Add the unref work items to the front of the workqueue (Bug #3273)

Ensures that memory still gets freed even if the workqueue is overloaded.
openmw-39
scrawl 8 years ago
parent bc36269617
commit 2f8be401cc

@ -238,7 +238,7 @@ namespace MWWorld
}
// the resource cache is cleared from the worker thread so that we're not holding up the main thread with delete operations
mWorkQueue->addWorkItem(new UpdateCacheItem(mResourceSystem, mTerrain, timestamp));
mWorkQueue->addWorkItem(new UpdateCacheItem(mResourceSystem, mTerrain, timestamp), true);
}
void CellPreloader::setExpiryDelay(double expiryDelay)

@ -40,7 +40,7 @@ namespace SceneUtil
if (mWorkItem->mObjects.empty())
return;
workQueue->addWorkItem(mWorkItem);
workQueue->addWorkItem(mWorkItem, true);
mWorkItem = new UnrefWorkItem;
}

@ -55,7 +55,7 @@ WorkQueue::~WorkQueue()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
while (!mQueue.empty())
mQueue.pop();
mQueue.pop_back();
mIsReleased = true;
mCondition.broadcast();
}
@ -67,7 +67,7 @@ WorkQueue::~WorkQueue()
}
}
void WorkQueue::addWorkItem(osg::ref_ptr<WorkItem> item)
void WorkQueue::addWorkItem(osg::ref_ptr<WorkItem> item, bool front)
{
if (item->isDone())
{
@ -76,7 +76,10 @@ void WorkQueue::addWorkItem(osg::ref_ptr<WorkItem> item)
}
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
mQueue.push(item);
if (front)
mQueue.push_front(item);
else
mQueue.push_back(item);
mCondition.signal();
}
@ -90,7 +93,7 @@ osg::ref_ptr<WorkItem> WorkQueue::removeWorkItem()
if (!mQueue.empty())
{
osg::ref_ptr<WorkItem> item = mQueue.front();
mQueue.pop();
mQueue.pop_front();
return item;
}
else

@ -50,7 +50,8 @@ namespace SceneUtil
/// Add a new work item to the back of the queue.
/// @par The work item's waitTillDone() method may be used by the caller to wait until the work is complete.
void addWorkItem(osg::ref_ptr<WorkItem> item);
/// @param front If true, add item to the front of the queue. If false (default), add to the back.
void addWorkItem(osg::ref_ptr<WorkItem> item, bool front=false);
/// Get the next work item from the front of the queue. If the queue is empty, waits until a new item is added.
/// If the workqueue is in the process of being destroyed, may return NULL.
@ -59,7 +60,7 @@ namespace SceneUtil
private:
bool mIsReleased;
std::queue<osg::ref_ptr<WorkItem> > mQueue;
std::deque<osg::ref_ptr<WorkItem> > mQueue;
OpenThreads::Mutex mMutex;
OpenThreads::Condition mCondition;

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