fase 4+5: fibers cooperatius substitueixen el game thread, sense mutex ni cv

This commit is contained in:
2026-04-15 18:50:43 +02:00
parent 801a8ad1bd
commit 1507a1c740
9 changed files with 313 additions and 141 deletions

View File

@@ -131,7 +131,7 @@ Follows the pattern from `jaildoctors_dilemma`, persists to YAML:
| F8 | Cycle shader presets | | F8 | Cycle shader presets |
| F9 | Toggle stretch filter (nearest ↔ linear) | | F9 | Toggle stretch filter (nearest ↔ linear) |
| F10 | Cycle render info (off → top → bottom → off) | | F10 | Cycle render info (off → top → bottom → off) |
| F11 | Toggle pause (blocks game thread at publishFrame + `JA_PauseMusic`/`JA_ResumeMusic`) | | F11 | Toggle pause (Director stops resuming the game fiber + `JA_PauseMusic`/`JA_ResumeMusic`) |
| F12 | Toggle floating options menu | | F12 | Toggle floating options menu |
| ESC | Double-press to quit (with overlay notification) / close menu if open | | ESC | Double-press to quit (with overlay notification) / close menu if open |
| Backspace | Go up one menu level / close menu if at root | | Backspace | Go up one menu level / close menu if at root |
@@ -139,33 +139,45 @@ Follows the pattern from `jaildoctors_dilemma`, persists to YAML:
All key bindings are configurable via `Options::keys_gui` and stored in `config.yaml` (section `controls:` with SDL scancode names). Game movement keys (`Options::keys_game.up/down/left/right`) can be remapped via the CONTROLS submenu — the `KeyRemap` module mirrors custom physical keys to virtual standard scancodes so hardcoded game code keeps working. All key bindings are configurable via `Options::keys_gui` and stored in `config.yaml` (section `controls:` with SDL scancode names). Game movement keys (`Options::keys_game.up/down/left/right`) can be remapped via the CONTROLS submenu — the `KeyRemap` module mirrors custom physical keys to virtual standard scancodes so hardcoded game code keeps working.
### Threading Model (Emulator Architecture — transitional) ### Execution Model (Single-threaded Fibers)
> ⚠️ This architecture is **transitional**. It will be dismantled in Phase 5 of the modernization plan (the game thread + `publishFrame` mutex/cv disappear) and replaced by a single-threaded `SDL_AppIterate` loop in Phase 7. Document changes here when that happens.
Since Phase 4+5, the old game thread + `publishFrame` mutex/cv has been **removed**. The game code (`ModuleGame`, `ModuleSequence`, all their `Go()` methods with internal `while` loops) runs inside a **cooperative fiber** (see [fiber.hpp](source/core/system/fiber.hpp) / [fiber.cpp](source/core/system/fiber.cpp)). The whole process is single-threaded.
``` ```
Main thread (Director) Game thread (ModuleGame/Sequence::Go()) Main thread (only thread)
──────────────────── ──────────────────────────────────── ─────────────────────────
loop at ~60 FPS { loop { Director::run() loop {
SDL_PollEvent() ... game logic ... SDL_PollEvent()
GlobalInputs, Mouse JD8_Flip(): GlobalInputs, Mouse, KeyRemap
if new_frame_available: palette→ARGB in pixel_data JA_Update() ← audio pump
copy to game_frame publishFrame(pixel_data) ⏸ if !paused:
signal → ────────────────────→ (blocks until Director consumes) GameFiber::resume() ← hands control to game code
copy game_frame → present_buffer ←──── signal_consumed ↓ (runs until next JD8_Flip)
Overlay::render(present_buffer) continue game loop ... game code runs ...
Screen::present(present_buffer) } JD8_Flip():
palette → ARGB → pixel_data
GameFiber::yield() ← returns control to Director
copy JD8_GetFramebuffer() → game_frame
memcpy game_frame → presentation_buffer
Overlay::render(presentation_buffer)
Screen::present(presentation_buffer)
SDL_Delay to hit 60fps SDL_Delay to hit 60fps
} }
``` ```
**Fiber backend** ([fiber.cpp](source/core/system/fiber.cpp)):
- **Linux / macOS**: `ucontext_t` + `makecontext`/`swapcontext` (deprecated in POSIX.1-2008 but still functional in glibc and macOS libc; warning silenced with `#pragma`).
- **Windows**: `ConvertThreadToFiber` / `CreateFiber` / `SwitchToFiber` (native Fibers API).
- **Emscripten**: not yet. Phase 7 will add an `emscripten_fiber_*` or Asyncify backend.
**Key points:** **Key points:**
- Director is NON-BLOCKING: if no new frame, re-presents the last one with fresh overlay - Single-threaded: zero `std::thread`, zero `std::mutex`, zero `std::condition_variable`.
- Double buffer: `game_frame` (untouched copy from game) + `presentation_buffer` (regenerated with overlay each frame) - `JD8_Flip()` is the natural sync point: it calls `GameFiber::yield()` instead of the old blocking `publishFrame`.
- Game thread pauses at `JD8_Flip()` waiting for Director — natural sync point - Pause (F11) works by Director skipping `resume()`: the fiber stays frozen at its last yield, and Director keeps repainting the last frame with fresh overlay.
