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Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@251 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-02-13 21:47:03 +00:00
parent 0a46c065bf
commit 4f17362aeb
87 changed files with 6915 additions and 2803 deletions

View File

@@ -2,11 +2,13 @@
#include "Globals.h"
#include "cChunkGenerator.h"
#include "cChunkMap.h"
#include "cChunk.h"
#include "cWorld.h"
#include "cWorldGenerator.h"
#include "cWorldGenerator_Test.h"
#include "cMCLogger.h"
typedef std::pair<int, int> ChunkCoord;
typedef std::list< ChunkCoord > ChunkCoordList;
@@ -16,45 +18,20 @@ typedef std::list< ChunkCoord > ChunkCoordList;
/// If the generation queue size exceeds this number, a warning will be output
#define QUEUE_WARNING_LIMIT 1000
const int QUEUE_WARNING_LIMIT = 1000;
/// If the generation queue size exceeds this number, chunks with no clients will be skipped
const int QUEUE_SKIP_LIMIT = 50;
struct cChunkGenerator::sChunkGeneratorState
cChunkGenerator::cChunkGenerator(void)
: super("cChunkGenerator")
, m_World(NULL)
, m_pWorldGenerator(NULL)
{
cCriticalSection m_CriticalSection; // For protecting the variables in this struct
ChunkCoordList GenerateQueue;
ChunkCoord CurrentlyGeneratingCoords;
cChunk* pCurrentlyGenerating;
bool bCurrentlyGenerating;
cSemaphore m_Semaphore;
cThread * pThread;
bool bStop;
sChunkGeneratorState(void)
: m_Semaphore(1, 0)
, pThread( 0 )
, bStop( false )
, bCurrentlyGenerating( false )
, pCurrentlyGenerating( false )
{}
};
cChunkGenerator::cChunkGenerator( cChunkMap* a_pChunkMap )
: m_pState( new sChunkGeneratorState )
, m_pChunkMap( a_pChunkMap )
{
m_pState->pThread = new cThread( GenerateThread, this, "cChunkGenerator::GenerateThread" );
m_pState->pThread->Start( true );
}
@@ -63,97 +40,106 @@ cChunkGenerator::cChunkGenerator( cChunkMap* a_pChunkMap )
cChunkGenerator::~cChunkGenerator()
{
m_pState->bStop = true;
m_pState->m_Semaphore.Signal(); // Signal so thread can continue and exit
delete m_pState->pThread;
delete m_pState;
Stop();
}
void cChunkGenerator::GenerateChunk( int a_X, int a_Z )
bool cChunkGenerator::Start(cWorld * a_World, const AString & a_WorldGeneratorName)
{
cCSLock Lock(&m_pState->m_CriticalSection);
if (m_pState->bCurrentlyGenerating)
{
if ((m_pState->CurrentlyGeneratingCoords.first == a_X) && (m_pState->CurrentlyGeneratingCoords.second == a_Z))
{
return; // Already generating this chunk, so ignore
}
}
m_pState->GenerateQueue.remove( ChunkCoord(a_X, a_Z) );
if (m_pState->GenerateQueue.size() >= QUEUE_WARNING_LIMIT)
{
LOGWARN("WARNING: Adding chunk (%i, %i) to generation queue; Queue is too big! (%i)", a_X, a_Z, m_pState->GenerateQueue.size() );
}
m_pState->GenerateQueue.push_back( ChunkCoord(a_X, a_Z) );
Lock.Unlock();
m_World = a_World;
m_pState->m_Semaphore.Signal();
if (a_WorldGeneratorName.compare("Test") == 0 )
{
m_pWorldGenerator = new cWorldGenerator_Test();
}
else // Default
{
m_pWorldGenerator = new cWorldGenerator();
}
return super::Start();
}
void cChunkGenerator::GenerateThread( void* a_Params )
void cChunkGenerator::Stop(void)
{
// Cache some values for easy access (they are all references/pointers)
cChunkGenerator * self = (cChunkGenerator*)a_Params;
sChunkGeneratorState * m_pState = self->m_pState;
ChunkCoordList & GenerateQueue = m_pState->GenerateQueue;
cChunkMap & ChunkMap = *self->m_pChunkMap;
cCriticalSection * CriticalSection = &m_pState->m_CriticalSection;
cSemaphore & Semaphore = m_pState->m_Semaphore;
mShouldTerminate = true;
m_Event.Set();
Wait();
delete m_pWorldGenerator;
m_pWorldGenerator = NULL;
}
while (!m_pState->bStop)
void cChunkGenerator::GenerateChunk(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CS);
// Check if it is already in the queue:
for (cChunkCoordsList::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
{
cCSLock Lock(CriticalSection);
if (GenerateQueue.size() == 0)
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
{
// Already in the queue, bail out
return;
}
} // for itr - m_Queue[]
// Add to queue, issue a warning if too many:
if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
{
LOGWARN("WARNING: Adding chunk [%i, %i] to generation queue; Queue is too big! (%i)", a_ChunkX, a_ChunkZ, m_Queue.size());
}
m_Queue.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
m_Event.Set();
}
void cChunkGenerator::Execute(void)
{
while (!mShouldTerminate)
{
cCSLock Lock(m_CS);
while (m_Queue.size() == 0)
{
cCSUnlock Unlock(Lock);
Semaphore.Wait();
m_Event.Wait();
if (mShouldTerminate)
{
return;
}
}
if (m_pState->bStop) break;
ChunkCoord coord = *GenerateQueue.begin(); // Get next coord from queue
GenerateQueue.erase( GenerateQueue.begin() ); // Remove coordinate from queue
m_pState->bCurrentlyGenerating = true;
m_pState->CurrentlyGeneratingCoords = coord;
cChunkCoords coords = m_Queue.front(); // Get next coord from queue
m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
Lock.Unlock(); // Unlock ASAP
ChunkMap.GetWorld()->LockChunks();
if( ChunkMap.GetChunk( coord.first, 0, coord.second ) ) // Make sure it has not been loaded in the meantime. Don't want to generate the same chunk twice
{ // This is possible when forcing the server to generate a chunk in the main thread
ChunkMap.GetWorld()->UnlockChunks();
cChunkPtr Chunk = m_World->GetChunk(coords.m_ChunkX, 0, coords.m_ChunkZ);
if ((Chunk != NULL) && (Chunk->IsValid() || (SkipEnabled && !Chunk->HasAnyClient())))
{
// Already generated / overload-skip, ignore request
continue;
}
ChunkMap.GetWorld()->UnlockChunks();
LOGINFO("cChunkGenerator generating chunk %i %i", coord.first, coord.second );
cChunk* Chunk = new cChunk( coord.first, 0, coord.second, ChunkMap.GetWorld() );
Lock.Lock();
m_pState->pCurrentlyGenerating = Chunk;
Lock.Unlock();
Chunk->Initialize(); // Generate the chunk
ChunkMap.GetWorld()->LockChunks();
ChunkMap.AddChunk( Chunk );
ChunkMap.GetWorld()->UnlockChunks();
Lock.Lock();
m_pState->bCurrentlyGenerating = false;
m_pState->pCurrentlyGenerating = 0;
Lock.Unlock();
LOG("Generating chunk [%d, %d]", coords.m_ChunkX, coords.m_ChunkZ);
m_pWorldGenerator->GenerateChunk(Chunk);
Chunk->SetValid();
} // while (!bStop)
}