cr cleanup

This commit is contained in:
ZappoMan 2013-04-30 11:29:13 -07:00
parent 747cfc04be
commit 7fddd63a61
2 changed files with 20 additions and 25 deletions

View file

@ -157,15 +157,9 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
// As our tree to erase all it's voxels
::randomTree.eraseAllVoxels();
// enumerate the agents clean up their marker nodes
for (AgentList::iterator agent = AgentList::getInstance()->begin(); agent != AgentList::getInstance()->end(); agent++) {
//printf("eraseVoxelTreeAndCleanupAgentVisitData() agent[%d]\n",i);
VoxelAgentData* agentData = (VoxelAgentData *)agent->getLinkedData();
VoxelAgentData* agentData = (VoxelAgentData*) agent->getLinkedData();
if (agentData) {
// clean up the agent visit data
agentData->nodeBag.deleteAll();
@ -229,7 +223,7 @@ void voxelDistributeHelper(AgentList* agentList, AgentList::iterator& agent, Vox
// If we have something in our nodeBag, then turn them into packets and send them out...
if (!agentData->nodeBag.isEmpty()) {
static unsigned char tempOutputBuffer[MAX_VOXEL_PACKET_SIZE-1]; // save on allocs by making this static
static unsigned char tempOutputBuffer[MAX_VOXEL_PACKET_SIZE - 1]; // save on allocs by making this static
int bytesWritten = 0;
// NOTE: we can assume the voxelPacket has already been set up with a "V"
@ -242,7 +236,8 @@ void voxelDistributeHelper(AgentList* agentList, AgentList::iterator& agent, Vox
// Only let this guy create at largest packets equal to the amount of space we have left in our final???
// Or let it create the largest possible size (minus 1 for the "V")
bytesWritten = randomTree.encodeTreeBitstream(agentData->getMaxSearchLevel(), subTree, viewFrustum,
&tempOutputBuffer[0], MAX_VOXEL_PACKET_SIZE-1, agentData->nodeBag);
&tempOutputBuffer[0], MAX_VOXEL_PACKET_SIZE - 1,
agentData->nodeBag);
// if we have room in our final packet, add this buffer to the final packet
if (agentData->getAvailable() >= bytesWritten) {
@ -302,7 +297,7 @@ void *distributeVoxelsToListeners(void *args) {
// enumerate the agents to send 3 packets to each
for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
VoxelAgentData* agentData = (VoxelAgentData *)agent->getLinkedData();
VoxelAgentData* agentData = (VoxelAgentData*) agent->getLinkedData();
// Sometimes the agent data has not yet been linked, in which case we can't really do anything
if (agentData) {