2022-04-15 14:45:01 -07:00
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#define _GNU_SOURCE // don't worry, GNU extensions are only used when available
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#include <dragonstd/queue.h>
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#include <sched.h>
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#include <stdatomic.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <pthread.h>
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#include "client/client.h"
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2022-04-20 09:07:46 -07:00
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#include "client/facedir.h"
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2022-04-15 14:45:01 -07:00
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#include "client/facecache.h"
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#include "client/client_config.h"
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#include "client/client_player.h"
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#include "client/client_terrain.h"
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#include "client/debug_menu.h"
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#include "client/terrain_gfx.h"
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#define MAX_REQUESTS 4
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Terrain *client_terrain;
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static atomic_bool cancel; // used to notify meshgen and sync thread about quit
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static Queue meshgen_tasks; // TerrainCHunk * queue (thread safe)
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static pthread_t *meshgen_threads; // consumer threads for meshgen queue
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static pthread_t sync_thread; // this thread requests new / changed chunks from server
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static u32 load_distance; // load distance sent by server
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static size_t load_chunks; // cached number of facecache positions to process every sync step (matches load distance)
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// meshgen functions
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// dequeue callback to update queue state in a thread safe manner
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static TerrainChunk *set_dequeued(TerrainChunk *chunk)
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{
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pthread_mutex_lock(&chunk->mtx);
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((TerrainChunkMeta *) chunk->extra)->queue = false;
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pthread_mutex_unlock(&chunk->mtx);
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return chunk;
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}
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// mesh generator step
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static void meshgen_step()
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{
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2022-04-17 04:35:41 -07:00
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TerrainChunk *chunk = queue_deq(&meshgen_tasks, &set_dequeued);
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if (chunk)
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terrain_gfx_make_chunk_model(chunk);
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}
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// sync functions
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// send chunk request command to server
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static void request_chunk(v3s32 pos)
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{
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dragonnet_peer_send_ToServerRequestChunk(client, &(ToServerRequestChunk) {
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.pos = pos
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});
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}
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// terrain synchronisation step
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static void sync_step()
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{
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static u64 tick = 0;
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static v3s32 *old_requests = NULL;
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static size_t old_num_requests = 0;
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v3f64 player_pos;
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2022-04-19 14:30:07 -07:00
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ClientEntity *entity = client_player_entity_local();
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if (entity) {
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pthread_rwlock_rdlock(&entity->lock_pos_rot);
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player_pos = entity->data.pos;
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pthread_rwlock_unlock(&entity->lock_pos_rot);
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refcount_drp(&entity->rc);
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} else {
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sched_yield();
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return;
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}
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v3s32 center = terrain_node_to_chunk_pos((v3s32) {player_pos.x, player_pos.y, player_pos.z}, NULL);
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u64 last_tick = tick++;
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v3s32 *requests = malloc(MAX_REQUESTS * sizeof *requests);
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size_t num_requests = 0;
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for (size_t i = 0; i < load_chunks; i++) {
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v3s32 pos = v3s32_add(facecache_get(i), center);
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TerrainChunk *chunk = terrain_get_chunk(client_terrain, pos, false);
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if (chunk) {
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pthread_mutex_lock(&chunk->mtx);
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TerrainChunkMeta *meta = chunk->extra;
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switch (meta->state) {
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case CHUNK_READY:
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// re-request chunks that got back into range
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if (meta->sync < last_tick)
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request_chunk(pos);
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__attribute__((fallthrough));
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case CHUNK_FRESH:
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meta->state = CHUNK_READY;
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meta->sync = tick;
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break;
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case CHUNK_RECIEVING:
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break;
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}
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pthread_mutex_unlock(&chunk->mtx);
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} else if (num_requests < MAX_REQUESTS) {
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// avoid duplicate requests
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bool requested = false;
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for (size_t i = 0; i < old_num_requests; i++) {
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if (v3s32_equals(old_requests[i], pos)) {
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requested = true;
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break;
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}
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}
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if (!requested)
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request_chunk(pos);
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requests[num_requests++] = pos;
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}
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}
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if (old_requests)
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free(old_requests);
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old_requests = requests;
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old_num_requests = num_requests;
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}
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// pthread routine for meshgen and sync thread
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static struct LoopThread {
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const char *name;
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void (*step)();
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} loop_threads[2] = {
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{"meshgen", &meshgen_step},
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{ "sync", &sync_step},
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};
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static void *loop_routine(struct LoopThread *thread)
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{
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#ifdef __GLIBC__ // check whether bloat is enabled
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pthread_setname_np(pthread_self(), thread->name);
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#endif // __GLIBC__
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// warning: extremely advanced logic
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while (!cancel)
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thread->step();
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return NULL;
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}
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// terrain callbacks
