Tasks are simple callables (e.g. lambdas), and can be pushed with 2
priority levels. Pushing a task returns a future.
Futures can be waited on, can return results, and can be cancelled
deterministically. Futures can also not be waited on.
This gives 'hardware concurrency - 1' threads to maximize CPU usage in a
work-stealing workflow.
Reviewed by: vladislavbelov
Refs #5874
Differential Revision: https://code.wildfiregames.com/D3848
This was SVN commit r25656.
We already have a single place to access arguments, so we don't need
a platform dependent place for that.
Refs 3f58951808, 8c1bd05ab9.
This was SVN commit r25567.
`Mod` currently modifies 4 global arrays, including some that are
'public'.
The logic flow is easier to understand if this becomes a real class with
const-correctness and public/private methods.
Differential Revision: https://code.wildfiregames.com/D3981
This was SVN commit r25469.
Refs 64bfa089af and 44ec2e324e
When a .zip file is encountered by the VFS population, it reads the info
for all files in the archives. This is quite slow for the public archive
(400-500ms on my computer), which means calling GetEngineInfo()
repeatedly is impossible.
By only opening the external mod.json, we skip most of the work. The
archive can still be opened if needed as fallback.
Differential Revision: https://code.wildfiregames.com/D3216
This was SVN commit r25446.
Follows 107d3d461f and other 'pthread->std::thread' diffs.
Windows uses Structured Exception Handling to allow reporting errors
(both C++ and hardware) nicely. This works by wrapping the code in a
__try __catch block.
The pthread wrapper did this automatically, but we now need to do it
explicitly for std::thread.
Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3261
This was SVN commit r24530.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.
Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.
Thanks Stan for the testing.
Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
This reworks the OSX bundle script, to run it easily on CI and to
further also build the unix tarballs and the windows installer.
Clean up the MacOS bundle detection, by not forcing a compilation-time
switch.
Clean up shared library compilation: changing the installation name
isn't necessary for 0 A.D.
Differential Revision: https://code.wildfiregames.com/D3161
This was SVN commit r24343.
Compatibility mode will be handled in a later diff.
Comments by: @Itms, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2420
This was SVN commit r24238.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.
No major compilation time change here, though this does reduce depencies
in some headers.
Also fix up old MacOS STL-include fixes that are no longer relevant.
Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
Remove the MAHAF code and binaries, which doesn't work on anything more
recent than Windows XP due to the usage of an unsigned driver.
Remove the custom timer (PMT, TSC...) code to use the Windows
recommended way aka, QueryPerformanceCounter (QPC)
Remove the deprecated functions in wpthread relating to this. Some
further cleanup will be needed, but this patch is already big enough.
This patch voluntarily excludes the Linux Fix for further investigation
as we haven't ruled out a kernel bug yet;
Discussed with: @wraitii, @vladislavbelov, @janwas, AMD Inc,
Tested by: Dakara, @OptimusShepard, Stan (On W10, Win7; with and without
PCH)
Threads:
https://wildfiregames.com/forum/topic/28367-amd-ryzen-threadripper-user-read-before-posting/https://wildfiregames.com/forum/index.php?/topic/26890-problem-with-ryzen-3000er-series/page/3/
Differential Revision: https://code.wildfiregames.com/D2726
This was SVN commit r24137.
This fixes the transfer of key inputs from WxWidgets to SDL, making it
possible to type in the in-game GUI from Atlas.
Also fixes whitespace issues in some Atlas files.
The following improvements are OSX specific:
- fixes an SDL assertion related to unused subsystems in Atlas.
- Remove the 'osxguiapplication' override. This fixes the editor
starting up in the background and not accepting input when launched from
in-game.
- To prevent an issue with sdl/wxwidgets conflict when running from
inside the game, actually boot a new instance (see #2427)
Reported by: wik (Many thanks for your investigations)
Tested by: trompetin17, Stan
Fixes#2427Fixes#2846
Differential Revision: https://code.wildfiregames.com/D2788
This was SVN commit r23926.
Before and after the commit we don't support multiple displays and HiDPI
properly.
Patch By: linkmauve
Tested By: Angen, elexis, Stan
Differential Revision: https://code.wildfiregames.com/D2476
This was SVN commit r23754.
GetMonitorSize was added in 5b5726ed4d. Its usage wasn't added. We don't
need to have the custom implementation of the function, since SDL2 can
do this. Also it doesn't make sense to get the default monitor size in
multi-monitor environments since the application window might be located
on each of them.
Patch By: linkmauve
This was SVN commit r23426.
Some pragma warnings are not more needed for VS2015 compilation this
removes them.
Removing some specific code for older version than VS2015.
Forcing build to fail if compiling with VS older than VS2015.
Differential Revision: https://code.wildfiregames.com/D1396
Reviewed by: @Itms
This was SVN commit r23416.
sys_cursor was introduced in 7e1bcd5159 and partially in 5299dcad86.
Usage of sys_cursor was completely removed in 9a2d0f803e. At the moment
we use SDL and GL cursors.
Patch By: linkmauve
Comments By: Stan
This was SVN commit r23364.
Revelead by the A23 crash when hosting a game in the lobby. We have a
debug_break() call that calls "kill" with SIGTRAP, which generally
doesn't get handled correctly in release versions, particularly on OSX.
Differential Revision: https://code.wildfiregames.com/D1499
This was SVN commit r21998.
A check for OSX version that seemed useless broke compilation on Xcode
9.
Reviewed By: Itms
Differential Revision: https://code.wildfiregames.com/D986
This was SVN commit r20530.
Note that this does not fix the warnings in AtlasObjectXML, someone
interested
in fixing those should check whether using ICU would be a nicer
solution.
Reviewed By: echotangoecho
Differential Revision: https://code.wildfiregames.com/D740
This was SVN commit r20095.
This fixes#4561 and makes sound card detection work on non-Windows
platforms.
Reviewed By: echotangoecho
Tested By: Imarok, elexis
Differential Revision: https://code.wildfiregames.com/D636
This was SVN commit r19877.