citylimits-next/scripts/ChunkHandler.gd
Antti Hakkarainen 8b437f6598 basic main menu
2023-02-16 22:48:26 +02:00

157 lines
3.7 KiB
GDScript

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
signal chunk_stats(chunks, removal_queue)
var chunks:Dictionary = {}
var chunks_to_remove:Array[Chunk] = []
var window_width:int = DisplayServer.window_get_size(0).x
var distance:int = abs((window_width/(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X)) / 2 +1 )
# for threading
var chunk_queue:Array = []
var mutex:Mutex
var semaphore:Semaphore
var thread:Thread
var exit_thread:bool = false
func _exit_tree():
mutex.lock()
exit_thread = true
mutex.unlock()
semaphore.post()
thread.wait_to_finish()
func _init() -> void:
self.name = "ChunkHandler"
func _on_main_worldgen_ready():
if !thread.is_started():
thread.start(start_chunkgen, Thread.PRIORITY_NORMAL)
clean_up_chunks()
func _ready():
mutex = Mutex.new()
semaphore = Semaphore.new()
exit_thread = false
if !thread:
thread = Thread.new()
process_delay_chunks()
process_delay_stats()
func process_delay_chunks() -> void:
while true:
update_chunks()
await get_tree().create_timer(0.05).timeout
func process_delay_stats() -> void:
# emit stats about chunk amounts every 0,5s
while true:
emit_signal("chunk_stats", self.chunks.size(), self.chunks_to_remove.size())
await get_tree().create_timer(0.5).timeout
func start_chunkgen():
while true:
semaphore.wait()
mutex.lock()
var should_exit = exit_thread # Protect with Mutex.
mutex.unlock()
if should_exit:
break
# work on emptying the generation queue
if not chunk_queue.is_empty():
mutex.lock()
var vars = chunk_queue.pop_front()
mutex.unlock()
load_chunk(vars[0].y, vars[0].x, vars[1])
func clean_up_chunks():
while true:
if not chunks_to_remove.is_empty():
mutex.lock()
var chunk = chunks_to_remove.pop_front()
mutex.unlock()
chunk.queue_free()
await get_tree().create_timer(0.02).timeout
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(key:Vector2i):
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)
call_deferred("add_child", chunk)
mutex.lock()
chunks[key] = chunk
mutex.unlock()
func update_chunks():
var p_x:float = int(Globals.CAMERA_POSITION.x- Globals.CHUNK_SIZE.x) / Globals.TILE_SIZE_X / Globals.CHUNK_SIZE.x
var p_y:float = 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:float = 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:
var key = Vector2i(y,x)
var chunk = null
if chunks.has(key):
chunk = get_chunk(key)
if (abs(x - p_x) <= zoom_corrected && abs(y - p_y) <= zoom_corrected):
if chunk == null:
mutex.lock()
chunk_queue.push_back([Vector2i(x, y), key])
mutex.unlock()
semaphore.post()
elif chunks.has(key):
chunks_to_remove.append(chunks.get(key))
chunks.erase(key)