refactor and comment LodWorldGenerator
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@@ -9,11 +9,11 @@ import java.util.concurrent.atomic.AtomicInteger;
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import com.seibel.lod.builders.LodBuilder;
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import com.seibel.lod.config.LodConfig;
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import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.util.LevelPosUtil;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.PosToGenerateContainer;
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import com.seibel.lod.render.LodRenderer;
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import com.seibel.lod.util.DetailDistanceUtil;
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import com.seibel.lod.util.LevelPosUtil;
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import com.seibel.lod.util.LodThreadFactory;
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import com.seibel.lod.util.LodUtil;
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import com.seibel.lod.wrappers.MinecraftWrapper;
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@@ -26,51 +26,47 @@ import net.minecraftforge.common.WorldWorkerManager;
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* A singleton that handles all long distance LOD world generation.
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*
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* @author James Seibel
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* @version 8-24-2021
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* @version 9-25-2021
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*/
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public class LodWorldGenerator
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{
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public MinecraftWrapper mc = MinecraftWrapper.INSTANCE;
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/**
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* This holds the thread used to generate new LODs off the main thread.
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*/
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/** This holds the thread used to generate new LODs off the main thread. */
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private ExecutorService mainGenThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " world generator"));
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/**
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* we only want to queue up one generator thread at a time
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*/
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/** we only want to queue up one generator thread at a time */
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private boolean generatorThreadRunning = false;
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/**
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* how many chunks to generate outside of the player's view distance at one
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* How many chunks to generate outside of the player's view distance at one
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* time. (or more specifically how many requests to make at one time). I
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* multiply by 8 to make sure there is always a buffer of chunk requests, to
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* make sure the CPU is always busy and we can generate LODs as quickly as
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* possible.
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*/
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public int maxChunkGenRequests;
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/**
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* This keeps track of how many chunk generation requests are on going. This is
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* to limit how many chunks are queued at once. To prevent chunks from being
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* generated for a long time in an area the player is no longer in.
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*/
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public AtomicInteger numberOfChunksWaitingToGenerate = new AtomicInteger(0);
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public Set<ChunkPos> positionWaitingToBeGenerated = new HashSet<>();
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public Set<ChunkPos> positionsWaitingToBeGenerated = new HashSet<>();
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/**
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* Singleton copy of this object
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*/
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public static final LodWorldGenerator INSTANCE = new LodWorldGenerator();
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private LodWorldGenerator()
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{
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}
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/**
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* Queues up LodNodeGenWorkers for the given lodDimension.
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*
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@@ -80,15 +76,15 @@ public class LodWorldGenerator
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public void queueGenerationRequests(LodDimension lodDim, LodRenderer renderer, LodBuilder lodBuilder)
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{
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if (LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get() != DistanceGenerationMode.NONE
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&& !generatorThreadRunning
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&& mc.hasSingleplayerServer())
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&& !generatorThreadRunning
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&& mc.hasSingleplayerServer())
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{
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// the thread is now running, don't queue up another thread
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generatorThreadRunning = true;
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// just in case the config changed
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maxChunkGenRequests = LodConfig.CLIENT.threading.numberOfWorldGenerationThreads.get() * 8;
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Thread generatorThread = new Thread(() ->
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{
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try
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@@ -96,103 +92,99 @@ public class LodWorldGenerator
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// round the player's block position down to the nearest chunk BlockPos
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int playerPosX = mc.getPlayer().blockPosition().getX();
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int playerPosZ = mc.getPlayer().blockPosition().getZ();
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// if we don't have a full number of chunks to generate in chunksToGen
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// we can top it off from this reserve
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//=======================================//
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// create the generation Request objects //
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// fill in positionsWaitingToBeGenerated //
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//=======================================//
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ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
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PosToGenerateContainer posToGenerate = lodDim.getDataToGenerate(
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maxChunkGenRequests,
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playerPosX,
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playerPosZ);
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//System.out.println(posToGenerate);
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//here we prepare two sorted set
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//the first contains the near pos to render
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//the second contain the far pos to render
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byte detailLevel;
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int posX;
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int posZ;
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boolean nearOrFar = true;
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boolean stopSwitch = false;
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int near = 0;
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int far = 0;
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for (int index = 0; index < posToGenerate.getNumberOfPos(); index++)
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int nearIndex = 0;
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int farIndex = 0;
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for (int i = 0; i < posToGenerate.getNumberOfPos(); i++)
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{
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if (posToGenerate.getNthDetail(near, true) != 0 && near < posToGenerate.getNumberOfNearPos())
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// I wish there was a way to compress this code, but I'm not aware of
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// a easy way to do so.
