class_name ChunkHandler extends Node2D # one tilemap is one chunk # map consists of many chunks # chunks are loaded to view when needed # chunks are deleted after they are no longer needed (in view) # This is done to speed up game loading and avoiding setting one large tilemap in one go # which is extremely slow in godot 4.0, 4096x4096 takes minutes to fill with set_cell() commands var chunks:Dictionary = {} var window_width = DisplayServer.window_get_size(0).x var distance = abs((window_width/(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X)) / 2 +1 ) var mutex:Mutex var semaphore:Semaphore var thread:Thread var exit_thread = false func _init() -> void: self.name = "ChunkHandler" func _process(_delta): # if !Globals.worlgen_ready || Globals.chunk_queue.size() > 64: # return update_chunks() clean_up_chunks() reset_chunks() #print(self.get_child_count()) func _ready(): mutex = Mutex.new() semaphore = Semaphore.new() exit_thread = false thread = Thread.new() thread.start(start_chunkgen, Thread.PRIORITY_NORMAL) func start_chunkgen(): while true: semaphore.wait() mutex.lock() var should_exit = exit_thread # Protect with Mutex. mutex.unlock() if should_exit: break if Globals.chunk_queue.size() > 0: mutex.lock() var vars = Globals.chunk_queue.pop_front() mutex.unlock() load_chunk(vars[0].y, vars[0].x, vars[1]) # Thread must be disposed (or "joined"), for portability. func _exit_tree(): # Set exit condition to true. mutex.lock() exit_thread = true # Protect with Mutex. mutex.unlock() # Unblock by posting. semaphore.post() # Wait until it exits. thread.wait_to_finish() func clean_up_chunks(): for key in chunks: var chunk = chunks[key] if chunk.should_remove: chunk.queue_free() chunks.erase(key) func correction_factor(d) -> float: if Globals.CAMERA_ZOOM_LEVEL < 0.6: return d * 2.0 elif Globals.CAMERA_ZOOM_LEVEL > 1.0: return d else: return d * ( 1 + 2 * (1-Globals.CAMERA_ZOOM_LEVEL) ) func get_chunk(x:int, y:int): var key = str(y) + "," + str(x) if self.chunks.has(key): return chunks.get(key) return null func load_chunk(y:int, x:int, key): var chunk = Chunk.new(y, x, false) call_deferred("add_child", chunk) mutex.lock() chunks[key] = chunk mutex.unlock() func reset_chunks(): # avoid trying to edit already removed chunks mutex.lock() for key in chunks: chunks[key].should_remove = true mutex.unlock() func update_chunks(): var p_x = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x var p_y = int(Globals.CAMERA_POSITION.y- Globals.CHUNK_SIZE.y) / Globals.TILE_SIZE_Y / Globals.CHUNK_SIZE.y # When updating chunks, adjust chunk rendering distance # based on current zoom level. var zoom_corrected = correction_factor(distance) # iterate through all the chunks. if a chunk is in camera range, # and it exists, it should not be removed # if chunk should be in range and it doesn't exist, it will be # created by adding the coords to a work queue for y in Globals.map_size/Globals.CHUNK_SIZE.y: for x in Globals.map_size/Globals.CHUNK_SIZE.x: if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected): var key = str(y) + "," + str(x) if chunks.has(key): var chunk = get_chunk(x,y) if chunk != null: chunk.should_remove = false else: mutex.lock() Globals.chunk_queue.push_back([Vector2i(x, y), key]) mutex.unlock() semaphore.post()