- SDL events processed ONLY on main thread (SDL requirement) - Double buffer still exists (`game_frame` + `presentation_buffer`) because Director can present multiple frames per game frame during pause or slow sections. Eliminating it is marginal work and the extra 256 KB copy is cheap at 320×200.
- `JI_Update()` no longer polls events — reads Director's state - The state machine alternating `ModuleSequence` (state=1) and `ModuleGame` (state=0) now lives in `gameFiberEntry()` inside an anonymous namespace in [director.cpp](source/core/system/director.cpp), called once as the fiber entry point.
- SDL events still processed only on the main thread (which is now the only thread anyway).
### Rendering Pipeline (inside Screen::present) ### Rendering Pipeline (inside Screen::present)
@@ -217,7 +229,7 @@ JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL text
4. **Raw `malloc`/`free` in gameplay structs**: `Sprite`/`Entitat` use `malloc` for `Frame[]` and `Animacio[]`; `jfile.cpp` uses a global `scratch[255]` buffer (UB under concurrent calls); `jail_audio.cpp` mixes `new`/`malloc`/`SDL_malloc`. Scheduled for Phase 1 (RAII pass). 4. **Raw `malloc`/`free` in gameplay structs**: `Sprite`/`Entitat` use `malloc` for `Frame[]` and `Animacio[]`; `jfile.cpp` uses a global `scratch[255]` buffer (UB under concurrent calls); `jail_audio.cpp` mixes `new`/`malloc`/`SDL_malloc`. Scheduled for Phase 1 (RAII pass).
5. **Blocking loops in cinematics and fades**: `ModuleSequence::doIntro()` has 15+ `while(!JG_ShouldUpdate())` spin-waits; `JD8_FadeOut`/`JD8_FadeToPal` run 32 internal iterations calling `JD8_Flip`. Incompatible with `SDL_AppIterate`. Scheduled for Phase 2 (state-machine refactor). 5. **Blocking loops in cinematics and fades**: `ModuleSequence::doIntro()` has 15+ `while(!JG_ShouldUpdate())` spin-waits; `JD8_FadeOut`/`JD8_FadeToPal` run 32 internal iterations calling `JD8_Flip`. Incompatible with `SDL_AppIterate`. Scheduled for Phase 2 (state-machine refactor).
6. ~~**`SDL_AddTimer` in audio**~~: Fixed in Phase 3. `jail_audio` is now a header-only `inline` module (single `.cpp` stub only hosts the `stb_vorbis` implementation to avoid multiple definitions). Music uses true streaming via `stb_vorbis_open_memory` + `JA_PumpMusic` with a 0.5s low-water-mark instead of decoding the whole OGG into RAM. Mixing/fade update runs manually via `JA_Update()` called once per frame from `Director::run()`. Ported from the `jaildoctors_dilemma` codebase. 6. ~~**`SDL_AddTimer` in audio**~~: Fixed in Phase 3. `jail_audio` is now a header-only `inline` module (single `.cpp` stub only hosts the `stb_vorbis` implementation to avoid multiple definitions). Music uses true streaming via `stb_vorbis_open_memory` + `JA_PumpMusic` with a 0.5s low-water-mark instead of decoding the whole OGG into RAM. Mixing/fade update runs manually via `JA_Update()` called once per frame from `Director::run()`. Ported from the `jaildoctors_dilemma` codebase.
7. **Game thread + `publishFrame` mutex/cv**: the emulator-style architecture is only tenable while native. Incompatible with `SDL_AppIterate`. Scheduled for Phase 5 (single-threaded state machine). 7. ~~**Game thread + `publishFrame` mutex/cv**~~: Fixed in Phase 4+5. Replaced by a cooperative `GameFiber` (ucontext on POSIX, Fibers API on Windows). `JD8_Flip()` calls `GameFiber::yield()`, Director calls `GameFiber::resume()` once per frame. Zero threads, zero mutexes. Emscripten fiber backend still pending for Phase 7.
### Pending / Ideas for Later ### Pending / Ideas for Later
@@ -249,4 +261,4 @@ Director loop uses `FRAME_MS_VSYNC = 16` (60 FPS) or `FRAME_MS_NO_VSYNC = 4` (~2
Init order: `file_setconfigfolder``Options::load``Locale::load("locale/ca.yaml")``Options::loadPostFX/CrtPi``JG_Init``Screen::init``JD8_Init``JA_Init``Options::applyAudio()``Overlay::init``Menu::init``Director::init` (also calls `Gamepad::init()`) → `Director::run()` (blocks until quit). Shutdown: `Options::save``Director::destroy``Menu::destroy``Overlay::destroy``JA_Quit``JD8_Quit``Screen::destroy``JG_Finalize`. Init order: `file_setconfigfolder``Options::load``Locale::load("locale/ca.yaml")``Options::loadPostFX/CrtPi``JG_Init``Screen::init``JD8_Init``JA_Init``Options::applyAudio()``Overlay::init``Menu::init``Director::init` (also calls `Gamepad::init()`) → `Director::run()` (blocks until quit). Shutdown: `Options::save``Director::destroy``Menu::destroy``Overlay::destroy``JA_Quit``JD8_Quit``Screen::destroy``JG_Finalize`.
The state machine (alternating `ModuleSequence` state=1 and `ModuleGame` state=0) now lives inside `Director::gameThreadFunc()`, running on the game thread. The state machine (alternating `ModuleSequence` state=1 and `ModuleGame` state=0) lives inside `gameFiberEntry()` in an anonymous namespace in [director.cpp](source/core/system/director.cpp), invoked as the entry of the cooperative fiber (single-threaded).

