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author | madmaxoft <github@xoft.cz> | 2014-02-08 21:55:21 +0100 |
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committer | madmaxoft <github@xoft.cz> | 2014-02-08 21:55:21 +0100 |
commit | ea71bfa9b645cda80b7d4364c675ebaee8db8353 (patch) | |
tree | 8db9fc2cd467e32bebd2aae4aaac2208fee60c2f /src/LightingThread.cpp | |
parent | Merge pull request #653 from mc-server/RedstoneSimulator (diff) | |
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Diffstat (limited to 'src/LightingThread.cpp')
-rw-r--r-- | src/LightingThread.cpp | 151 |
1 files changed, 72 insertions, 79 deletions
diff --git a/src/LightingThread.cpp b/src/LightingThread.cpp index a823c08cc..b665066ee 100644 --- a/src/LightingThread.cpp +++ b/src/LightingThread.cpp @@ -6,6 +6,7 @@ #include "Globals.h" #include "LightingThread.h" #include "ChunkMap.h" +#include "ChunkStay.h" #include "World.h" @@ -109,9 +110,14 @@ void cLightingThread::Stop(void) { { cCSLock Lock(m_CS); - for (sItems::iterator itr = m_Queue.begin(), end = m_Queue.end(); itr != end; ++itr) + for (cChunkStays::iterator itr = m_PendingQueue.begin(), end = m_PendingQueue.end(); itr != end; ++itr) { - delete itr->m_ChunkStay; + delete *itr; + } + m_PendingQueue.clear(); + for (cChunkStays::iterator itr = m_Queue.begin(), end = m_Queue.end(); itr != end; ++itr) + { + delete *itr; } m_Queue.clear(); } @@ -129,25 +135,12 @@ void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback { ASSERT(m_World != NULL); // Did you call Start() properly? - cChunkStay * ChunkStay = new cChunkStay(m_World); - ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ + 1); - ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ); - ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ - 1); - ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ + 1); - ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); - ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ - 1); - ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ + 1); - ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ); - ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ - 1); - ChunkStay->Enable(); - ChunkStay->Load(); + cChunkStay * ChunkStay = new cLightingChunkStay(*this, a_ChunkX, a_ChunkZ, a_CallbackAfter); + ChunkStay->Enable(*m_World->GetChunkMap()); + // The ChunkStay will enqueue itself using the QueueChunkStay() once it is fully loaded + // In the meantime, put it into the PendingQueue so that it can be removed when stopping the thread cCSLock Lock(m_CS); - m_Queue.push_back(sItem(a_ChunkX, a_ChunkZ, ChunkStay, a_CallbackAfter)); - if (m_Queue.size() > WARN_ON_QUEUE_SIZE) - { - LOGINFO("Lighting thread overloaded, %d items in queue", m_Queue.size()); - } - m_evtItemAdded.Set(); + m_PendingQueue.push_back(ChunkStay); } @@ -157,7 +150,7 @@ void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback void cLightingThread::WaitForQueueEmpty(void) { cCSLock Lock(m_CS); - while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PostponedQueue.empty())) + while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PendingQueue.empty())) { cCSUnlock Unlock(Lock); m_evtQueueEmpty.Wait(); @@ -171,43 +164,7 @@ void cLightingThread::WaitForQueueEmpty(void) size_t cLightingThread::GetQueueLength(void) { cCSLock Lock(m_CS); - return m_Queue.size() + m_PostponedQueue.size(); -} - - - - - -void cLightingThread::ChunkReady(int a_ChunkX, int a_ChunkZ) -{ - // Check all the items in the m_PostponedQueue, if the chunk