Don't set node->_parent to null before calling
SGPropertyNodeImpl::fireChildRemoved().
This fixes problem with Jaguar-GR1 HUD.
[Should probably set node->_parent to null before returning, but previous
(non-locked) code didn't do this, and it would require acquiring mutex.
Previously blank lines in the various .txt LIST files
created spurious error logging. This commit does some
simple length checking and ignore blank lines rather than
complaining (and then ignoring).
Added runtime control of property locking active, and lock contention
diagnostics; new SGPropertyLockControl() allows associated property nodes to be
registered.
Added code to measure time spent locking/unlocking; disabled via preprocesor by
default because gives small decrease in fps even when disabled at runtime.
If SG_PROPS_UNTHREADSAFE is defined we defer to the old property code at build
time (requires old files to be available as props-unsafe.{hxx,cxx}). This
facility will hopefully be be removed at some point, but for now makes it
easier to compare before/after speed.
Added a std::shared_mutex to SGPropertyNode and changed all props code to use
shared or exclusive locks as necessary whenever reading/writing data.
SG_PROPERTY_LOCKING=0 or 1 can be used to control whether locking is
active. Default is 1.
SG_PROPERTY_LOCKING_VERBOSE=0 or 1 can be used to cause diagnostics to be
generated if we get lock contention. Default is 0.
Removed most of the inline implementation code in props.hxx - now that we use
locking, nearly all calls eventually end up in props.cxx in order to take out
a lock so there's no point inlining. For template code this also means that we
now explicitly instantiate / specialise in props.cxx.
Reformateed props.hxx to use consistent indentation. Also condensed identical
comments for related methods such as getBoolValue(), getIntValue() etc, which
results in more readable visual grouping.
Much of the internal implementation code for SGPropertyNode is now in the form
of static methods in a new SGPropertyNodeImpl class in props.cxx. This class is
marked as a friend of SGPropertyNode in props.hxx so these methods can access
all SGPropertyNode internal data without being declared in props.hxx. So one
can change implementation code without recompiling everything.
Removed TEST_READ and TEST_WRITE macros.
Removed SGPropertyNode::MAX_STRING_LEN - was only used in compare_strings() and
it is unnecessary.
It looks like assigning an Effect to the geode containing the osgText is
enough and there aren't any conflicts with OSG own shaders. This might
change in the future if the switch to the core profile happens.
The text shaders also rely on fixed pipeline features like
gl_FrontColor. This is because aircraft developers are used to using
material animations to change the text color.
Previously landclass textures were compressed by
out internal optimizer. This caused bad artifacts
on landclass boundaries, e.g. where landclass 1 met
landclass 10 there would be compression/interpolation
artifact with a value of (say) 5.
This disables compression for such landclass textures.
Use an exception rather than polling a flag, for checking errors
during BTG reading. This should allow us to give a correctly
identified error, at exactly the point the read fails.
When an effect defines no shader sources, special case this error to
avoid confusing result from SGProgram.
Add error-context for readNode STG loading, so failures inside an
STG can be attributed
The use of SGShared for IReceiver derived conflicted with other uses of SGShared / SGReferenced - and after consideration transmitters should probably remain static for the lifetime of the application.
Any dynamic transmitters will need careful consideration if working in a threaded environment to ensure that a transmitter doesn't go out of scope before any notifications that it has issued have finished being processed by other threads.
After testing with multithreading there were still problems related to
scope and transmitters - because a transmitter that was on the stack
as an object could go out of scope before a notify all had finished
and lead to invalid data and a crash
The solution is to always have Recipients allocated via new() and to
use a shared pointer to manage the scope and garbage collect when the
last reference goes out of scope.
To achieve the threadsafe minimal locking the rules are as follows;
* All recipients must be allocated via new()
* Register and DeRegister will only happen when on the outermost
level of NotifyAll.
- all other add or delete will be put into the pending queue and
added at the start of the next outer notify all
- at outer level notify all a lock will be taken to process pending
items
* during the main notify processing there will be no locks - however
it is also assumed that the recipient list will not be changed
- Add and AREA_FEATURE_LIST STG verb.
- /sim/rendering/static-lod/area-features-lod-level to control point at
which such feature are rendered
- /sim/rendering/static-lod/lod-leve[n]/area-features-min-width sets
the minimum width for feature rendering at that LoD level.
STG Format:
AREA_FEATURE_LIST <file> <material>
File format:
Area Attrib A B C D lon0 lat0 lon1 lat1 lon2 lat2 lon3 lat4....
where:
Area is the area of the feature in m^2
Attrib is an integer attribute (currently unused)
A, B, C, D are generic float attributes. Their interpretation may vary by feature type
lon[n], lat[n] are pairs of lon/lat defining straight road segments
- Generate vegetation based on underlying landclass material mapping
- Reduce frame pauses by removing terrain init from update visitor
- Fix a couple of small timing windows causing crashes.