#[cfg(not(feature = "worldgen"))] use crate::test_world::{IndexOwned, World}; use crate::{metrics::ChunkGenMetrics, rtsim::RtSim}; use common::{ calendar::Calendar, generation::ChunkSupplement, resources::TimeOfDay, slowjob::SlowJobPool, terrain::TerrainChunk, }; use hashbrown::{hash_map::Entry, HashMap}; use rayon::iter::ParallelIterator; use specs::Entity as EcsEntity; use std::sync::{ atomic::{AtomicBool, Ordering}, Arc, }; use vek::*; #[cfg(feature = "worldgen")] use world::{IndexOwned, World}; type ChunkGenResult = ( Vec2, Result<(TerrainChunk, ChunkSupplement), Option>, ); pub struct ChunkGenerator { chunk_tx: crossbeam_channel::Sender, chunk_rx: crossbeam_channel::Receiver, pending_chunks: HashMap, Arc>, metrics: Arc, } impl ChunkGenerator { pub fn new(metrics: ChunkGenMetrics) -> Self { let (chunk_tx, chunk_rx) = crossbeam_channel::unbounded(); Self { chunk_tx, chunk_rx, pending_chunks: HashMap::new(), metrics: Arc::new(metrics), } } pub fn generate_chunk( &mut self, entity: Option, key: Vec2, slowjob_pool: &SlowJobPool, world: Arc, #[cfg(feature = "worldgen")] rtsim: &RtSim, #[cfg(not(feature = "worldgen"))] rtsim: &(), index: IndexOwned, time: (TimeOfDay, Calendar), ) { let v = if let Entry::Vacant(v) = self.pending_chunks.entry(key) { v } else { return; }; let cancel = Arc::new(AtomicBool::new(false)); v.insert(Arc::clone(&cancel)); let chunk_tx = self.chunk_tx.clone(); self.metrics.chunks_requested.inc(); // Get state for this chunk from rtsim #[cfg(feature = "worldgen")] let rtsim_resources = Some(rtsim.get_chunk_resources(key)); #[cfg(not(feature = "worldgen"))] let rtsim_resources = None; slowjob_pool.spawn("CHUNK_GENERATOR", move || { let index = index.as_index_ref(); let payload = world .generate_chunk(index, key, rtsim_resources, || cancel.load(Ordering::Relaxed), Some(time)) // FIXME: Since only the first entity who cancels a chunk is notified, we end up // delaying chunk re-requests for up to 3 seconds for other clients, which isn't // great. We *could* store all the other requesting clients here, but it could // bloat memory a lot. Currently, this isn't much of an issue because we rarely // have large numbers of pending chunks, so most of them are likely to be nearby an // actual player most of the time, but that will eventually change. In the future, // some solution that always pushes chunk updates to players (rather than waiting // for explicit requests) should adequately solve this kind of issue. .map_err(|_| entity); let _ = chunk_tx.send((key, payload)); }); } pub fn recv_new_chunk(&mut self) -> Option { // Make sure chunk wasn't cancelled and if it was check to see if there are more // chunks to receive while let Ok((key, res)) = self.chunk_rx.try_recv() { if self.pending_chunks.remove(&key).is_some() { self.metrics.chunks_served.inc(); // TODO: do anything else if res is an Err? return Some((key, res)); } } None } pub fn pending_chunks(&self) -> impl Iterator> + '_ { self.pending_chunks.keys().copied() } pub fn par_pending_chunks(&self) -> impl rayon::iter::ParallelIterator> + '_ { self.pending_chunks.par_keys().copied() } pub fn cancel_if_pending(&mut self, key: Vec2) { if let Some(cancel) = self.pending_chunks.remove(&key) { cancel.store(true, Ordering::Relaxed); self.metrics.chunks_canceled.inc(); } } pub fn cancel_all(&mut self) { let metrics = Arc::clone(&self.metrics); self.pending_chunks.drain().for_each(|(_, cancel)| { cancel.store(true, Ordering::Relaxed); metrics.chunks_canceled.inc(); }); } }