forked from Mirrorlandia_minetest/minetest
d382483fa7
* empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * remove some unused headers in some cpp variable
132 lines
3.3 KiB
C++
132 lines
3.3 KiB
C++
/*
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Minetest
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Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <ctime>
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#include <mutex>
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#include "mapblock_mesh.h"
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#include "threading/mutex_auto_lock.h"
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#include "util/thread.h"
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struct CachedMapBlockData
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{
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v3s16 p = v3s16(-1337, -1337, -1337);
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MapNode *data = nullptr; // A copy of the MapBlock's data member
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int refcount_from_queue = 0;
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std::time_t last_used_timestamp = std::time(0);
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CachedMapBlockData() = default;
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~CachedMapBlockData();
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};
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struct QueuedMeshUpdate
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{
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v3s16 p = v3s16(-1337, -1337, -1337);
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bool ack_block_to_server = false;
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bool urgent = false;
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int crack_level = -1;
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v3s16 crack_pos;
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MeshMakeData *data = nullptr; // This is generated in MeshUpdateQueue::pop()
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QueuedMeshUpdate() = default;
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~QueuedMeshUpdate();
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};
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/*
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A thread-safe queue of mesh update tasks and a cache of MapBlock data
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*/
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class MeshUpdateQueue
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{
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enum UpdateMode
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{
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FORCE_UPDATE,
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SKIP_UPDATE_IF_ALREADY_CACHED,
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};
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public:
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MeshUpdateQueue(Client *client);
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~MeshUpdateQueue();
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// Caches the block at p and its neighbors (if needed) and queues a mesh
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// update for the block at p
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void addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
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// Returned pointer must be deleted
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// Returns NULL if queue is empty
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QueuedMeshUpdate *pop();
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u32 size()
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{
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MutexAutoLock lock(m_mutex);
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return m_queue.size();
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}
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private:
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Client *m_client;
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std::vector<QueuedMeshUpdate *> m_queue;
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std::set<v3s16> m_urgents;
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std::map<v3s16, CachedMapBlockData *> m_cache;
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std::mutex m_mutex;
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// TODO: Add callback to update these when g_settings changes
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bool m_cache_enable_shaders;
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bool m_cache_use_tangent_vertices;
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bool m_cache_smooth_lighting;
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int m_meshgen_block_cache_size;
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CachedMapBlockData *cacheBlock(Map *map, v3s16 p, UpdateMode mode,
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size_t *cache_hit_counter = NULL);
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CachedMapBlockData *getCachedBlock(const v3s16 &p);
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void fillDataFromMapBlockCache(QueuedMeshUpdate *q);
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void cleanupCache();
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};
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struct MeshUpdateResult
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{
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v3s16 p = v3s16(-1338, -1338, -1338);
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MapBlockMesh *mesh = nullptr;
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bool ack_block_to_server = false;
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MeshUpdateResult() = default;
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};
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class MeshUpdateThread : public UpdateThread
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{
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public:
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MeshUpdateThread(Client *client);
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// Caches the block at p and its neighbors (if needed) and queues a mesh
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// update for the block at p
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void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
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v3s16 m_camera_offset;
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MutexedQueue<MeshUpdateResult> m_queue_out;
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private:
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MeshUpdateQueue m_queue_in;
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// TODO: Add callback to update these when g_settings changes
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int m_generation_interval;
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protected:
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virtual void doUpdate();
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};
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