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https://github.com/Relintai/voxelman.git
synced 2025-02-14 16:40:06 +01:00
More work on Chunk's threading.
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parent
e4b094a27c
commit
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@ -654,6 +654,7 @@ void VoxelChunk::build_prioritized() {
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void VoxelChunk::build_step() {
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ERR_FAIL_COND(!has_next_phase());
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ERR_FAIL_COND(!_thread_finished);
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if (get_is_build_threaded()) {
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if (_build_thread) {
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@ -672,9 +673,15 @@ void VoxelChunk::build_step() {
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void VoxelChunk::_build_step_threaded(void *_userdata) {
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VoxelChunk *vc = (VoxelChunk *)_userdata;
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ERR_FAIL_COND(!vc->_thread_finished);
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vc->_thread_finished = false;
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while (vc->has_next_phase() && vc->get_build_phase_done()) {
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vc->build_phase();
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}
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vc->_thread_finished = true;
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}
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void VoxelChunk::build_phase() {
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@ -727,20 +734,37 @@ void VoxelChunk::_build_phase(int phase) {
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
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if (get_create_collider()) {
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if (_body_rid == RID()) {
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create_colliders();
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->build_collider(_shape_rid);
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}
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if (!get_create_collider()) {
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next_phase();
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return;
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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temp_arr_collider.append_array(mesher->build_collider());
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}
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//if (_is_build_threaded) {
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// set_physics_process_internal(true);
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// return;
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//}
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if (temp_arr_collider.size() == 0) {
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next_phase();
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return;
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}
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if (_body_rid == RID()) {
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create_colliders();
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}
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PhysicsServer::get_singleton()->shape_set_data(_shape_rid, temp_arr_collider);
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temp_arr_collider.resize(0);
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next_phase();
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return;
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@ -848,11 +872,17 @@ void VoxelChunk::_build_phase(int phase) {
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return;
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}
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case BUILD_PHASE_PROP_COLLIDER: {
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if (!get_create_collider()) {
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next_phase();
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return;
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}
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if (_props.size() > 0) {
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if (get_create_collider()) {
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build_prop_collider();
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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temp_arr_collider.append_array(mesher->build_collider());
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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@ -863,6 +893,24 @@ void VoxelChunk::_build_phase(int phase) {
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mesher->reset();
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}
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if (temp_arr_collider.size() == 0) {
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next_phase();
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return;
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}
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//if (_is_build_threaded) {
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// set_physics_process_internal(true);
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// return;
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//}
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if (_prop_body_rid == RID()) {
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allocate_prop_colliders();
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}
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PhysicsServer::get_singleton()->shape_set_data(_shape_rid, temp_arr_collider);
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temp_arr_collider.resize(0);
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next_phase();
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return;
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@ -1144,19 +1192,6 @@ void VoxelChunk::allocate_prop_colliders() {
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PhysicsServer::get_singleton()->body_set_state(_prop_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(_position_x * _size_x * _voxel_scale, _position_y * _size_y * _voxel_scale, _position_z * _size_z * _voxel_scale)));
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PhysicsServer::get_singleton()->body_set_space(_prop_body_rid, get_voxel_world()->get_world()->get_space());
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}
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void VoxelChunk::build_prop_collider() {
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if (_prop_shape_rid == RID()) {
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allocate_prop_colliders();
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}
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->build_collider(_prop_shape_rid);
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}
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}
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void VoxelChunk::free_prop_colliders() {
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if (_prop_body_rid != RID()) {
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PhysicsServer::get_singleton()->free(_prop_body_rid);
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@ -1397,6 +1432,7 @@ VoxelChunk::VoxelChunk() {
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_build_phase_done_mutex = Mutex::create();
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_build_phase_done = false;
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_build_thread = NULL;
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_thread_finished = true;
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}
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VoxelChunk::~VoxelChunk() {
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@ -1439,7 +1475,7 @@ void VoxelChunk::_notification(int p_what) {
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}
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}
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case NOTIFICATION_INTERNAL_PROCESS: {
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if (get_is_generating() && has_next_phase() && get_build_phase_done()) {
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if (_thread_finished && get_is_generating() && has_next_phase() && get_build_phase_done()) {
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if (!_voxel_world->can_chunk_do_build_step())
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return;
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@ -1448,6 +1484,30 @@ void VoxelChunk::_notification(int p_what) {
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build_step();
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}
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}
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (get_is_generating()) {
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if (_thread_finished && get_current_build_phase() == BUILD_PHASE_TERRARIN_MESH_COLLIDER) {
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if (_body_rid == RID()) {
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create_colliders();
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}
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PhysicsServer::get_singleton()->shape_set_data(_shape_rid, temp_arr_collider);
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temp_arr_collider.resize(0);
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next_phase();
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} else if (_thread_finished && get_current_build_phase() == BUILD_PHASE_PROP_COLLIDER) {
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if (_prop_body_rid == RID()) {
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allocate_prop_colliders();
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}
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PhysicsServer::get_singleton()->shape_set_data(_prop_shape_rid, temp_arr_collider);
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temp_arr_collider.resize(0);
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next_phase();
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}
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}
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}
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}
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}
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@ -1698,7 +1758,6 @@ void VoxelChunk::_bind_methods() {
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ClassDB::bind_method(D_METHOD("remove_prop", "index"), &VoxelChunk::remove_prop);
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ClassDB::bind_method(D_METHOD("clear_props"), &VoxelChunk::clear_props);
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ClassDB::bind_method(D_METHOD("build_prop_collider"), &VoxelChunk::build_prop_collider);
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ClassDB::bind_method(D_METHOD("free_spawn_props"), &VoxelChunk::free_spawn_props);
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ClassDB::bind_method(D_METHOD("allocate_main_mesh"), &VoxelChunk::allocate_main_mesh);
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@ -273,7 +273,6 @@ public:
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void remove_prop(int index);
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void clear_props();
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void build_prop_collider();
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void free_spawn_props();
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//Meshes
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@ -393,6 +392,10 @@ protected:
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Mutex *_build_phase_done_mutex;
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bool _build_phase_done;
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Thread *_build_thread;
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bool _thread_finished;
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Array temp_array;
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PoolVector<Vector3> temp_arr_collider;
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};
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VARIANT_ENUM_CAST(VoxelChunk::DefaultChannels);
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