// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2013, 2017 celeron55, Perttu Ahola #include "mesh_generator_thread.h" #include "settings.h" #include "profiler.h" #include "client.h" #include "mapblock.h" #include "map.h" #include "util/directiontables.h" #include "porting.h" /* QueuedMeshUpdate */ QueuedMeshUpdate::~QueuedMeshUpdate() { delete data; } void QueuedMeshUpdate::retrieveBlocks(Map *map, u16 cell_size) { const size_t total = (cell_size+2)*(cell_size+2)*(cell_size+2); if (map_blocks.empty()) map_blocks.resize(total); else assert(map_blocks.size() == total); // must not change size_t i = 0; v3s16 pos; for (pos.X = p.X - 1; pos.X <= p.X + cell_size; pos.X++) for (pos.Z = p.Z - 1; pos.Z <= p.Z + cell_size; pos.Z++) for (pos.Y = p.Y - 1; pos.Y <= p.Y + cell_size; pos.Y++) { if (!map_blocks[i]) { MapBlock *block = map->getBlockNoCreateNoEx(pos); if (block) { block->refGrab(); map_blocks[i] = block; } } i++; } } void QueuedMeshUpdate::dropBlocks() { for (auto *block : map_blocks) { if (block) block->refDrop(); } map_blocks.clear(); } /* MeshUpdateQueue */ MeshUpdateQueue::MeshUpdateQueue(Client *client): m_client(client) { m_cache_smooth_lighting = g_settings->getBool("smooth_lighting"); m_cache_enable_water_reflections = g_settings->getBool("enable_water_reflections"); } MeshUpdateQueue::~MeshUpdateQueue() { MutexAutoLock lock(m_mutex); for (QueuedMeshUpdate *q : m_queue) { q->dropBlocks(); delete q; } } bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent, bool from_neighbor) { // FIXME: with cell_size > 1 there isn't a "main block" and this check is // probably incorrect and broken MapBlock *main_block = map->getBlockNoCreateNoEx(p); if (!main_block) return false; MeshGrid mesh_grid = m_client->getMeshGrid(); // Mesh is placed at the corner block of a chunk // (where all coordinate are divisible by the chunk size) v3s16 mesh_position = mesh_grid.getMeshPos(p); MutexAutoLock lock(m_mutex); /* Mark the block as urgent if requested */ if (urgent) m_urgents.insert(mesh_position); /* Find if block is already in queue. If it is, update the data and quit. */ for (QueuedMeshUpdate *q : m_queue) { if (q->p == mesh_position) { if (ack_block_to_server) q->ack_list.push_back(p); q->crack_level = m_client->getCrackLevel(); q->crack_pos = m_client->getCrackPos(); q->urgent |= urgent; q->retrieveBlocks(map, mesh_grid.cell_size); return true; } } /* Air blocks won't suddenly become visible due to a neighbor update, so skip those. Note: this can be extended with more precise checks in the future */ if (from_neighbor && mesh_grid.cell_size == 1 && main_block->isAir()) { assert(!ack_block_to_server); m_urgents.erase(mesh_position); g_profiler->add("MeshUpdateQueue: updates skipped", 1); return true; } /* Add the block */ QueuedMeshUpdate *q = new QueuedMeshUpdate; q->p = mesh_position; if (ack_block_to_server) q->ack_list.push_back(p); q->crack_level = m_client->getCrackLevel(); q->crack_pos = m_client->getCrackPos(); q->urgent = urgent; q->retrieveBlocks(map, mesh_grid.cell_size); m_queue.push_back(q); return true; } // Returned pointer must be deleted // Returns NULL if queue is empty QueuedMeshUpdate *MeshUpdateQueue::pop() { QueuedMeshUpdate *result = NULL; { MutexAutoLock lock(m_mutex); bool must_be_urgent = !m_urgents.empty(); for (auto i = m_queue.begin(); i != m_queue.end(); ++i) { QueuedMeshUpdate *q = *i; if (must_be_urgent && m_urgents.count(q->p) == 0) continue; // Make sure no two threads are processing the same mapblock, as that causes racing conditions if (m_inflight_blocks.find(q->p) != m_inflight_blocks.end()) continue; m_queue.erase(i); m_urgents.erase(q->p); m_inflight_blocks.insert(q->p); result = q; break; } } if (result) fillDataFromMapBlocks(result); return result; } void MeshUpdateQueue::done(v3s16 pos) { MutexAutoLock lock(m_mutex); m_inflight_blocks.erase(pos); } void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q) { auto