Browse Source

Add `MemoryAPI`

develop
Anton Tarasenko 4 years ago
parent
commit
f6364229ed
  1. 290
      sources/Core/Memory/MemoryAPI.uc

290
sources/Core/Memory/MemoryAPI.uc

@ -0,0 +1,290 @@
/**
* API that provides functions for managing objects and actors by providing
* easy and general means to create and destroy them, that allow to make use of
* temporary `Object`s in a more efficient way.
* This is a low-level API that most users of Acedia, most likely,
* would not have to use, since creation of most objects would use their own
* wrapper functions around this API.
* Copyright 2020 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class MemoryAPI extends Singleton;
// This variable counts ticks and should be different each new tick.
var private int currentTick;
// Stores instance of an `Object` that can be borrowed from the pool.
struct BorrowableRecord
{
// Borrowable instance
var Object instance;
// Was this object borrowed?
// This flag will persist unless object was explicitly freed,
// even if borrowed reference timed out.
var bool borrowed;
// When was this object borrowed?
// Used to automatically free borrowed objects after the tick has passed.
var int borrowTick;
};
// Available object pools
var private array<BorrowableRecord> borrowPool;
// Checks if instance in the given `record` is borrowed.
private final function bool IsBorrowed(BorrowableRecord record)
{
// `record.borrowed` means instance was borrowed,
// but not explicitly freed;
// `record.borrowTick >= currentTick` means that rights to the borrowed
// instance hasn't yet ran out.
return (record.borrowed && record.borrowTick >= currentTick);
}
// Loads a reference to class instance from it's string representation.
private final function class<Object> LoadClass(string classReference)
{
return class<Object>(DynamicLoadObject(classReference, class'Class', true));
}
/**
* Creates a new `Object` / `Actor` of a given class.
*
* If uses a proper spawning mechanism for both objects (`new`)
* and actors (`Spawn`).
*
* @param classToAllocate Class of the `Object` / `Actor` that this method
* must create.
* @return Newly created object, might be `none` if creation has failed.
*/
public final function Object Allocate(class<Object> classToAllocate)
{
local class<Actor> actorClassToSpawn;
if (classToAllocate == none) return none;
actorClassToSpawn = class<Actor>(classToAllocate);
if (actorClassToSpawn != none)
{
return Spawn(actorClassToSpawn);
}
return (new classToAllocate);
}
/**
* Creates a new `Object` / `Actor` of a given class.
*
* If uses a proper spawning mechanism for both objects (`new`)
* and actors (`Spawn`).
*
* @param classToAllocate Text representation (name) of the class of the
* `Object` / `Actor` that this method must create.
* Should contain full package-path.
* @return Newly created object, might be `none` if creation has failed.
*/
public final function Object AllocateByReference(string refToClassToAllocate)
{
return Allocate(LoadClass(refToClassToAllocate));
}
/**
* Borrows an instance of an `Object` / `Actor` of the given class
* from the pool.
* Borrowed instance will be auto-freed during next tick.
*
* @param classToBorrow Class of an `Object` / `Actor` we want to borrow.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object Borrow(class<Object> classToBorrow)
{
local int i;
local BorrowableRecord newRecord;
for (i = 0; i < borrowPool.length; i += 1)
{
if (IsBorrowed(borrowPool[i])) continue;
if (borrowPool[i].instance == none) continue;
if (borrowPool[i].instance.class != classToBorrow) continue;
borrowPool[i].borrowed = true;
borrowPool[i].borrowTick = currentTick;
return borrowPool[i].instance;
}
// Create a new instance to borrow, if there isn't any available for
// the given class.
newRecord.borrowed = false;
newRecord.instance = Allocate(classToBorrow);
if (newRecord.instance != none)
{
borrowPool[borrowPool.length] = newRecord;
}
return newRecord.instance;
}
/**
* Borrows an instance of an `Object` / `Actor` of the given class
