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refactored chunk Queue to seperate class

This commit is contained in:
Tycho Bickerstaff
2013-12-31 15:48:57 +00:00
parent d0cd9a2b36
commit f3736b1eb7
7 changed files with 161 additions and 123 deletions

View File

@@ -13,7 +13,7 @@
#include "../Generating/ChunkGenerator.h"
#include "../Entities/Entity.h"
#include "../BlockEntities/BlockEntity.h"
#include "../OSSupport/Promise.h"
@@ -63,8 +63,6 @@ cWorldStorage::~cWorldStorage()
{
delete *itr;
} // for itr - m_Schemas[]
m_LoadQueue.clear();
m_SaveQueue.clear();
}
@@ -98,9 +96,7 @@ void cWorldStorage::WaitForFinish(void)
LOG("Waiting for the world storage to finish saving");
{
// Cancel all loading requests:
cCSLock Lock(m_CSQueues);
m_LoadQueue.clear();
m_LoadQueue.Clear();
}
// Wait for the saving to finish:
@@ -120,32 +116,36 @@ void cWorldStorage::WaitForFinish(void)
void cWorldStorage::WaitForQueuesEmpty(void)
{
cCSLock Lock(m_CSQueues);
while (!m_ShouldTerminate && (!m_LoadQueue.empty() || !m_SaveQueue.empty()))
{
cCSUnlock Unlock(Lock);
m_evtRemoved.Wait();
}
cPromise * LoadPromise = m_LoadQueue.BlockTillEmpty();
cPromise * SavePromise = m_SaveQueue.BlockTillEmpty();
cPromise * QueuePromise = LoadPromise->WaitFor(SavePromise);
cPromise * CancelPromise = QueuePromise->CancelOn(m_ShouldTerminate);
CancelPromise->Wait();
delete CancelPromise;
delete QueuePromise;
delete SavePromise;
delete LoadPromise;
}
int cWorldStorage::GetLoadQueueLength(void)
size_t cWorldStorage::GetLoadQueueLength(void)
{
cCSLock Lock(m_CSQueues);
return (int)m_LoadQueue.size();
return m_LoadQueue.Size();
}
int cWorldStorage::GetSaveQueueLength(void)
size_t cWorldStorage::GetSaveQueueLength(void)
{
cCSLock Lock(m_CSQueues);
return (int)m_SaveQueue.size();
return m_SaveQueue.Size();
}
@@ -154,22 +154,7 @@ int cWorldStorage::GetSaveQueueLength(void)
void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, bool a_Generate)
{
// Queues the chunk for loading; if not loaded, the chunk will be generated
{
cCSLock Lock(m_CSQueues);
// Check if already in the queue:
for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkY == a_ChunkY) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_Generate == a_Generate))
{
return;
}
}
m_LoadQueue.push_back(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
}
m_Event.Set();
m_LoadQueue.EnqueueItemIfNotPresent(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ, a_Generate));
}
@@ -178,12 +163,7 @@ void cWorldStorage::QueueLoadChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ, boo
void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
{
cCSLock Lock(m_CSQueues);
m_SaveQueue.remove (cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); // Don't add twice
m_SaveQueue.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
m_Event.Set();
m_SaveQueue.EnqueueItemIfNotPresent(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
@@ -192,12 +172,8 @@ void cWorldStorage::QueueSaveChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
void cWorldStorage::QueueSavedMessage(void)
{
// Pushes a special coord pair into the queue, signalizing a message instead:
{
cCSLock Lock(m_CSQueues);
m_SaveQueue.push_back(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
}
m_Event.Set();
