# down the rate of mesh updates, thus reducing jitter on slower clients.
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
+# Number of threads to use for mesh generation.
+# Value of 0 (default) will let Minetest autodetect the number of available threads.
+mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
+
+
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
m_sound(sound),
m_event(event),
m_rendering_engine(rendering_engine),
- m_mesh_update_thread(this),
+ m_mesh_update_manager(this),
m_env(
new ClientMap(this, rendering_engine, control, 666),
tsrc, this
if (m_mods_loaded)
m_script->on_shutdown();
//request all client managed threads to stop
- m_mesh_update_thread.stop();
+ m_mesh_update_manager.stop();
// Save local server map
if (m_localdb) {
infostream << "Local map saving ended." << std::endl;
bool Client::isShutdown()
{
- return m_shutdown || !m_mesh_update_thread.isRunning();
+ return m_shutdown || !m_mesh_update_manager.isRunning();
}
Client::~Client()
deleteAuthData();
- m_mesh_update_thread.stop();
- m_mesh_update_thread.wait();
- while (!m_mesh_update_thread.m_queue_out.empty()) {
- MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_frontNoEx();
+ m_mesh_update_manager.stop();
+ m_mesh_update_manager.wait();
+
+ MeshUpdateResult r;
+ while (m_mesh_update_manager.getNextResult(r))
delete r.mesh;
- }
-
delete m_inventory_from_server;
int num_processed_meshes = 0;
std::vector<v3s16> blocks_to_ack;
bool force_update_shadows = false;
- while (!m_mesh_update_thread.m_queue_out.empty())
+ MeshUpdateResult r;
+ while (m_mesh_update_manager.getNextResult(r))
{
num_processed_meshes++;
MinimapMapblock *minimap_mapblock = NULL;
bool do_mapper_update = true;
- MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_frontNoEx();
MapBlock *block = m_env.getMap().getBlockNoCreateNoEx(r.p);
if (block) {
// Delete the old mesh
if (b == NULL)
return;
- m_mesh_update_thread.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
+ m_mesh_update_manager.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
}
void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent)
{
- m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
+ m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
}
void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool urgent)
v3s16 blockpos = getNodeBlockPos(nodepos);
v3s16 blockpos_relative = blockpos * MAP_BLOCKSIZE;
- m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
+ m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
// Leading edge
if (nodepos.X == blockpos_relative.X)
addUpdateMeshTask(blockpos + v3s16(-1, 0, 0), false, urgent);
// Start mesh update thread after setting up content definitions
infostream<<"- Starting mesh update thread"<<std::endl;
- m_mesh_update_thread.start();
+ m_mesh_update_manager.start();
m_state = LC_Ready;
sendReady();
void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
void updateCameraOffset(v3s16 camera_offset)
- { m_mesh_update_thread.m_camera_offset = camera_offset; }
+ { m_mesh_update_manager.m_camera_offset = camera_offset; }
bool hasClientEvents() const { return !m_client_event_queue.empty(); }
// Get event from queue. If queue is empty, it triggers an assertion failure.