View File

@@ -39,6 +39,7 @@ set(APP_SOURCES
# Core - System (nova capa) # Core - System (nova capa)
source/core/system/director.cpp source/core/system/director.cpp
source/core/system/fiber.cpp
# Game # Game
source/game/options.cpp source/game/options.cpp

View File

@@ -3,7 +3,7 @@
#include <fstream> #include <fstream>
#include "core/jail/jfile.hpp" #include "core/jail/jfile.hpp"
#include "core/system/director.hpp" #include "core/system/fiber.hpp"
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic push #pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-but-set-variable" #pragma clang diagnostic ignored "-Wunused-but-set-variable"
@@ -165,7 +165,14 @@ void JD8_Flip() {
pixel_data[x + (y * 320)] = color; pixel_data[x + (y * 320)] = color;
} }
} }
Director::get()->publishFrame(pixel_data); // Cedeix el control al Director. Quan Director::run() ens torne a fer
// resume(), continuarem just ací i el joc continuarà amb la següent
// iteració del seu loop sense bloquejos de mutex/cv.
GameFiber::yield();
}
Uint32* JD8_GetFramebuffer() {
return pixel_data;
} }
void JD8_FreeSurface(JD8_Surface surface) { void JD8_FreeSurface(JD8_Surface surface) {

