MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock copying done in the main thread

Cache size is configurable by the meshgen_block_cache_size (default 20 MB).

New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB

Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)

Kind of related to at least #5239

Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
This commit is contained in:
Perttu Ahola 2017-04-15 10:55:52 +03:00 committed by celeron55
parent 4323ad163f
commit 04cc9de8f2
12 changed files with 526 additions and 278 deletions

@ -185,6 +185,7 @@ LOCAL_SRC_FILES := \
jni/src/mapnode.cpp \
jni/src/mapsector.cpp \
jni/src/mesh.cpp \
jni/src/mesh_generator_thread.cpp \
jni/src/metadata.cpp \
jni/src/mg_biome.cpp \
jni/src/mg_decoration.cpp \

@ -551,6 +551,11 @@ enable_mesh_cache (Mesh cache) bool false
# down the rate of mesh updates, thus reducing jitter on slower clients.
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size MB) int 20 0 1000
# Enables minimap.
enable_minimap (Minimap) bool true

@ -644,6 +644,12 @@
# type: int min: 0 max: 50
# mesh_generation_interval = 0
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
# type: int min: 0 max: 1000
# meshgen_block_cache_size = 20
# Enables minimap.
# type: bool
# enable_minimap = true

@ -522,6 +522,7 @@ set(client_SRCS
main.cpp
mapblock_mesh.cpp
mesh.cpp
mesh_generator_thread.cpp
minimap.cpp
particles.cpp
shader.cpp