RenderingEngine *m_rendering_engine;
- MeshUpdateThread m_mesh_update_thread;
+ MeshUpdateManager m_mesh_update_manager;
ClientEnvironment m_env;
ParticleManager m_particle_manager;
std::unique_ptr<con::Connection> m_con;
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;
}
#include "mapblock_mesh.h"
#include "threading/mutex_auto_lock.h"
#include "util/thread.h"
+#include <vector>
+#include <memory>
struct CachedMapBlockData
{
// Returns NULL if queue is empty
QueuedMeshUpdate *pop();
+ // Marks a position as finished, unblocking the next update
+ void done(v3s16 pos);
+
u32 size()
{
MutexAutoLock lock(m_mutex);
std::vector<QueuedMeshUpdate *> m_queue;
std::unordered_set<v3s16> m_urgents;
std::unordered_map<v3s16, CachedMapBlockData *> m_cache;
+ std::unordered_set<v3s16> m_inflight_blocks;
u64 m_next_cache_cleanup; // milliseconds
std::mutex m_mutex;
MeshUpdateResult() = default;
};
-class MeshUpdateThread : public UpdateThread
+class MeshUpdateManager;
+
+class MeshUpdateWorkerThread : public UpdateThread
+{
+public:
+ MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset);
+
+protected:
+ virtual void doUpdate();
+
+private:
+ MeshUpdateQueue *m_queue_in;
+ MeshUpdateManager *m_manager;
+ v3s16 *m_camera_offset;
+
+ // TODO: Add callback to update these when g_settings changes
+ int m_generation_interval;
+};
+
+class MeshUpdateManager
{
public:
- MeshUpdateThread(Client *client);
+ MeshUpdateManager(Client *client);
// Caches the block at p and its neighbors (if needed) and queues a mesh
// update for the block at p
void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent,
bool update_neighbors = false);
+ void putResult(const MeshUpdateResult &r);
+ bool getNextResult(MeshUpdateResult &r);
+
v3s16 m_camera_offset;
- MutexedQueue<MeshUpdateResult> m_queue_out;
+
+ void start();
+ void stop();
+ void wait();
+
+ bool isRunning();
private:
- MeshUpdateQueue m_queue_in;
+ void deferUpdate();
- // TODO: Add callback to update these when g_settings changes
- int m_generation_interval;
-protected:
- virtual void doUpdate();
+ MeshUpdateQueue m_queue_in;
+ MutexedQueue<MeshUpdateResult> m_queue_out;
+ MutexedQueue<MeshUpdateResult> m_queue_out_urgent;
+
+ std::vector<std::unique_ptr<MeshUpdateWorkerThread>> m_workers;
};
infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl;
// We're gonna ask the result to be put into here
- static ResultQueue<std::string, u32, u8, u8> result_queue;
+ static thread_local ResultQueue<std::string, u32, u8, u8> result_queue;
// Throw a request in
m_get_texture_queue.add(name, 0, 0, &result_queue);
try {
while(true) {
- // Wait result for a second
+ // Wait for result for up to 4 seconds (empirical value)
GetResult<std::string, u32, u8, u8>
- result = result_queue.pop_front(1000);
+ result = result_queue.pop_front(4000);
if (result.key == name) {
return result.item;
settings->setDefault("mute_sound", "false");
settings->setDefault("enable_mesh_cache", "false");
settings->setDefault("mesh_generation_interval", "0");
+ settings->setDefault("mesh_generation_threads", "0");
settings->setDefault("meshgen_block_cache_size", "20");
settings->setDefault("enable_vbo", "true");
settings->setDefault("free_move", "false");
// Mesh update thread must be stopped while
// updating content definitions
- sanity_check(!m_mesh_update_thread.isRunning());
+ sanity_check(!m_mesh_update_manager.isRunning());
for (u16 i = 0; i < num_files; i++) {
std::string name, sha1_base64;
if (init_phase) {
// Mesh update thread must be stopped while
// updating content definitions
- sanity_check(!m_mesh_update_thread.isRunning());
+ sanity_check(!m_mesh_update_manager.isRunning());
}
for (u32 i = 0; i < num_files; i++) {
// Mesh update thread must be stopped while
// updating content definitions
- sanity_check(!m_mesh_update_thread.isRunning());
+ sanity_check(!m_mesh_update_manager.isRunning());
// Decompress node definitions
std::istringstream tmp_is(pkt->readLongString(), std::ios::binary);
// Mesh update thread must be stopped while
// updating content definitions
- sanity_check(!m_mesh_update_thread.isRunning());
+ sanity_check(!m_mesh_update_manager.isRunning());
// Decompress item definitions
std::istringstream tmp_is(pkt->readLongString(), std::ios::binary);