateFunctors.begin(), transaction._updateFunctors.end());
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}
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Scene::Scene(glm::vec3 origin, float size) :
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@ -34,7 +34,7 @@ public:
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void updateItem(ItemID id, const UpdateFunctorPointer& functor);
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void updateItem(ItemID id) { updateItem(id, nullptr); }
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void merge(const Transaction& change);
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void merge(const Transaction& transaction);
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ItemIDs _resetItems;
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Payloads _resetPayloads;
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@ -53,8 +53,8 @@ namespace Setting {
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const auto& key = handle->getKey();
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withWriteLock([&] {
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QVariant loadedValue;
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if (_transaction.contains(key) && _transaction[key] != UNSET_VALUE) {
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loadedValue = _transaction[key];
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if (_pendingChanges.contains(key) && _pendingChanges[key] != UNSET_VALUE) {
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loadedValue = _pendingChanges[key];
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} else {
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loadedValue = value(key);
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}
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@ -73,7 +73,7 @@ namespace Setting {
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}
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withWriteLock([&] {
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_transaction[key] = handleValue;
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_pendingChanges[key] = handleValue;
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});
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}
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@ -98,8 +98,8 @@ namespace Setting {
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void Manager::saveAll() {
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bool forceSync = false;
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withWriteLock([&] {
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for (auto key : _transaction.keys()) {
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auto newValue = _transaction[key];
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for (auto key : _pendingChanges.keys()) {
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auto newValue = _pendingChanges[key];
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auto savedValue = value(key, UNSET_VALUE);
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if (newValue == savedValue) {
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continue;
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@ -112,7 +112,7 @@ namespace Setting {
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setValue(key, newValue);
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}
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}
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_transaction.clear();
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_pendingChanges.clear();
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});
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if (forceSync) {
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@ -47,7 +47,7 @@ namespace Setting {
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QHash<QString, Interface*> _handles;
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QPointer<QTimer> _saveTimer = nullptr;
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const QVariant UNSET_VALUE { QUuid::createUuid() };
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QHash<QString, QVariant> _transaction;
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QHash<QString, QVariant> _pendingChanges;
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friend class Interface;
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friend void cleanupPrivateInstance();
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