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