Made cLightingThread own its callbacks
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4feccaa64a
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06a74e45e2
@ -303,10 +303,9 @@ static int tolua_cWorld_PrepareChunk(lua_State * tolua_S)
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cLuaState m_LuaState;
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cLuaState::cRef m_Callback;
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};
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cCallback * callback = new cCallback(tolua_S);
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// Call the chunk preparation:
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world->PrepareChunk(chunkX, chunkZ, callback);
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world->PrepareChunk(chunkX, chunkZ, cpp14::make_unique<cCallback>(tolua_S));
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return 0;
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}
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@ -2401,7 +2401,7 @@ void cChunkMap::TouchChunk(int a_ChunkX, int a_ChunkZ)
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void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_Callback)
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{
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cCSLock Lock(m_CSLayers);
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cChunkPtr Chunk = GetChunkNoLoad(a_ChunkX, a_ChunkZ);
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@ -2409,7 +2409,7 @@ void cChunkMap::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a
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// If the chunk is not prepared, queue it in the lighting thread, that will do all the needed processing:
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if ((Chunk == nullptr) || !Chunk->IsValid() || !Chunk->IsLightValid())
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{
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m_World->GetLightingThread().QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
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m_World->GetLightingThread().QueueChunk(a_ChunkX, a_ChunkZ, std::move(a_Callback));
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return;
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}
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@ -322,7 +322,7 @@ public:
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The specified chunk is queued to be loaded or generated, and lit if needed.
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The specified callback is called after the chunk has been prepared. If there's no preparation to do, only the callback is called.
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It is legal to call without the callback. */
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter = nullptr); // Lua-accessible
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallAfter = {}); // Lua-accessible
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/** Queues the chunk for generating.
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First attempts to load the chunk from the storage. If that fails, queues the chunk for generating.
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@ -21,11 +21,22 @@
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////////////////////////////////////////////////////////////////////////////////
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// cNotifyChunkSender:
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void cNotifyChunkSender::Call(int a_ChunkX, int a_ChunkZ)
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/// Callback that can be used to notify chunk sender upon another chunkcoord notification
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class cNotifyChunkSender :
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public cChunkCoordCallback
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{
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virtual void Call(int a_ChunkX, int a_ChunkZ) override
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{
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m_ChunkSender->ChunkReady(a_ChunkX, a_ChunkZ);
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}
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cChunkSender * m_ChunkSender;
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public:
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cNotifyChunkSender(cChunkSender * a_ChunkSender) : m_ChunkSender(a_ChunkSender) {}
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};
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@ -36,10 +47,8 @@ void cNotifyChunkSender::Call(int a_ChunkX, int a_ChunkZ)
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cChunkSender::cChunkSender(void) :
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super("ChunkSender"),
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m_World(nullptr),
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m_RemoveCount(0),
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m_Notify(nullptr)
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m_RemoveCount(0)
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{
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m_Notify.SetChunkSender(this);
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}
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@ -272,7 +281,7 @@ void cChunkSender::SendChunk(int a_ChunkX, int a_ChunkZ, cClientHandle * a_Clien
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// If the chunk is not lighted, queue it for relighting and get notified when it's ready:
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if (!m_World->IsChunkLighted(a_ChunkX, a_ChunkZ))
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{
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m_World->QueueLightChunk(a_ChunkX, a_ChunkZ, &m_Notify);
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m_World->QueueLightChunk(a_ChunkX, a_ChunkZ, cpp14::make_unique<cNotifyChunkSender>(this));
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return;
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}
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@ -47,26 +47,6 @@ class cChunkSender;
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/// Callback that can be used to notify chunk sender upon another chunkcoord notification
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class cNotifyChunkSender :
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public cChunkCoordCallback
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{
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virtual void Call(int a_ChunkX, int a_ChunkZ) override;
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cChunkSender * m_ChunkSender;
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public:
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cNotifyChunkSender(cChunkSender * a_ChunkSender) : m_ChunkSender(a_ChunkSender) {}
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void SetChunkSender(cChunkSender * a_ChunkSender)
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{
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m_ChunkSender = a_ChunkSender;
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}
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} ;
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class cChunkSender:
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public cIsThread,
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public cChunkDataSeparateCollector
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@ -150,8 +130,6 @@ protected:
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cEvent m_evtRemoved; // Set when removed clients are safe to be deleted
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int m_RemoveCount; // Number of threads waiting for a client removal (m_evtRemoved needs to be set this many times)
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cNotifyChunkSender m_Notify; // Used for chunks that don't have a valid lighting - they will be re-queued after lightcalc
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// Data about the chunk that is being sent:
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// NOTE that m_BlockData[] is inherited from the cChunkDataCollector
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unsigned char m_BiomeMap[cChunkDef::Width * cChunkDef::Width];
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@ -149,11 +149,11 @@ void cLightingThread::Stop(void)
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void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter)
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void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallbackAfter)
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{
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ASSERT(m_World != nullptr); // Did you call Start() properly?
