106 lines
2.7 KiB
C++
106 lines
2.7 KiB
C++
|
|
||
|
#include "Globals.h"
|
||
|
|
||
|
#include "SpawnPrepare.h"
|
||
|
#include "World.h"
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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);
|
||
|
a_World.PrepareChunk(chunkX, chunkZ, &prep);
|
||
|
} // for i
|
||
|
|
||
|
// Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void cSpawnPrepare::Call(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);
|
||
|
m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, 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)",
|
||
|
m_World.GetName().c_str(), PercentDone, m_NumPrepared, m_MaxIdx, ChunkSpeed
|
||
|
);
|
||
|
m_LastReportTime = Now;
|
||
|
m_LastReportChunkCount = m_NumPrepared;
|
||
|
}
|
||
|
}
|
||
|
|