View File

@@ -40,8 +40,16 @@ void JD8_BlitCKScroll(int y, JD8_Surface surface, int sx, int sy, int sh, Uint8
void JD8_BlitCKToSurface(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh, JD8_Surface dest, Uint8 colorkey); void JD8_BlitCKToSurface(int x, int y, JD8_Surface surface, int sx, int sy, int sw, int sh, JD8_Surface dest, Uint8 colorkey);
// Converteix la pantalla indexada a ARGB i cedeix el control al Director
// (GameFiber::yield). El Director llegirà el framebuffer convertit via
// JD8_GetFramebuffer() i tornarà a cridar Fiber::resume() quan toque el
// pròxim frame.
void JD8_Flip(); void JD8_Flip();
// Accés al framebuffer ARGB de 320x200 actualitzat per l'última crida a
// JD8_Flip(). Propietat de jdraw8 — el caller no ha de lliberar-lo.
Uint32* JD8_GetFramebuffer();
void JD8_FreeSurface(JD8_Surface surface); void JD8_FreeSurface(JD8_Surface surface);
Uint8 JD8_GetPixel(JD8_Surface surface, int x, int y); Uint8 JD8_GetPixel(JD8_Surface surface, int x, int y);

View File

@@ -1,5 +1,7 @@
#include "core/jail/jgame.hpp" #include "core/jail/jgame.hpp"
#include "core/system/fiber.hpp"
namespace { namespace {
bool quitting = false; bool quitting = false;
@@ -39,6 +41,12 @@ bool JG_ShouldUpdate() {
cycle_counter++; cycle_counter++;
return true; return true;
} }
// Encara no toca update: cedim el control al Director per a que puga
// processar events, animar l'overlay i mantindre l'àudio viu. Sense
// aquest yield, els spin-waits típics de les cinemàtiques
// (`while (!JG_ShouldUpdate()) { JI_Update(); ... }`) congelarien
// tot el main loop — el fiber no cediria mai.
GameFiber::yield();
return false; return false;
} }

