for (std::vector<QueuedMeshUpdate*>::iterator i = m_queue.begin();
i != m_queue.end(); ++i) {
QueuedMeshUpdate *q = *i;
- if(must_be_urgent && m_urgents.count(q->p) == 0)
+ if (must_be_urgent && m_urgents.count(q->p) == 0)
+ continue;
+ // Make sure no two threads are processing the same mapblock, as that causes racing conditions
+ if (m_inflight_blocks.find(q->p) != m_inflight_blocks.end())
continue;
m_queue.erase(i);
m_urgents.erase(q->p);
+ m_inflight_blocks.insert(q->p);
fillDataFromMapBlockCache(q);
return q;
}
return NULL;
}
+void MeshUpdateQueue::done(v3s16 pos)
+{
+ MutexAutoLock lock(m_mutex);
+ m_inflight_blocks.erase(pos);
+}
+
CachedMapBlockData* MeshUpdateQueue::cacheBlock(Map *map, v3s16 p, UpdateMode mode,
size_t *cache_hit_counter)
{
}
/*
- MeshUpdateThread
+ MeshUpdateWorkerThread
*/
-MeshUpdateThread::MeshUpdateThread(Client *client):
- UpdateThread("Mesh"),
- m_queue_in(client)
+MeshUpdateWorkerThread::MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset) :
+ UpdateThread("Mesh"), m_queue_in(queue_in), m_manager(manager), m_camera_offset(camera_offset)
{
m_generation_interval = g_settings->getU16("mesh_generation_interval");
m_generation_interval = rangelim(m_generation_interval, 0, 50);
}
-void MeshUpdateThread::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
+void MeshUpdateWorkerThread::doUpdate()
+{
+ QueuedMeshUpdate *q;
+ while ((q = m_queue_in->pop())) {
+ if (m_generation_interval)
+ sleep_ms(m_generation_interval);
+ ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)");
+
+ MapBlockMesh *mesh_new = new MapBlockMesh(q->data, *m_camera_offset);
+
+
+
+ MeshUpdateResult r;
+ r.p = q->p;
+ r.mesh = mesh_new;
+ r.ack_block_to_server = q->ack_block_to_server;
+ r.urgent = q->urgent;
+
+ m_manager->putResult(r);
+ m_queue_in->done(q->p);
+ delete q;
+ }
+}
+
+/*
+ MeshUpdateManager
+*/
+
+MeshUpdateManager::MeshUpdateManager(Client *client):
+ m_queue_in(client)
+{
+ int number_of_threads = rangelim(g_settings->getS32("mesh_generation_threads"), 0, 8);
+
+ // Automatically use 33% of the system cores for mesh generation, max 4
+ if (number_of_threads == 0)
+ number_of_threads = MYMIN(4, Thread::getNumberOfProcessors() / 3);
+
+ // use at least one thread
+ number_of_threads = MYMAX(1, number_of_threads);
+ infostream << "MeshUpdateManager: using " << number_of_threads << " threads" << std::endl;
+
+ for (int i = 0; i < number_of_threads; i++)
+ m_workers.push_back(std::make_unique<MeshUpdateWorkerThread>(&m_queue_in, this, &m_camera_offset));
+}
+
+void MeshUpdateManager::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
bool urgent, bool update_neighbors)
{
static thread_local const bool many_neighbors =
deferUpdate();
}
-void MeshUpdateThread::doUpdate()
+void MeshUpdateManager::putResult(const MeshUpdateResult &result)
{
- QueuedMeshUpdate *q;
- while ((q = m_queue_in.pop())) {
- if (m_generation_interval)
- sleep_ms(m_generation_interval);
- ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)");
+ if (result.urgent)
+ m_queue_out_urgent.push_back(result);
+ else
+ m_queue_out.push_back(result);
+}
- MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset);
+bool MeshUpdateManager::getNextResult(MeshUpdateResult &r)
+{
+ if (!m_queue_out_urgent.empty()) {
+ r = m_queue_out_urgent.pop_frontNoEx();
+ return true;
+ }
- MeshUpdateResult r;
- r.p = q->p;
- r.mesh = mesh_new;
- r.ack_block_to_server = q->ack_block_to_server;
- r.urgent = q->urgent;
+ if (!m_queue_out.empty()) {
+ r = m_queue_out.pop_frontNoEx();
+ return true;
+ }
- m_queue_out.push_back(r);
+ return false;
+}
- delete q;
- }
+void MeshUpdateManager::deferUpdate()
+{
+ for (auto &thread : m_workers)
+ thread->deferUpdate();
+}
+
+void MeshUpdateManager::start()
+{
+ for (auto &thread: m_workers)
+ thread->start();
+}
+
+void MeshUpdateManager::stop()
+{
+ for (auto &thread: m_workers)
+ thread->stop();
+}
+
+void MeshUpdateManager::wait()
+{
+ for (auto &thread: m_workers)
+ thread->wait();
+}
+
+bool MeshUpdateManager::isRunning()
+{
+ for (auto &thread: m_workers)
+ if (thread->isRunning())
+ return true;
+ return false;
}