Increase performance when sections to be rendered are wait on model bakery
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@@ -5,6 +5,7 @@ import it.unimi.dsi.fastutil.longs.Long2ObjectFunction;
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import it.unimi.dsi.fastutil.longs.Long2ObjectLinkedOpenHashMap;
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import me.cortex.voxy.client.core.model.IdNotYetComputedException;
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import me.cortex.voxy.client.core.model.ModelBakerySubsystem;
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import me.cortex.voxy.common.Logger;
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import me.cortex.voxy.common.world.WorldEngine;
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import me.cortex.voxy.common.world.WorldSection;
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import me.cortex.voxy.common.world.other.Mapper;
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@@ -18,6 +19,7 @@ import java.util.function.Supplier;
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//TODO: Add a render cache
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public class RenderGenerationService {
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private static final class BuildTask {
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WorldSection section;
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final long position;
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boolean hasDoneModelRequest;
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private BuildTask(long position) {
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@@ -79,7 +81,15 @@ public class RenderGenerationService {
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//task = (Math.random() < 0.1)?this.taskQueue.removeLast():this.taskQueue.removeFirst();
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}
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//long time = BuiltSection.getTime();
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var section = this.acquireSection(task.position);
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boolean shouldFreeSection = true;
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WorldSection section;
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if (task.section == null) {
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section = this.acquireSection(task.position);
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} else {
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section = task.section;
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}
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if (section == null) {
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this.resultConsumer.accept(BuiltSection.empty(task.position));
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return;
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@@ -103,7 +113,9 @@ public class RenderGenerationService {
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//The reason for the extra id parameter is that we explicitly add/check against the exception id due to e.g. requesting accross a chunk boarder wont be captured in the request
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this.computeAndRequestRequiredModels(section, e.id);
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}
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{//Keep the lock on the section, and attach it to the task, this prevents needing to re-aquire it later
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task.section = section;
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}
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{
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//We need to reinsert the build task into the queue
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BuildTask queuedTask;
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@@ -118,11 +130,22 @@ public class RenderGenerationService {
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if (queuedTask == task) {//use the == not .equal to see if we need to release a permit
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this.threads.execute();//Since we put in queue, release permit
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//If we did put it in the queue, dont release the section
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shouldFreeSection = false;
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} else {
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Logger.warn("Funkyness happened and multiple tasks for same section where in queue");
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//Things went bad, set section to null and ensure section is freed
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task.section = null;
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shouldFreeSection = true;
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}
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}
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}
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if (shouldFreeSection) {
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section.release();
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}
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if (mesh != null) {//If the mesh is null it means it didnt finish, so dont submit
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this.resultConsumer.accept(mesh);
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}
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