Some improvments to Game test

This commit is contained in:
valtermiari 2023-03-16 17:06:44 +01:00
parent 6840297c08
commit ce714db3f1
4 changed files with 66 additions and 37 deletions

View file

@ -78,7 +78,7 @@ namespace GC
void mark(uintptr_t *start, const uintptr_t *end, std::vector<Chunk *> &worklist);
void print_line(Chunk *chunk);
void print_worklist(std::vector<Chunk *> &list);
void mark_step(uintptr_t memory_location, std::vector<Chunk *> &worklist);
void mark_step(uintptr_t start, uintptr_t end, std::vector<Chunk *> &worklist);
public:
/**

View file

@ -7,7 +7,8 @@
#include <stdlib.h>
#include <vector>
#include "../include/heap.hpp"
//#include "../include/heap.hpp"
#include <heap.hpp>
using std::cout, std::endl, std::vector, std::hex, std::dec;
@ -175,11 +176,11 @@ namespace GC
*/
void Heap::mark(uintptr_t *start, const uintptr_t *end, vector<Chunk *> &worklist)
{
cout << "--- Marked was called ---" << endl;
cout << "--- mark() was called ---\n" << endl;
if (getProfilerMode())
Profiler::record(MarkStart);
// To find adresses thats in the worklist
for (; start < end; start++)
for (; start <= end; start++)
{
auto it = worklist.begin();
auto stop = worklist.end();
@ -192,6 +193,7 @@ namespace GC
auto c_size = reinterpret_cast<uintptr_t>(chunk->size);
auto c_end = reinterpret_cast<uintptr_t>(c_start + c_size);
cout << "Value of Start:\t\t" << start << endl;
cout << "Start points to:\t" << hex << *start << endl;
cout << "Chunk start:\t\t" << hex << c_start << endl;
cout << "Chunk end:\t\t" << hex << c_end << "\n" << endl;
@ -209,12 +211,8 @@ namespace GC
// Remove the marked chunk from the worklist
it = worklist.erase(it);
// Recursively call mark, to see if the reachable chunk further points to another chunk
// Previously ->
// mark((uintptr_t *)c_start, (uintptr_t *)c_end, worklist);
// Testing this, it should move to the next adress and end shouldn't be of concern
// since it is a static size of pointers
// New -> mark((uintptr_t *) c_end, (uintptr_t *) (c_end + sizeof(uintptr_t)), worklist);
mark_step(c_end, worklist);
mark((uintptr_t *)c_start, (uintptr_t *)c_end, worklist);
//mark_step(c_start, c_end, worklist);
}
else
{
@ -232,34 +230,48 @@ namespace GC
// Testing a strategy where if a pointer on the stack is pointing to a chunk, nested chunks,
// that are not located on the stack frame, will possibly be adjecent to the found chunk,
// allowing for a different, more efficient strategy, that doesn't have to scan the stack frame
void Heap::mark_step(uintptr_t memory_location, vector<Chunk *> &worklist) {
void Heap::mark_step(uintptr_t start, uintptr_t end, vector<Chunk *> &worklist) {
auto it = worklist.begin();
auto end = worklist.end();
// Should loop through the chunk size, such that if the object holds a pointer,
// wherever that pointer is located in the object, that pointer, to another chunk,
// gets detected
while (it != end) {
cout << "--- mark_step() was called ---\n" << endl;
for (; start <= end; start += sizeof(uintptr_t)) {
Chunk *chunk = *it;
auto c_start = reinterpret_cast<uintptr_t>(chunk->start);
auto c_size = reinterpret_cast<uintptr_t>(chunk->size);
auto c_end = reinterpret_cast<uintptr_t>(c_start + c_size);
auto it = worklist.begin();
auto end = worklist.end();
while (it != end) {
if (c_start <= memory_location && memory_location < c_end) {
Chunk *chunk = *it;
auto c_start = reinterpret_cast<uintptr_t>(chunk->start);
auto c_size = reinterpret_cast<uintptr_t>(chunk->size);
auto c_end = reinterpret_cast<uintptr_t>(c_start + c_size);
if (!chunk->marked) {
// Mark the chunk and erase it from the worklist
chunk->marked = true;
it = worklist.erase(it);
// Update the memory location we want to look at
memory_location = c_end;
cout << "Value of Start:\t\t" << start << endl;
cout << "Chunk start:\t\t" << hex << c_start << endl;
cout << "Chunk end:\t\t" << hex << c_end << "\n" << endl;
if (c_start <= start && start < c_end) {
if (!chunk->marked) {
// Mark the chunk and erase it from the worklist
chunk->marked = true;
it = worklist.erase(it);
cout << "Marked this chunk ^\n" << endl;
// Update the memory location we want to look at
//memory_location = c_end;
mark_step(c_start, c_end, worklist);
}
else {
it++;
}
}
else {
it++;
}
}
else {
it++;
}
}
}

View file

@ -3,8 +3,9 @@
#include "player.hpp"
#include "heap.hpp"
#define X_LENGTH 1000;
#define Y_LENGTH 500;
#define X_LENGTH 1000
#define Y_LENGTH 500
#define MAX_PLAYERS 100
/*
* Description:
@ -20,19 +21,32 @@
* all objects gets allocated, but only Game object gets marked.
*/
class Game {
private:
std::vector<Player> players;
Point dimensions;
//std::vector<Player*> *players;
std::vector<Player> *players;
Point *dimensions;
public:
Game() : dimensions(1000, 500) {}
Game() {
dimensions->x = X_LENGTH;
dimensions->y = Y_LENGTH;
}
void add_player(Player& p) {
players.push_back(p);
void init() {
//players = static_cast<std::vector<Player*>*>(GC::Heap::alloc(sizeof(Player*) * MAX_PLAYERS));
players = static_cast<std::vector<Player>*>(GC::Heap::alloc(sizeof(Player) * MAX_PLAYERS));
dimensions = static_cast<Point*>(GC::Heap::alloc(sizeof(Point)));
dimensions->x = X_LENGTH;
dimensions->y = Y_LENGTH;
}
void add_player(Player *p) {
players->push_back(*p);
}
Player* create_player(string s, Point pos, Point size, Point dir) {
@ -49,19 +63,19 @@ public:
void create_players(int nr) {
for (int i = 0; i < nr; i++) {
Player *p = create_player(std::to_string(i), Point(i, i), Point(2, 2), Point(0, 0));
add_player(*p);
add_player(p);
}
}
};
int main() {
GC::Heap::init();
GC::Heap *gc = GC::Heap::debug_the();
gc->check_init();
Game *game = static_cast<Game*>(gc->alloc(sizeof(Game)));
game->init();
game->create_players(2);
std::cout << "Player size: " << sizeof(Player) << std::endl;

View file

@ -7,6 +7,7 @@ class Point {
public:
int x, y;
Point() {}
Point(int _x, int _y) : x(_x), y(_y) {}
};
@ -21,6 +22,8 @@ private:
public:
Player() {}
Player(string n, Point pos, Point s, Point dir)
: name(n), position(pos.x, pos.y), size(s.x, s.y), direction(dir.x, dir.y)
{}