mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 14:28:43 -06:00
do partial impl
This commit is contained in:
parent
2466c02937
commit
570382520c
|
@ -21,7 +21,7 @@ pub enum IOCommand {
|
|||
Kys,
|
||||
}
|
||||
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum IOResponse {
|
||||
/// A chunk has been loaded from the disk
|
||||
/// Or not, in which case the data will be None
|
||||
|
@ -69,7 +69,10 @@ impl IOThreadContext {
|
|||
}
|
||||
IOCommand::Kys => {
|
||||
// Process all pending write commands
|
||||
while let IOCommand::SaveChunk { position, data } = self.rx.recv().unwrap() {
|
||||
for cmd in self.rx.try_iter() {
|
||||
let IOCommand::SaveChunk { position, data } = cmd else {
|
||||
continue;
|
||||
};
|
||||
self.save.save_chunk(position, &data).unwrap();
|
||||
}
|
||||
self.tx.send(IOResponse::Terminated).unwrap();
|
||||
|
@ -119,22 +122,28 @@ impl IOSingleThread {
|
|||
|
||||
/// Signal the IO thread to process the remaining requests and wait for it to terminate
|
||||
pub fn stop_sync(&self) {
|
||||
log::debug!("Stopping IO thread (sync)");
|
||||
|
||||
// Tell the thread to terminate and wait for it to finish
|
||||
self.tx.send(IOCommand::Kys).unwrap();
|
||||
while !matches!(self.rx.recv().unwrap(), IOResponse::Terminated) {}
|
||||
|
||||
// HACK "we have .join at home"
|
||||
while !self.handle.is_finished() {}
|
||||
|
||||
log::debug!("IO thread stopped"); //almost lol
|
||||
}
|
||||
|
||||
/// Same as stop_sync but doesn't wait for the IO thread to terminate
|
||||
pub fn stop_async(&self) {
|
||||
log::debug!("Stopping IO thread (async)");
|
||||
self.tx.send(IOCommand::Kys).unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
impl Drop for IOSingleThread {
|
||||
fn drop(&mut self) {
|
||||
log::trace!("IOSingleThread dropped, about to sync unsaved data...");
|
||||
self.stop_sync();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
use std::sync::Arc;
|
||||
use atomic::{Atomic, Ordering};
|
||||
use glam::{IVec3, ivec3};
|
||||
use kubi_shared::{networking::{channels::Channel, messages::ClientToServerMessage}, worldgen::AbortState};
|
||||
use kubi_shared::{
|
||||
data::io_thread::{IOCommand, IOResponse, IOThreadManager},
|
||||
networking::{channels::Channel, messages::ClientToServerMessage},
|
||||
worldgen::AbortState,
|
||||
};
|
||||
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
|
||||
use uflow::SendMode;
|
||||
use wgpu::util::DeviceExt;
|
||||
|
@ -20,6 +24,8 @@ use super::{
|
|||
queue::BlockUpdateQueue,
|
||||
};
|
||||
|
||||
const WORLD_SEED: u64 = 0xbeef_face_dead_cafe;
|
||||
|
||||
const MAX_CHUNK_OPS_INGAME: usize = 8;
|
||||
const MAX_CHUNK_OPS: usize = 32;
|
||||
|
||||
|
@ -92,6 +98,7 @@ pub fn update_chunks_if_player_moved(
|
|||
|
||||
fn process_state_changes(
|
||||
task_manager: UniqueView<ChunkTaskManager>,
|
||||
io: Option<UniqueView<IOThreadManager>>,
|
||||
mut udp_client: Option<UniqueViewMut<UdpClient>>,
|
||||
mut world: UniqueViewMut<ChunkStorage>,
|
||||
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
|
||||
|
@ -135,7 +142,7 @@ fn process_state_changes(
|
|||
chunk.current_state,
|
||||
CurrentChunkState::Loaded | CurrentChunkState::CalculatingMesh,
|
||||
) => {
|
||||
chunk.block_data = None;
|
||||
// chunk.block_data = None; //HACK when downgrading, keep the data so we can save it
|
||||
chunk.current_state = CurrentChunkState::Nothing;
|
||||
},
|
||||
|
||||
|
@ -184,18 +191,33 @@ fn process_state_changes(
|
|||
SendMode::Reliable
|
||||
);
|
||||
} else {
|
||||
let atomic = Arc::new(Atomic::new(AbortState::Continue));
|
||||
task_manager.spawn_task(ChunkTask::ChunkWorldgen {
|
||||
seed: 0xbeef_face_dead_cafe,
|
||||
position,
|
||||
abortion: Some(Arc::clone(&atomic)),
|
||||
});
|
||||
abortion = Some(atomic);
|
||||
|
||||
// ============================================================
|
||||
// TODO IMPORTANT: DO NOT WAIT FOR THE IO THREAD TO RESPOND, THIS WILL CAUSE A TERRIBLE BOTTLENECK
|
||||
// find a way to check the world save header from the main thread instead!
