moved chunkgen to 2nd thread, initial solution
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675b451723
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7 changed files with 134 additions and 70 deletions
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@ -10,9 +10,12 @@ extends Node2D
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# which is extremely slow in godot 4.0, 4096x4096 takes minutes to fill with set_cell() commands
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var chunks:Dictionary = {}
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var unready_chunks:Dictionary = {}
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var window_width = DisplayServer.window_get_size(0).x
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var distance = abs((window_width/(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X)) / 2 +1 )
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var mutex:Mutex
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var semaphore:Semaphore
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var thread:Thread
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var exit_thread = false
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func _init() -> void:
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@ -20,44 +23,73 @@ func _init() -> void:
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func _process(_delta):
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# if !Globals.worlgen_ready || Globals.chunk_queue.size() > 64:
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# return
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update_chunks()
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clean_up_chunks()
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reset_chunks()
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reset_chunks()
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#print(self.get_child_count())
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func _ready():
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#thread = Thread.new()
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#print(distance)
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pass
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mutex = Mutex.new()
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semaphore = Semaphore.new()
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exit_thread = false
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thread = Thread.new()
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thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
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func start_chunkgen():
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while true:
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semaphore.wait()
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mutex.lock()
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var should_exit = exit_thread # Protect with Mutex.
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mutex.unlock()
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if should_exit:
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break
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if Globals.chunk_queue.size() > 0:
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mutex.lock()
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var vars = Globals.chunk_queue.pop_front()
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mutex.unlock()
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load_chunk(vars[0].y, vars[0].x, vars[1])
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# Thread must be disposed (or "joined"), for portability.
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func _exit_tree():
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# Set exit condition to true.
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mutex.lock()
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exit_thread = true # Protect with Mutex.
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mutex.unlock()
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# Unblock by posting.
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semaphore.post()
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# Wait until it exits.
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thread.wait_to_finish()
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func add_chunk(x:int, y:int) -> void:
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var key = str(y) + "," + str(x)
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if chunks.has(key):
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return
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load_chunk(x, y, key)
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func clean_up_chunks():
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for key in chunks:
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var chunk = chunks[key]
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if chunk.should_remove:
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chunk.queue_free()
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chunks.erase(key)
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func clear_chunk(pos:Vector2i) -> void:
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self.chunks[pos.y][pos.x].clear()
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func correction_factor(distance) -> float:
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func correction_factor(d) -> float:
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if Globals.CAMERA_ZOOM_LEVEL < 0.6:
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return distance * 2.0
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return d * 2.0
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elif Globals.CAMERA_ZOOM_LEVEL > 1.0:
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return distance
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return d
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else:
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return distance * ( 1 + 2 * (1-Globals.CAMERA_ZOOM_LEVEL) )
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return d * ( 1 + 2 * (1-Globals.CAMERA_ZOOM_LEVEL) )
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func get_chunk(x:int, y:int):
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var key = str(y) + "," + str(x)
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@ -65,22 +97,26 @@ func get_chunk(x:int, y:int):
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return chunks.get(key)
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return null
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func load_chunk(x:int, y:int, key:String):
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var chunk = Chunk.new(x,y)
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self.add_child(chunk)
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func load_chunk(y:int, x:int, key):
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var chunk = Chunk.new(y, x, false)
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call_deferred("add_child", chunk)
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mutex.lock()
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chunks[key] = chunk
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Globals.chunks_loaded += 1
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mutex.unlock()
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func reset_chunks():
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# avoid trying to edit already removed chunks
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mutex.lock()
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for key in chunks:
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chunks[key].should_remove = true
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mutex.unlock()
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func update_chunks():
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func update_chunks():
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var p_x = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x
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var p_y = int(Globals.CAMERA_POSITION.y- Globals.CHUNK_SIZE.y) / Globals.TILE_SIZE_Y / Globals.CHUNK_SIZE.y
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@ -88,13 +124,23 @@ func update_chunks():
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# based on current zoom level.
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var zoom_corrected = correction_factor(distance)
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# iterate through all the chunks. if a chunk is in camera range,
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# and it exists, it should not be removed
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# if chunk should be in range and it doesn't exist, it will be
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# created by adding the coords to a work queue
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for y in Globals.map_size/Globals.CHUNK_SIZE.y:
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for x in Globals.map_size/Globals.CHUNK_SIZE.x:
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if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected):
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add_chunk(x, y)
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var chunk = get_chunk(x,y)
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if chunk != null:
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chunk.should_remove = false
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if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected):
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var key = str(y) + "," + str(x)
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if chunks.has(key):
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var chunk = get_chunk(x,y)
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if chunk != null:
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chunk.should_remove = false
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else:
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mutex.lock()
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Globals.chunk_queue.push_back([Vector2i(x, y), key])
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mutex.unlock()
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semaphore.post()
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