
com.threerings.miso.client.SceneBlockResolver Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of nenya Show documentation
Show all versions of nenya Show documentation
Facilities for making networked multiplayer games.
The newest version!
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.miso.client;
import java.awt.EventQueue;
import com.samskivert.util.Histogram;
import com.samskivert.util.LoopingThread;
import com.samskivert.util.Queue;
import static com.threerings.miso.Log.log;
/**
* A separate thread for resolving miso scene blocks.
*/
public class SceneBlockResolver extends LoopingThread
{
public SceneBlockResolver ()
{
super("SceneBlockResolver");
}
/**
* Queues up a scene block for resolution.
*/
public void resolveBlock (SceneBlock block, boolean hipri)
{
log.debug("Queueing block for resolution", "block", block, "hipri", hipri);
if (hipri) {
_queue.prepend(block);
} else {
_queue.append(block);
}
}
/**
* Temporarily suspends the scene block resolution thread.
*/
public synchronized void suspendResolution ()
{
_resolving = false;
}
/**
* Restores the operation of the scene block resolution thread after a
* previous call to {@link #suspendResolution}.
*/
public synchronized void restoreResolution ()
{
_resolving = true;
notify();
}
/**
* Returns the number of scene blocks on the resolution queue.
*/
public int queueSize ()
{
return _queue.size();
}
@Override
public void iterate ()
{
final SceneBlock block = _queue.get();
while (!_resolving) {
synchronized (this) {
try {
wait();
} catch (InterruptedException ie) {
log.info("Resolver interrupted.");
}
}
}
try {
long start = System.currentTimeMillis();
log.debug("Resolving block " + block + ".");
if (block.resolve()) {
log.debug("Resolved block " + block + ".");
}
long elapsed = System.currentTimeMillis() - start;
_histo.addValue((int)elapsed);
// warn if a block takes a long time to resolve
if (elapsed > LONG_RESOLVE_TIME) {
log.warning("Block took long time to resolve [block=" + block +
", elapsed=" + elapsed + "ms].");
}
// queue it up on the AWT thread to complete its resolution
// final boolean report = (_queue.size() == 0);
EventQueue.invokeLater(new Runnable() {
public void run () {
// let the block's panel know that it is resolved
block.wasResolved();
// report statistics
// if (report) {
// log.info("Resolution histogram " + _histo.summarize() + ".");
// }
}
});
} catch (Exception e) {
log.warning("Block failed during resolution " + block + ".", e);
}
}
/** The invoker's queue of units to be executed. */
protected Queue _queue = new Queue();
/** Indicates whether or not we are resolving or suspended. */
protected boolean _resolving = true;
/** Used to time block loading. */
protected Histogram _histo = new Histogram(0, 25, 100);
/** Blocks shouldn't take too long to resolve. */
protected static final long LONG_RESOLVE_TIME = 500L;
}
© 2015 - 2025 Weber Informatics LLC | Privacy Policy