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cChunkStay * ChunkStay = new cLightingChunkStay(*this, a_ChunkX, a_ChunkZ, a_CallbackAfter);
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cChunkStay * ChunkStay = new cLightingChunkStay(*this, a_ChunkX, a_ChunkZ, std::move(a_CallbackAfter));
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{
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// The ChunkStay will enqueue itself using the QueueChunkStay() once it is fully loaded
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// In the meantime, put it into the PendingQueue so that it can be removed when stopping the thread
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@ -599,11 +599,11 @@ void cLightingThread::QueueChunkStay(cLightingChunkStay & a_ChunkStay)
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////////////////////////////////////////////////////////////////////////////////
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// cLightingThread::cLightingChunkStay:
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cLightingThread::cLightingChunkStay::cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter) :
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cLightingThread::cLightingChunkStay::cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallbackAfter) :
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m_LightingThread(a_LightingThread),
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m_ChunkX(a_ChunkX),
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m_ChunkZ(a_ChunkZ),
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m_CallbackAfter(a_CallbackAfter)
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m_CallbackAfter(std::move(a_CallbackAfter))
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{
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Add(a_ChunkX + 1, a_ChunkZ + 1);
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Add(a_ChunkX + 1, a_ChunkZ);
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@ -61,7 +61,7 @@ public:
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void Stop(void);
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/** Queues the entire chunk for lighting */
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void QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter = nullptr);
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void QueueChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallbackAfter);
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/** Blocks until the queue is empty or the thread is terminated */
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void WaitForQueueEmpty(void);
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@ -77,9 +77,9 @@ protected:
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cLightingThread & m_LightingThread;
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int m_ChunkX;
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int m_ChunkZ;
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cChunkCoordCallback * m_CallbackAfter;
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std::unique_ptr<cChunkCoordCallback> m_CallbackAfter;
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cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter);
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cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallbackAfter);
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protected:
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virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override
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@ -8,6 +8,26 @@
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class cSpawnPrepareCallback :
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public cChunkCoordCallback
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{
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public:
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cSpawnPrepareCallback(cSpawnPrepare & a_SpawnPrepare) :
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m_SpawnPrepare(a_SpawnPrepare)
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{
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}
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protected:
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cSpawnPrepare & m_SpawnPrepare;
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virtual void Call(int a_ChunkX, int a_ChunkZ) override
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{
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m_SpawnPrepare.PreparedChunkCallback(a_ChunkX, a_ChunkZ);
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}
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};
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cSpawnPrepare::cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx):
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@ -40,7 +60,7 @@ void cSpawnPrepare::PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_Spa
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{
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int chunkX, chunkZ;
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prep.DecodeChunkCoords(i, chunkX, chunkZ);
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a_World.PrepareChunk(chunkX, chunkZ, &prep);
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a_World.PrepareChunk(chunkX, chunkZ, cpp14::make_unique<cSpawnPrepareCallback>(prep));
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} // for i
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// Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
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@ -69,7 +89,7 @@ void cSpawnPrepare::DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
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void cSpawnPrepare::Call(int a_ChunkX, int a_ChunkZ)
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void cSpawnPrepare::PreparedChunkCallback(int a_ChunkX, int a_ChunkZ)
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{
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// Check if this was the last chunk:
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m_NumPrepared += 1;
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@ -85,7 +105,7 @@ void cSpawnPrepare::Call(int a_ChunkX, int a_ChunkZ)
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{
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int chunkX, chunkZ;
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DecodeChunkCoords(m_NextIdx, chunkX, chunkZ);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, cpp14::make_unique<cSpawnPrepareCallback>(*this));
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m_NextIdx += 1;
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}
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@ -6,8 +6,7 @@ class cWorld;
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/** Generates and lights the spawn area of the world. Runs as a separate thread. */
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class cSpawnPrepare:
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public cChunkCoordCallback
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class cSpawnPrepare
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{
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public:
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@ -39,9 +38,12 @@ protected:
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cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx);
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virtual void Call(int a_ChunkX, int a_ChunkZ) override;
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void PreparedChunkCallback(int a_ChunkX, int a_ChunkZ);
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/** Decodes the index into chunk coords. Provides the specific chunk ordering. */
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void DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ);
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friend class cSpawnPrepareCallback;
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};
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@ -2872,9 +2872,9 @@ void cWorld::TouchChunk(int a_ChunkX, int a_ChunkZ)
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void cWorld::PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter)
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void cWorld::PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallAfter)
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{
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m_ChunkMap->PrepareChunk(a_ChunkX, a_ChunkZ, a_CallAfter);
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m_ChunkMap->PrepareChunk(a_ChunkX, a_ChunkZ, std::move(a_CallAfter));
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}
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@ -2998,9 +2998,9 @@ void cWorld::GenerateChunk(int a_ChunkX, int a_ChunkZ)
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void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback)
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void cWorld::QueueLightChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_Callback)
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{
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m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, a_Callback);
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m_Lighting.QueueChunk(a_ChunkX, a_ChunkZ, std::move(a_Callback));
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}
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@ -385,7 +385,7 @@ public:
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The specified chunk is queued to be loaded or generated, and lit if needed.
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The specified callback is called after the chunk has been prepared. If there's no preparation to do, only the callback is called.
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It is legal to call with no callback. */
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallAfter = nullptr);
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void PrepareChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallAfter = {});
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/** Marks the chunk as failed-to-load: */
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void ChunkLoadFailed(int a_ChunkX, int a_ChunkZ);
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@ -409,7 +409,7 @@ public:
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void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
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/** Queues a chunk for lighting; a_Callback is called after the chunk is lighted */
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void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = nullptr);
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void QueueLightChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_Callback = {});
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bool IsChunkLighted(int a_ChunkX, int a_ChunkZ);
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