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Separate thread module loading - #270

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Separate thread module loading#270
getcetc wants to merge 3 commits into
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getcetc:separate-thread-module-loading

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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forward declare class Shader instead. And #include "Shader.h" in cpp

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

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???? (though if you really need this empty check to happen use (void); instead)

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

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no need for the if (true). you can just make a code block, that's still local scope.

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Btw we have RTEAbort for this usecase

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I learn more things 🙂
Will use!

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@getcetc@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Separate thread module loading by getcetc · Pull Request #270 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Separate thread module loading - #270

Open
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading
Open

Separate thread module loading#270
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading

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@getcetc

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

@HeliumAntHeliumAnt left a comment

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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forward declare class Shader instead. And #include "Shader.h" in cpp

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

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???? (though if you really need this empty check to happen use (void); instead)

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

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no need for the if (true). you can just make a code block, that's still local scope.

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Btw we have RTEAbort for this usecase

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I learn more things 🙂
Will use!

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@getcetc@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Separate thread module loading by getcetc · Pull Request #270 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Separate thread module loading - #270

Open
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading
Open

Separate thread module loading#270
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading

Conversation

@getcetc

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

@HeliumAntHeliumAnt left a comment

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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Contributor

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forward declare class Shader instead. And #include "Shader.h" in cpp

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ContributorAuthor

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

Copy link
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Contributor

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???? (though if you really need this empty check to happen use (void); instead)

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

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Contributor

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no need for the if (true). you can just make a code block, that's still local scope.

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ContributorAuthor

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Btw we have RTEAbort for this usecase

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I learn more things 🙂
Will use!

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@getcetc@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Separate thread module loading by getcetc · Pull Request #270 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Separate thread module loading - #270

Open
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading
Open

Separate thread module loading#270
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading

Conversation

@getcetc

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

@HeliumAntHeliumAnt left a comment

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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forward declare class Shader instead. And #include "Shader.h" in cpp

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

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???? (though if you really need this empty check to happen use (void); instead)

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

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no need for the if (true). you can just make a code block, that's still local scope.

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ContributorAuthor

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Btw we have RTEAbort for this usecase

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I learn more things 🙂
Will use!

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@getcetc@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' Separate thread module loading by getcetc · Pull Request #270 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Separate thread module loading - #270

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getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading
Open

Separate thread module loading#270
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading

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@getcetc

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

@HeliumAntHeliumAnt left a comment

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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forward declare class Shader instead. And #include "Shader.h" in cpp

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

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???? (though if you really need this empty check to happen use (void); instead)

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

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no need for the if (true). you can just make a code block, that's still local scope.

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Btw we have RTEAbort for this usecase

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I learn more things 🙂
Will use!

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@getcetc@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Separate thread module loading by getcetc · Pull Request #270 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Separate thread module loading - #270

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getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading
Open

Separate thread module loading#270
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

@HeliumAntHeliumAnt left a comment

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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forward declare class Shader instead. And #include "Shader.h" in cpp

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ContributorAuthor

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

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???? (though if you really need this empty check to happen use (void); instead)

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

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no need for the if (true). you can just make a code block, that's still local scope.

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Btw we have RTEAbort for this usecase

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I learn more things 🙂
Will use!

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Separate thread module loading by getcetc · Pull Request #270 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Separate thread module loading - #270

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getcetc wants to merge 3 commits into
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getcetc:separate-thread-module-loading
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Separate thread module loading#270
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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forward declare class Shader instead. And #include "Shader.h" in cpp

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

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???? (though if you really need this empty check to happen use (void); instead)

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

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no need for the if (true). you can just make a code block, that's still local scope.

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Btw we have RTEAbort for this usecase

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I learn more things 🙂
Will use!

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@getcetc@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); Separate thread module loading by getcetc · Pull Request #270 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Separate thread module loading - #270

Open
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading
Open

Separate thread module loading#270
getcetc wants to merge 3 commits into
cortex-command-community:developmentfrom
getcetc:separate-thread-module-loading

Conversation

@getcetc

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The module loading work is now done in a worker thread.

This speeds up loading progress printout, if enabled. The is done by the worker thread only pushing the printout strings, while the main thread consumes and draws them out.

By consuming SDL events on the main thread, this:

  • Makes the window not hang and go white after a few seconds during game launch. This popped an app-frozen error before.
  • Allows for premature exiting via Alt+F4 or pressing the close button on the window.

This also sets up for future module loading multithreading work.
Asserts from worker thread work OK, but caution is to be taken on further MT work. Some scaffolding has been built for it.

Also implemented is a spinlock watchdog thread, asserting with useful info.

@HeliumAntHeliumAnt left a comment

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Cool!
also linux/macos fixes needed

/// Inclusions of header files
#include "Entity.h"
#include "Singleton.h"
#include "shader.h"

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forward declare class Shader instead. And #include "Shader.h" in cpp

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ContributorAuthor

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Good catch!

reader >> ClassName;
pClass = Entity::ClassInfo::GetClass(ClassName);
if (ClassName == "Shader") {
int a = 5;

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???? (though if you really need this empty check to happen use (void); instead)

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ContributorAuthor

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Ahh this was to set a breakpoint on it 😅

while (1) {
mainThreadHeartbeat++;
PollSDLEventsCallback();
if (true) {

Copy link
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Contributor

Choose a reason for hiding this comment

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no need for the if (true). you can just make a code block, that's still local scope.

Copy link
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ContributorAuthor

Choose a reason for hiding this comment

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A very non-production PR from me, sorry! This and other things i intended not to have left in. Will fix up, thank you for great feedback!

} else if (spinlockDetected) {
spinlockDetected = false;
SpinlockAssert(toDoProgressPrintOut, loadingDone);
RTEAssert(false, to_string(mainThreadHeartbeat))

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Contributor

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Btw we have RTEAbort for this usecase

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ContributorAuthor

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I learn more things 🙂
Will use!

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2 participants

@getcetc@HeliumAnt