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// note: all these functions require the chunk mutex to be locked, which is always the case when a terrain callback is invoked
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// callback for initializing a newly created chunk
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// allocate and initialize meta data
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static void on_create_chunk(TerrainChunk *chunk)
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{
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TerrainChunkMeta *meta = chunk->extra = malloc(sizeof *meta);
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meta->state = CHUNK_RECIEVING;
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meta->queue = false;
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meta->sync = 0;
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meta->model = NULL;
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meta->empty = false;
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meta->has_model = false;
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for (int i = 0; i < 6; i++)
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meta->depends[i] = false;
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}
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// callback for deleting a chunk
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// free meta data
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static void on_delete_chunk(TerrainChunk *chunk)
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{
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free(chunk->extra);
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}
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// callback for determining whether a chunk should be returned by terrain_get_chunk
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// hold back chunks that have not been fully read from server yet when the create flag is not set
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static bool on_get_chunk(TerrainChunk *chunk, bool create)
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{
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return create || ((TerrainChunkMeta *) chunk->extra)->state > CHUNK_RECIEVING;
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}
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// public functions
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// called on startup
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void client_terrain_init()
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{
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client_terrain = terrain_create();
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client_terrain->callbacks.create_chunk = &on_create_chunk;
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client_terrain->callbacks.delete_chunk = &on_delete_chunk;
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client_terrain->callbacks.get_chunk = &on_get_chunk;
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client_terrain->callbacks.set_node = NULL;
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client_terrain->callbacks.after_set_node = NULL;
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cancel = false;
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queue_ini(&meshgen_tasks);
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client_terrain_set_load_distance(10); // some initial fuck idk just in case server is stupid
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sync_thread = 0;
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meshgen_threads = malloc(sizeof *meshgen_threads * client_config.meshgen_threads);
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for (unsigned int i = 0; i < client_config.meshgen_threads; i++)
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meshgen_threads[i] = 0; // but why???
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}
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// called on shutdown
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void client_terrain_deinit()
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{
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queue_clr(&meshgen_tasks, NULL, NULL, NULL);
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terrain_delete(client_terrain);
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}
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// start meshgen and sync threads
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void client_terrain_start()
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{
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for (unsigned int i = 0; i < client_config.meshgen_threads; i++)
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pthread_create(&meshgen_threads[i], NULL, (void *) &loop_routine, &loop_threads[0]);
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pthread_create(&sync_thread, NULL, (void *) &loop_routine, &loop_threads[1]);
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}
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// stop meshgen and sync threads
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void client_terrain_stop()
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{
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cancel = true;
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queue_cnl(&meshgen_tasks);
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for (unsigned int i = 0; i < client_config.meshgen_threads; i++)
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if (meshgen_threads[i])
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pthread_join(meshgen_threads[i], NULL);
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free(meshgen_threads);
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if (sync_thread)
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pthread_join(sync_thread, NULL);
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}
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// update load distance
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void client_terrain_set_load_distance(u32 dist)
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{
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load_distance = dist;
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load_chunks = facecache_count(load_distance);
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debug_menu_changed(ENTRY_LOAD_DISTANCE);
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}
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// return load distance
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u32 client_terrain_get_load_distance()
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{
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return load_distance;
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}
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// called when a chunk was recieved from server
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void client_terrain_chunk_received(TerrainChunk *chunk)
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{
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pthread_mutex_lock(&chunk->mtx);
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TerrainChunkMeta *meta = chunk->extra;
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if (meta->state == CHUNK_RECIEVING)
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meta->state = CHUNK_FRESH;
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client_terrain_meshgen_task(chunk, true);
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2022-04-20 09:49:37 -07:00
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pthread_mutex_unlock(&chunk->mtx);
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for (int i = 0; i < 6; i++) {
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TerrainChunk *neighbor = terrain_get_chunk(client_terrain,
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v3s32_sub(chunk->pos, facedir[i]), false);
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if (!neighbor)
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continue;
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pthread_mutex_lock(&neighbor->mtx);
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TerrainChunkMeta *neighbor_meta = neighbor->extra;
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if (neighbor_meta->depends[i])
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client_terrain_meshgen_task(neighbor, true);
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pthread_mutex_unlock(&neighbor->mtx);
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}
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}
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// enqueue chunk to mesh update queue
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void client_terrain_meshgen_task(TerrainChunk *chunk, bool changed)
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{
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TerrainChunkMeta *meta = chunk->extra;
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if (meta->queue)
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return;
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if (meta->empty) {
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meta->has_model = true;
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if (meta->model) {
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meta->model->flags.delete = 1;
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meta->model = NULL;
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}
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} else {
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meta->queue = true;
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2022-04-20 09:07:46 -07:00
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if (meta->has_model && changed)
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queue_ppd(&meshgen_tasks, chunk);
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else
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queue_enq(&meshgen_tasks, chunk);
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}
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}
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