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-rw-r--r--src/SpawnPrepare.cpp105
1 files changed, 105 insertions, 0 deletions
diff --git a/src/SpawnPrepare.cpp b/src/SpawnPrepare.cpp
new file mode 100644
index 000000000..80d2c52a1
--- /dev/null
+++ b/src/SpawnPrepare.cpp
@@ -0,0 +1,105 @@
+
+#include "Globals.h"
+
+#include "SpawnPrepare.h"
+#include "World.h"
+
+
+
+
+
+
+
+cSpawnPrepare::cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance, int a_FirstIdx):
+ m_World(a_World),
+ m_SpawnChunkX(a_SpawnChunkX),
+ m_SpawnChunkZ(a_SpawnChunkZ),
+ m_PrepareDistance(a_PrepareDistance),
+ m_NextIdx(a_FirstIdx),
+ m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
+ m_NumPrepared(0),
+ m_LastReportTime(std::chrono::steady_clock::now()),
+ m_LastReportChunkCount(0)
+{
+}
+
+
+
+
+
+
+
+void cSpawnPrepare::PrepareChunks(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance)
+{
+
+ // Queue the initial chunks:
+ int MaxIdx = a_PrepareDistance * a_PrepareDistance;
+ int maxQueue = std::min(MaxIdx - 1, 100); // Number of chunks to queue at once
+ cSpawnPrepare prep(a_World, a_SpawnChunkX, a_SpawnChunkZ, a_PrepareDistance, maxQueue);
+ for (int i = 0; i < maxQueue; i++)
+ {
+ int chunkX, chunkZ;
+ prep.DecodeChunkCoords(i, chunkX, chunkZ);
+ a_World.PrepareChunk(chunkX, chunkZ, &prep);
+ } // for i
+
+ // Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
+ prep.m_EvtFinished.Wait();
+}
+
+
+
+
+
+void cSpawnPrepare::DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
+{
+ // A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x:
+ int z = a_Idx / m_PrepareDistance;
+ int x = a_Idx % m_PrepareDistance;
+ if ((z & 1) == 0)
+ {
+ // Reverse every second row:
+ x = m_PrepareDistance - 1 - x;
+ }
+ a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2;
+ a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2;
+}
+
+
+
+
+
+void cSpawnPrepare::Call(int a_ChunkX, int a_ChunkZ)
+{
+ // Check if this was the last chunk:
+ m_NumPrepared += 1;
+ if (m_NumPrepared >= m_MaxIdx)
+ {
+ m_EvtFinished.Set();
+ // Must return here, because "this" may have gotten deleted by the previous line
+ return;
+ }
+
+ // Queue another chunk, if appropriate:
+ if (m_NextIdx < m_MaxIdx)
+ {
+ int chunkX, chunkZ;
+ DecodeChunkCoords(m_NextIdx, chunkX, chunkZ);
+ m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
+ m_NextIdx += 1;
+ }
+
+ // Report progress every 1 second:
+ auto Now = std::chrono::steady_clock::now();
+ if (Now - m_LastReportTime > std::chrono::seconds(1))
+ {
+ float PercentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
+ float ChunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / std::chrono::duration_cast<std::chrono::milliseconds>(Now - m_LastReportTime).count();
+ LOG("Preparing spawn (%s): %.02f%% (%d/%d; %.02f chunks / sec)",
+ m_World.GetName().c_str(), PercentDone, m_NumPrepared, m_MaxIdx, ChunkSpeed
+ );
+ m_LastReportTime = Now;
+ m_LastReportChunkCount = m_NumPrepared;
+ }
+}
+