View File

@@ -8,12 +8,14 @@
#include "core/input/key_remap.hpp" #include "core/input/key_remap.hpp"
#include "core/input/mouse.hpp" #include "core/input/mouse.hpp"
#include "core/jail/jail_audio.hpp" #include "core/jail/jail_audio.hpp"
#include "core/jail/jdraw8.hpp"
#include "core/jail/jgame.hpp" #include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp" #include "core/jail/jinput.hpp"
#include "core/locale/locale.hpp" #include "core/locale/locale.hpp"
#include "core/rendering/menu.hpp" #include "core/rendering/menu.hpp"
#include "core/rendering/overlay.hpp" #include "core/rendering/overlay.hpp"
#include "core/rendering/screen.hpp" #include "core/rendering/screen.hpp"
#include "core/system/fiber.hpp"
#include "game/info.hpp" #include "game/info.hpp"
#include "game/modulegame.hpp" #include "game/modulegame.hpp"
#include "game/modulesequence.hpp" #include "game/modulesequence.hpp"
@@ -24,12 +26,57 @@ extern void JI_moveCheats(Uint8 new_key);
Director* Director::instance_ = nullptr; Director* Director::instance_ = nullptr;
namespace {
// Entry del fiber del joc. Executa la màquina d'estats que alterna entre
// ModuleSequence (state=1) i ModuleGame (state=0) fins que el joc demana
// eixir. Quan el joc crida JD8_Flip() des de dins d'aquest fiber, el
// control torna automàticament al Director.
void gameFiberEntry() {
info::ctx.num_habitacio = Options::game.habitacio_inicial;
info::ctx.num_piramide = Options::game.piramide_inicial;
info::ctx.diners = 0;
info::ctx.diamants = 0;
info::ctx.vida = Options::game.vides;
info::ctx.momies = 0;
info::ctx.nou_personatge = false;
info::ctx.pepe_activat = false;
FILE* ini = fopen("trick.ini", "rb");
if (ini != nullptr) {
info::ctx.nou_personatge = true;
fclose(ini);
}
int gameState = 1;
while (gameState != -1 && !JG_Quitting()) {
switch (gameState) {
case 0: {
auto* moduleGame = new ModuleGame();
gameState = moduleGame->Go();
delete moduleGame;
break;
}
case 1: {
auto* moduleSequence = new ModuleSequence();
gameState = moduleSequence->Go();
delete moduleSequence;
break;
}
}
}
}
} // namespace
void Director::init() { void Director::init() {
instance_ = new Director(); instance_ = new Director();
Gamepad::init(); Gamepad::init();
GameFiber::init(gameFiberEntry);
} }
void Director::destroy() { void Director::destroy() {
GameFiber::destroy();
Gamepad::destroy(); Gamepad::destroy();
delete instance_; delete instance_;
instance_ = nullptr; instance_ = nullptr;
@@ -49,11 +96,11 @@ void Director::togglePause() {
} }
void Director::run() { void Director::run() {
// Llança el game thread
game_thread_ = std::thread(&Director::gameThreadFunc, this);
// Doble buffer: game_frame és el frame net del joc, presentation_buffer // Doble buffer: game_frame és el frame net del joc, presentation_buffer
// és el frame + overlay (es regenera cada iteració des de game_frame) // és el frame + overlay (es regenera cada iteració des de game_frame).
// El doble buffer encara té sentit perquè el Director pot presentar
// més frames que els que genera el joc (p.ex. durant pauses o mentre
// el joc està en un "wait" intern que triga milisegons).
Uint32 game_frame[320 * 200]{}; Uint32 game_frame[320 * 200]{};
Uint32 presentation_buffer[320 * 200]{}; Uint32 presentation_buffer[320 * 200]{};
bool has_frame = false; bool has_frame = false;
@@ -61,8 +108,7 @@ void Director::run() {
constexpr Uint32 FRAME_MS_VSYNC = 16; // ~60 FPS amb VSync constexpr Uint32 FRAME_MS_VSYNC = 16; // ~60 FPS amb VSync
constexpr Uint32 FRAME_MS_NO_VSYNC = 4; // ~250 FPS sense VSync (límit superior) constexpr Uint32 FRAME_MS_NO_VSYNC = 4; // ~250 FPS sense VSync (límit superior)
// Bucle principal del director (no-bloquejant) while (!GameFiber::is_done() && !quit_requested_) {
while (!game_thread_done_ && !quit_requested_) {
Uint32 frame_start = SDL_GetTicks(); Uint32 frame_start = SDL_GetTicks();
handleEvents(); handleEvents();
@@ -77,8 +123,7 @@ void Director::run() {
JA_Update(); JA_Update();
// Dispara els crèdits cinematogràfics la primera vegada que el joc // Dispara els crèdits cinematogràfics la primera vegada que el joc
// arriba al menú del títol (info::ctx.num_piramide == 0). Lectura no // arriba al menú del títol (info::ctx.num_piramide == 0).
// atòmica d'un int global: race benigna, tard d'1 frame en el pitjor cas.
static bool credits_triggered = false; static bool credits_triggered = false;
if (!credits_triggered && info::ctx.num_piramide == 0) { if (!credits_triggered && info::ctx.num_piramide == 0) {
if (Options::game.show_title_credits) { if (Options::game.show_title_credits) {
@@ -92,21 +137,15 @@ void Director::run() {
esc_blocked_ = false; esc_blocked_ = false;
} }
// Consumeix un frame nou si n'hi ha un disponible (no bloqueja). // Cedeix el control al fiber del joc. Quan retorne (per un
// Si estem en pausa, no consumim: el game thread es queda bloquejat a publishFrame. // JD8_Flip() dins del joc) tindrem un nou frame a pixel_data.
bool new_frame = false; // Si estem en pausa, no executem el fiber: es queda congelat al
// seu últim yield i continuem presentant l'últim frame conegut.
if (!paused_) { if (!paused_) {
std::lock_guard lock(mutex_); GameFiber::resume();
if (frame_ready_ && latest_frame_ != nullptr) { if (GameFiber::is_done()) break;
memcpy(game_frame, latest_frame_, sizeof(game_frame)); memcpy(game_frame, JD8_GetFramebuffer(), sizeof(game_frame));
frame_ready_ = false; has_frame = true;
frame_consumed_ = true;
has_frame = true;
new_frame = true;
}
}
if (new_frame) {
frame_consumed_cv_.notify_one(); // desbloqueja el joc
} }
// Presenta sempre: parteix del frame net del joc, afegeix overlay i envia // Presenta sempre: parteix del frame net del joc, afegeix overlay i envia
@@ -123,17 +162,12 @@ void Director::run() {
} }
} }
// Assegura que el game thread ix (despertar-lo per si està esperant) // Si el joc encara no ha acabat (p.ex. eixida per ESC doble-press),
quit_requested_ = true; // li donem l'oportunitat de tornar net: marquem quit i reprenem el
// fiber fins que detecte JG_Quitting() i retorne de forma natural.
JG_QuitSignal(); JG_QuitSignal();
{ while (!GameFiber::is_done()) {
std::lock_guard lock(mutex_); GameFiber::resume();
frame_consumed_ = true;
}
frame_consumed_cv_.notify_all();
if (game_thread_.joinable()) {
game_thread_.join();
} }
} }
@@ -218,10 +252,9 @@ void Director::handleEvents() {
esc_blocked_ = false; esc_blocked_ = false;
key_pressed_ = true; key_pressed_ = true;
JG_QuitSignal(); JG_QuitSignal();
// Si estem en pausa, la desactivem (sense reprendre la música, // Si estem en pausa, la desactivem: el fiber del joc està
// estem eixint): el game thread està bloquejat a publishFrame // congelat i necessita ser reprès per veure la senyal de
// i necessita que Director consumeixca frames per despertar-lo // quit i poder tornar de forma natural.
// i poder veure la senyal de quit.
paused_ = false; paused_ = false;
} }
continue; // no processa més aquest event continue; // no processa més aquest event
@@ -254,70 +287,11 @@ void Director::handleEvents() {
} }
} }
void Director::publishFrame(Uint32* pixels) {
{
std::lock_guard lock(mutex_);
latest_frame_ = pixels;
frame_ready_ = true;
frame_consumed_ = false;
}
frame_produced_cv_.notify_one();
// Espera que el director consumeixca el frame
{
std::unique_lock lock(mutex_);
frame_consumed_cv_.wait(lock, [this] {
return frame_consumed_ || quit_requested_;
});
}
}
void Director::requestQuit() { void Director::requestQuit() {
quit_requested_ = true; quit_requested_ = true;
JG_QuitSignal(); JG_QuitSignal();
frame_consumed_cv_.notify_all();
frame_produced_cv_.notify_all();
} }
auto Director::consumeKeyPressed() -> bool { auto Director::consumeKeyPressed() -> bool {
return key_pressed_.exchange(false); return key_pressed_.exchange(false);
} }
void Director::gameThreadFunc() {
info::ctx.num_habitacio = Options::game.habitacio_inicial;
info::ctx.num_piramide = Options::game.piramide_inicial;
info::ctx.diners = 0;
info::ctx.diamants = 0;
info::ctx.vida = Options::game.vides;
info::ctx.momies = 0;
info::ctx.nou_personatge = false;
info::ctx.pepe_activat = false;
FILE* ini = fopen("trick.ini", "rb");
if (ini != nullptr) {
info::ctx.nou_personatge = true;
fclose(ini);
}
int gameState = 1;
while (gameState != -1 && !quit_requested_) {
switch (gameState) {
case 0: {
auto* moduleGame = new ModuleGame();
gameState = moduleGame->Go();
delete moduleGame;
break;
}
case 1: {
auto* moduleSequence = new ModuleSequence();
gameState = moduleSequence->Go();
delete moduleSequence;
break;
}
}
}
game_thread_done_ = true;
// Despertar el director per si esperava un frame
frame_produced_cv_.notify_all();
}

