Optimize world generation and add a config to set the number of generation threads
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@@ -1,6 +1,7 @@
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package com.seibel.lod.builders;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import java.util.concurrent.atomic.AtomicInteger;
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import org.lwjgl.opengl.GL11;
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@@ -48,15 +49,20 @@ public class LodBufferBuilder
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* and are waiting to be swapped with the drawable buffers*/
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private volatile boolean switchBuffers = false;
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/** If this is greater than 0 no new chunk generation requests will be made
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* this is to prevent chunks from being generated for a long time in an area
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/** This keeps track of how many chunk generation requests are on going.
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* This is to prevent chunks from being generated for a long time in an area
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* the player is no longer in. */
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public volatile int numberOfChunksWaitingToGenerate = 0;
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public volatile AtomicInteger numberOfChunksWaitingToGenerate = new AtomicInteger(0);
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/** how many chunks to generate outside of the player's
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* view distance at one time. (or more specifically how
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* many requests to make at one time) */
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public int maxChunkGenRequests = Runtime.getRuntime().availableProcessors();
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* many requests to make at one time).
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* I multiply by 8 to make sure there is always a buffer of chunk requests,
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* to make sure the CPU is always busy and we can generate LODs as quickly as
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* possible. */
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public int maxChunkGenRequests = LodConfig.CLIENT.numberOfWorldGenerationThreads.get() * 8;
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public LodBufferBuilder(LodChunkBuilder newLodBuilder)
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@@ -95,8 +101,6 @@ public class LodBufferBuilder
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previousDimension = lodDim;
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}
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generatingBuffers = true;
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@@ -111,7 +115,7 @@ public class LodBufferBuilder
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int startZ = (-LodChunk.WIDTH * (numbChunksWide / 2)) + playerZChunkOffset;
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Thread t = new Thread(()->
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Thread thread = new Thread(()->
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{
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// index of the chunk currently being added to the
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// generation list
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@@ -129,6 +133,8 @@ public class LodBufferBuilder
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buildableNearBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
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buildableFarBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
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// x axis
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for (int i = 0; i < numbChunksWide; i++)
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{
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@@ -158,7 +164,7 @@ public class LodBufferBuilder
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{
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// generate a new chunk if no chunk currently exists
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// and we aren't waiting on any other chunks to generate
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if (lod == null && numberOfChunksWaitingToGenerate < maxChunkGenRequests)
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if (lod == null && numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
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{
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ChunkPos pos = new ChunkPos(chunkX, chunkZ);
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@@ -171,7 +177,41 @@ public class LodBufferBuilder
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// this chunk is closer, clear any previous
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// positions and update the new minimum distance
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minChunkDist = newDistance;
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chunksToGenReserve = chunksToGen;
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// move all the old chunks into the reserve
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ChunkPos[] newReserve = new ChunkPos[maxChunkGenRequests];
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int oldToGenIndex = 0;
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int oldReserveIndex = 0;
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for(int tmpIndex = 0; tmpIndex < newReserve.length; tmpIndex++)
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{
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// we don't check if the boundaries are good since
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// the tmp array will always be the same length
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// as chunksToGen and chunksToGenReserve
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if (chunksToGen[oldToGenIndex] != null)
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{
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// add all the closest chunks...
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newReserve[tmpIndex] = chunksToGen[oldToGenIndex];
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oldToGenIndex++;
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}
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else if (chunksToGenReserve[oldReserveIndex] != null)
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{
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// ...then add all the previous reserve chunks
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// (which are farther away)
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newReserve[tmpIndex] = chunksToGenReserve[oldToGenIndex];
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oldReserveIndex++;
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}
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else
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{
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// we have moved all the items from
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// the old chunksToGen and reserve
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break;
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}
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}
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chunksToGenReserve = newReserve;
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chunkGenIndex = 0;
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chunksToGen = new ChunkPos[maxChunkGenRequests];
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@@ -231,7 +271,10 @@ public class LodBufferBuilder
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if(chunkPos == null)
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break;
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numberOfChunksWaitingToGenerate++;
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// make sure we don't generate this chunk again
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lodDim.addLod(new LodChunk(chunkPos));
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numberOfChunksWaitingToGenerate.addAndGet(1);
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LodChunkGenWorker genWorker = new LodChunkGenWorker(chunkPos, renderer, lodChunkBuilder, this, lodDim, serverWorld, biomeContainer);
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WorldWorkerManager.addWorker(genWorker);
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@@ -247,7 +290,7 @@ public class LodBufferBuilder
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switchBuffers = true;
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});
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genThread.execute(t);
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genThread.execute(thread);
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return;
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}
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