@ -50,147 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
extern gui::IGUIEnvironment* guienv;
/*
QueuedMeshUpdate
*/
QueuedMeshUpdate::QueuedMeshUpdate():
p(-1337,-1337,-1337),
data(NULL),
ack_block_to_server(false)
{
}
QueuedMeshUpdate::~QueuedMeshUpdate()
{
if(data)
delete data;
}
/*
MeshUpdateQueue
*/
MeshUpdateQueue::MeshUpdateQueue()
{
}
MeshUpdateQueue::~MeshUpdateQueue()
{
MutexAutoLock lock(m_mutex);
for(std::vector<QueuedMeshUpdate*>::iterator
i = m_queue.begin();
i != m_queue.end(); ++i)
{
QueuedMeshUpdate *q = *i;
delete q;
}
}
/*
peer_id=0 adds with nobody to send to
*/
void MeshUpdateQueue::addBlock(v3s16 p, MeshMakeData *data, bool ack_block_to_server, bool urgent)
{
DSTACK(FUNCTION_NAME);
assert(data); // pre-condition
MutexAutoLock lock(m_mutex);
if(urgent)
m_urgents.insert(p);
/*
Find if block is already in queue.
If it is, update the data and quit.
*/
for(std::vector<QueuedMeshUpdate*>::iterator
i = m_queue.begin();
i != m_queue.end(); ++i)
{
QueuedMeshUpdate *q = *i;
if(q->p == p)
{
if(q->data)
delete q->data;
q->data = data;
if(ack_block_to_server)
q->ack_block_to_server = true;
return;
}
}
/*
Add the block
*/
QueuedMeshUpdate *q = new QueuedMeshUpdate;
q->p = p;
q->data = data;
q->ack_block_to_server = ack_block_to_server;
m_queue.push_back(q);
}
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate *MeshUpdateQueue::pop()
{
MutexAutoLock lock(m_mutex);
bool must_be_urgent = !m_urgents.empty();
for(std::vector<QueuedMeshUpdate*>::iterator
i = m_queue.begin();
i != m_queue.end(); ++i)
{
QueuedMeshUpdate *q = *i;
if(must_be_urgent && m_urgents.count(q->p) == 0)
continue;
m_queue.erase(i);
m_urgents.erase(q->p);
return q;
}
return NULL;
}
/*
MeshUpdateThread
*/
MeshUpdateThread::MeshUpdateThread() : UpdateThread("Mesh")
{
m_generation_interval = g_settings->getU16("mesh_generation_interval");
m_generation_interval = rangelim(m_generation_interval, 0, 50);
}
void MeshUpdateThread::enqueueUpdate(v3s16 p, MeshMakeData *data,
bool ack_block_to_server, bool urgent)
{
m_queue_in.addBlock(p, data, ack_block_to_server, urgent);
deferUpdate();
}
void MeshUpdateThread::doUpdate()
{
QueuedMeshUpdate *q;
while ((q = m_queue_in.pop())) {
if (m_generation_interval)
sleep_ms(m_generation_interval);
ScopeProfiler sp(g_profiler, "Client: Mesh making");
MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset);
MeshUpdateResult r;
r.p = q->p;
r.mesh = mesh_new;
r.ack_block_to_server = q->ack_block_to_server;
m_queue_out.push_back(r);
delete q;
}
}
/*
Client
*/
@ -220,7 +79,7 @@ Client::Client(
m_nodedef(nodedef),
m_sound(sound),
m_event(event),
m_mesh_update_thread(),
m_mesh_update_thread(this),
m_env(
new ClientMap(this, control,
device->getSceneManager()->getRootSceneNode(),
@ -269,12 +128,6 @@ Client::Client(
m_minimap = new Minimap(device, this);
m_cache_save_interval = g_settings->getU16("server_map_save_interval");
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
m_cache_use_tangent_vertices = m_cache_enable_shaders && (
g_settings->getBool("enable_bumpmapping") ||
g_settings->getBool("enable_parallax_occlusion"));
m_modding_enabled = g_settings->getBool("enable_client_modding");
m_script = new ClientScripting(this);
m_env.setScript(m_script);
@ -1605,6 +1458,11 @@ int Client::getCrackLevel()
return m_crack_level;
}
v3s16 Client::getCrackPos()
{
return m_crack_pos;
}
void Client::setCrack(int level, v3s16 pos)
{
int old_crack_level = m_crack_level;
@ -1670,28 +1528,14 @@ void Client::typeChatMessage(const std::wstring &message)
void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
{
// Check if the block exists to begin with. In the case when a non-existing
// neighbor is automatically added, it may not. In that case we don't want
// to tell the mesh update thread about it.
MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p);
if(b == NULL)
if (b == NULL)
return;
/*
Create a task to update the mesh of the block
*/
MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders,
m_cache_use_tangent_vertices);
{
//TimeTaker timer("data fill");
// Release: ~0ms
// Debug: 1-6ms, avg=2ms
data->fill(b);
data->setCrack(m_crack_level, m_crack_pos);
data->setSmoothLighting(m_cache_smooth_lighting);
}
// Add task to queue
m_mesh_update_thread.enqueueUpdate(p, data, ack_to_server, urgent);
m_mesh_update_thread.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
}
void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent)

@ -36,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "particles.h"
#include "mapnode.h"
#include "tileanimation.h"
#include "mesh_generator_thread.h"
struct MeshMakeData;
class MapBlockMesh;
@ -54,88 +55,12 @@ struct MinimapMapblock;
class Camera;
class NetworkPacket;
struct QueuedMeshUpdate
{
v3s16 p;
MeshMakeData *data;
bool ack_block_to_server;
QueuedMeshUpdate();
~QueuedMeshUpdate();
};
enum LocalClientState {
LC_Created,
LC_Init,
LC_Ready
};
/*
A thread-safe queue of mesh update tasks
*/
class MeshUpdateQueue
{
public:
MeshUpdateQueue();
~MeshUpdateQueue();
/*
peer_id=0 adds with nobody to send to
*/
void addBlock(v3s16 p, MeshMakeData *data,
bool ack_block_to_server, bool urgent);
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate * pop();
u32 size()
{
MutexAutoLock lock(m_mutex);
return m_queue.size();
}
private:
std::vector<QueuedMeshUpdate*> m_queue;
std::set<v3s16> m_urgents;
Mutex m_mutex;
};
struct MeshUpdateResult
{
v3s16 p;
MapBlockMesh *mesh;
bool ack_block_to_server;
MeshUpdateResult():
p(-1338,-1338,-1338),
mesh(NULL),
ack_block_to_server(false)
{
}
};
class MeshUpdateThread : public UpdateThread
{
private:
MeshUpdateQueue m_queue_in;
int m_generation_interval;
protected:
virtual void doUpdate();
public:
MeshUpdateThread();
void enqueueUpdate(v3s16 p, MeshMakeData *data,
bool ack_block_to_server, bool urgent);
MutexedQueue<MeshUpdateResult> m_queue_out;
v3s16 m_camera_offset;
};
enum ClientEventType
{
CE_NONE,
@ -471,6 +396,7 @@ public:
float getAnimationTime();
int getCrackLevel();
v3s16 getCrackPos();
void setCrack(int level, v3s16 pos);
u16 getHP();
@ -726,11 +652,6 @@ private:
IntervalLimiter m_localdb_save_interval;
u16 m_cache_save_interval;
// TODO: Add callback to update these when g_settings changes
bool m_cache_smooth_lighting;
bool m_cache_enable_shaders;
bool m_cache_use_tangent_vertices;
ClientScripting *m_script;
bool m_modding_enabled;
UNORDERED_MAP<std::string, ModMetadata *> m_mod_storages;

@ -39,6 +39,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("sound_volume", "0.8");
settings->setDefault("enable_mesh_cache", "false");
settings->setDefault("mesh_generation_interval", "0");
settings->setDefault("meshgen_block_cache_size", "20");
settings->setDefault("enable_vbo", "true");
settings->setDefault("free_move", "false");
settings->setDefault("fast_move", "false");

@ -154,6 +154,11 @@ public:
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_REALLOCATE);
}
MapNode* getData()
{
return data;
}
////
//// Modification tracking methods
////

@ -48,49 +48,43 @@ MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
m_use_tangent_vertices(use_tangent_vertices)
{}
void MeshMakeData::fill(MapBlock *block)
void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
{
m_blockpos = block->getPos();
m_blockpos = blockpos;
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
/*
Copy data
*/
// Allocate this block + neighbors
m_vmanip.clear();
VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
m_vmanip.addArea(voxel_area);
}
{
//TimeTaker timer("copy central block data");
// 0ms
void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
{
v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
// Copy our data
block->copyTo(m_vmanip);
}
{
//TimeTaker timer("copy neighbor block data");
// 0ms
v3s16 bp = m_blockpos + block_offset;
v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
}
/*
Copy neighbors. This is lightning fast.
Copying only the borders would be *very* slow.
*/
void MeshMakeData::fill(MapBlock *block)
{
fillBlockDataBegin(block->getPos());
// Get map
fillBlockData(v3s16(0,0,0), block->getData());
// Get map for reading neigbhor blocks
Map *map = block->getParent();
for(u16 i=0; i<26; i++)
{
for (u16 i=0; i<26; i++) {
const v3s16 &dir = g_26dirs[i];
v3s16 bp = m_blockpos + dir;
MapBlock *b = map->getBlockNoCreateNoEx(bp);
if(b)
b->copyTo(m_vmanip);
}
fillBlockData(dir, b->getData());
}
}

@ -52,6 +52,12 @@ struct MeshMakeData
MeshMakeData(Client *client, bool use_shaders,
bool use_tangent_vertices = false);
/*
Copy block data manually (to allow optimizations by the caller)
*/
void fillBlockDataBegin(const v3s16 &blockpos);
void fillBlockData(const v3s16 &block_offset, MapNode *data);
/*
Copy central data directly from block, and other data from
parent of block.

