1
0

Initial ChunkStay code.

This commit is contained in:
madmaxoft
2014-02-08 21:55:21 +01:00
parent 169b918222
commit ea71bfa9b6
11 changed files with 573 additions and 419 deletions

View File

@@ -6,6 +6,7 @@
#include "Globals.h"
#include "LightingThread.h"
#include "ChunkMap.h"
#include "ChunkStay.h"
#include "World.h"
@@ -109,9 +110,14 @@ void cLightingThread::Stop(void)
{
{
cCSLock Lock(m_CS);
for (sItems::iterator itr = m_Queue.begin(), end = m_Queue.end(); itr != end; ++itr)
for (cChunkStays::iterator itr = m_PendingQueue.begin(), end = m_PendingQueue.end(); itr != end; ++itr)
{
delete itr->m_ChunkStay;
delete *itr;
}
m_PendingQueue.clear();
for (cChunkStays::iterator itr = m_Queue.begin(), end = m_Queue.end(); itr != end; ++itr)
{
delete *itr;
}
m_Queue.clear();
}
@@ -129,25 +135,12 @@ void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback
{
ASSERT(m_World != NULL); // Did you call Start() properly?
cChunkStay * ChunkStay = new cChunkStay(m_World);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Enable();
ChunkStay->Load();
cChunkStay * ChunkStay = new cLightingChunkStay(*this, a_ChunkX, a_ChunkZ, a_CallbackAfter);
ChunkStay->Enable(*m_World->GetChunkMap());
// The ChunkStay will enqueue itself using the QueueChunkStay() once it is fully loaded
// In the meantime, put it into the PendingQueue so that it can be removed when stopping the thread
cCSLock Lock(m_CS);
m_Queue.push_back(sItem(a_ChunkX, a_ChunkZ, ChunkStay, a_CallbackAfter));
if (m_Queue.size() > WARN_ON_QUEUE_SIZE)
{
LOGINFO("Lighting thread overloaded, %d items in queue", m_Queue.size());
}
m_evtItemAdded.Set();
m_PendingQueue.push_back(ChunkStay);
}
@@ -157,7 +150,7 @@ void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback
void cLightingThread::WaitForQueueEmpty(void)
{
cCSLock Lock(m_CS);
while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PostponedQueue.empty()))
while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PendingQueue.empty()))
{
cCSUnlock Unlock(Lock);
m_evtQueueEmpty.Wait();
@@ -171,43 +164,7 @@ void cLightingThread::WaitForQueueEmpty(void)
size_t cLightingThread::GetQueueLength(void)
{
cCSLock Lock(m_CS);
return m_Queue.size() + m_PostponedQueue.size();
}
void cLightingThread::ChunkReady(int a_ChunkX, int a_ChunkZ)
{
// Check all the items in the m_PostponedQueue, if the chunk is their neighbor, move the item to m_Queue
bool NewlyAdded = false;
{
cCSLock Lock(m_CS);
for (sItems::iterator itr = m_PostponedQueue.begin(); itr != m_PostponedQueue.end(); )
{
if (
(itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1) &&
(itr->z - a_ChunkZ >= -1) && (itr->z - a_ChunkZ <= 1)
)
{
// It is a neighbor
m_Queue.push_back(*itr);
itr = m_PostponedQueue.erase(itr);
NewlyAdded = true;
}
else
{
++itr;
}
} // for itr - m_PostponedQueue[]
} // Lock(m_CS)
if (NewlyAdded)
{
m_evtItemAdded.Set(); // Notify the thread it has some work to do
}
return m_Queue.size() + m_PendingQueue.size();
}
@@ -233,14 +190,14 @@ void cLightingThread::Execute(void)
}
// Process one items from the queue:
sItem Item;
cLightingChunkStay * Item;
{
cCSLock Lock(m_CS);
if (m_Queue.empty())
{
continue;
}
Item = m_Queue.front();
Item = (cLightingChunkStay *)m_Queue.front();
m_Queue.pop_front();
if (m_Queue.empty())
{
@@ -248,7 +205,7 @@ void cLightingThread::Execute(void)
}
} // CSLock(m_CS)
LightChunk(Item);
LightChunk(*Item);
}
}
@@ -257,23 +214,11 @@ void cLightingThread::Execute(void)
void cLightingThread::LightChunk(cLightingThread::sItem & a_Item)
void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
{
cChunkDef::BlockNibbles BlockLight, SkyLight;
if (!ReadChunks(a_Item.x, a_Item.z))
{
// Neighbors not available. Re-queue in the postponed queue
cCSLock Lock(m_CS);
m_PostponedQueue.push_back(a_Item);
return;
}
/*
// DEBUG: torch somewhere:
m_BlockTypes[19 + 24 * cChunkDef::Width * 3 + (m_HeightMap[24 + 24 * cChunkDef::Width * 3] / 2) * BlocksPerYLayer] = E_BLOCK_TORCH;
// m_HeightMap[24 + 24 * cChunkDef::Width * 3]++;
*/
ReadChunks(a_Item.m_ChunkX, a_Item.m_ChunkZ);
PrepareBlockLight();
CalcLight(m_BlockLight);
@@ -339,13 +284,13 @@ void cLightingThread::LightChunk(cLightingThread::sItem & a_Item)
CompressLight(m_BlockLight, BlockLight);
CompressLight(m_SkyLight, SkyLight);
m_World->ChunkLighted(a_Item.x, a_Item.z, BlockLight, SkyLight);
m_World->ChunkLighted(a_Item.m_ChunkX, a_Item.m_ChunkZ, BlockLight, SkyLight);
if (a_Item.m_Callback != NULL)
if (a_Item.m_CallbackAfter != NULL)
{
a_Item.m_Callback->Call(a_Item.x, a_Item.z);
a_Item.m_CallbackAfter->Call(a_Item.m_ChunkX, a_Item.m_ChunkZ);
}
delete a_Item.m_ChunkStay;
delete &a_Item;
}
@@ -561,3 +506,51 @@ void cLightingThread::CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_Ch
void cLightingThread::QueueChunkStay(cLightingChunkStay & a_ChunkStay)
{
// Move the ChunkStay from the Pending queue to the lighting queue.
{
cCSLock Lock(m_CS);
m_PendingQueue.remove(&a_ChunkStay);
m_Queue.push_back(&a_ChunkStay);
}
m_evtItemAdded.Set();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cLightingThread::cLightingChunkStay:
cLightingThread::cLightingChunkStay::cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter) :
m_LightingThread(a_LightingThread),
m_ChunkX(a_ChunkX),
m_ChunkZ(a_ChunkZ),
m_CallbackAfter(a_CallbackAfter)
{
Add(a_ChunkX + 1, a_ChunkZ + 1);
Add(a_ChunkX + 1, a_ChunkZ);
Add(a_ChunkX + 1, a_ChunkZ - 1);
Add(a_ChunkX, a_ChunkZ + 1);
Add(a_ChunkX, a_ChunkZ);
Add(a_ChunkX, a_ChunkZ - 1);
Add(a_ChunkX - 1, a_ChunkZ + 1);
Add(a_ChunkX - 1, a_ChunkZ);
Add(a_ChunkX - 1, a_ChunkZ - 1);
}
void cLightingThread::cLightingChunkStay::OnAllChunksAvailable(void)
{
m_LightingThread.QueueChunkStay(*this);
}