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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
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@ -48,49 +48,43 @@ MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
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m_use_tangent_vertices(use_tangent_vertices)
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{}
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void MeshMakeData::fill(MapBlock *block)
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void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
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{
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m_blockpos = block->getPos();
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m_blockpos = blockpos;
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v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
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/*
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Copy data
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*/
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// Allocate this block + neighbors
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m_vmanip.clear();
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VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
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blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
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m_vmanip.addArea(voxel_area);
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}
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{
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//TimeTaker timer("copy central block data");
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// 0ms
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void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
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{
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v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
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VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
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// Copy our data
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block->copyTo(m_vmanip);
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}
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{
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//TimeTaker timer("copy neighbor block data");
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// 0ms
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v3s16 bp = m_blockpos + block_offset;
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v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
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m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
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}
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/*
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Copy neighbors. This is lightning fast.
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Copying only the borders would be *very* slow.
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*/
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void MeshMakeData::fill(MapBlock *block)
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{
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fillBlockDataBegin(block->getPos());
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// Get map
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Map *map = block->getParent();
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fillBlockData(v3s16(0,0,0), block->getData());
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for(u16 i=0; i<26; i++)
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{
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const v3s16 &dir = g_26dirs[i];
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v3s16 bp = m_blockpos + dir;
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MapBlock *b = map->getBlockNoCreateNoEx(bp);
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if(b)
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b->copyTo(m_vmanip);
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}
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// Get map for reading neigbhor blocks
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Map *map = block->getParent();
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for (u16 i=0; i<26; i++) {
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const v3s16 &dir = g_26dirs[i];
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v3s16 bp = m_blockpos + dir;
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MapBlock *b = map->getBlockNoCreateNoEx(bp);
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if(b)
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fillBlockData(dir, b->getData());
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}
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}
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