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this sucks
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@ -116,6 +116,9 @@ impl WorldSaveFile {
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header_modified = true;
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self.allocate_sector()
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});
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if header_modified {
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self.header.chunk_map.insert(position, sector);
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}
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let offset = sector as u64 * SECTOR_SIZE as u64;
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@ -2,9 +2,12 @@ use glam::IVec3;
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use flume::{Receiver, Sender, TryIter};
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use shipyard::Unique;
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use crate::chunk::BlockData;
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use super::WorldSaveFile;
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// Maximum amount of chunks to save in a single batch before checking if there are any pending read requests
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// may be broken, so currently disabled
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const MAX_SAVE_BATCH_SIZE: usize = usize::MAX;
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pub enum IOCommand {
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SaveChunk {
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position: IVec3,
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@ -39,6 +42,7 @@ struct IOThreadContext {
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tx: Sender<IOResponse>,
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rx: Receiver<IOCommand>,
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save: WorldSaveFile,
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save_queue: Vec<(IVec3, BlockData)>,
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}
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//TODO: Implement proper error handling (I/O errors are rlly common)
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@ -54,32 +58,80 @@ impl IOThreadContext {
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save: WorldSaveFile,
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) -> Self {
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// save.load_data().unwrap();
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Self { tx, rx, save }
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let save_queue = Vec::new();
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Self { tx, rx, save, save_queue }
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}
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pub fn run(mut self) {
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loop {
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match self.rx.recv().unwrap() {
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// because were waiting for the next command, we can't process the save_queue
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// which breaks batching, so we need to check if there are any pending save requests
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// and if there are, use non-blocking recv to give them a chance to be processed
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'rx: while let Some(command) = {
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if self.save_queue.len() > 0 {
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self.rx.try_recv().ok()
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} else {
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self.rx.recv().ok()
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}
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} {
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match command {
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IOCommand::SaveChunk { position, data } => {
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self.save.save_chunk(position, &data).unwrap();
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// if chunk already has a save request, overwrite it
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for (pos, old_data) in self.save_queue.iter_mut() {
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if *pos == position {
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*old_data = data;
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continue 'rx;
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}
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}
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// if not, save to the queue
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self.save_queue.push((position, data));
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//log::trace!("amt of unsaved chunks: {}", self.save_queue.len());
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}
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IOCommand::LoadChunk { position } => {
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// HOLD ON
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// first check if the chunk is already in the save queue
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// if it is, send it and continue
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// (NOT doing this WILL result in data loss if the user returns to the chunk too quickly)
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for (pos, data) in self.save_queue.iter() {
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if *pos == position {
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self.tx.send(IOResponse::ChunkLoaded { position, data: Some(data.clone()) }).unwrap();
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continue 'rx;
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}
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}
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let data = self.save.load_chunk(position).unwrap();
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self.tx.send(IOResponse::ChunkLoaded { position, data }).unwrap();
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}
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IOCommand::Kys => {
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// Process all pending write commands
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log::info!("info: queue has {} chunks", self.save_queue.len());
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let mut saved_amount = 0;
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for (pos, data) in self.save_queue.drain(..) {
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self.save.save_chunk(pos, &data).unwrap();
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saved_amount += 1;
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}
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log::debug!("now, moving on to the rx queue...");
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for cmd in self.rx.try_iter() {
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let IOCommand::SaveChunk { position, data } = cmd else {
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continue;
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};
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self.save.save_chunk(position, &data).unwrap();
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saved_amount += 1;
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}
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log::info!("saved {} chunks on exit", saved_amount);
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self.tx.send(IOResponse::Terminated).unwrap();
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return;
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}
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}
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}
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// between every betch of requests, check if there are any pending save requests
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if self.save_queue.len() > 0 {
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let will_drain = MAX_SAVE_BATCH_SIZE.min(self.save_queue.len());
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log::info!("saving {}/{} chunks with batch size {}...", will_drain, self.save_queue.len(), MAX_SAVE_BATCH_SIZE);
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for (pos, data) in self.save_queue.drain(..will_drain) {
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self.save.save_chunk(pos, &data).unwrap();
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}
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}
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}
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}
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}
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@ -62,10 +62,10 @@ impl ChunkStorage {
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}
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}
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#[derive(Unique)]
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pub struct WorldInfo {
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pub seed: u32,
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}
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// #[derive(Unique)]
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// pub struct WorldInfo {
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// pub seed: u32,
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// }
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#[derive(Default, Unique)]
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pub struct ChunkMeshStorage {
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@ -57,6 +57,7 @@ pub struct Chunk {
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pub desired_state: DesiredChunkState,
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pub abortion: Option<Arc<Atomic<AbortState>>>,
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pub mesh_dirty: bool,
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pub data_modified: bool,
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}
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impl Chunk {
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@ -69,6 +70,7 @@ impl Chunk {
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desired_state: Default::default(),
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abortion: None,
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mesh_dirty: false,
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data_modified: false,
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}
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}
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}
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@ -282,6 +282,9 @@ fn process_state_changes(
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//TODO IMPORTANT: WAIT FOR CHUNK TO FINISH SAVING FIRST BEFORE TRANSITIONING TO UNLOADED
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// OTHERWISE WE WILL LOSE THE SAVE DATA IF THE USER COMES BACK TO THE CHUNK TOO QUICKLY
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// ==========================================================
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//XXX: CHECK IF WE REALLY NEED THIS OR IF WE CAN JUST KILL THE CHUNK RIGHT AWAY
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//CHANGES TO CHUNK SAVING LOGIC SHOULD HAVE MADE THE ABOVE COMMENT OBSOLETE
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if let Some(io) = &io {
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if let Some(block_data) = &chunk.block_data {
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// log::debug!("issue save command");
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@ -27,6 +27,7 @@ pub fn apply_queued_blocks(
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let (chunk_pos, block_pos) = ChunkStorage::to_chunk_coords(event.position);
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let chunk = world.chunks.get_mut(&chunk_pos).expect("This error should never happen, if it does then something is super fucked up and the whole project needs to be burnt down.");
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chunk.mesh_dirty = true;
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chunk.data_modified = true;
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//If block pos is close to the border, some neighbors may be dirty!
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const DIRECTIONS: [IVec3; 6] = [
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ivec3(1, 0, 0),
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