Pause the game instead of blocking when link graph jobs lag.

Check if the job is still running one date fract tick before it
is due to join and if so pause the game until its done.
This avoids the main thread being blocked on a thread join.
Show if pause is due to link graph job in status bar, update network
messages.
This does not apply for network clients.
pull/3/head
Jonathan G Rennison 9 years ago
parent 5108a71240
commit c6854afcef

@ -773,6 +773,7 @@ STR_SMALLMAP_TOOLTIP_ENABLE_ALL_CARGOS :{BLACK}Display
STR_STATUSBAR_TOOLTIP_SHOW_LAST_NEWS :{BLACK}Show last message or news report
STR_STATUSBAR_COMPANY_NAME :{SILVER}- - {COMPANY} - -
STR_STATUSBAR_PAUSED :{YELLOW}* * PAUSED * *
STR_STATUSBAR_PAUSED_LINK_GRAPH :{ORANGE}* * PAUSED (waiting for link graph update) * *
STR_STATUSBAR_AUTOSAVE :{RED}AUTOSAVE
STR_STATUSBAR_SAVING_GAME :{RED}* * SAVING GAME * *
@ -2276,11 +2277,13 @@ STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Game still paus
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Game still paused ({STRING}, {STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Game still paused ({STRING}, {STRING}, {STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :Game still paused ({STRING}, {STRING}, {STRING}, {STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_5 :Game still paused ({STRING}, {STRING}, {STRING}, {STRING}, {STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Game unpaused ({STRING})
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :number of players
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :connecting clients
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manual
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :game script
STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH :waiting for link graph update
############ End of leave-in-this-order
STR_NETWORK_MESSAGE_CLIENT_LEAVING :leaving
STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {RAW_STRING} has joined the game

@ -40,7 +40,8 @@ LinkGraphJob::LinkGraphJob(const LinkGraph &orig) :
link_graph(orig),
settings(_settings_game.linkgraph),
thread(NULL),
join_date(_date + _settings_game.linkgraph.recalc_time)
join_date(_date + _settings_game.linkgraph.recalc_time),
job_completed(false)
{
}
@ -171,6 +172,20 @@ LinkGraphJob::~LinkGraphJob()
}
}
/**
* Check if job has actually finished.
* This is allowed to spuriously return an incorrect value.
* @return True if job has actually finished.
*/
bool LinkGraphJob::IsJobCompleted() const
{
#if defined(__GNUC__) && (__cplusplus >= 201103L || defined(__STDCXX_VERSION__) || defined(__GXX_EXPERIMENTAL_CXX0X__) || defined(__GXX_EXPERIMENTAL_CPP0X__))
return __atomic_load_n(&job_completed, __ATOMIC_RELAXED);
#else
return job_completed;
#endif
}
/**
* Initialize the link graph job: Resize nodes and edges and populate them.
* This is done after the constructor so that we can do it in the calculation

@ -63,6 +63,7 @@ protected:
Date join_date; ///< Date when the job is to be joined.
NodeAnnotationVector nodes; ///< Extra node data necessary for link graph calculation.
EdgeAnnotationMatrix edges; ///< Extra edge data necessary for link graph calculation.
bool job_completed; ///< Is the job still running. This is accessed by multiple threads and is permitted to be spuriously incorrect.
void EraseFlows(NodeID from);
void JoinThread();
@ -267,13 +268,15 @@ public:
* settings have to be brutally const-casted in order to populate them.
*/
LinkGraphJob() : settings(_settings_game.linkgraph), thread(NULL),
join_date(INVALID_DATE) {}
join_date(INVALID_DATE), job_completed(false) {}
LinkGraphJob(const LinkGraph &orig);
~LinkGraphJob();
void Init();
bool IsJobCompleted() const;
/**
* Check if job is supposed to be finished.
* @return True if job should be finished by now, false if not.

@ -15,6 +15,7 @@
#include "demands.h"
#include "mcf.h"
#include "flowmapper.h"
#include "../command_func.h"
#include "../safeguards.h"
@ -49,6 +50,16 @@ void LinkGraphSchedule::SpawnNext()
}
}
/**
* Join the next finished job, if available.
*/
bool LinkGraphSchedule::IsJoinWithUnfinishedJobDue() const
{
if (this->running.empty()) return false;
const LinkGraphJob *next = this->running.front();
return next->IsFinished() && !next->IsJobCompleted();
}
/**
* Join the next finished job, if available.
*/
@ -78,6 +89,21 @@ void LinkGraphSchedule::JoinNext()
for (uint i = 0; i < lengthof(instance.handlers); ++i) {
instance.handlers[i]->Run(*job);
}
/*
* Note that this it not guaranteed to be an atomic write and there are no memory barriers or other protections.
* Readers of this variable in another thread may see an out of date value.
* However this is OK as this will only happen just as a job is completing, and the real synchronisation is provided
* by the thread join operation. In the worst case the main thread will be paused for longer than strictly necessary before
* joining.
* This is just a hint variable to avoid performing the join excessively early and blocking the main thread.
*/
#if defined(__GNUC__) && (__cplusplus >= 201103L || defined(__STDCXX_VERSION__) || defined(__GXX_EXPERIMENTAL_CXX0X__) || defined(__GXX_EXPERIMENTAL_CPP0X__))
__atomic_store_n(&(job->job_completed), true, __ATOMIC_RELAXED);
#else
job->job_completed = true;
#endif
}
/**
@ -140,6 +166,29 @@ LinkGraphSchedule::~LinkGraphSchedule()
}
}
/**
* Pause the game if on the next _date_fract tick, we would do a join with the next
* link graph job, but it is still running.
* If we previous paused, unpause if the job is now ready to be joined with
*/
void StateGameLoop_LinkGraphPauseControl()
{
if (_pause_mode & PM_PAUSED_LINK_GRAPH) {
/* We are paused waiting on a job, check the job every tick */
if (!LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
DoCommandP(0, PM_PAUSED_LINK_GRAPH, 0, CMD_PAUSE);
}
} else if (_pause_mode == PM_UNPAUSED && _tick_skip_counter == 0 &&
_date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 1) {
if (_date % _settings_game.linkgraph.recalc_interval == _settings_game.linkgraph.recalc_interval / 2) {
/* perform check one _date_fract tick before we would join */
if (LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) {
DoCommandP(0, PM_PAUSED_LINK_GRAPH, 1, CMD_PAUSE);
}
}
}
}
/**
* Spawn or join a link graph job or compress a link graph if any link graph is
* due to do so.