|
||||
// ============================================================
|
||||
|
||||
if let Some(io) = &io {
|
||||
// Try to load the chunk from the save file
|
||||
// In case that fails, we will run worldgen once the IO thread responds
|
||||
io.send(IOCommand::LoadChunk { position });
|
||||
} else {
|
||||
// If there's no IO thread, we'll just run worldgen right away
|
||||
let atomic = Arc::new(Atomic::new(AbortState::Continue));
|
||||
task_manager.spawn_task(ChunkTask::ChunkWorldgen {
|
||||
seed: WORLD_SEED,
|
||||
position,
|
||||
abortion: Some(Arc::clone(&atomic)),
|
||||
});
|
||||
abortion = Some(atomic);
|
||||
}
|
||||
}
|
||||
|
||||
//Update chunk state
|
||||
let chunk = world.chunks.get_mut(&position).unwrap();
|
||||
chunk.current_state = CurrentChunkState::Loading;
|
||||
chunk.abortion = abortion;
|
||||
|
||||
// ===========
|
||||
//log::trace!("Started loading chunk {position}");
|
||||
},
|
||||
|
@ -254,7 +276,22 @@ fn process_state_changes(
|
|||
return false
|
||||
}
|
||||
|
||||
//HACK, since save files are not implemented, just unload immediately
|
||||
// If in singleplayer and have an open save file, we need to save the chunk to the disk
|
||||
|
||||
// ==========================================================
|
||||
//TODO IMPORTANT: WAIT FOR CHUNK TO FINISH SAVING FIRST BEFORE TRANSITIONING TO UNLOADED
|
||||
// OTHERWISE WE WILL LOSE THE SAVE DATA IF THE USER COMES BACK TO THE CHUNK TOO QUICKLY
|
||||
// ==========================================================
|
||||
if let Some(io) = &io {
|
||||
if let Some(block_data) = &chunk.block_data {
|
||||
// log::debug!("issue save command");
|
||||
io.send(IOCommand::SaveChunk {
|
||||
position,
|
||||
data: block_data.blocks.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
true
|
||||
|
@ -264,6 +301,7 @@ fn process_state_changes(
|
|||
|
||||
fn process_completed_tasks(
|
||||
task_manager: UniqueView<ChunkTaskManager>,
|
||||
io: Option<UniqueView<IOThreadManager>>,
|
||||
mut world: UniqueViewMut<ChunkStorage>,
|
||||
mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
|
||||
renderer: UniqueView<Renderer>,
|
||||
|
@ -271,9 +309,68 @@ fn process_completed_tasks(
|
|||
mut queue: UniqueViewMut<BlockUpdateQueue>,
|
||||
) {
|
||||
let mut ops: usize = 0;
|
||||
while let Some(res) = task_manager.receive() {
|
||||
|
||||
//TODO reduce code duplication between loaded/generated chunks
|
||||
|
||||
// Process IO first
|
||||
if let Some(io) = &io {
|
||||
for response in io.poll() {
|
||||
let IOResponse::ChunkLoaded { position, data } = response else {
|
||||
//TODO this is bad
|
||||
panic!("Unexpected IO response: {:?}", response);
|
||||
};
|
||||
|
||||
//check if chunk exists
|
||||
let Some(chunk) = world.chunks.get_mut(&position) else {
|
||||
log::warn!("LOADED blocks data discarded: chunk doesn't exist");
|
||||
continue
|
||||
};
|
||||
|
||||
//we cannot have abortion here but just in case, reset it
|
||||
chunk.abortion = None;
|
||||
|
||||
//check if chunk still wants it
|
||||
if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
|
||||
log::warn!("LOADED block data discarded: state undesirable: {:?}", chunk.desired_state);
|
||||
continue
|
||||
}
|
||||
|
||||
// check if we actually got the data
|
||||
if let Some(data) = data {
|
||||
// If we did get the data, yay :3
|
||||
chunk.block_data = Some(ChunkData {
|
||||
blocks: data
|
||||
});
|
||||
chunk.current_state = CurrentChunkState::Loaded;
|
||||
ops += 1;
|
||||
} else {
|
||||
// If we didn't get the data, we need to run worldgen
|
||||
//TODO: this is a terrible bottleneck
|
||||
let atomic = Arc::new(Atomic::new(AbortState::Continue));
|
||||
task_manager.spawn_task(ChunkTask::ChunkWorldgen {
|
||||
seed: WORLD_SEED,
|
||||
position,
|
||||
abortion: Some(Arc::clone(&atomic)),
|
||||
});
|
||||
chunk.abortion = Some(atomic);
|
||||
}
|
||||
}
|
||||
|
||||
//return early if we've reached the limit
|
||||
if ops >= match *state {
|
||||
GameState::InGame => MAX_CHUNK_OPS_INGAME,
|
||||
_ => MAX_CHUNK_OPS,
|
||||
} { return }
|
||||
// XXX: this will completely skip polling the task manager if we've reached the limit
|
||||
// this is probably fine, but it might be worth revisiting later
|
||||
}
|
||||
|
||||
for res in task_manager.poll() {
|
||||
match res {
|
||||
ChunkTaskResponse::ChunkWorldgenDone { position, chunk_data, mut queued } => {
|
||||
//TODO this can fuck shit up really badly if io op gets overwritten by worldgen chunk
|
||||
//TODO only accept if loading stage, not loaded
|
||||
|
||||
//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
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use std::sync::Arc;
|
||||
use atomic::Atomic;
|
||||
use flume::{Sender, Receiver};
|
||||
use flume::{Receiver, Sender, TryIter};
|
||||
use glam::IVec3;
|
||||
use kubi_shared::{queue::QueuedBlock, worldgen::AbortState};
|
||||
use shipyard::Unique;
|
||||
|
@ -89,7 +89,12 @@ impl ChunkTaskManager {
|
|||
});
|
||||
}
|
||||
|
||||
#[deprecated(note = "use poll instead")]
|
||||
pub fn receive(&self) -> Option<ChunkTaskResponse> {
|
||||
self.channel.1.try_recv().ok()
|
||||
}
|
||||
|
||||
pub fn poll(&self) -> TryIter<ChunkTaskResponse> {
|
||||
self.channel.1.try_iter()
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue