comparison mde/scheduler/InitStage.d @ 20:838577503598

Reworked much of Init. Moved mde.Init to mde.scheduler.Init and largely cleaned up the code. Implemented mde.scheduler.InitStage to reduce dependancies of modules running Init functions. committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Sat, 22 Mar 2008 16:22:59 +0000
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19:db0b48f02b69 20:838577503598
1 /* LICENSE BLOCK
2 Part of mde: a Modular D game-oriented Engine
3 Copyright © 2007-2008 Diggory Hardy
4
5 This program is free software; you can redistribute it and/or modify it under the terms of
6 the GNU General Public License, version 2, as published by the Free Software Foundation.
7
8 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
9 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
10 See the GNU General Public License for more details.
11
12 You should have received a copy of the GNU General Public License along
13 with this program; if not, write to the Free Software Foundation, Inc.,
14 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
15
16 /** This module is used to create a list of all functions required to run for initialisation and
17 * cleanup.
18 *
19 * It has been separated out of Init.d to massively reduce dependancies of modules adding init
20 * functions.
21 */
22 module mde.scheduler.InitStage;
23
24 /** Represents all functions to be called for a particular init stage.
25 *
26 * No code is included here to run the functions intentionally, to keep dependancies minimal.
27 */
28 struct InitStage
29 {
30 alias void function() InitFunction; /// Alias
31
32 /** Add a function to be called during this init stage.
33 *
34 * Called in order added when not threaded (reverse order for cleanup).
35 *
36 * Exceptions should never be thrown, since each function may run as a thread, and catching
37 * thread exceptions is not guaranteed to work. Log a message, call setFailure() and return
38 * instead. */
39 void addFunc (InitFunction f) {
40 funcs ~= f;
41 }
42
43 /** Should be called by an init function when a failure occurs. */
44 void setFailure () {
45 synchronized failure = true;
46 }
47
48 package InitFunction[] funcs = [];
49 package bool failure = false;
50 }
51
52 /** Init can be divided up into these stages, each run in order:
53 *
54 * init0:
55 * static this() (not represented here)
56 *
57 * init1:
58 * Also known as pre-init; is where options get loaded by Init (not represented here).
59 *
60 * init2:
61 * Main symbol and config loading and general low-level stage. This stage is threaded, so all
62 * called functions need to be thread-safe.
63 *
64 * init3:
65 * Reserved as an unthreaded stage.
66 *
67 * init4:
68 * Main loading stage for data files and setup for higher-level elements, e.g. windows and input
69 * devices. This stage is threaded, so all called functions need to be thread-safe.
70 *
71 * cleanupX:
72 * Corresponding cleanup stage to initX. Called in reverse order (e.g. cleanup2 called before
73 * cleanup1). Cleanup is never threaded.
74 *
75 * The following functions get called (update list as appropriate):
76 *
77 * init2:
78 * mde.SDL.initSdlAndGl, mde.events.initInput
79 *
80 * init4:
81 * mde.SDL.setupWindow
82 *
83 * cleanup2:
84 * (Potentially): mde.SDL.cleanupSDL, mde.init.joystick.closeJoysticks
85 */
86 InitStage init2;
87 InitStage init4; /// ditto
88 InitStage cleanup2; /// ditto
89 InitStage cleanup4; /// ditto