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Clean up Spawn Prepare

Made cSpawnPrepare execute on the same thread since it is a syncronous operation, and most of the code happens on the lighting thread.
Also moved cSpawnPrepare into its own file
This commit is contained in:
tycho 2015-05-30 00:18:52 +01:00
parent 1dfc7bbce2
commit 4feccaa64a
4 changed files with 156 additions and 136 deletions

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@ -62,6 +62,7 @@ SET (SRCS
Scoreboard.cpp
Server.cpp
SetChunkData.cpp
SpawnPrepare.cpp
Statistics.cpp
StringCompression.cpp
StringUtils.cpp
@ -133,6 +134,7 @@ SET (HDRS
Server.h
SetChunkData.h
SettingsRepositoryInterface.h
SpawnPrepare.h
Statistics.h
StringCompression.h
StringUtils.h

105
src/SpawnPrepare.cpp Normal file
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@ -0,0 +1,105 @@
#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;
}
}

47
src/SpawnPrepare.h Normal file
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@ -0,0 +1,47 @@
#pragma once
class cWorld;
/** Generates and lights the spawn area of the world. Runs as a separate thread. */
class cSpawnPrepare:
public cChunkCoordCallback
{
public:
static void PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance);
protected:
cWorld & m_World;
int m_SpawnChunkX;
int m_SpawnChunkZ;
int m_PrepareDistance;
/** The index of the next chunk to be queued in the lighting thread. */
int m_NextIdx;
/** 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 preparation is finished. */
cEvent m_EvtFinished;
/** The timestamp of the last progress report emitted. */
std::chrono::steady_clock::time_point m_LastReportTime;
/** Number of chunks prepared when the last progress report was emitted. */
int m_LastReportChunkCount;
cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx);
virtual void Call(int a_ChunkX, int a_ChunkZ) override;
/** Decodes the index into chunk coords. Provides the specific chunk ordering. */
void DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ);
};

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@ -58,6 +58,7 @@
#endif
#include "Broadcaster.h"
#include "SpawnPrepare.h"
@ -71,140 +72,6 @@ const int TIME_SPAWN_DIVISOR = 148;
////////////////////////////////////////////////////////////////////////////////
// cSpawnPrepare:
/** Generates and lights the spawn area of the world. Runs as a separate thread. */
class cSpawnPrepare:
public cIsThread,
public cChunkCoordCallback
{
typedef cIsThread super;
public:
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_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();
}
// cIsThread override:
virtual void Execute(void) override
{
// 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 = std::chrono::steady_clock::now();
for (int i = 0; i < maxQueue; i++)
{
int chunkX, chunkZ;
DecodeChunkCoords(i, chunkX, chunkZ);
m_World.PrepareChunk(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;
/** The index of the next chunk to be queued in the lighting thread. */
int m_NextIdx;
/** 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 timestamp of the last progress report emitted. */
std::chrono::steady_clock::time_point 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) override
{
// 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;
}
}
/** 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;
}
};
////////////////////////////////////////////////////////////////////////////////
// cWorld::cLock:
@ -470,8 +337,7 @@ void cWorld::InitializeSpawn(void)
int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
IniFile.WriteFile(m_IniFileName);
cSpawnPrepare prep(*this, ChunkX, ChunkZ, ViewDist);
prep.Wait();
cSpawnPrepare::PrepareChunks(*this, ChunkX, ChunkZ, ViewDist);
#ifdef TEST_LINEBLOCKTRACER
// DEBUG: Test out the cLineBlockTracer class by tracing a few lines: