#include "Globals.h" #include "SpawnPrepare.h" #include "World.h" class cSpawnPrepareCallback : public cChunkCoordCallback { public: cSpawnPrepareCallback(std::shared_ptr a_SpawnPrepare) : m_SpawnPrepare(std::move(a_SpawnPrepare)) { ASSERT(m_SpawnPrepare != nullptr); } protected: std::shared_ptr m_SpawnPrepare; virtual void Call(cChunkCoords a_Coords, bool a_IsSuccess) override { m_SpawnPrepare->PreparedChunkCallback(a_Coords.m_ChunkX, a_Coords.m_ChunkZ); } }; cSpawnPrepare::cSpawnPrepare( cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx, sMakeSharedTag ) : m_World(a_World), m_SpawnChunkX(a_SpawnChunkX), m_SpawnChunkZ(a_SpawnChunkZ), m_PrepareDistance(a_PrepareDistance), m_NextIdx(a_FirstIdx), m_MaxIdx(a_PrepareDistance * a_PrepareDistance), m_NumPrepared(0), m_LastReportTime(std::chrono::steady_clock::now()), m_LastReportChunkCount(0) { } void cSpawnPrepare::PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance) { // Queue the initial chunks: int MaxIdx = a_PrepareDistance * a_PrepareDistance; int maxQueue = std::min(MaxIdx - 1, 100); // Number of chunks to queue at once auto prep = std::make_shared( a_World, a_SpawnChunkX, a_SpawnChunkZ, a_PrepareDistance, maxQueue, sMakeSharedTag {} ); for (int i = 0; i < maxQueue; i++) { int chunkX, chunkZ; prep->DecodeChunkCoords(i, chunkX, chunkZ); a_World.PrepareChunk(chunkX, chunkZ, std::make_unique(prep)); } // for i // Wait for the lighting thread to prepare everything. Event is set in the Call() callback: if (MaxIdx > 0) { prep->m_EvtFinished.Wait(); } } void cSpawnPrepare::DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ) { // A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x: int z = a_Idx / m_PrepareDistance; int x = a_Idx % m_PrepareDistance; if ((z & 1) == 0) { // Reverse every second row: x = m_PrepareDistance - 1 - x; } a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2; a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2; } void cSpawnPrepare::PreparedChunkCallback(int a_ChunkX, int a_ChunkZ) { // Check if this was the last chunk: m_NumPrepared += 1; if (m_NumPrepared >= m_MaxIdx) { m_EvtFinished.Set(); // Must return here, because "this" may have gotten deleted by the previous line return; } // Queue another chunk, if appropriate: if (m_NextIdx < m_MaxIdx) { int chunkX, chunkZ; DecodeChunkCoords(m_NextIdx, chunkX, chunkZ); m_World.GetLightingThread() .QueueChunk(chunkX, chunkZ, std::make_unique(shared_from_this())); m_NextIdx += 1; } // Report progress every 1 second: auto Now = std::chrono::steady_clock::now(); if (Now - m_LastReportTime > std::chrono::seconds(1)) { float PercentDone = static_cast(m_NumPrepared * 100) / m_MaxIdx; float ChunkSpeed = static_cast((m_NumPrepared - m_LastReportChunkCount) * 1000) / std::chrono::duration_cast(Now - m_LastReportTime).count(); LOG("Preparing spawn (%s): %.02f%% (%d/%d; %.02f chunks / sec)", m_World.GetName().c_str(), PercentDone, m_NumPrepared.load(std::memory_order_seq_cst), m_MaxIdx, ChunkSpeed); m_LastReportTime = Now; m_LastReportChunkCount = m_NumPrepared; } }