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Add a bit of debug code around MapBlock refcounting

This commit is contained in:
sfan5 2025-07-24 14:18:38 +02:00
parent 39417cf7a7
commit 0c12c1f400
6 changed files with 74 additions and 31 deletions

View file

@ -202,8 +202,14 @@ void ClientMap::onSettingChanged(std::string_view name, bool all)
ClientMap::~ClientMap()
{
verbosestream << FUNCTION_NAME << std::endl;
g_settings->deregisterAllChangedCallbacks(this);
// avoid refcount warning from ~Map()
clearDrawList();
clearDrawListShadow();
for (auto &it : m_dynamic_buffers)
it.second.drop();
}
@ -351,23 +357,29 @@ private:
v3s16 volume;
};
void ClientMap::updateDrawList()
void ClientMap::clearDrawList()
{
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
m_needs_update_drawlist = false;
for (auto &i : m_drawlist) {
MapBlock *block = i.second;
block->refDrop();
}
m_drawlist.clear();
for (auto &block : m_keeplist) {
for (auto &block : m_keeplist)
block->refDrop();
}
m_keeplist.clear();
m_needs_update_drawlist = true;
}
void ClientMap::updateDrawList()
{
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
clearDrawList();
m_needs_update_drawlist = false;
const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
v3s16 p_blocks_min;
@ -1519,6 +1531,15 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
g_profiler->avg(prefix + "material swaps [#]", material_swaps);
}
void ClientMap::clearDrawListShadow()
{
for (auto &i : m_drawlist_shadow) {
MapBlock *block = i.second;
block->refDrop();
}
m_drawlist_shadow.clear();
}
/*
Custom update draw list for the pov of shadow light.
*/
@ -1526,11 +1547,7 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
{
ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
for (auto &i : m_drawlist_shadow) {
MapBlock *block = i.second;
block->refDrop();
}
m_drawlist_shadow.clear();
clearDrawListShadow();
// Number of blocks currently loaded by the client
u32 blocks_loaded = 0;

View file

@ -89,12 +89,20 @@ public:
void getBlocksInViewRange(v3s16 cam_pos_nodes,
v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
void updateDrawList();
// @brief Calculate statistics about the map and keep the blocks alive
/// @brief clears m_drawlist and m_keeplist
void clearDrawList();
/// @brief Calculate statistics about the map and keep the blocks alive
void touchMapBlocks();
void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
void clearDrawListShadow();
// Returns true if draw list needs updating before drawing the next frame.
bool needsUpdateDrawList() { return m_needs_update_drawlist; }
void renderMap(video::IVideoDriver* driver, s32 pass);
void renderMapShadows(video::IVideoDriver *driver,