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// add the near positions
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if (posToGenerate.getNthDetail(nearIndex, true) != 0 && nearIndex < posToGenerate.getNumberOfNearPos())
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{
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detailLevel = (byte) (posToGenerate.getNthDetail(near, true) - 1);
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posX = posToGenerate.getNthPosX(near, true);
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posZ = posToGenerate.getNthPosZ(near, true);
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near++;
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detailLevel = (byte) (posToGenerate.getNthDetail(nearIndex, true) - 1);
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posX = posToGenerate.getNthPosX(nearIndex, true);
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posZ = posToGenerate.getNthPosZ(nearIndex, true);
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nearIndex++;
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ChunkPos chunkPos = new ChunkPos(LevelPosUtil.getChunkPos(detailLevel, posX), LevelPosUtil.getChunkPos(detailLevel, posZ));
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if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
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{
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// prevent generating the same chunk multiple times
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if (positionWaitingToBeGenerated.contains(chunkPos))
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{
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if (positionsWaitingToBeGenerated.contains(chunkPos))
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continue;
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}
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}
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// don't add null chunkPos (which shouldn't happen anyway)
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// or add more to the generation queue
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if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
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continue;
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positionWaitingToBeGenerated.add(chunkPos);
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// don't add more to the generation queue then allowed
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if (numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
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break;
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positionsWaitingToBeGenerated.add(chunkPos);
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numberOfChunksWaitingToGenerate.addAndGet(1);
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LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DetailDistanceUtil.getDistanceGenerationMode(detailLevel), lodBuilder, lodDim, serverWorld);
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WorldWorkerManager.addWorker(genWorker);
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}
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if (posToGenerate.getNthDetail(far, false) != 0 && far < posToGenerate.getNumberOfFarPos())
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// add the far positions
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if (posToGenerate.getNthDetail(farIndex, false) != 0 && farIndex < posToGenerate.getNumberOfFarPos())
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{
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detailLevel = (byte) (posToGenerate.getNthDetail(far, false) - 1);
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posX = posToGenerate.getNthPosX(far, false);
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posZ = posToGenerate.getNthPosZ(far, false);
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far++;
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detailLevel = (byte) (posToGenerate.getNthDetail(farIndex, false) - 1);
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posX = posToGenerate.getNthPosX(farIndex, false);
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posZ = posToGenerate.getNthPosZ(farIndex, false);
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farIndex++;
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ChunkPos chunkPos = new ChunkPos(LevelPosUtil.getChunkPos(detailLevel, posX), LevelPosUtil.getChunkPos(detailLevel, posZ));
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if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
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{
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// prevent generating the same chunk multiple times
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if (positionWaitingToBeGenerated.contains(chunkPos))
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{
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if (positionsWaitingToBeGenerated.contains(chunkPos))
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continue;
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}
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}
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// don't add null chunkPos (which shouldn't happen anyway)
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// or add more to the generation queue
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if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
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continue;
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positionWaitingToBeGenerated.add(chunkPos);
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// don't add more to the generation queue then allowed
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if (numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
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break;
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positionsWaitingToBeGenerated.add(chunkPos);
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numberOfChunksWaitingToGenerate.addAndGet(1);
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LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DetailDistanceUtil.getDistanceGenerationMode(detailLevel), lodBuilder, lodDim, serverWorld);
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WorldWorkerManager.addWorker(genWorker);
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}
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}
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} catch (Exception e)
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}
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catch (Exception e)
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{
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// this shouldn't ever happen, but just in case
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e.printStackTrace();
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} finally
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}
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finally
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{
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generatorThreadRunning = false;
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}
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});
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mainGenThread.execute(generatorThread);
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} // if distanceGenerationMode != DistanceGenerationMode.NONE && !generatorThreadRunning
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}
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} // queueGenerationRequests
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}
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