mesh_grid = m_client->getMeshGrid(); MeshMakeData *data = new MeshMakeData(m_client->ndef(), MAP_BLOCKSIZE * mesh_grid.cell_size, mesh_grid); q->data = data; data->fillBlockDataBegin(q->p); v3s16 pos; int i = 0; for (pos.X = q->p.X - 1; pos.X <= q->p.X + mesh_grid.cell_size; pos.X++) for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + mesh_grid.cell_size; pos.Z++) for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + mesh_grid.cell_size; pos.Y++) { MapBlock *block = q->map_blocks[i++]; if (block) data->fillBlockData(pos, block->getData()); } data->setCrack(q->crack_level, q->crack_pos); data->m_generate_minimap = !!m_client->getMinimap(); data->m_smooth_lighting = m_cache_smooth_lighting; data->m_enable_water_reflections = m_cache_enable_water_reflections; } /* MeshUpdateWorkerThread */ MeshUpdateWorkerThread::MeshUpdateWorkerThread(Client *client, MeshUpdateQueue *queue_in, MeshUpdateManager *manager) : UpdateThread("Mesh"), m_client(client), m_queue_in(queue_in), m_manager(manager) { m_generation_interval = g_settings->getU16("mesh_generation_interval"); m_generation_interval = rangelim(m_generation_interval, 0, 50); } void MeshUpdateWorkerThread::doUpdate() { QueuedMeshUpdate *q; while ((q = m_queue_in->pop())) { if (m_generation_interval) sleep_ms(m_generation_interval); porting::TriggerMemoryTrim(); ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)"); // This generates the mesh: MapBlockMesh *mesh_new = new MapBlockMesh(m_client, q->data); MeshUpdateResult r; r.p = q->p; r.mesh = mesh_new; r.solid_sides = get_solid_sides(q->data); r.ack_list = std::move(q->ack_list); r.urgent = q->urgent; r.map_blocks = std::move(q->map_blocks); m_manager->putResult(r); m_queue_in->done(q->p); delete q; } } /* MeshUpdateManager */ MeshUpdateManager::MeshUpdateManager(Client *client): m_queue_in(client) { int number_of_threads = rangelim(g_settings->getS32("mesh_generation_threads"), 0, 8); // Automatically use 33% of the system cores for mesh generation, max 4 if (number_of_threads == 0) number_of_threads = MYMIN(4, Thread::getNumberOfProcessors() / 3); // use at least one thread number_of_threads = MYMAX(1, number_of_threads); infostream << "MeshUpdateManager: using " << number_of_threads << " threads" << std::endl; for (int i = 0; i < number_of_threads; i++) m_workers.push_back(std::make_unique(client, &m_queue_in, this)); } void MeshUpdateManager::updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent, bool update_neighbors) { static thread_local const bool many_neighbors = g_settings->getBool("smooth_lighting") && !g_settings->getFlag("performance_tradeoffs"); if (!m_queue_in.addBlock(map, p, ack_block_to_server, urgent, false)) { warningstream << "Update requested for non-existent block at " << p << std::endl; return; } if (update_neighbors) { if (many_neighbors) { for (v3s16 dp : g_26dirs) m_queue_in.addBlock(map, p + dp, false, urgent, true); } else { for (v3s16 dp : g_6dirs) m_queue_in.addBlock(map, p + dp, false, urgent, true); } } deferUpdate(); } void MeshUpdateManager::putResult(const MeshUpdateResult &result) { if (result.urgent) m_queue_out_urgent.push_back(result); else m_queue_out.push_back(result); } bool MeshUpdateManager::getNextResult(MeshUpdateResult &r) { if (!m_queue_out_urgent.empty()) { r = m_queue_out_urgent.pop_frontNoEx(); return true; } if (!m_queue_out.empty()) { r = m_queue_out.pop_frontNoEx(); return true; } return false; } void MeshUpdateManager::deferUpdate() { for (auto &thread : m_workers) thread->deferUpdate(); } void MeshUpdateManager::start() { for (auto &thread: m_workers) thread->start(); } void MeshUpdateManager::stop() { for (auto &thread: m_workers) thread->stop(); } void MeshUpdateManager::wait() { for (auto &thread: m_workers) thread->wait(); } bool MeshUpdateManager::isRunning() { for (auto &thread: m_workers) if (thread->isRunning()) return true; return false; }