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cWorld: Rewritten spawn preparation.

It now supports pregeneration distance of any size and runs in two threads in parallel (generator / lighting).
Fixes #1597.
This commit is contained in:
Mattes D 2014-11-22 16:00:19 +01:00
parent f3e9fa74d2
commit b520f336da
2 changed files with 121 additions and 128 deletions

View File

@ -74,102 +74,137 @@ const int TIME_SPAWN_DIVISOR = 148;
////////////////////////////////////////////////////////////////////////////////
// cWorldLoadProgress:
// cSpawnPrepare:
/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
class cWorldLoadProgress :
public cIsThread
/** Generates and lights the spawn area of the world. Runs as a separate thread. */
class cSpawnPrepare:
public cIsThread,
public cChunkCoordCallback
{
typedef cIsThread super;
public:
cWorldLoadProgress(cWorld * a_World) :
cIsThread("cWorldLoadProgress"),
m_World(a_World)
cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance):
super("SpawnPrepare"),
m_World(a_World),
m_SpawnChunkX(a_SpawnChunkX),
m_SpawnChunkZ(a_SpawnChunkZ),
m_PrepareDistance(a_PrepareDistance),
m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
m_NumPrepared(0),
m_LastReportTime(0),
m_LastReportChunkCount(0)
{
// Start the thread:
Start();
// Wait for start confirmation, so that the thread can be waited-upon after the constructor returns:
m_EvtStarted.Wait();
}
void Stop(void)
// cIsThread override:
virtual void Execute(void) override
{
m_ShouldTerminate = true;
Wait();
// Confirm thread start:
m_EvtStarted.Set();
// Queue the initial chunks:
m_MaxIdx = m_PrepareDistance * m_PrepareDistance;
int maxQueue = std::min(m_MaxIdx - 1, 100); // Number of chunks to queue at once
m_NextIdx = maxQueue;
m_LastReportTime = m_Timer.GetNowTime();
for (int i = 0; i < maxQueue; i++)
{
int chunkX, chunkZ;
decodeChunkCoords(i, chunkX, chunkZ);
m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
} // for i
// Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
m_EvtFinished.Wait();
}
protected:
cWorld & m_World;
int m_SpawnChunkX;
int m_SpawnChunkZ;
int m_PrepareDistance;
cWorld * m_World;
/** The index of the next chunk to be queued in the lighting thread. */
int m_NextIdx;
virtual void Execute(void) override
/** The maximum index of the prepared chunks. Queueing stops when m_NextIdx reaches this number. */
int m_MaxIdx;
/** Total number of chunks already finished preparing. Preparation finishes when this number reaches m_MaxIdx. */
int m_NumPrepared;
/** Event used to signal that the thread has started. */
cEvent m_EvtStarted;
/** Event used to signal that the preparation is finished. */
cEvent m_EvtFinished;
/** The timer used to report progress every second. */
cTimer m_Timer;
/** The timestamp of the last progress report emitted. */
long long m_LastReportTime;
/** Number of chunks prepared when the last progress report was emitted. */
int m_LastReportChunkCount;
// cChunkCoordCallback override:
virtual void Call(int a_ChunkX, int a_ChunkZ)
{
for (;;)
// Check if this was the last chunk:
m_NumPrepared += 1;
if (m_NumPrepared >= m_MaxIdx)
{
LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate",
m_World->GetStorage().GetLoadQueueLength(),
m_World->GetGenerator().GetQueueLength()
);
m_EvtFinished.Set();
}
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for (int i = 0; i < 20; i++)
{
cSleep::MilliSleep(100);
if (m_ShouldTerminate)
{
return;
}
}
} // for (-ever)
}
} ;
////////////////////////////////////////////////////////////////////////////////
// cWorldLightingProgress:
/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
class cWorldLightingProgress :
public cIsThread
{
public:
cWorldLightingProgress(cLightingThread * a_Lighting) :
cIsThread("cWorldLightingProgress"),
m_Lighting(a_Lighting)
{
Start();
}
void Stop(void)
{
m_ShouldTerminate = true;
Wait();
}
protected:
cLightingThread * m_Lighting;
virtual void Execute(void) override
{
for (;;)
// Queue another chunk, if appropriate:
if (m_NextIdx < m_MaxIdx)
{
LOG("" SIZE_T_FMT " chunks remaining to light", m_Lighting->GetQueueLength()
);
int chunkX, chunkZ;
decodeChunkCoords(m_NextIdx, chunkX, chunkZ);
m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
m_NextIdx += 1;
}
// Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
for (int i = 0; i < 20; i++)
{
cSleep::MilliSleep(100);
if (m_ShouldTerminate)
{
return;
}
}
} // for (-ever)
// Report progress every 1 second:
long long now = m_Timer.GetNowTime();
if (now - m_LastReportTime > 1000)
{
float percentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
float chunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / (now - m_LastReportTime);
LOG("Preparing spawn (%s): %.02f%% done (%d chunks out of %d; %.02f chunks / sec)",
m_World.GetName().c_str(), percentDone, m_NumPrepared, m_MaxIdx, chunkSpeed
);
m_LastReportTime = now;
m_LastReportChunkCount = m_NumPrepared;
}
}
} ;
/** Decodes the index into chunk coords. Provides the specific chunk ordering. */
void decodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
{
// A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x:
int z = a_Idx / m_PrepareDistance;
int x = a_Idx % m_PrepareDistance;
if ((z & 1) == 0)
{
// Reverse every second row:
x = m_PrepareDistance - 1 - x;
}
a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2;
a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2;
}
};
@ -433,52 +468,8 @@ void cWorld::InitializeSpawn(void)
int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
IniFile.WriteFile(m_IniFileName);
LOG("Preparing spawn area in world \"%s\", %d x %d chunks, total %d chunks...", m_WorldName.c_str(), ViewDist, ViewDist, ViewDist * ViewDist);
for (int x = 0; x < ViewDist; x++)
{
for (int z = 0; z < ViewDist; z++)
{
m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
}
}
{
// Display progress during this process:
cWorldLoadProgress Progress(this);
// Wait for the loader to finish loading
m_Storage.WaitForLoadQueueEmpty();
// Wait for the generator to finish generating
m_Generator.WaitForQueueEmpty();
// Wait for the loader to finish saving
m_Storage.WaitForSaveQueueEmpty();
Progress.Stop();
}
// Light all chunks that have been newly generated:
LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
for (int x = 0; x < ViewDist; x++)
{
int ChX = x + ChunkX-(ViewDist - 1) / 2;
for (int z = 0; z < ViewDist; z++)
{
int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
{
m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
}
} // for z
} // for x
{
cWorldLightingProgress Progress(&m_Lighting);
m_Lighting.WaitForQueueEmpty();
Progress.Stop();
}
cSpawnPrepare prep(*this, ChunkX, ChunkZ, ViewDist);
prep.Wait();
#ifdef TEST_LINEBLOCKTRACER
// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:

View File

@ -696,6 +696,8 @@ public:
inline size_t GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
inline size_t GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
cLightingThread & GetLightingThread(void) { return m_Lighting; }
void InitializeSpawn(void);
/** Starts threads that belong to this world */