forked from Mirrorlandia_minetest/minetest
158 lines
3.7 KiB
C++
158 lines
3.7 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 <unordered_map>
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#include <unordered_set>
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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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#include <vector>
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#include <memory>
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#include <unordered_map>
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struct QueuedMeshUpdate
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{
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v3s16 p = v3s16(-1337, -1337, -1337);
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std::vector<v3s16> ack_list;
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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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std::vector<MapBlock *> map_blocks;
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bool urgent = false;
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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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bool 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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// Marks a position as finished, unblocking the next update
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void done(v3s16 pos);
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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::unordered_set<v3s16> m_urgents;
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std::unordered_set<v3s16> m_inflight_blocks;
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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_smooth_lighting;
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int m_meshgen_block_cache_size;
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void fillDataFromMapBlocks(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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u8 solid_sides;
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std::vector<v3s16> ack_list;
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bool urgent = false;
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std::vector<MapBlock *> map_blocks;
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MeshUpdateResult() = default;
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};
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class MeshUpdateManager;
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class MeshUpdateWorkerThread : public UpdateThread
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{
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public:
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MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset);
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protected:
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virtual void doUpdate();
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private:
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MeshUpdateQueue *m_queue_in;
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MeshUpdateManager *m_manager;
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v3s16 *m_camera_offset;
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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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};
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class MeshUpdateManager
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{
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public:
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MeshUpdateManager(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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bool update_neighbors = false);
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void putResult(const MeshUpdateResult &r);
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bool getNextResult(MeshUpdateResult &r);
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v3s16 m_camera_offset;
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void start();
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void stop();
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void wait();
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bool isRunning();
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private:
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void deferUpdate();
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MeshUpdateQueue m_queue_in;
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MutexedQueue<MeshUpdateResult> m_queue_out;
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MutexedQueue<MeshUpdateResult> m_queue_out_urgent;
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std::vector<std::unique_ptr<MeshUpdateWorkerThread>> m_workers;
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};
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