summaryrefslogtreecommitdiffstats
path: root/src/ChunkGeneratorThread.cpp
blob: bcdaf4650b52b34d626d20d7422d32ac4b994953 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
#include "Globals.h"
#include "ChunkGeneratorThread.h"
#include "Generating/ChunkGenerator.h"
#include "Generating/ChunkDesc.h"





/** If the generation queue size exceeds this number, a warning will be output */
const size_t QUEUE_WARNING_LIMIT = 1000;

/** If the generation queue size exceeds this number, chunks with no clients will be skipped */
const size_t QUEUE_SKIP_LIMIT = 500;





cChunkGeneratorThread::cChunkGeneratorThread(void) :
	Super("Chunk Generator"), m_Generator(nullptr), m_PluginInterface(nullptr), m_ChunkSink(nullptr)
{
}





cChunkGeneratorThread::~cChunkGeneratorThread()
{
	Stop();
}





bool cChunkGeneratorThread::Initialize(
	cPluginInterface & a_PluginInterface,
	cChunkSink & a_ChunkSink,
	cIniFile & a_IniFile
)
{
	m_PluginInterface = &a_PluginInterface;
	m_ChunkSink = &a_ChunkSink;

	m_Generator = cChunkGenerator::CreateFromIniFile(a_IniFile);
	if (m_Generator == nullptr)
	{
		LOGERROR("Generator could not start, aborting the server");
		return false;
	}
	return true;
}





void cChunkGeneratorThread::Stop(void)
{
	m_ShouldTerminate = true;
	m_Event.Set();
	m_evtRemoved.Set();  // Wake up anybody waiting for empty queue
	Super::Stop();
	m_Generator.reset();
}





void cChunkGeneratorThread::QueueGenerateChunk(
	cChunkCoords a_Coords,
	bool a_ForceRegeneration,
	cChunkCoordCallback * a_Callback
)
{
	ASSERT(m_ChunkSink->IsChunkQueued(a_Coords));

	{
		cCSLock Lock(m_CS);

		// Add to queue, issue a warning if too many:
		if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
		{
			LOGWARN(
				"WARNING: Adding chunk %s to generation queue; Queue is too big! (%zu)",
				a_Coords.ToString().c_str(),
				m_Queue.size()
			);
		}
		m_Queue.emplace_back(a_Coords, a_ForceRegeneration, a_Callback);
	}

	m_Event.Set();
}





void cChunkGeneratorThread::GenerateBiomes(cChunkCoords a_Coords, cChunkDef::BiomeMap & a_BiomeMap)
{
	if (m_Generator != nullptr)
	{
		m_Generator->GenerateBiomes(a_Coords, a_BiomeMap);
	}
}





void cChunkGeneratorThread::WaitForQueueEmpty(void)
{
	cCSLock Lock(m_CS);
	while (!m_ShouldTerminate && !m_Queue.empty())
	{
		cCSUnlock Unlock(Lock);
		m_evtRemoved.Wait();
	}
}





size_t cChunkGeneratorThread::GetQueueLength(void) const
{
	cCSLock Lock(m_CS);
	return m_Queue.size();
}





int cChunkGeneratorThread::GetSeed() const
{
	return m_Generator->GetSeed();
}





EMCSBiome cChunkGeneratorThread::GetBiomeAt(int a_BlockX, int a_BlockZ)
{
	ASSERT(m_Generator != nullptr);
	return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
}





void cChunkGeneratorThread::Execute(void)
{
	// To be able to display performance information, the generator counts the chunks generated.
	// When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
	int NumChunksGenerated = 0;  // Number of chunks generated since the queue was last empty
	clock_t GenerationStart = clock();  // Clock tick when the queue started to fill
	clock_t LastReportTick =
		clock();  // Clock tick of the last report made (so that performance isn't reported too often)

	while (!m_ShouldTerminate)
	{
		cCSLock Lock(m_CS);
		while (m_Queue.empty())
		{
			if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
			{
				/* LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
					static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC/ (clock() - GenerationStart),
					NumChunksGenerated
				); */
			}
			cCSUnlock Unlock(Lock);
			m_Event.Wait();
			if (m_ShouldTerminate)
			{
				return;
			}
			NumChunksGenerated = 0;
			GenerationStart = clock();
			LastReportTick = clock();
		}

		if (m_Queue.empty())
		{
			// Sometimes the queue remains empty
			// If so, we can't do any front() operations on it!
			continue;
		}

		auto item = m_Queue.front();  // Get next chunk from the queue
		bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
		m_Queue.erase(m_Queue.begin());  // Remove the item from the queue
		Lock.Unlock();  // Unlock ASAP
		m_evtRemoved.Set();

		// Display perf info once in a while:
		if ((NumChunksGenerated > 512) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
		{
			LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
				static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC / (clock() - GenerationStart),
				NumChunksGenerated);
			LastReportTick = clock();
		}

		// Skip the chunk if it's already generated and regeneration is not forced. Report as success:
		if (!item.m_ForceRegeneration && m_ChunkSink->IsChunkValid(item.m_Coords))
		{
			LOGD("Chunk %s already generated, skipping generation", item.m_Coords.ToString().c_str());
			if (item.m_Callback != nullptr)
			{
				item.m_Callback->Call(item.m_Coords, true);
			}
			continue;
		}

		// Skip the chunk if the generator is overloaded:
		if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(item.m_Coords))
		{
			LOGWARNING("Chunk generator overloaded, skipping chunk %s", item.m_Coords.ToString().c_str());
			if (item.m_Callback != nullptr)
			{
				item.m_Callback->Call(item.m_Coords, false);
			}
			continue;
		}

		// Generate the chunk:
		DoGenerate(item.m_Coords);
		if (item.m_Callback != nullptr)
		{
			item.m_Callback->Call(item.m_Coords, true);
		}
		NumChunksGenerated++;
	}  // while (!bStop)
}





void cChunkGeneratorThread::DoGenerate(cChunkCoords a_Coords)
{
	ASSERT(m_PluginInterface != nullptr);
	ASSERT(m_ChunkSink != nullptr);

	cChunkDesc ChunkDesc(a_Coords);
	m_PluginInterface->CallHookChunkGenerating(ChunkDesc);
	m_Generator->Generate(ChunkDesc);
	m_PluginInterface->CallHookChunkGenerated(ChunkDesc);

#ifndef NDEBUG
	// Verify that the generator has produced valid data:
	ChunkDesc.VerifyHeightmap();
#endif

	m_ChunkSink->OnChunkGenerated(ChunkDesc);
}