/* Minetest Copyright (C) 2013, 2017 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "mesh_generator_thread.h" #include "settings.h" #include "profiler.h" #include "client.h" #include "mapblock.h" #include "map.h" #include "util/directiontables.h" static class BlockPlaceholder { public: MapNode data[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE]; BlockPlaceholder() { for (std::size_t i = 0; i < MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; i++) data[i] = MapNode(CONTENT_IGNORE); } } block_placeholder; /* QueuedMeshUpdate */ QueuedMeshUpdate::~QueuedMeshUpdate() { delete data; } /* MeshUpdateQueue */ MeshUpdateQueue::MeshUpdateQueue(Client *client): m_client(client) { m_cache_enable_shaders = g_settings->getBool("enable_shaders"); m_cache_smooth_lighting = g_settings->getBool("smooth_lighting"); m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size"); } MeshUpdateQueue::~MeshUpdateQueue() { MutexAutoLock lock(m_mutex); for (QueuedMeshUpdate *q : m_queue) { for (auto block : q->map_blocks) if (block) block->refDrop(); delete q; } } bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent) { MapBlock *main_block = map->getBlockNoCreateNoEx(p); if (!main_block) return false; MutexAutoLock lock(m_mutex); MeshGrid mesh_grid = m_client->getMeshGrid(); // Mesh is placed at the corner block of a chunk // (where all coordinate are divisible by the chunk size) v3s16 mesh_position(mesh_grid.getMeshPos(p)); /* Mark the block as urgent if requested */ if (urgent) m_urgents.insert(mesh_position); /* Find if block is already in queue. If it is, update the data and quit. */ for (QueuedMeshUpdate *q : m_queue) { if (q->p == mesh_position) { // NOTE: We are not adding a new position to the queue, thus // refcount_from_queue stays the same. if(ack_block_to_server) q->ack_list.push_back(p); q->crack_level = m_client->getCrackLevel(); q->crack_pos = m_client->getCrackPos(); q->urgent |= urgent; v3s16 pos; int i = 0; for (pos.X = q->p.X - 1; pos.X <= q->p.X + mesh_grid.cell_size; pos.X++) for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + mesh_grid.cell_size; pos.Z++) for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + mesh_grid.cell_size; pos.Y++) { if (!q->map_blocks[i]) { MapBlock *block = map->getBlockNoCreateNoEx(pos); if (block) { block->refGrab(); q->map_blocks[i] = block; } } i++; } return true; } } /* Make a list of blocks necessary for mesh generation and lock the blocks in memory. */ std::vector map_blocks; map_blocks.reserve((mesh_grid.cell_size+2)*(mesh_grid.cell_size+2)*(mesh_grid.cell_size+2)); v3s16 pos; for (pos.X = mesh_position.X - 1; pos.X <= mesh_position.X + mesh_grid.cell_size; pos.X++) for (pos.Z = mesh_position.Z - 1; pos.Z <= mesh_position.Z + mesh_grid.cell_size; pos.Z++) for (pos.Y = mesh_position.Y - 1; pos.Y <= mesh_position.Y + mesh_grid.cell_size; pos.Y++) { MapBlock *block = map->getBlockNoCreateNoEx(pos); map_blocks.push_back(block); if (block) block->refGrab(); } /* Add the block */ QueuedMeshUpdate *q = new QueuedMeshUpdate; q->p = mesh_position; if(ack_block_to_server) q->ack_list.push_back(p); q->crack_level = m_client->getCrackLevel(); q->crack_pos = m_client->getCrackPos(); q->urgent = urgent; q->map_blocks = std::move(map_blocks); m_queue.push_back(q); return true; } // Returned pointer must be deleted // Returns NULL if queue is empty QueuedMeshUpdate *MeshUpdateQueue::pop() { QueuedMeshUpdate *result = NULL; { MutexAutoLock lock(m_mutex); bool must_be_urgent = !m_urgents.empty(); for (std::vector::iterator i = m_queue.begin(); i != m_queue.end(); ++i) { QueuedMeshUpdate *q = *i; if (must_be_urgent && m_urgents.count(q->p) == 0) continue; // Make sure no two threads are processing the same mapblock, as that causes racing conditions if (m_inflight_blocks.find(q->p) != m_inflight_blocks.end()) continue; m_queue.erase(i); m_urgents.erase(q->p); m_inflight_blocks.insert(q->p); result = q; break; } } if (result) fillDataFromMapBlocks(result); return result; } void MeshUpdateQueue::done(v3s16 pos) { MutexAutoLock lock(m_mutex); m_inflight_blocks.erase(pos); } void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q) { MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders); q->data = data; data->fillBlockDataBegin(q->p); v3s16 pos; int i = 0; for (pos.X = q->p.X - 1; pos.X <= q->p.X + data->m_mesh_grid.cell_size; pos.X++) for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + data->m_mesh_grid.cell_size; pos.Z++) for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + data->m_mesh_grid.cell_size; pos.Y++) { MapBlock *block = q->map_blocks[i++]; data->fillBlockData(pos, block ? block->getData() : block_placeholder.data); } data->setCrack(q->crack_level, q->crack_pos); data->setSmoothLighting(m_cache_smooth_lighting); } /* MeshUpdateWorkerThread */ MeshUpdateWorkerThread::MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset) : UpdateThread("Mesh"), m_queue_in(queue_in), m_manager(manager), m_camera_offset(camera_offset) { m_generation_interval = g_settings->getU16("mesh_generation_interval"); m_generation_interval = rangelim(m_generation_interval, 0, 50); } void MeshUpdateWorkerThread::doUpdate() { QueuedMeshUpdate *q; while ((q = m_queue_in->pop())) { if (m_generation_interval) sleep_ms(m_generation_interval); ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)"); MapBlockMesh *mesh_new = new MapBlockMesh(q->data, *m_camera_offset); MeshUpdateResult r; r.p = q->p; r.mesh = mesh_new; r.solid_sides = get_solid_sides(q->data); r.ack_list = std::move(q->ack_list); r.urgent = q->urgent; r.map_blocks = q->map_blocks; m_manager->putResult(r); m_queue_in->done(q->p); delete q; } } /* MeshUpdateManager */ MeshUpdateManager::MeshUpdateManager(Client *client): m_queue_in(client) { int number_of_threads = rangelim(g_settings->getS32("mesh_generation_threads"), 0, 8); // Automatically use 33% of the system cores for mesh generation, max 4 if (number_of_threads == 0) number_of_threads = MYMIN(4, Thread::getNumberOfProcessors() / 3); // use at least one thread number_of_threads = MYMAX(1, number_of_threads); infostream << "MeshUpdateManager: using " << number_of_threads << " threads" << std::endl; for (int i = 0; i < number_of_threads; i++) m_workers.push_back(std::make_unique(&m_queue_in, this, &m_camera_offset)); } void MeshUpdateManager::updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent, bool update_neighbors) { static thread_local const bool many_neighbors = g_settings->getBool("smooth_lighting") && !g_settings->getFlag("performance_tradeoffs"); if (!m_queue_in.addBlock(map, p, ack_block_to_server, urgent)) { warningstream << "Update requested for non-existent block at (" << p.X << ", " << p.Y << ", " << p.Z << ")" << std::endl; return; } if (update_neighbors) { if (many_neighbors) { for (v3s16 dp : g_26dirs) m_queue_in.addBlock(map, p + dp, false, urgent); } else { for (v3s16 dp : g_6dirs) m_queue_in.addBlock(map, p + dp, false, urgent); } } deferUpdate(); } void MeshUpdateManager::putResult(const MeshUpdateResult &result) { if (result.urgent) m_queue_out_urgent.push_back(result); else m_queue_out.push_back(result); } bool MeshUpdateManager::getNextResult(MeshUpdateResult &r) { if (!m_queue_out_urgent.empty()) { r = m_queue_out_urgent.pop_frontNoEx(); return true; } if (!m_queue_out.empty()) { r = m_queue_out.pop_frontNoEx(); return true; } return false; } void MeshUpdateManager::deferUpdate() { for (auto &thread : m_workers) thread->deferUpdate(); } void MeshUpdateManager::start() { for (auto &thread: m_workers) thread->start(); } void MeshUpdateManager::stop() { for (auto &thread: m_workers) thread->stop(); } void MeshUpdateManager::wait() { for (auto &thread: m_workers) thread->wait(); } bool MeshUpdateManager::isRunning() { for (auto &thread: m_workers) if (thread->isRunning()) return true; return false; }