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-rw-r--r--src/ChunkGeneratorThread.cpp264
1 files changed, 264 insertions, 0 deletions
diff --git a/src/ChunkGeneratorThread.cpp b/src/ChunkGeneratorThread.cpp
new file mode 100644
index 000000000..a5703bd2c
--- /dev/null
+++ b/src/ChunkGeneratorThread.cpp
@@ -0,0 +1,264 @@
+#include "Globals.h"
+#include "ChunkGeneratorThread.h"
+#include "Generating/ChunkGenerator.h"
+#include "Generating/ChunkDesc.h"
+
+
+
+
+
+/** If the generation queue size exceeds this number, a warning will be output */
+const size_t QUEUE_WARNING_LIMIT = 1000;
+
+/** If the generation queue size exceeds this number, chunks with no clients will be skipped */
+const size_t QUEUE_SKIP_LIMIT = 500;
+
+
+
+
+
+cChunkGeneratorThread::cChunkGeneratorThread(void) :
+ Super("cChunkGeneratorThread"),
+ m_Generator(nullptr),
+ m_PluginInterface(nullptr),
+ m_ChunkSink(nullptr)
+{
+}
+
+
+
+
+
+cChunkGeneratorThread::~cChunkGeneratorThread()
+{
+ Stop();
+}
+
+
+
+
+
+bool cChunkGeneratorThread::Initialize(cPluginInterface & a_PluginInterface, cChunkSink & a_ChunkSink, cIniFile & a_IniFile)
+{
+ m_PluginInterface = &a_PluginInterface;
+ m_ChunkSink = &a_ChunkSink;
+
+ m_Generator = cChunkGenerator::CreateFromIniFile(a_IniFile);
+ if (m_Generator == nullptr)
+ {
+ LOGERROR("Generator could not start, aborting the server");
+ return false;
+ }
+ return true;
+}
+
+
+
+
+
+void cChunkGeneratorThread::Stop(void)
+{
+ m_ShouldTerminate = true;
+ m_Event.Set();
+ m_evtRemoved.Set(); // Wake up anybody waiting for empty queue
+ Super::Stop();
+ m_Generator.reset();
+}
+
+
+
+
+
+void cChunkGeneratorThread::QueueGenerateChunk(
+ cChunkCoords a_Coords,
+ bool a_ForceRegeneration,
+ cChunkCoordCallback * a_Callback
+)
+{
+ ASSERT(m_ChunkSink->IsChunkQueued(a_Coords));
+
+ {
+ cCSLock Lock(m_CS);
+
+ // Add to queue, issue a warning if too many:
+ if (m_Queue.size() >= QUEUE_WARNING_LIMIT)
+ {
+ LOGWARN("WARNING: Adding chunk %s to generation queue; Queue is too big! (%zu)", a_Coords.ToString().c_str(), m_Queue.size());
+ }
+ m_Queue.push_back(QueueItem{a_Coords, a_ForceRegeneration, a_Callback});
+ }
+
+ m_Event.Set();
+}
+
+
+
+
+
+void cChunkGeneratorThread::GenerateBiomes(cChunkCoords a_Coords, cChunkDef::BiomeMap & a_BiomeMap)
+{
+ if (m_Generator != nullptr)
+ {
+ m_Generator->GenerateBiomes(a_Coords.m_ChunkX, a_Coords.m_ChunkZ, a_BiomeMap);
+ }
+}
+
+
+
+
+
+void cChunkGeneratorThread::WaitForQueueEmpty(void)
+{
+ cCSLock Lock(m_CS);
+ while (!m_ShouldTerminate && !m_Queue.empty())
+ {
+ cCSUnlock Unlock(Lock);
+ m_evtRemoved.Wait();
+ }
+}
+
+
+
+
+
+int cChunkGeneratorThread::GetQueueLength(void) const
+{
+ cCSLock Lock(m_CS);
+ return static_cast<int>(m_Queue.size());
+}
+
+
+
+
+
+int cChunkGeneratorThread::GetSeed() const
+{
+ return m_Generator->GetSeed();
+}
+
+
+
+
+
+EMCSBiome cChunkGeneratorThread::GetBiomeAt(int a_BlockX, int a_BlockZ)
+{
+ ASSERT(m_Generator != nullptr);
+ return m_Generator->GetBiomeAt(a_BlockX, a_BlockZ);
+}
+
+
+
+
+
+void cChunkGeneratorThread::Execute(void)
+{
+ // To be able to display performance information, the generator counts the chunks generated.
