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MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock copying done in the main thread
Cache size is configurable by the meshgen_block_cache_size (default 20 MB). New profiler stats: - MeshUpdateQueue MapBlock cache hit % - MeshUpdateQueue MapBlock cache size kB Removes one type of stutter that was seen on the client when received MapBlocks were being handled. (the "MeshMakeData::fill" stutter) Kind of related to at least #5239 Originally preceded by these commits, now includes them: - Move the mesh generator thread into src/mesh_generator_thread.{cpp,h} - mesh_generator_thread.cpp: Update code style - MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits. - MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
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12 changed files with 526 additions and 278 deletions
83
src/client.h
83
src/client.h
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@ -36,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "particles.h"
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#include "mapnode.h"
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#include "tileanimation.h"
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#include "mesh_generator_thread.h"
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struct MeshMakeData;
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class MapBlockMesh;
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@ -54,88 +55,12 @@ struct MinimapMapblock;
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class Camera;
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class NetworkPacket;
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struct QueuedMeshUpdate
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{
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v3s16 p;
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MeshMakeData *data;
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bool ack_block_to_server;
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QueuedMeshUpdate();
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~QueuedMeshUpdate();
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};
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enum LocalClientState {
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LC_Created,
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LC_Init,
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LC_Ready
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};
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/*
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A thread-safe queue of mesh update tasks
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*/
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class MeshUpdateQueue
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{
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public:
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MeshUpdateQueue();
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~MeshUpdateQueue();
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/*
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peer_id=0 adds with nobody to send to
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*/
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void addBlock(v3s16 p, MeshMakeData *data,
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bool ack_block_to_server, bool urgent);
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// Returned pointer must be deleted
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// Returns NULL if queue is empty
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QueuedMeshUpdate * pop();
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u32 size()
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{
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MutexAutoLock lock(m_mutex);
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return m_queue.size();
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}
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private:
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std::vector<QueuedMeshUpdate*> m_queue;
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std::set<v3s16> m_urgents;
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Mutex m_mutex;
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};
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struct MeshUpdateResult
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{
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v3s16 p;
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MapBlockMesh *mesh;
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bool ack_block_to_server;
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MeshUpdateResult():
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p(-1338,-1338,-1338),
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mesh(NULL),
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ack_block_to_server(false)
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{
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}
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};
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class MeshUpdateThread : public UpdateThread
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{
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private:
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MeshUpdateQueue m_queue_in;
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int m_generation_interval;
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protected:
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virtual void doUpdate();
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public:
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MeshUpdateThread();
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void enqueueUpdate(v3s16 p, MeshMakeData *data,
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bool ack_block_to_server, bool urgent);
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MutexedQueue<MeshUpdateResult> m_queue_out;
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v3s16 m_camera_offset;
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};
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enum ClientEventType
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{
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CE_NONE,
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@ -471,6 +396,7 @@ public:
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float getAnimationTime();
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int getCrackLevel();
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v3s16 getCrackPos();
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void setCrack(int level, v3s16 pos);
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u16 getHP();
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@ -726,11 +652,6 @@ private:
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IntervalLimiter m_localdb_save_interval;
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u16 m_cache_save_interval;
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// TODO: Add callback to update these when g_settings changes
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bool m_cache_smooth_lighting;
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bool m_cache_enable_shaders;
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bool m_cache_use_tangent_vertices;
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ClientScripting *m_script;
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bool m_modding_enabled;
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UNORDERED_MAP<std::string, ModMetadata *> m_mod_storages;
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