128 lines
3.3 KiB
C++
128 lines
3.3 KiB
C++
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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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class cSpawnPrepareCallback :
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public cChunkCoordCallback
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{
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public:
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cSpawnPrepareCallback(std::shared_ptr<cSpawnPrepare> a_SpawnPrepare) :
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m_SpawnPrepare(std::move(a_SpawnPrepare))
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{
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ASSERT(m_SpawnPrepare != nullptr);
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}
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protected:
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std::shared_ptr<cSpawnPrepare> m_SpawnPrepare;
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virtual void Call(cChunkCoords a_Coords, bool a_IsSuccess) override
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{
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m_SpawnPrepare->PreparedChunkCallback(a_Coords.m_ChunkX, a_Coords.m_ChunkZ);
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}
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};
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cSpawnPrepare::cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx, sMakeSharedTag):
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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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auto prep = std::make_shared<cSpawnPrepare>(a_World, a_SpawnChunkX, a_SpawnChunkZ, a_PrepareDistance, maxQueue, sMakeSharedTag{});
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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, std::make_unique<cSpawnPrepareCallback>(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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if (MaxIdx > 0)
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{
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prep->m_EvtFinished.Wait();
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}
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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::PreparedChunkCallback(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, std::make_unique<cSpawnPrepareCallback>(shared_from_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.load(std::memory_order_seq_cst), 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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