Merge pull request #2163 from mc-server/SimplifySpawn
Clean up Spawn Prepare
This commit is contained in:
commit
b371208526
@ -62,6 +62,7 @@ SET (SRCS
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Scoreboard.cpp
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Scoreboard.cpp
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Server.cpp
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Server.cpp
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SetChunkData.cpp
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SetChunkData.cpp
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SpawnPrepare.cpp
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Statistics.cpp
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Statistics.cpp
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StringCompression.cpp
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StringCompression.cpp
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StringUtils.cpp
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StringUtils.cpp
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@ -133,6 +134,7 @@ SET (HDRS
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Server.h
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Server.h
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SetChunkData.h
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SetChunkData.h
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SettingsRepositoryInterface.h
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SettingsRepositoryInterface.h
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SpawnPrepare.h
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Statistics.h
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Statistics.h
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StringCompression.h
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StringCompression.h
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StringUtils.h
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StringUtils.h
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105
src/SpawnPrepare.cpp
Normal file
105
src/SpawnPrepare.cpp
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@ -0,0 +1,105 @@
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#include "Globals.h"
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#include "SpawnPrepare.h"
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#include "World.h"
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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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m_World(a_World),
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m_SpawnChunkX(a_SpawnChunkX),
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m_SpawnChunkZ(a_SpawnChunkZ),
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m_PrepareDistance(a_PrepareDistance),
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m_NextIdx(a_FirstIdx),
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m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
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m_NumPrepared(0),
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m_LastReportTime(std::chrono::steady_clock::now()),
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m_LastReportChunkCount(0)
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{
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}
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void cSpawnPrepare::PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance)
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{
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// Queue the initial chunks:
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int MaxIdx = a_PrepareDistance * a_PrepareDistance;
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int maxQueue = std::min(MaxIdx - 1, 100); // Number of chunks to queue at once
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cSpawnPrepare prep(a_World, a_SpawnChunkX, a_SpawnChunkZ, a_PrepareDistance, maxQueue);
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for (int i = 0; i < maxQueue; i++)
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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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} // 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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prep.m_EvtFinished.Wait();
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}
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void cSpawnPrepare::DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
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{
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// A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x:
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int z = a_Idx / m_PrepareDistance;
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int x = a_Idx % m_PrepareDistance;
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if ((z & 1) == 0)
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{
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// Reverse every second row:
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x = m_PrepareDistance - 1 - x;
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}
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a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2;
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a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2;
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}
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void cSpawnPrepare::Call(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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if (m_NumPrepared >= m_MaxIdx)
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{
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m_EvtFinished.Set();
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// Must return here, because "this" may have gotten deleted by the previous line
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return;
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}
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// Queue another chunk, if appropriate:
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if (m_NextIdx < m_MaxIdx)
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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_NextIdx += 1;
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}
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// Report progress every 1 second:
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auto Now = std::chrono::steady_clock::now();
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if (Now - m_LastReportTime > std::chrono::seconds(1))
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{
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float PercentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
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float ChunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / std::chrono::duration_cast<std::chrono::milliseconds>(Now - m_LastReportTime).count();
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LOG("Preparing spawn (%s): %.02f%% (%d/%d; %.02f chunks / sec)",
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m_World.GetName().c_str(), PercentDone, m_NumPrepared, m_MaxIdx, ChunkSpeed
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);
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m_LastReportTime = Now;
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m_LastReportChunkCount = m_NumPrepared;
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}
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}
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47
src/SpawnPrepare.h
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47
src/SpawnPrepare.h
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#pragma once
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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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{
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public:
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static void PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance);
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protected:
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cWorld & m_World;
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int m_SpawnChunkX;
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int m_SpawnChunkZ;
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int m_PrepareDistance;
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/** The index of the next chunk to be queued in the lighting thread. */
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int m_NextIdx;
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/** The maximum index of the prepared chunks. Queueing stops when m_NextIdx reaches this number. */
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int m_MaxIdx;
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/** Total number of chunks already finished preparing. Preparation finishes when this number reaches m_MaxIdx. */
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int m_NumPrepared;
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/** Event used to signal that the preparation is finished. */
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cEvent m_EvtFinished;
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/** The timestamp of the last progress report emitted. */
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std::chrono::steady_clock::time_point m_LastReportTime;
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/** Number of chunks prepared when the last progress report was emitted. */
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int m_LastReportChunkCount;
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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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/** 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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};
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138
src/World.cpp
138
src/World.cpp