View File

@@ -3,15 +3,14 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <atomic> #include <atomic>
#include <condition_variable>
#include <cstdint> #include <cstdint>
#include <mutex>
#include <thread>
// El Director és el thread principal que controla la presentació i els inputs. // El Director és el thread principal que controla la presentació i els inputs.
// Executa el joc en un thread secundari (game thread) com si fos una "fibra emulada": // El codi del joc s'executa dins d'un *fiber* cooperatiu (veure fiber.hpp):
// el joc produeix un frame, es bloqueja a JD8_Flip(), i el director el presenta // el joc produeix un frame, crida JD8_Flip() que internament fa yield al
// abans de donar-li via per produir el següent. // Director, i el Director el presenta abans de tornar-lo a reprendre amb
// GameFiber::resume(). Tot ocorre en un únic thread — sense mutex, sense
// condition_variable, compatible amb el futur port a SDL_AppIterate.
class Director { class Director {
public: public:
static void init(); static void init();
@@ -21,10 +20,6 @@ class Director {
// Bucle principal del director. Crida des de main(). // Bucle principal del director. Crida des de main().
void run(); void run();
// Invocat pel game thread des de JD8_Flip(). Bloqueja fins que el director
// consumeix el frame i dona via per produir el següent.
void publishFrame(Uint32* pixels);
// Demana l'eixida (ex: segona pulsació d'ESC o SDL_QUIT) // Demana l'eixida (ex: segona pulsació d'ESC o SDL_QUIT)
void requestQuit(); void requestQuit();
@@ -34,7 +29,8 @@ class Director {
// Indica si ESC està bloquejada (el joc no l'ha de veure) // Indica si ESC està bloquejada (el joc no l'ha de veure)
auto isEscBlocked() const -> bool { return esc_blocked_ || esc_swallow_until_release_; } auto isEscBlocked() const -> bool { return esc_blocked_ || esc_swallow_until_release_; }
// Pausa: bloqueja el consum de frames del game thread + pausa la música // Pausa: mentre està activa, Director no fa resume() del fiber del joc,
// així que el joc queda congelat al seu últim JD8_Flip.
void togglePause(); void togglePause();
auto isPaused() const -> bool { return paused_; } auto isPaused() const -> bool { return paused_; }
@@ -44,20 +40,9 @@ class Director {
static Director* instance_; static Director* instance_;
void gameThreadFunc();
void handleEvents(); void handleEvents();
std::thread game_thread_;
std::mutex mutex_;
std::condition_variable frame_produced_cv_;
std::condition_variable frame_consumed_cv_;
Uint32* latest_frame_{nullptr};
bool frame_ready_{false};
bool frame_consumed_{true};
std::atomic<bool> quit_requested_{false}; std::atomic<bool> quit_requested_{false};
std::atomic<bool> game_thread_done_{false};
std::atomic<bool> key_pressed_{false}; std::atomic<bool> key_pressed_{false};
std::atomic<bool> esc_blocked_{false}; std::atomic<bool> esc_blocked_{false};
std::atomic<bool> paused_{false}; std::atomic<bool> paused_{false};

