/* Minetest Copyright (C) 2013, 2017 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef MESH_GENERATOR_THREAD_HEADER #define MESH_GENERATOR_THREAD_HEADER #include "mapblock_mesh.h" #include "threading/mutex_auto_lock.h" #include "util/thread.h" struct CachedMapBlockData { v3s16 p; MapNode *data; // A copy of the MapBlock's data member int refcount_from_queue; int last_used_timestamp; CachedMapBlockData(); ~CachedMapBlockData(); }; struct QueuedMeshUpdate { v3s16 p; bool ack_block_to_server; bool urgent; int crack_level; v3s16 crack_pos; MeshMakeData *data; // This is generated in MeshUpdateQueue::pop() QueuedMeshUpdate(); ~QueuedMeshUpdate(); }; /* A thread-safe queue of mesh update tasks and a cache of MapBlock data */ class MeshUpdateQueue { enum UpdateMode { FORCE_UPDATE, SKIP_UPDATE_IF_ALREADY_CACHED, }; public: MeshUpdateQueue(Client *client); ~MeshUpdateQueue(); // Caches the block at p and its neighbors (if needed) and queues a mesh // update for the block at p void addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent); // Returned pointer must be deleted // Returns NULL if queue is empty QueuedMeshUpdate *pop(); u32 size() { MutexAutoLock lock(m_mutex); return m_queue.size(); } private: Client *m_client; std::vector m_queue; std::set m_urgents; std::map m_cache; Mutex m_mutex; // TODO: Add callback to update these when g_settings changes bool m_cache_enable_shaders; bool m_cache_use_tangent_vertices; bool m_cache_smooth_lighting; int m_meshgen_block_cache_size; CachedMapBlockData *cacheBlock(Map *map, v3s16 p, UpdateMode mode, size_t *cache_hit_counter = NULL); CachedMapBlockData *getCachedBlock(const v3s16 &p); void fillDataFromMapBlockCache(QueuedMeshUpdate *q); void cleanupCache(); }; struct MeshUpdateResult { v3s16 p; MapBlockMesh *mesh; bool ack_block_to_server; MeshUpdateResult() : p(-1338, -1338, -1338), mesh(NULL), ack_block_to_server(false) { } }; class MeshUpdateThread : public UpdateThread { public: MeshUpdateThread(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); v3s16 m_camera_offset; MutexedQueue m_queue_out; private: MeshUpdateQueue m_queue_in; // TODO: Add callback to update these when g_settings changes int m_generation_interval; protected: virtual void doUpdate(); }; #endif