is their neighbor, move the item to m_Queue - - bool NewlyAdded = false; - { - cCSLock Lock(m_CS); - for (sItems::iterator itr = m_PostponedQueue.begin(); itr != m_PostponedQueue.end(); ) - { - if ( - (itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1) && - (itr->z - a_ChunkZ >= -1) && (itr->z - a_ChunkZ <= 1) - ) - { - // It is a neighbor - m_Queue.push_back(*itr); - itr = m_PostponedQueue.erase(itr); - NewlyAdded = true; - } - else - { - ++itr; - } - } // for itr - m_PostponedQueue[] - } // Lock(m_CS) - - if (NewlyAdded) - { - m_evtItemAdded.Set(); // Notify the thread it has some work to do - } + return m_Queue.size() + m_PendingQueue.size(); } @@ -233,14 +190,14 @@ void cLightingThread::Execute(void) } // Process one items from the queue: - sItem Item; + cLightingChunkStay * Item; { cCSLock Lock(m_CS); if (m_Queue.empty()) { continue; } - Item = m_Queue.front(); + Item = (cLightingChunkStay *)m_Queue.front(); m_Queue.pop_front(); if (m_Queue.empty()) { @@ -248,7 +205,7 @@ void cLightingThread::Execute(void) } } // CSLock(m_CS) - LightChunk(Item); + LightChunk(*Item); } } @@ -257,23 +214,11 @@ void cLightingThread::Execute(void) -void cLightingThread::LightChunk(cLightingThread::sItem & a_Item) +void cLightingThread::LightChunk(cLightingChunkStay & a_Item) { cChunkDef::BlockNibbles BlockLight, SkyLight; - if (!ReadChunks(a_Item.x, a_Item.z)) - { - // Neighbors not available. Re-queue in the postponed queue - cCSLock Lock(m_CS); - m_PostponedQueue.push_back(a_Item); - return; - } - - /* - // DEBUG: torch somewhere: - m_BlockTypes[19 + 24 * cChunkDef::Width * 3 + (m_HeightMap[24 + 24 * cChunkDef::Width * 3] / 2) * BlocksPerYLayer] = E_BLOCK_TORCH; - // m_HeightMap[24 + 24 * cChunkDef::Width * 3]++; - */ + ReadChunks(a_Item.m_ChunkX, a_Item.m_ChunkZ); PrepareBlockLight(); CalcLight(m_BlockLight); @@ -339,13 +284,13 @@ void cLightingThread::LightChunk(cLightingThread::sItem & a_Item) CompressLight(m_BlockLight, BlockLight); CompressLight(m_SkyLight, SkyLight); - m_World->ChunkLighted(a_Item.x, a_Item.z, BlockLight, SkyLight); + m_World->ChunkLighted(a_Item.m_ChunkX, a_Item.m_ChunkZ, BlockLight, SkyLight); - if (a_Item.m_Callback != NULL) + if (a_Item.m_CallbackAfter != NULL) { - a_Item.m_Callback->Call(a_Item.x, a_Item.z); + a_Item.m_CallbackAfter->Call(a_Item.m_ChunkX, a_Item.m_ChunkZ); } - delete a_Item.m_ChunkStay; + delete &a_Item; } @@ -561,3 +506,51 @@ void cLightingThread::CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_Ch + +void cLightingThread::QueueChunkStay(cLightingChunkStay & a_ChunkStay) +{ + // Move the ChunkStay from the Pending queue to the lighting queue. + { + cCSLock Lock(m_CS); + m_PendingQueue.remove(&a_ChunkStay); + m_Queue.push_back(&a_ChunkStay); + } + m_evtItemAdded.Set(); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cLightingThread::cLightingChunkStay: + +cLightingThread::cLightingChunkStay::cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter) : + m_LightingThread(a_LightingThread), + m_ChunkX(a_ChunkX), + m_ChunkZ(a_ChunkZ), + m_CallbackAfter(a_CallbackAfter) +{ + Add(a_ChunkX + 1, a_ChunkZ + 1); + Add(a_ChunkX + 1, a_ChunkZ); + Add(a_ChunkX + 1, a_ChunkZ - 1); + Add(a_ChunkX, a_ChunkZ + 1); + Add(a_ChunkX, a_ChunkZ); + Add(a_ChunkX, a_ChunkZ - 1); + Add(a_ChunkX - 1, a_ChunkZ + 1); + Add(a_ChunkX - 1, a_ChunkZ); + Add(a_ChunkX - 1, a_ChunkZ - 1); +} + + + + + +void cLightingThread::cLightingChunkStay::OnAllChunksAvailable(void) +{ + m_LightingThread.QueueChunkStay(*this); +} + + + + |