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https://github.com/griffi-gh/kubi.git
synced 2024-11-21 14:28:43 -06:00
refactor state transitions
This commit is contained in:
parent
94fa5268fa
commit
49753ecc4c
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@ -64,7 +64,7 @@ pub fn send_chunk_compressed(
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let ser_message = ser_message.into_boxed_slice();
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client.borrow_mut().send(
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ser_message,
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Channel::World as usize,
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Channel::WorldData as usize,
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SendMode::Reliable
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);
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Ok(())
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@ -41,9 +41,8 @@ impl ChunkTaskManager {
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self.pool.spawn(move || {
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sender.send(match task {
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ChunkTask::LoadChunk { position: chunk_position, seed } => {
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let Some((blocks, queue)) = generate_world(chunk_position, seed, None) else {
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return
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};
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//unwrap is fine because abort is not possible
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let (blocks, queue) = generate_world(chunk_position, seed, None).unwrap();
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ChunkTaskResponse::ChunkLoaded { chunk_position, blocks, queue }
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}
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}).unwrap()
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@ -1,9 +1,17 @@
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#[repr(u8)]
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pub enum Channel {
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#[deprecated]
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Generic = 0,
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/// Used during the initial handshake process
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Auth = 1,
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World = 2,
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/// Used for sending chunk data from server to client
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WorldData = 2,
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/// Used for sending/receiving block place events
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Block = 3,
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/// Used for sending/receiving player movements
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Move = 4,
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/// Used for system events, like players joining or leaving
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SysEvt = 5,
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/// Used for subscribing and unsubscribing from chunks
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SubReq = 6,
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}
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@ -2,7 +2,7 @@ use std::sync::Arc;
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use atomic::{Atomic, Ordering};
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use glam::{IVec3, ivec3};
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use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
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use kubi_shared::{networking::messages::ClientToServerMessage, worldgen::AbortState};
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use kubi_shared::{networking::{channels::Channel, messages::ClientToServerMessage}, worldgen::AbortState};
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use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
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use uflow::SendMode;
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use crate::{
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@ -26,8 +26,7 @@ const MAX_CHUNK_OPS: usize = 32;
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pub fn update_loaded_world_around_player() -> Workload {
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(
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update_chunks_if_player_moved,
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unload_downgrade_chunks,
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start_required_tasks,
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process_state_changes,
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process_completed_tasks,
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).into_sequential_workload()
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}
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@ -91,64 +90,86 @@ pub fn update_chunks_if_player_moved(
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}
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}
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fn unload_downgrade_chunks(
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mut vm_world: UniqueViewMut<ChunkStorage>,
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mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>
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) {
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if !vm_world.is_modified() {
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return
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}
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//TODO refactor this
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//TODO unsubscibe if in multiplayer
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vm_world.chunks.retain(|_, chunk| {
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if chunk.desired_state == DesiredChunkState::Unloaded {
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if let Some(mesh_index) = chunk.mesh_index {
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vm_meshes.remove(mesh_index).unwrap();
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}
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if let Some(abortion) = &chunk.abortion {
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let _ = abortion.compare_exchange(
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AbortState::Continue, AbortState::Abort,
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Ordering::Relaxed, Ordering::Relaxed
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);
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}
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false
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} else {
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match chunk.desired_state {
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DesiredChunkState::Nothing if matches!(chunk.current_state, CurrentChunkState::Loading) => {
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if let Some(abortion) = &chunk.abortion {
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let _ = abortion.compare_exchange(
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AbortState::Continue, AbortState::Abort,
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Ordering::Relaxed, Ordering::Relaxed
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);
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}
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},
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DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh | CurrentChunkState::RecalculatingMesh) => {
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if let Some(mesh_index) = chunk.mesh_index {
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vm_meshes.remove(mesh_index).unwrap();
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}
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chunk.mesh_index = None;
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chunk.current_state = CurrentChunkState::Loaded;
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},
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_ => (),
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}
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true
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}
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})
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}
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fn start_required_tasks(
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fn process_state_changes(
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task_manager: UniqueView<ChunkTaskManager>,
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mut udp_client: Option<UniqueViewMut<UdpClient>>,
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mut world: UniqueViewMut<ChunkStorage>,
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mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
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) {
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if !world.is_modified() {
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return
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}
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//HACK: cant iterate over chunks.keys() or chunk directly!
