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Fix thread loops missing blocks
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7357060377
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4d6765130d
@ -3,6 +3,7 @@
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#include <core/vector.h>
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#include <core/dvector.h>
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#include <core/ustring.h>
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#include "vector3i.h"
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// Takes elements starting from a given position and moves them at the beginning,
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@ -40,4 +41,8 @@ void copy_to(PoolVector<T> &to, const Vector<T> &from) {
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}
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}
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inline String ptr2s(const void *p) {
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return String::num_uint64((uint64_t)p, 16);
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}
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#endif // HEADER_VOXEL_UTILITY_H
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@ -147,7 +147,7 @@ void VoxelMeshUpdater::thread_func() {
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}
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uint32_t time = OS::get_singleton()->get_ticks_msec();
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if (time >= sync_time) {
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if (time >= sync_time || _input.blocks.empty()) {
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thread_sync(queue_index, stats);
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@ -40,7 +40,7 @@ void VoxelProviderThread::push(const InputData &input) {
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{
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MutexLock lock(_input_mutex);
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// TODO If the same update is sent twice, keep only the latest one
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// TODO If the same request is sent twice, keep only the latest one
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_shared_input.blocks_to_emerge.append_array(input.blocks_to_emerge);
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_shared_input.blocks_to_immerge.append_array(input.blocks_to_immerge);
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@ -125,7 +125,7 @@ void VoxelProviderThread::thread_func() {
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}
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uint32_t time = OS::get_singleton()->get_ticks_msec();
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if (time >= sync_time) {
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if (time >= sync_time || _input.is_empty()) {
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thread_sync(emerge_index, stats);
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@ -578,8 +578,9 @@ void VoxelTerrain::_process() {
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// TODO What if the map is really composed of empty blocks?
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if (_map->is_block_surrounded(npos)) {
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if (state && *state == BLOCK_UPDATE_NOT_SENT || *state == BLOCK_UPDATE_SENT) {
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if (state && *state == BLOCK_UPDATE_NOT_SENT) {
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// Assuming it is scheduled to be updated already.
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// In case of BLOCK_UPDATE_SENT, we'll have to resend it.
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continue;
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}
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