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#endif
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#endif
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#include "Broadcaster.h"
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#include "Broadcaster.h"
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#include "SpawnPrepare.h"
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@ -71,140 +72,6 @@ const int TIME_SPAWN_DIVISOR = 148;
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////////////////////////////////////////////////////////////////////////////////
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// cSpawnPrepare:
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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 cIsThread,
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public cChunkCoordCallback
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{
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typedef cIsThread super;
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public:
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cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance):
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super("SpawnPrepare"),
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m_World(a_World),
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m_SpawnChunkX(a_SpawnChunkX),
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m_SpawnChunkZ(a_SpawnChunkZ),
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m_PrepareDistance(a_PrepareDistance),
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m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
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m_NumPrepared(0),
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m_LastReportChunkCount(0)
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{
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// Start the thread:
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Start();
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// Wait for start confirmation, so that the thread can be waited-upon after the constructor returns:
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m_EvtStarted.Wait();
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}
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// cIsThread override:
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virtual void Execute(void) override
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{
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// Confirm thread start:
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m_EvtStarted.Set();
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// Queue the initial chunks:
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m_MaxIdx = m_PrepareDistance * m_PrepareDistance;
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int maxQueue = std::min(m_MaxIdx - 1, 100); // Number of chunks to queue at once
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m_NextIdx = maxQueue;
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m_LastReportTime = std::chrono::steady_clock::now();
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for (int i = 0; i < maxQueue; i++)
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{
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int chunkX, chunkZ;
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DecodeChunkCoords(i, chunkX, chunkZ);
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m_World.PrepareChunk(chunkX, chunkZ, this);
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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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m_EvtFinished.Wait();
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}
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protected:
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cWorld & m_World;
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int m_SpawnChunkX;
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int m_SpawnChunkZ;
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int m_PrepareDistance;
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/** The index of the next chunk to be queued in the lighting thread. */
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int m_NextIdx;
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/** The maximum index of the prepared chunks. Queueing stops when m_NextIdx reaches this number. */
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int m_MaxIdx;
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/** Total number of chunks already finished preparing. Preparation finishes when this number reaches m_MaxIdx. */
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int m_NumPrepared;
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/** Event used to signal that the thread has started. */
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cEvent m_EvtStarted;
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/** Event used to signal that the preparation is finished. */
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cEvent m_EvtFinished;
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/** The timestamp of the last progress report emitted. */
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std::chrono::steady_clock::time_point m_LastReportTime;
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/** Number of chunks prepared when the last progress report was emitted. */
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int m_LastReportChunkCount;
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// cChunkCoordCallback override:
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virtual void Call(int a_ChunkX, int a_ChunkZ) override
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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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if (m_NumPrepared >= m_MaxIdx)
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{
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m_EvtFinished.Set();
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// Must return here, because "this" may have gotten deleted by the previous line
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return;
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}
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// Queue another chunk, if appropriate:
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if (m_NextIdx < m_MaxIdx)
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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_NextIdx += 1;
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}
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// Report progress every 1 second:
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auto Now = std::chrono::steady_clock::now();
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if (Now - m_LastReportTime > std::chrono::seconds(1))
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{
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float PercentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
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float ChunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / std::chrono::duration_cast<std::chrono::milliseconds>(Now - m_LastReportTime).count();
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LOG("Preparing spawn (%s): %.02f%% (%d/%d; %.02f chunks / sec)",
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m_World.GetName().c_str(), PercentDone, m_NumPrepared, m_MaxIdx, ChunkSpeed
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);
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m_LastReportTime = Now;
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m_LastReportChunkCount = m_NumPrepared;
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}
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}
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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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{
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// A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x:
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int z = a_Idx / m_PrepareDistance;
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int x = a_Idx % m_PrepareDistance;
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if ((z & 1) == 0)
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{
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// Reverse every second row:
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x = m_PrepareDistance - 1 - x;
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}
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a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2;
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a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// cWorld::cLock:
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// cWorld::cLock:
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@ -470,8 +337,7 @@ void cWorld::InitializeSpawn(void)
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int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
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int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
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IniFile.WriteFile(m_IniFileName);
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IniFile.WriteFile(m_IniFileName);
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cSpawnPrepare prep(*this, ChunkX, ChunkZ, ViewDist);
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cSpawnPrepare::PrepareChunks(*this, ChunkX, ChunkZ, ViewDist);
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prep.Wait();
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#ifdef TEST_LINEBLOCKTRACER
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#ifdef TEST_LINEBLOCKTRACER
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// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
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// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
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Loading…
Reference in New Issue
Block a user