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let hashmap_keys: Vec<IVec3> = world.chunks.keys().copied().collect();
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for position in hashmap_keys {
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let chunk = world.chunks.get(&position).unwrap();
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let chunk = world.chunks.get_mut(&position).unwrap();
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//If the chunk is being unloaded, it's essentially dead at this point and we shouldn't bother it
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if chunk.current_state == CurrentChunkState::Unloading {
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continue
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}
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// If the chunk is already in the desired state, skip it
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if chunk.desired_state.matches_current(chunk.current_state) {
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continue
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}
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match chunk.desired_state {
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// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
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// Loading -> Nothing
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DesiredChunkState::Unloaded | DesiredChunkState::Nothing if chunk.current_state == CurrentChunkState::Loading => {
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if let Some(abortion) = &chunk.abortion {
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let _ = abortion.compare_exchange(
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AbortState::Continue, AbortState::Abort,
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Ordering::Relaxed, Ordering::Relaxed
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);
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}
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chunk.abortion = None;
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chunk.current_state = CurrentChunkState::Nothing;
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},
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// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
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// (Loaded, CalculatingMesh) -> Nothing
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DesiredChunkState::Unloaded | DesiredChunkState::Nothing if matches!(
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chunk.current_state,
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CurrentChunkState::Loaded | CurrentChunkState::CalculatingMesh,
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) => {
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chunk.block_data = None;
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chunk.current_state = CurrentChunkState::Nothing;
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},
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// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
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// (Rendered | RecalculatingMesh) -> Nothing
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DesiredChunkState::Unloaded | DesiredChunkState::Nothing if matches!(
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chunk.current_state,
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CurrentChunkState::Rendered | CurrentChunkState::RecalculatingMesh,
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) => {
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if let Some(mesh_index) = chunk.mesh_index {
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vm_meshes.remove(mesh_index).unwrap();
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}
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chunk.mesh_index = None;
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chunk.current_state = CurrentChunkState::Nothing;
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},
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// DesiredChunkState::Loaded:
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// CalculatingMesh -> Loaded
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DesiredChunkState::Loaded if chunk.current_state == CurrentChunkState::CalculatingMesh => {
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chunk.current_state = CurrentChunkState::Loaded;
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},
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// DesiredChunkState::Unloaded | DesiredChunkState::Nothing | DesiredChunkState::Loaded:
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// (Rendered | RecalculatingMesh) -> Loaded
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DesiredChunkState::Unloaded | DesiredChunkState::Nothing | DesiredChunkState::Loaded if matches!(
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chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::RecalculatingMesh
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) => {
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if let Some(mesh_index) = chunk.mesh_index {
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vm_meshes.remove(mesh_index).unwrap();
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}
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chunk.mesh_index = None;
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chunk.current_state = CurrentChunkState::Loaded;
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},
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// DesiredChunkState::Loaded | DesiredChunkState::Rendered:
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// Nothing -> Loading
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DesiredChunkState::Loaded | DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Nothing => {
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let mut abortion = None;
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//start load task
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@ -157,7 +178,7 @@ fn start_required_tasks(
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postcard::to_allocvec(&ClientToServerMessage::ChunkSubRequest {
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chunk: position,
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}).unwrap().into_boxed_slice(),
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0,
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Channel::SubReq as usize,
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SendMode::Reliable
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);
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} else {
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@ -176,6 +197,10 @@ fn start_required_tasks(
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// ===========
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//log::trace!("Started loading chunk {position}");
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},
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// DesiredChunkState::Rendered:
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// Loaded -> CalculatingMesh
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// Rendered (dirty) -> RecalculatingMesh
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DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.mesh_dirty) => {
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//get needed data
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let Some(neighbors) = world.neighbors_all(position) else {
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@ -198,9 +223,41 @@ fn start_required_tasks(
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// ===========
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//log::trace!("Started generating mesh for chunk {position}");
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}
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_ => ()
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_ => {}, //panic!("Illegal state transition: {:?} -> {:?}", chunk.current_state, chunk.desired_state),
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}
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}
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//Now, separately process state change the state from Nothing to Unloading or Unloaded
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world.chunks.retain(|&position, chunk: &mut Chunk| {
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if chunk.desired_state == DesiredChunkState::Unloaded {
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assert!(chunk.current_state == CurrentChunkState::Nothing, "looks like chunk did not get properly downgraded to Nothing before unloading, this is a bug");
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chunk.current_state = CurrentChunkState::Unloading;
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//If in multiplayer, send a message to the server to unsubscribe from the chunk
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if let Some(client) = &mut udp_client {
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client.0.send(
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postcard::to_allocvec(
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&ClientToServerMessage::ChunkUnsubscribe { chunk: position }
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).unwrap().into_boxed_slice(),
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Channel::SubReq as usize,
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SendMode::Reliable
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);
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// and i think that's it, just kill the chunk right away, the server will take care of the rest
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//
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// because uflow's reliable packets are ordered, there should be no need to wait for the server to confirm the unsubscription
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// because client won't be able to subscribe to it again until the server finishes processing the unsubscription
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// :ferrisClueless:
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return false
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}
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//HACK, since save files are not implemented, just unload immediately
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return false
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}
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true
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});
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}
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fn process_completed_tasks(
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@ -215,6 +272,10 @@ fn process_completed_tasks(
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while let Some(res) = task_manager.receive() {
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match res {
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ChunkTaskResponse::LoadedChunk { position, chunk_data, mut queued } => {
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//If unwanted chunk is already loaded
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//It would be ~~...unethical~~ impossible to abort the operation at this point
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//Instead, we'll just throw it away
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//check if chunk exists
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let Some(chunk) = world.chunks.get_mut(&position) else {
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//to compensate, actually push the ops counter back by one
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@ -222,6 +283,8 @@ fn process_completed_tasks(
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continue
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};
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chunk.abortion = None;
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//check if chunk still wants it
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if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
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log::warn!("block data discarded: state undesirable: {:?}", chunk.desired_state);
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