// Pushes a special coord pair into the queue, signalizing a message instead
m_SaveQueue.EnqueueItem(cChunkCoords(0, CHUNK_Y_MESSAGE, 0));
}
@@ -206,7 +182,7 @@ void cWorldStorage::QueueSavedMessage(void)
void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSQueues);
/*cCSLock Lock(m_CSQueues);
for (sChunkLoadQueue::iterator itr = m_LoadQueue.begin(); itr != m_LoadQueue.end(); ++itr)
{
if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkY != a_ChunkY) || (itr->m_ChunkZ != a_ChunkZ))
@@ -217,7 +193,8 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
Lock.Unlock();
m_evtRemoved.Set();
return;
} // for itr - m_LoadQueue[]
} // for itr - m_LoadQueue[]*/
m_LoadQueue.Remove(sChunkLoad(a_ChunkX, a_ChunkY, a_ChunkZ,true));
}
@@ -226,11 +203,7 @@ void cWorldStorage::UnqueueLoad(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
void cWorldStorage::UnqueueSave(const cChunkCoords & a_Chunk)
{
{
cCSLock Lock(m_CSQueues);
m_SaveQueue.remove(a_Chunk);
}
m_evtRemoved.Set();
m_SaveQueue.Remove(a_Chunk);
}
@@ -281,19 +254,19 @@ void cWorldStorage::Execute(void)
m_Event.Wait();
// Process both queues until they are empty again:
bool HasMore;
bool Success;
do
{
HasMore = false;
Success = false;
if (m_ShouldTerminate)
{
return;
}
HasMore = LoadOneChunk();
HasMore = HasMore | SaveOneChunk();
Success = LoadOneChunk();
Success |= SaveOneChunk();
m_evtRemoved.Set();
} while (HasMore);
} while (Success);
}
}
@@ -304,19 +277,7 @@ void cWorldStorage::Execute(void)
bool cWorldStorage::LoadOneChunk(void)
{
sChunkLoad ToLoad(0, 0, 0, false);
bool HasMore;
bool ShouldLoad = false;
{
cCSLock Lock(m_CSQueues);
if (!m_LoadQueue.empty())
{
ToLoad = m_LoadQueue.front();
m_LoadQueue.pop_front();
ShouldLoad = true;
}
HasMore = !m_LoadQueue.empty();
}
bool ShouldLoad = m_LoadQueue.TryDequeueItem(ToLoad);
if (ShouldLoad && !LoadChunk(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ))
{
if (ToLoad.m_Generate)
@@ -330,7 +291,7 @@ bool cWorldStorage::LoadOneChunk(void)
// m_World->ChunkLoadFailed(ToLoad.m_ChunkX, ToLoad.m_ChunkY, ToLoad.m_ChunkZ);
}
}
return HasMore;
return ShouldLoad;
}
@@ -339,33 +300,24 @@ bool cWorldStorage::LoadOneChunk(void)
bool cWorldStorage::SaveOneChunk(void)
{
cChunkCoords Save(0, 0, 0);
bool HasMore;
bool ShouldSave = false;
{
cCSLock Lock(m_CSQueues);
if (!m_SaveQueue.empty())
cChunkCoords ToSave(0, 0, 0);
bool ShouldSave = m_SaveQueue.TryDequeueItem(ToSave);
if(ShouldSave) {
if (ToSave.m_ChunkY == CHUNK_Y_MESSAGE)
{
Save = m_SaveQueue.front();
m_SaveQueue.pop_front();
ShouldSave = true;
LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
return ShouldSave;
}
HasMore = !m_SaveQueue.empty();
}
if (Save.m_ChunkY == CHUNK_Y_MESSAGE)
{
LOGINFO("Saved all chunks in world %s", m_World->GetName().c_str());
return HasMore;
}
if (ShouldSave && m_World->IsChunkValid(Save.m_ChunkX, Save.m_ChunkZ))
{
m_World->MarkChunkSaving(Save.m_ChunkX, Save.m_ChunkZ);
if (m_SaveSchema->SaveChunk(Save))
if (ShouldSave && m_World->IsChunkValid(ToSave.m_ChunkX, ToSave.m_ChunkZ))
{
m_World->MarkChunkSaved(Save.m_ChunkX, Save.m_ChunkZ);
m_World->MarkChunkSaving(ToSave.m_ChunkX, ToSave.m_ChunkZ);
if (m_SaveSchema->SaveChunk(ToSave))
{
m_World->MarkChunkSaved(ToSave.m_ChunkX, ToSave.m_ChunkZ);
}
}
}
return HasMore;
return ShouldSave;
}