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Use multiple threads for mesh generation (#13062)
Co-authored-by: sfan5 <sfan5@live.de>
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8 changed files with 183 additions and 57 deletions
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@ -313,7 +313,7 @@ public:
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void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
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void updateCameraOffset(v3s16 camera_offset)
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{ m_mesh_update_thread.m_camera_offset = camera_offset; }
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{ m_mesh_update_manager.m_camera_offset = camera_offset; }
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bool hasClientEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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@ -483,7 +483,7 @@ private:
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RenderingEngine *m_rendering_engine;
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MeshUpdateThread m_mesh_update_thread;
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MeshUpdateManager m_mesh_update_manager;
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ClientEnvironment m_env;
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ParticleManager m_particle_manager;
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std::unique_ptr<con::Connection> m_con;
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