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luanti/src/client/mesh_generator_thread.h
2025-06-26 16:39:26 +02:00

160 lines
3.7 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include <ctime>
#include <mutex>
#include <unordered_map>
#include <unordered_set>
#include "mapblock_mesh.h"
#include "threading/mutex_auto_lock.h"
#include "util/thread.h"
#include <vector>
#include <memory>
#include <unordered_map>
struct QueuedMeshUpdate
{
v3s16 p = v3s16(-1337, -1337, -1337);
std::vector<v3s16> ack_list;
int crack_level = -1;
v3s16 crack_pos;
MeshMakeData *data = nullptr; // This is generated in MeshUpdateQueue::pop()
std::vector<MapBlock*> map_blocks;
bool urgent = false;
QueuedMeshUpdate() = default;
~QueuedMeshUpdate();
/**
* Get blocks needed for this mesh update from the map.
* Blocks that were already loaded are skipped.
* @param map Map
* @param cell_size mesh grid cell size
*/
void retrieveBlocks(Map *map, u16 cell_size);
/**
* Drop block references.
* @note not done by destructor, since this is only safe on main thread
*/
void dropBlocks();
};
/*
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 p.
* @param map Map
* @param p block position
* @param ack_to_server Should be acked to server when done?
* @param urget High-priority?
* @param from_neighbor was this update only necessary due to a neighbor change?
*/
bool addBlock(Map *map, v3s16 p, bool ack_to_server, bool urgent, bool from_neighbor);
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate *pop();
// Marks a position as finished, unblocking the next update
void done(v3s16 pos);
size_t size()
{
MutexAutoLock lock(m_mutex);
return m_queue.size();
}
private:
Client *m_client;
std::vector<QueuedMeshUpdate *> m_queue;
std::unordered_set<v3s16> m_urgents;
std::unordered_set<v3s16> m_inflight_blocks;
std::mutex m_mutex;
// TODO: Add callback to update these when g_settings changes, and update all meshes
bool m_cache_smooth_lighting;
bool m_cache_enable_water_reflections;
void fillDataFromMapBlocks(QueuedMeshUpdate *q);
};
struct MeshUpdateResult
{
v3s16 p = v3s16(-1338, -1338, -1338);
MapBlockMesh *mesh = nullptr;
u8 solid_sides;
std::vector<v3s16> ack_list;
bool urgent = false;
std::vector<MapBlock*> map_blocks;
MeshUpdateResult() = default;
};
class MeshUpdateManager;
class MeshUpdateWorkerThread : public UpdateThread
{
public:
MeshUpdateWorkerThread(Client *client, MeshUpdateQueue *queue_in, MeshUpdateManager *manager);
protected:
virtual void doUpdate();
private:
Client *m_client;
MeshUpdateQueue *m_queue_in;
MeshUpdateManager *m_manager;
// TODO: Add callback to update these when g_settings changes
int m_generation_interval;
};
class MeshUpdateManager
{
public:
MeshUpdateManager(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,
bool update_neighbors = false);
void putResult(const MeshUpdateResult &r);
/// @note caller needs to refDrop() the affected map_blocks
bool getNextResult(MeshUpdateResult &r);
void start();
void stop();
void wait();
bool isRunning();
private:
void deferUpdate();
MeshUpdateQueue m_queue_in;
MutexedQueue<MeshUpdateResult> m_queue_out;
MutexedQueue<MeshUpdateResult> m_queue_out_urgent;
std::vector<std::unique_ptr<MeshUpdateWorkerThread>> m_workers;
};