refactor state transitions

This commit is contained in:
griffi-gh 2024-05-03 23:29:52 +02:00
parent 94fa5268fa
commit 49753ecc4c
4 changed files with 135 additions and 65 deletions

View file

@ -64,7 +64,7 @@ pub fn send_chunk_compressed(
let ser_message = ser_message.into_boxed_slice();
client.borrow_mut().send(
ser_message,
Channel::World as usize,
Channel::WorldData as usize,
SendMode::Reliable
);
Ok(())

View file

@ -41,9 +41,8 @@ impl ChunkTaskManager {
self.pool.spawn(move || {
sender.send(match task {
ChunkTask::LoadChunk { position: chunk_position, seed } => {
let Some((blocks, queue)) = generate_world(chunk_position, seed, None) else {
return
};
//unwrap is fine because abort is not possible
let (blocks, queue) = generate_world(chunk_position, seed, None).unwrap();
ChunkTaskResponse::ChunkLoaded { chunk_position, blocks, queue }
}
}).unwrap()

View file

@ -1,9 +1,17 @@
#[repr(u8)]
pub enum Channel {
Generic = 0,
Auth = 1,
World = 2,
Block = 3,
Move = 4,
SysEvt = 5,
}
#[repr(u8)]
pub enum Channel {
#[deprecated]
Generic = 0,
/// Used during the initial handshake process
Auth = 1,
/// Used for sending chunk data from server to client
WorldData = 2,
/// Used for sending/receiving block place events
Block = 3,
/// Used for sending/receiving player movements
Move = 4,
/// Used for system events, like players joining or leaving
SysEvt = 5,
/// Used for subscribing and unsubscribing from chunks
SubReq = 6,
}