* from the pool.
* Borrowed instance will be auto-freed during next tick.
*
* @param classToBorrow Text representation (name) of the class of
* an `Object` / `Actor` we want to borrow.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object BorrowByReference(string refToClassToBorrow)
{
return Borrow(LoadClass(refToClassToBorrow));
}
/**
* Claims an instance of an `Object` / `Actor` of the given class
* from the pool.
* Claimed instances are removed from the borrow pool and
* will not be automatically freed.
*
* @param classToClaim Class of an `Object` / `Actor` we wish to borrow.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object Claim(class<Object> classToClaim)
{
local int i;
local Object instance;
for (i = 0; i < borrowPool.length; i += 1)
{
if (IsBorrowed(borrowPool[i])) continue;
if (borrowPool[i].instance == none) continue;
if (borrowPool[i].instance.class != classToClaim) continue;
instance = borrowPool[i].instance;
borrowPool.Remove(i, 1);
return instance;
}
// Create a new instance to borrow, if there isn't any available for
// the given class.
return Allocate(classToClaim);
}
/**
* Claims an instance of an `Object` / `Actor` of the given class
* from the pool.
* Claimed instances are removed from the borrow pool and
* will not be automatically freed.
*
* @param classToClaim Text representation (name) of the class of
* an `Object` / `Actor` we wish to claim.
* @return Borrowed object, might be `none` if borrow pool is empty and
* creation of a new `Object` / `Actor` has failed.
*/
public final function Object ClaimByReference(string refToClassToClaim)
{
return Claim(LoadClass(refToClassToClaim));
}
/**
* Frees given `Object` / `Actor` resource.
*
* By default `Actor`s are destroyed.
* Due to limitations of the engine objects cannot be outright destroyed.
* Instead, they are put into a "borrow pool", from where they can later be
* taken for a reuse.
*
* @param objectToDelete `Object` / `Actor` that must be freed.
* @param forceMakeBorrowable Only has an effect if `objectToDelete`
* is an `Actor`, in which case it forces it to be added
* to the borrow pool, instead of being destroyed.
*/
public final function Free
(
Object objectToDelete,
optional bool forceMakeBorrowable
)
{
local int i;
local Actor actorToDelete;
local BorrowableRecord newRecord;
if (objectToDelete == none) return;
actorToDelete = Actor(objectToDelete);
if (actorToDelete != none && !forceMakeBorrowable)
{
actorToDelete.Destroy();
return;
}
// Check if `objectToDelete` is already in our records.
for (i = 0; i < borrowPool.length; i += 1)
{
if (borrowPool[i].instance == objectToDelete)
{
borrowPool[i].borrowed = false;
return;
}
}
// If not - add it
newRecord.instance = objectToDelete;
newRecord.borrowed = false;
borrowPool[borrowPool.length] = newRecord;
}
/**
* Forces Unreal Engine to do garbage collection.
* By default also cleans up all the objects in the borrow object pool.
*
* Process of garbage collection causes significant lag spike during the game
* and should be used carefully.
*
* NOTE: method does not guarantee that borrow pool will be empty after
* this call (even with `keepBorrowedObjectPool = true`),
* since some of the borrowable objects might be currently in use and,
* therefore, cannot be garbage collected.
*
* @param keepBorrowedObjectPool Set this to `true` to NOT garbage collect
* objects in a borrow pool. Otherwise keep it `false`.
*/
public final function CollectGarbage(optional bool keepBorrowedObjectPool)
{
local int i;
if (!keepBorrowedObjectPool)
{
// Dereference all non-borrowed objects from borrow pool,
// so that they can be garbage collected.
i = 0;
while (i < borrowPool.length)
{
if ( borrowPool[i].instance == none
|| !IsBorrowed(borrowPool[i]) )
{
borrowPool.Remove(i, 1);
}
else
{
i += 1;
}
}
}
// This makes Unreal Engine do garbage collection
ConsoleCommand("obj garbage");
}
event Tick(float delta)
{
currentTick += 1;
}
// TODO: add cleaning on cooldown
defaultproperties
{
currentTick = 0
}
Loading…
Cancel
Save