@ -57,6 +57,7 @@ public:
static void Clear();
void SpawnNext();
bool IsJoinWithUnfinishedJobDue() const;
void JoinNext();
void SpawnAll();
void ShiftDates(int interval);

@ -152,6 +152,7 @@ CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2,
case PM_PAUSED_ERROR:
case PM_PAUSED_NORMAL:
case PM_PAUSED_GAME_SCRIPT:
case PM_PAUSED_LINK_GRAPH:
break;
#ifdef ENABLE_NETWORK

@ -354,7 +354,8 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
case PM_PAUSED_NORMAL:
case PM_PAUSED_JOIN:
case PM_PAUSED_GAME_SCRIPT:
case PM_PAUSED_ACTIVE_CLIENTS: {
case PM_PAUSED_ACTIVE_CLIENTS:
case PM_PAUSED_LINK_GRAPH: {
bool changed = ((_pause_mode == PM_UNPAUSED) != (prev_mode == PM_UNPAUSED));
bool paused = (_pause_mode != PM_UNPAUSED);
if (!paused && !changed) return;
@ -367,6 +368,7 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
if ((_pause_mode & PM_PAUSED_JOIN) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS);
if ((_pause_mode & PM_PAUSED_GAME_SCRIPT) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT);
if ((_pause_mode & PM_PAUSED_ACTIVE_CLIENTS) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS);
if ((_pause_mode & PM_PAUSED_LINK_GRAPH) != PM_UNPAUSED) SetDParam(++i, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH);
str = STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 + i;
} else {
switch (changed_mode) {
@ -374,6 +376,7 @@ void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
case PM_PAUSED_JOIN: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS); break;
case PM_PAUSED_GAME_SCRIPT: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT); break;
case PM_PAUSED_ACTIVE_CLIENTS: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS); break;
case PM_PAUSED_LINK_GRAPH: SetDParam(0, STR_NETWORK_SERVER_MESSAGE_GAME_REASON_LINK_GRAPH); break;
default: NOT_REACHED();
}
str = paused ? STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED : STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED;

@ -1356,6 +1356,11 @@ static void CheckCaches()
*/
void StateGameLoop()
{
if (!_networking || _network_server) {
extern void StateGameLoop_LinkGraphPauseControl();
StateGameLoop_LinkGraphPauseControl();
}
/* don't execute the state loop during pause */
if (_pause_mode != PM_UNPAUSED) {
UpdateLandscapingLimits();

@ -62,6 +62,7 @@ enum PauseMode {
PM_PAUSED_ERROR = 1 << 3, ///< A game paused because a (critical) error
PM_PAUSED_ACTIVE_CLIENTS = 1 << 4, ///< A game paused for 'min_active_clients'
PM_PAUSED_GAME_SCRIPT = 1 << 5, ///< A game paused by a game script
PM_PAUSED_LINK_GRAPH = 1 << 6, ///< A game paused due to the link graph schedule lagging
/** Pause mode bits when paused for network reasons. */
PMB_PAUSED_NETWORK = PM_PAUSED_ACTIVE_CLIENTS | PM_PAUSED_JOIN,

@ -160,7 +160,8 @@ struct StatusBarWindow : Window {
} else if (_do_autosave) {
DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + WD_FRAMERECT_TOP, STR_STATUSBAR_AUTOSAVE, TC_FROMSTRING, SA_HOR_CENTER);
} else if (_pause_mode != PM_UNPAUSED) {
DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + WD_FRAMERECT_TOP, STR_STATUSBAR_PAUSED, TC_FROMSTRING, SA_HOR_CENTER);
StringID msg = (_pause_mode & PM_PAUSED_LINK_GRAPH) ? STR_STATUSBAR_PAUSED_LINK_GRAPH : STR_STATUSBAR_PAUSED;
DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + WD_FRAMERECT_TOP, msg, TC_FROMSTRING, SA_HOR_CENTER);
} else if (this->ticker_scroll < TICKER_STOP && FindWindowById(WC_NEWS_WINDOW, 0) == NULL && _statusbar_news_item != NULL && _statusbar_news_item->string_id != 0) {
/* Draw the scrolling news text */
if (!DrawScrollingStatusText(_statusbar_news_item, this->ticker_scroll, r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + WD_FRAMERECT_TOP, r.bottom)) {

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