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https://github.com/luanti-org/luanti.git
synced 2025-10-24 13:25:21 +02:00
Add a bit of debug code around MapBlock refcounting
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@@ -202,8 +202,14 @@ void ClientMap::onSettingChanged(std::string_view name, bool all)
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ClientMap::~ClientMap()
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{
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verbosestream << FUNCTION_NAME << std::endl;
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g_settings->deregisterAllChangedCallbacks(this);
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// avoid refcount warning from ~Map()
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clearDrawList();
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clearDrawListShadow();
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for (auto &it : m_dynamic_buffers)
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it.second.drop();
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}
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@@ -351,23 +357,29 @@ private:
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v3s16 volume;
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};
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void ClientMap::updateDrawList()
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void ClientMap::clearDrawList()
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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m_needs_update_drawlist = false;
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for (auto &i : m_drawlist) {
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MapBlock *block = i.second;
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block->refDrop();
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}
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m_drawlist.clear();
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for (auto &block : m_keeplist) {
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for (auto &block : m_keeplist)
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block->refDrop();
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}
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m_keeplist.clear();
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m_needs_update_drawlist = true;
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}
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void ClientMap::updateDrawList()
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
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clearDrawList();
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m_needs_update_drawlist = false;
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const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
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v3s16 p_blocks_min;
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@@ -1519,6 +1531,15 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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g_profiler->avg(prefix + "material swaps [#]", material_swaps);
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}
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void ClientMap::clearDrawListShadow()
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{
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for (auto &i : m_drawlist_shadow) {
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MapBlock *block = i.second;
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block->refDrop();
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}
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m_drawlist_shadow.clear();
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}
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/*
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Custom update draw list for the pov of shadow light.
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*/
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@@ -1526,11 +1547,7 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
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for (auto &i : m_drawlist_shadow) {
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MapBlock *block = i.second;
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block->refDrop();
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}
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m_drawlist_shadow.clear();
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clearDrawListShadow();
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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@@ -89,12 +89,20 @@ public:
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void getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
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void updateDrawList();
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// @brief Calculate statistics about the map and keep the blocks alive
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/// @brief clears m_drawlist and m_keeplist
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void clearDrawList();
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/// @brief Calculate statistics about the map and keep the blocks alive
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void touchMapBlocks();
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void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
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void clearDrawListShadow();
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// Returns true if draw list needs updating before drawing the next frame.
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bool needsUpdateDrawList() { return m_needs_update_drawlist; }
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void renderMap(video::IVideoDriver* driver, s32 pass);
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void renderMapShadows(video::IVideoDriver *driver,
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