@ -0,0 +1,329 @@
/*
Minetest
Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mesh_generator_thread.h"
#include "settings.h"
#include "profiler.h"
#include "client.h"
#include "mapblock.h"
#include "map.h"
/*
CachedMapBlockData
*/
CachedMapBlockData::CachedMapBlockData():
p(-1337,-1337,-1337),
data(NULL),
refcount_from_queue(0),
last_used_timestamp(time(0))
{
}
CachedMapBlockData::~CachedMapBlockData()
{
assert(refcount_from_queue == 0);
if (data)
delete[] data;
}
/*
QueuedMeshUpdate
*/
QueuedMeshUpdate::QueuedMeshUpdate():
p(-1337,-1337,-1337),
ack_block_to_server(false),
urgent(false),
crack_level(-1),
crack_pos(0,0,0),
data(NULL)
{
}
QueuedMeshUpdate::~QueuedMeshUpdate()
{
if (data)
delete data;
}
/*
MeshUpdateQueue
*/
MeshUpdateQueue::MeshUpdateQueue(Client *client):
m_client(client)
{
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
m_cache_use_tangent_vertices = m_cache_enable_shaders && (
g_settings->getBool("enable_bumpmapping") ||
g_settings->getBool("enable_parallax_occlusion"));
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size");
}
MeshUpdateQueue::~MeshUpdateQueue()
{
MutexAutoLock lock(m_mutex);
for (std::vector<QueuedMeshUpdate*>::iterator i = m_queue.begin();
i != m_queue.end(); ++i) {
QueuedMeshUpdate *q = *i;
delete q;
}
}
void MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent)
{
DSTACK(FUNCTION_NAME);
MutexAutoLock lock(m_mutex);
cleanupCache();
/*
Cache the block data (force-update the center block, don't update the
neighbors but get them if they aren't already cached)
*/
std::vector<CachedMapBlockData*> cached_blocks;
size_t cache_hit_counter = 0;
cached_blocks.reserve(3*3*3);
v3s16 dp;
for (dp.X = -1; dp.X <= 1; dp.X++)
for (dp.Y = -1; dp.Y <= 1; dp.Y++)
for (dp.Z = -1; dp.Z <= 1; dp.Z++) {
v3s16 p1 = p + dp;
CachedMapBlockData *cached_block;
if (dp == v3s16(0, 0, 0))
cached_block = cacheBlock(map, p1, FORCE_UPDATE);
else
cached_block = cacheBlock(map, p1, SKIP_UPDATE_IF_ALREADY_CACHED,
&cache_hit_counter);
cached_blocks.push_back(cached_block);
}
g_profiler->avg("MeshUpdateQueue MapBlock cache hit %",
100.0f * cache_hit_counter / cached_blocks.size());
/*
Mark the block as urgent if requested
*/
if (urgent)
m_urgents.insert(p);
/*
Find if block is already in queue.
If it is, update the data and quit.
*/
for (std::vector<QueuedMeshUpdate*>::iterator i = m_queue.begin();
i != m_queue.end(); ++i) {
QueuedMeshUpdate *q = *i;
if (q->p == p) {
// NOTE: We are not adding a new position to the queue, thus
// refcount_from_queue stays the same.
if(ack_block_to_server)
q->ack_block_to_server = true;
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
return;
}
}
/*
Add the block
*/
QueuedMeshUpdate *q = new QueuedMeshUpdate;
q->p = p;
q->ack_block_to_server = ack_block_to_server;
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
m_queue.push_back(q);
// This queue entry is a new reference to the cached blocks
for (size_t i=0; i<cached_blocks.size(); i++) {
cached_blocks[i]->refcount_from_queue++;
}
}
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate *MeshUpdateQueue::pop()
{
MutexAutoLock lock(m_mutex);
bool must_be_urgent = !m_urgents.empty();
for (std::vector<QueuedMeshUpdate*>::iterator i = m_queue.begin();
i != m_queue.end(); ++i) {
QueuedMeshUpdate *q = *i;
if(must_be_urgent && m_urgents.count(q->p) == 0)
continue;
m_queue.erase(i);
m_urgents.erase(q->p);
fillDataFromMapBlockCache(q);
return q;
}
return NULL;
}
CachedMapBlockData* MeshUpdateQueue::cacheBlock(Map *map, v3s16 p, UpdateMode mode,
size_t *cache_hit_counter)
{
std::map<v3s16, CachedMapBlockData*>::iterator it =
m_cache.find(p);
if (it != m_cache.end()) {
// Already in cache
