wip: integrating threaded decoupled physics

Current Issues:
- HUGE memory leak
- HUGE amount of needles copying
- FillGraph() does thousands of lock_guards instead of one
- Can no longer rely on new states appearing immediately - have to check
each access
- Physics run as fast as possible, no constant sim speed`
- Irregular long freezes
This commit is contained in:
2026-02-24 02:00:15 +01:00
parent 39c0b58f3f
commit 550970f8a1
7 changed files with 140 additions and 87 deletions

View File

@ -7,6 +7,7 @@
#include <raylib.h>
#include <raymath.h>
#include <thread>
#include <tracy/Tracy.hpp>
#include <unordered_map>
#include <variant>
#include <vector>
@ -146,10 +147,10 @@ class ThreadedPhysics {
using Command = std::variant<AddMass, AddSpring, ClearGraph>;
struct PhysicsState {
std::mutex command_mtx;
TracyLockable(std::mutex, command_mtx);
std::queue<Command> pending_commands;
std::mutex pos_mtx;
TracyLockable(std::mutex, pos_mtx);
std::vector<Mass> masses; // Read by renderer
std::unordered_map<State, int> state_masses; // Read by renderer
std::vector<Spring> springs; // Read by renderer
@ -160,9 +161,11 @@ class ThreadedPhysics {
};
private:
PhysicsState state;
std::thread physics;
public:
PhysicsState state;
public:
ThreadedPhysics() : physics(PhysicsThread, std::ref(state)) {}
@ -180,6 +183,11 @@ private:
static auto PhysicsThread(PhysicsState &state) -> void;
public:
auto AddMassCmd(const State &_state) -> void;
auto AddSpringCmd(const State &a, const State &b) -> void;
auto ClearCmd() -> void;
};
// https://en.cppreference.com/w/cpp/utility/variant/visit

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@ -61,25 +61,29 @@ public:
}
private:
auto AllocateGraphInstancing(const MassSpringSystem &mass_springs) -> void;
auto AllocateGraphInstancing(const std::vector<Mass> &masses) -> void;
auto
ReallocateGraphInstancingIfNecessary(const MassSpringSystem &mass_springs)
auto ReallocateGraphInstancingIfNecessary(const std::vector<Mass> &masses)
-> void;
public:
auto UpdateTextureSizes() -> void;
auto DrawMassSprings(const MassSpringSystem &mass_springs,
const State &current_state, const State &starting_state,
const std::unordered_set<State> &winning_states,
const std::unordered_set<State> &visited_states) -> void;
auto DrawMassSprings(
const std::vector<Mass> &masses,
const std::unordered_map<State, int> &state_masses,
const std::vector<Spring> &springs,
const std::unordered_map<std::pair<State, State>, int> state_springs,
const State &current_state, const State &starting_state,
const std::unordered_set<State> &winning_states,
const std::unordered_set<State> &visited_states) -> void;
auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
int sel_y, int block_add_x, int block_add_y,
const WinCondition win_condition) -> void;
auto DrawMenu(const MassSpringSystem &mass_springs, int current_preset,
auto DrawMenu(const std::vector<Mass> &masses,
const std::vector<Spring> &springs, int current_preset,
const State &current_state,
const std::unordered_set<State> &winning_states) -> void;

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@ -1,7 +1,6 @@
#ifndef __STATE_HPP_
#define __STATE_HPP_
#include "config.hpp"
#include "physics.hpp"
#include "presets.hpp"
#include "puzzle.hpp"
@ -10,7 +9,7 @@
class StateManager {
public:
MassSpringSystem &mass_springs;
ThreadedPhysics &physics;
int current_preset;
State starting_state;
@ -23,12 +22,12 @@ public:
std::unordered_set<State> visited_states;
public:
StateManager(MassSpringSystem &_mass_springs)
: mass_springs(_mass_springs), current_preset(0),
StateManager(ThreadedPhysics &_physics)
: physics(_physics), current_preset(0),
starting_state(generators[current_preset]()),
current_state(starting_state), previous_state(starting_state),
edited(false) {
mass_springs.AddMass(MASS, false, current_state);
physics.AddMassCmd(current_state);
}
StateManager(const StateManager &copy) = delete;