View file

@ -2,7 +2,7 @@ use std::sync::Arc;
use atomic::{Atomic, Ordering};
use glam::{IVec3, ivec3};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use kubi_shared::{networking::messages::ClientToServerMessage, worldgen::AbortState};
use kubi_shared::{networking::{channels::Channel, messages::ClientToServerMessage}, worldgen::AbortState};
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
use uflow::SendMode;
use crate::{
@ -26,8 +26,7 @@ const MAX_CHUNK_OPS: usize = 32;
pub fn update_loaded_world_around_player() -> Workload {
(
update_chunks_if_player_moved,
unload_downgrade_chunks,
start_required_tasks,
process_state_changes,
process_completed_tasks,
).into_sequential_workload()
}
@ -91,64 +90,86 @@ pub fn update_chunks_if_player_moved(
}
}
fn unload_downgrade_chunks(
mut vm_world: UniqueViewMut<ChunkStorage>,
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>
) {
if !vm_world.is_modified() {
return
}
//TODO refactor this
//TODO unsubscibe if in multiplayer
vm_world.chunks.retain(|_, chunk| {
if chunk.desired_state == DesiredChunkState::Unloaded {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
if let Some(abortion) = &chunk.abortion {
let _ = abortion.compare_exchange(
AbortState::Continue, AbortState::Abort,
Ordering::Relaxed, Ordering::Relaxed
);
}
false
} else {
match chunk.desired_state {
DesiredChunkState::Nothing if matches!(chunk.current_state, CurrentChunkState::Loading) => {
if let Some(abortion) = &chunk.abortion {
let _ = abortion.compare_exchange(
AbortState::Continue, AbortState::Abort,
Ordering::Relaxed, Ordering::Relaxed
);
}
},
DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh | CurrentChunkState::RecalculatingMesh) => {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
chunk.mesh_index = None;
chunk.current_state = CurrentChunkState::Loaded;
},
_ => (),
}
true
}
})
}
fn start_required_tasks(
fn process_state_changes(
task_manager: UniqueView<ChunkTaskManager>,
mut udp_client: Option<UniqueViewMut<UdpClient>>,
mut world: UniqueViewMut<ChunkStorage>,
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
) {
if !world.is_modified() {
return
}
//HACK: cant iterate over chunks.keys() or chunk directly!
let hashmap_keys: Vec<IVec3> = world.chunks.keys().copied().collect();
for position in hashmap_keys {
let chunk = world.chunks.get(&position).unwrap();
let chunk = world.chunks.get_mut(&position).unwrap();
//If the chunk is being unloaded, it's essentially dead at this point and we shouldn't bother it
if chunk.current_state == CurrentChunkState::Unloading {
continue
}
// If the chunk is already in the desired state, skip it
if chunk.desired_state.matches_current(chunk.current_state) {
continue
}
match chunk.desired_state {
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
// Loading -> Nothing
DesiredChunkState::Unloaded | DesiredChunkState::Nothing if chunk.current_state == CurrentChunkState::Loading => {
if let Some(abortion) = &chunk.abortion {
let _ = abortion.compare_exchange(
AbortState::Continue, AbortState::Abort,
Ordering::Relaxed, Ordering::Relaxed
);
}
chunk.abortion = None;
chunk.current_state = CurrentChunkState::Nothing;
},
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
// (Loaded, CalculatingMesh) -> Nothing
DesiredChunkState::Unloaded | DesiredChunkState::Nothing if matches!(
chunk.current_state,
CurrentChunkState::Loaded | CurrentChunkState::CalculatingMesh,
) => {
chunk.block_data = None;
chunk.current_state = CurrentChunkState::Nothing;
},
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
// (Rendered | RecalculatingMesh) -> Nothing
DesiredChunkState::Unloaded | DesiredChunkState::Nothing if matches!(
chunk.current_state,
CurrentChunkState::Rendered | CurrentChunkState::RecalculatingMesh,
) => {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
chunk.mesh_index = None;
chunk.current_state = CurrentChunkState::Nothing;
},
// DesiredChunkState::Loaded:
// CalculatingMesh -> Loaded
DesiredChunkState::Loaded if chunk.current_state == CurrentChunkState::CalculatingMesh => {
chunk.current_state = CurrentChunkState::Loaded;
},
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing | DesiredChunkState::Loaded:
// (Rendered | RecalculatingMesh) -> Loaded
DesiredChunkState::Unloaded | DesiredChunkState::Nothing | DesiredChunkState::Loaded if matches!(
chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::RecalculatingMesh
) => {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
chunk.mesh_index = None;
chunk.current_state = CurrentChunkState::Loaded;
},
// DesiredChunkState::Loaded | DesiredChunkState::Rendered:
// Nothing -> Loading
DesiredChunkState::Loaded | DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Nothing => {
let mut abortion = None;
//start load task
@ -157,7 +178,7 @@ fn start_required_tasks(
postcard::to_allocvec(&ClientToServerMessage::ChunkSubRequest {
chunk: position,
}).unwrap().into_boxed_slice(),
0,
Channel::SubReq as usize,
SendMode::Reliable
);
} else {
@ -176,6 +197,10 @@ fn start_required_tasks(
// ===========
//log::trace!("Started loading chunk {position}");
},
// DesiredChunkState::Rendered:
// Loaded -> CalculatingMesh
// Rendered (dirty) -> RecalculatingMesh
DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.mesh_dirty) => {
//get needed data
let Some(neighbors) = world.neighbors_all(position) else {
@ -198,9 +223,41 @@ fn start_required_tasks(
// ===========
//log::trace!("Started generating mesh for chunk {position}");
}
_ => ()
_ => {}, //panic!("Illegal state transition: {:?} -> {:?}", chunk.current_state, chunk.desired_state),
}
}
//Now, separately process state change the state from Nothing to Unloading or Unloaded
world.chunks.retain(|&position, chunk: &mut Chunk| {
if chunk.desired_state == DesiredChunkState::Unloaded {
assert!(chunk.current_state == CurrentChunkState::Nothing, "looks like chunk did not get properly downgraded to Nothing before unloading, this is a bug");
chunk.current_state = CurrentChunkState::Unloading;
//If in multiplayer, send a message to the server to unsubscribe from the chunk
if let Some(client) = &mut udp_client {
client.0.send(
postcard::to_allocvec(
&ClientToServerMessage::ChunkUnsubscribe { chunk: position }
).unwrap().into_boxed_slice(),
Channel::SubReq as usize,
SendMode::Reliable
);
// and i think that's it, just kill the chunk right away, the server will take care of the rest
//
// because uflow's reliable packets are ordered, there should be no need to wait for the server to confirm the unsubscription
// because client won't be able to subscribe to it again until the server finishes processing the unsubscription
// :ferrisClueless:
return false
}
//HACK, since save files are not implemented, just unload immediately
return false
}
true
});
}
fn process_completed_tasks(
@ -215,6 +272,10 @@ fn process_completed_tasks(
while let Some(res) = task_manager.receive() {
match res {
ChunkTaskResponse::LoadedChunk { position, chunk_data, mut queued } => {
//If unwanted chunk is already loaded
//It would be ~~...unethical~~ impossible to abort the operation at this point
//Instead, we'll just throw it away
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
//to compensate, actually push the ops counter back by one
@ -222,6 +283,8 @@ fn process_completed_tasks(
continue
};
chunk.abortion = None;
//check if chunk still wants it
if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
log::warn!("block data discarded: state undesirable: {:?}", chunk.desired_state);