+ // When the queue gets empty, the count is reset, so that waiting for the queue is not counted into the total time.
+ int NumChunksGenerated = 0; // Number of chunks generated since the queue was last empty
+ clock_t GenerationStart = clock(); // Clock tick when the queue started to fill
+ clock_t LastReportTick = clock(); // Clock tick of the last report made (so that performance isn't reported too often)
+
+ while (!m_ShouldTerminate)
+ {
+ cCSLock Lock(m_CS);
+ while (m_Queue.empty())
+ {
+ if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
+ {
+ /* LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
+ static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC/ (clock() - GenerationStart),
+ NumChunksGenerated
+ ); */
+ }
+ cCSUnlock Unlock(Lock);
+ m_Event.Wait();
+ if (m_ShouldTerminate)
+ {
+ return;
+ }
+ NumChunksGenerated = 0;
+ GenerationStart = clock();
+ LastReportTick = clock();
+ }
+
+ if (m_Queue.empty())
+ {
+ // Sometimes the queue remains empty
+ // If so, we can't do any front() operations on it!
+ continue;
+ }
+
+ auto item = m_Queue.front(); // Get next chunk from the queue
+ bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
+ m_Queue.erase(m_Queue.begin()); // Remove the item from the queue
+ Lock.Unlock(); // Unlock ASAP
+ m_evtRemoved.Set();
+
+ // Display perf info once in a while:
+ if ((NumChunksGenerated > 512) && (clock() - LastReportTick > 2 * CLOCKS_PER_SEC))
+ {
+ LOG("Chunk generator performance: %.2f ch / sec (%d ch total)",
+ static_cast<double>(NumChunksGenerated) * CLOCKS_PER_SEC / (clock() - GenerationStart),
+ NumChunksGenerated
+ );
+ LastReportTick = clock();
+ }
+
+ // Skip the chunk if it's already generated and regeneration is not forced. Report as success:
+ if (!item.m_ForceRegeneration && m_ChunkSink->IsChunkValid(item.m_Coords))
+ {
+ LOGD("Chunk %s already generated, skipping generation", item.m_Coords.ToString().c_str());
+ if (item.m_Callback != nullptr)
+ {
+ item.m_Callback->Call(item.m_Coords, true);
+ }
+ continue;
+ }
+
+ // Skip the chunk if the generator is overloaded:
+ if (SkipEnabled && !m_ChunkSink->HasChunkAnyClients(item.m_Coords))
+ {
+ LOGWARNING("Chunk generator overloaded, skipping chunk %s", item.m_Coords.ToString().c_str());
+ if (item.m_Callback != nullptr)
+ {
+ item.m_Callback->Call(item.m_Coords, false);
+ }
+ continue;
+ }
+
+ // Generate the chunk:
+ DoGenerate(item.m_Coords);
+ if (item.m_Callback != nullptr)
+ {
+ item.m_Callback->Call(item.m_Coords, true);
+ }
+ NumChunksGenerated++;
+ } // while (!bStop)
+}
+
+
+
+
+
+void cChunkGeneratorThread::DoGenerate(cChunkCoords a_Coords)
+{
+ ASSERT(m_PluginInterface != nullptr);
+ ASSERT(m_ChunkSink != nullptr);
+
+ cChunkDesc ChunkDesc(a_Coords);
+ m_PluginInterface->CallHookChunkGenerating(ChunkDesc);
+ m_Generator->Generate(a_Coords.m_ChunkX, a_Coords.m_ChunkZ, ChunkDesc);
+ m_PluginInterface->CallHookChunkGenerated(ChunkDesc);
+
+ #ifdef _DEBUG
+ // Verify that the generator has produced valid data:
+ ChunkDesc.VerifyHeightmap();
+ #endif
+
+ m_ChunkSink->OnChunkGenerated(ChunkDesc);
+}
+
+
+
+
+