View File

@@ -0,0 +1,141 @@
#include "core/system/fiber.hpp"
#include <cstdlib>
#include <cstring>
#include <iostream>
#if defined(_WIN32)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#else
// ucontext_t està marcat com a obsolet a POSIX.1-2008 però continua
// funcional a glibc Linux i macOS. Si en el futur migrem a una alternativa
// (boost::context, makecontext personalitzat) només cal tocar aquest fitxer.
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
#endif
#include <ucontext.h>
#endif
namespace GameFiber {
namespace {
bool initialized_ = false;
bool done_ = false;
EntryFn entry_fn_ = nullptr;
#if defined(_WIN32)
LPVOID main_fiber_ = nullptr;
LPVOID game_fiber_ = nullptr;
void __stdcall trampoline(void* /*param*/) {
if (entry_fn_) entry_fn_();
done_ = true;
SwitchToFiber(main_fiber_);
}
#else
ucontext_t main_ctx_{};
ucontext_t fiber_ctx_{};
void* fiber_stack_ = nullptr;
void trampoline() {
if (entry_fn_) entry_fn_();
done_ = true;
// Retornar al main: uc_link apunta a main_ctx_ en init().
}
#endif
} // namespace
void init(EntryFn entry, std::size_t stack_size) {
if (initialized_) destroy();
entry_fn_ = entry;
done_ = false;
#if defined(_WIN32)
main_fiber_ = ConvertThreadToFiber(nullptr);
if (!main_fiber_) {
// Ja era un fiber (no sol passar en el main thread d'una app SDL).
main_fiber_ = GetCurrentFiber();
}
game_fiber_ = CreateFiber(stack_size, trampoline, nullptr);
if (!game_fiber_) {
std::cerr << "GameFiber::init: CreateFiber failed\n";
return;
}
#else
fiber_stack_ = std::malloc(stack_size);
if (!fiber_stack_) {
std::cerr << "GameFiber::init: malloc failed\n";
return;
}
getcontext(&fiber_ctx_);
fiber_ctx_.uc_stack.ss_sp = fiber_stack_;
fiber_ctx_.uc_stack.ss_size = stack_size;
fiber_ctx_.uc_link = &main_ctx_;
makecontext(&fiber_ctx_, trampoline, 0);
#endif
initialized_ = true;
}
void destroy() {
if (!initialized_) return;
#if defined(_WIN32)
if (game_fiber_) {
DeleteFiber(game_fiber_);
game_fiber_ = nullptr;
}
// No desconvertim el main thread: SDL pot estar-ne pendent i ja no
// tornem a crear fibers en aquesta execució. ConvertFiberToThread()
// només cal si volguerem reutilitzar el main com a thread normal.
#else
if (fiber_stack_) {
std::free(fiber_stack_);
fiber_stack_ = nullptr;
}
#endif
initialized_ = false;
done_ = false;
entry_fn_ = nullptr;
}
void resume() {
if (!initialized_ || done_) return;
#if defined(_WIN32)
SwitchToFiber(game_fiber_);
#else
swapcontext(&main_ctx_, &fiber_ctx_);
#endif
}
void yield() {
if (!initialized_) return;
#if defined(_WIN32)
SwitchToFiber(main_fiber_);
#else
swapcontext(&fiber_ctx_, &main_ctx_);
#endif
}
bool is_done() { return done_; }
bool is_initialized() { return initialized_; }
} // namespace GameFiber
#if !defined(_WIN32)
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#endif

View File

@@ -0,0 +1,36 @@
#pragma once
#include <cstddef>
// Fiber minimalista sobre el suport natiu del SO (ucontext_t en POSIX,
// Fibers API en Windows). Serveix per a implementar un yield/resume
// cooperatiu entre el Director i el codi del joc sense un std::thread
// ni mutex/condition_variable. Substituïx el bloqueig de publishFrame/
// consumeFrame amb un mecanisme de control explícit.
//
// Contracte:
// - GameFiber::init(entry) prepara un fiber que executarà `entry`
// en un stack dedicat. No el comença a executar encara.
// - GameFiber::resume() cedeix el control al fiber. Retorna quan el
// fiber crida GameFiber::yield() o quan la funció entry retorna.
// - GameFiber::yield() es crida des de dins del fiber per a tornar
// el control al main (al punt just després de resume()).
// - GameFiber::is_done() indica si la funció entry ha retornat.
// - GameFiber::destroy() allibera el stack i reinicia l'estat.
//
// Per al port a emscripten (Fase 7) caldrà substituir aquesta capa per
// Asyncify, però el contracte públic pot romandre idèntic.
namespace GameFiber {
using EntryFn = void (*)();
void init(EntryFn entry, std::size_t stack_size = 256 * 1024);
void destroy();
void resume();
void yield();
bool is_done();
bool is_initialized();
} // namespace GameFiber