CachedMapBlockData *cached_block = it->second;
if (mode == SKIP_UPDATE_IF_ALREADY_CACHED) {
if (cache_hit_counter)
(*cache_hit_counter)++;
return cached_block;
}
MapBlock *b = map->getBlockNoCreateNoEx(p);
if (b) {
if (cached_block->data == NULL)
cached_block->data =
new MapNode[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
memcpy(cached_block->data, b->getData(),
MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * sizeof(MapNode));
} else {
delete[] cached_block->data;
cached_block->data = NULL;
}
return cached_block;
} else {
// Not yet in cache
CachedMapBlockData *cached_block = new CachedMapBlockData();
m_cache[p] = cached_block;
MapBlock *b = map->getBlockNoCreateNoEx(p);
if (b) {
cached_block->data =
new MapNode[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
memcpy(cached_block->data, b->getData(),
MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * sizeof(MapNode));
}
return cached_block;
}
}
CachedMapBlockData* MeshUpdateQueue::getCachedBlock(const v3s16 &p)
{
std::map<v3s16, CachedMapBlockData*>::iterator it = m_cache.find(p);
if (it != m_cache.end()) {
return it->second;
}
return NULL;
}
void MeshUpdateQueue::fillDataFromMapBlockCache(QueuedMeshUpdate *q)
{
MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders,
m_cache_use_tangent_vertices);
q->data = data;
data->fillBlockDataBegin(q->p);
int t_now = time(0);
// Collect data for 3*3*3 blocks from cache
v3s16 dp;
for (dp.X = -1; dp.X <= 1; dp.X++)
for (dp.Y = -1; dp.Y <= 1; dp.Y++)
for (dp.Z = -1; dp.Z <= 1; dp.Z++) {
v3s16 p = q->p + dp;
CachedMapBlockData *cached_block = getCachedBlock(p);
if (cached_block) {
cached_block->refcount_from_queue--;
cached_block->last_used_timestamp = t_now;
if (cached_block->data)
data->fillBlockData(dp, cached_block->data);
}
}
data->setCrack(q->crack_level, q->crack_pos);
data->setSmoothLighting(m_cache_smooth_lighting);
}
void MeshUpdateQueue::cleanupCache()
{
const int mapblock_kB = MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE *
sizeof(MapNode) / 1000;
g_profiler->avg("MeshUpdateQueue MapBlock cache size kB",
mapblock_kB * m_cache.size());
// The cache size is kept roughly below cache_soft_max_size, not letting
// anything get older than cache_seconds_max or deleted before 2 seconds.
const int cache_seconds_max = 10;
const int cache_soft_max_size = m_meshgen_block_cache_size * 1000 / mapblock_kB;
int cache_seconds = MYMAX(2, cache_seconds_max -
m_cache.size() / (cache_soft_max_size / cache_seconds_max));
int t_now = time(0);
for (std::map<v3s16, CachedMapBlockData*>::iterator it = m_cache.begin();
it != m_cache.end(); ) {
CachedMapBlockData *cached_block = it->second;
if (cached_block->refcount_from_queue == 0 &&
cached_block->last_used_timestamp < t_now - cache_seconds) {
m_cache.erase(it++);
} else {
++it;
}
}
}
/*
MeshUpdateThread
*/
MeshUpdateThread::MeshUpdateThread(Client *client):
UpdateThread("Mesh"),
m_queue_in(client)
{
m_generation_interval = g_settings->getU16("mesh_generation_interval");
m_generation_interval = rangelim(m_generation_interval, 0, 50);
}
void MeshUpdateThread::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
bool urgent)
{
// Allow the MeshUpdateQueue to do whatever it wants
m_queue_in.addBlock(map, p, ack_block_to_server, urgent);
deferUpdate();
}
void MeshUpdateThread::doUpdate()
{
QueuedMeshUpdate *q;
while ((q = m_queue_in.pop())) {
if (m_generation_interval)
sleep_ms(m_generation_interval);
ScopeProfiler sp(g_profiler, "Client: Mesh making");
MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset);
MeshUpdateResult r;
r.p = q->p;
r.mesh = mesh_new;
r.ack_block_to_server = q->ack_block_to_server;
m_queue_out.push_back(r);
delete q;
}
}

