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cuberite-2a/src/SpawnPrepare.cpp

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#include "Globals.h"
#include "SpawnPrepare.h"
#include "World.h"
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class cSpawnPrepareCallback :
public cChunkCoordCallback
{
public:
cSpawnPrepareCallback(cSpawnPrepare & a_SpawnPrepare) :
m_SpawnPrepare(a_SpawnPrepare)
{
}
protected:
cSpawnPrepare & m_SpawnPrepare;
virtual void Call(int a_ChunkX, int a_ChunkZ, bool a_IsSuccess) override
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{
m_SpawnPrepare.PreparedChunkCallback(a_ChunkX, a_ChunkZ);
}
};
cSpawnPrepare::cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx):
m_World(a_World),
m_SpawnChunkX(a_SpawnChunkX),
m_SpawnChunkZ(a_SpawnChunkZ),
m_PrepareDistance(a_PrepareDistance),
m_NextIdx(a_FirstIdx),
m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
m_NumPrepared(0),
m_LastReportTime(std::chrono::steady_clock::now()),
m_LastReportChunkCount(0)
{
}
void cSpawnPrepare::PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance)
{
// Queue the initial chunks:
int MaxIdx = a_PrepareDistance * a_PrepareDistance;
int maxQueue = std::min(MaxIdx - 1, 100); // Number of chunks to queue at once
cSpawnPrepare prep(a_World, a_SpawnChunkX, a_SpawnChunkZ, a_PrepareDistance, maxQueue);
for (int i = 0; i < maxQueue; i++)
{
int chunkX, chunkZ;
prep.DecodeChunkCoords(i, chunkX, chunkZ);
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a_World.PrepareChunk(chunkX, chunkZ, cpp14::make_unique<cSpawnPrepareCallback>(prep));
} // for i
// Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
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if (MaxIdx > 0)
{
prep.m_EvtFinished.Wait();
}
}
void cSpawnPrepare::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;
}
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void cSpawnPrepare::PreparedChunkCallback(int a_ChunkX, int a_ChunkZ)
{
// Check if this was the last chunk:
m_NumPrepared += 1;
if (m_NumPrepared >= m_MaxIdx)
{
m_EvtFinished.Set();
// Must return here, because "this" may have gotten deleted by the previous line
return;
}
// Queue another chunk, if appropriate:
if (m_NextIdx < m_MaxIdx)
{
int chunkX, chunkZ;
DecodeChunkCoords(m_NextIdx, chunkX, chunkZ);
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m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, cpp14::make_unique<cSpawnPrepareCallback>(*this));
m_NextIdx += 1;
}
// Report progress every 1 second:
auto Now = std::chrono::steady_clock::now();
if (Now - m_LastReportTime > std::chrono::seconds(1))
{
float PercentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
float ChunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / std::chrono::duration_cast<std::chrono::milliseconds>(Now - m_LastReportTime).count();
LOG("Preparing spawn (%s): %.02f%% (%d/%d; %.02f chunks / sec)",
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m_World.GetName().c_str(), PercentDone, m_NumPrepared.load(std::memory_order_seq_cst), m_MaxIdx, ChunkSpeed
);
m_LastReportTime = Now;
m_LastReportChunkCount = m_NumPrepared;
}
}