135
src/mesh_generator_thread.h Normal file

@ -0,0 +1,135 @@
/*
Minetest
Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MESH_GENERATOR_THREAD_HEADER
#define MESH_GENERATOR_THREAD_HEADER
#include "mapblock_mesh.h"
#include "threading/mutex_auto_lock.h"
#include "util/thread.h"
struct CachedMapBlockData
{
v3s16 p;
MapNode *data; // A copy of the MapBlock's data member
int refcount_from_queue;
int last_used_timestamp;
CachedMapBlockData();
~CachedMapBlockData();
};
struct QueuedMeshUpdate
{
v3s16 p;
bool ack_block_to_server;
bool urgent;
int crack_level;
v3s16 crack_pos;
MeshMakeData *data; // This is generated in MeshUpdateQueue::pop()
QueuedMeshUpdate();
~QueuedMeshUpdate();
};
/*
A thread-safe queue of mesh update tasks and a cache of MapBlock data
*/
class MeshUpdateQueue
{
enum UpdateMode {
FORCE_UPDATE,
SKIP_UPDATE_IF_ALREADY_CACHED,
};
public:
MeshUpdateQueue(Client *client);
~MeshUpdateQueue();
// Caches the block at p and its neighbors (if needed) and queues a mesh
// update for the block at p
void addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate * pop();
u32 size()
{
MutexAutoLock lock(m_mutex);
return m_queue.size();
}
private:
Client *m_client;
std::vector<QueuedMeshUpdate*> m_queue;
std::set<v3s16> m_urgents;
std::map<v3s16, CachedMapBlockData*> m_cache;
Mutex m_mutex;
// TODO: Add callback to update these when g_settings changes
bool m_cache_enable_shaders;
bool m_cache_use_tangent_vertices;
bool m_cache_smooth_lighting;
int m_meshgen_block_cache_size;
CachedMapBlockData* cacheBlock(Map *map, v3s16 p, UpdateMode mode,
size_t *cache_hit_counter=NULL);
CachedMapBlockData* getCachedBlock(const v3s16 &p);
void fillDataFromMapBlockCache(QueuedMeshUpdate *q);
void cleanupCache();
};
struct MeshUpdateResult
{
v3s16 p;
MapBlockMesh *mesh;
bool ack_block_to_server;
MeshUpdateResult():
p(-1338,-1338,-1338),
mesh(NULL),
ack_block_to_server(false)
{
}
};
class MeshUpdateThread : public UpdateThread
{
public:
MeshUpdateThread(Client *client);
// Caches the block at p and its neighbors (if needed) and queues a mesh
// update for the block at p
void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent);
v3s16 m_camera_offset;
MutexedQueue<MeshUpdateResult> m_queue_out;
private:
MeshUpdateQueue m_queue_in;
// TODO: Add callback to update these when g_settings changes
int m_generation_interval;
protected:
virtual void doUpdate();
};
#endif