mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Performance: ring buffer UBOs, batched load screen uploads, background world preloader
- Replace per-frame VMA alloc/free of material UBOs with a ring buffer in CharacterRenderer (~500 allocations/frame eliminated) - Batch all ready terrain tiles into a single GPU upload during load screen (processAllReadyTiles instead of one-at-a-time with individual fence waits) - Lift per-frame creature/GO spawn budgets during load screen warmup phase - Add background world preloader: saves last world position to disk, pre-warms AssetManager file cache with ADT files starting at app init (login screen) so terrain workers get instant cache hits when Enter World is clicked - Distance-filter expensive collision guard to 8-unit melee range - Merge 3 CharacterRenderer update loops into single pass - Time-budget instrumentation for slow update stages (>3ms threshold) - Count-based async creature model upload budget (max 3/frame in-game) - 1-per-frame game object spawn + per-doodad time budget for transport loading - Use deque for creature spawn queue to avoid O(n) front-erase
This commit is contained in:
parent
71e8ed5b7d
commit
0313bd8692
7 changed files with 390 additions and 121 deletions
|
|
@ -56,6 +56,7 @@
|
|||
#include <sstream>
|
||||
#include <set>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
|
||||
#include <thread>
|
||||
#ifdef __linux__
|
||||
|
|
@ -314,6 +315,15 @@ bool Application::initialize() {
|
|||
gameHandler->getTransportManager()->loadTaxiPathNodeDBC(assetManager.get());
|
||||
}
|
||||
|
||||
// Start background preload for last-played character's world.
|
||||
// Warms the file cache so terrain tile loading is faster at Enter World.
|
||||
{
|
||||
auto lastWorld = loadLastWorldInfo();
|
||||
if (lastWorld.valid) {
|
||||
startWorldPreload(lastWorld.mapId, lastWorld.mapName, lastWorld.x, lastWorld.y);
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable");
|
||||
LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory");
|
||||
|
|
@ -521,6 +531,9 @@ void Application::run() {
|
|||
void Application::shutdown() {
|
||||
LOG_WARNING("Shutting down application...");
|
||||
|
||||
// Stop background world preloader before destroying AssetManager
|
||||
cancelWorldPreload();
|
||||
|
||||
// Save floor cache before renderer is destroyed
|
||||
if (renderer && renderer->getWMORenderer()) {
|
||||
size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
|
||||
|
|
@ -843,6 +856,7 @@ void Application::update(float deltaTime) {
|
|||
const char* inGameStep = "begin";
|
||||
try {
|
||||
auto runInGameStage = [&](const char* stageName, auto&& fn) {
|
||||
auto stageStart = std::chrono::steady_clock::now();
|
||||
try {
|
||||
fn();
|
||||
} catch (const std::bad_alloc& e) {
|
||||
|
|
@ -852,6 +866,11 @@ void Application::update(float deltaTime) {
|
|||
LOG_ERROR("Exception during IN_GAME update stage '", stageName, "': ", e.what());
|
||||
throw;
|
||||
}
|
||||
auto stageEnd = std::chrono::steady_clock::now();
|
||||
float stageMs = std::chrono::duration<float, std::milli>(stageEnd - stageStart).count();
|
||||
if (stageMs > 3.0f) {
|
||||
LOG_WARNING("SLOW update stage '", stageName, "': ", stageMs, "ms");
|
||||
}
|
||||
};
|
||||
inGameStep = "gameHandler update";
|
||||
updateCheckpoint = "in_game: gameHandler update";
|
||||
|
|
@ -1289,6 +1308,7 @@ void Application::update(float deltaTime) {
|
|||
// creature models remain at stale spawn positions.
|
||||
inGameStep = "creature render sync";
|
||||
updateCheckpoint = "in_game: creature render sync";
|
||||
auto creatureSyncStart = std::chrono::steady_clock::now();
|
||||
if (renderer && gameHandler && renderer->getCharacterRenderer()) {
|
||||
auto* charRenderer = renderer->getCharacterRenderer();
|
||||
static float npcWeaponRetryTimer = 0.0f;
|
||||
|
|
@ -1333,24 +1353,31 @@ void Application::update(float deltaTime) {
|
|||
}
|
||||
|
||||
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
|
||||
float canonDistSq = 0.0f;
|
||||
if (havePlayerPos) {
|
||||
glm::vec3 d = canonical - playerPos;
|
||||
if (glm::dot(d, d) > syncRadiusSq) continue;
|
||||
canonDistSq = glm::dot(d, d);
|
||||
if (canonDistSq > syncRadiusSq) continue;
|
||||
}
|
||||
|
||||
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
|
||||
|
||||
// Visual collision guard: keep hostile melee units from rendering inside the
|
||||
// player's model while attacking. This is client-side only (no server position change).
|
||||
auto unit = std::static_pointer_cast<game::Unit>(entity);
|
||||
const uint64_t currentTargetGuid = gameHandler->hasTarget() ? gameHandler->getTargetGuid() : 0;
|
||||
const uint64_t autoAttackGuid = gameHandler->getAutoAttackTargetGuid();
|
||||
const bool isCombatTarget = (guid == currentTargetGuid || guid == autoAttackGuid);
|
||||
bool clipGuardEligible = havePlayerPos &&
|
||||
unit->getHealth() > 0 &&
|
||||
(unit->isHostile() ||
|
||||
gameHandler->isAggressiveTowardPlayer(guid) ||
|
||||
isCombatTarget);
|
||||
// Only check for creatures within 8 units (melee range) — saves expensive
|
||||
// getRenderBoundsForGuid/getModelData calls for distant creatures.
|
||||
bool clipGuardEligible = false;
|
||||
bool isCombatTarget = false;
|
||||
if (havePlayerPos && canonDistSq < 64.0f) { // 8² = melee range
|
||||
auto unit = std::static_pointer_cast<game::Unit>(entity);
|
||||
const uint64_t currentTargetGuid = gameHandler->hasTarget() ? gameHandler->getTargetGuid() : 0;
|
||||
const uint64_t autoAttackGuid = gameHandler->getAutoAttackTargetGuid();
|
||||
isCombatTarget = (guid == currentTargetGuid || guid == autoAttackGuid);
|
||||
clipGuardEligible = unit->getHealth() > 0 &&
|
||||
(unit->isHostile() ||
|
||||
gameHandler->isAggressiveTowardPlayer(guid) ||
|
||||
isCombatTarget);
|
||||
}
|
||||
if (clipGuardEligible) {
|
||||
float creatureCollisionRadius = 0.8f;
|
||||
glm::vec3 cc;
|
||||
|
|
@ -1410,7 +1437,8 @@ void Application::update(float deltaTime) {
|
|||
float planarDist = glm::length(delta2);
|
||||
float dz = std::abs(renderPos.z - prevPos.z);
|
||||
|
||||
const bool deadOrCorpse = unit->getHealth() == 0;
|
||||
auto unitPtr = std::static_pointer_cast<game::Unit>(entity);
|
||||
const bool deadOrCorpse = unitPtr->getHealth() == 0;
|
||||
const bool largeCorrection = (planarDist > 6.0f) || (dz > 3.0f);
|
||||
if (deadOrCorpse || largeCorrection) {
|
||||
charRenderer->setInstancePosition(instanceId, renderPos);
|
||||
|
|
@ -1425,6 +1453,14 @@ void Application::update(float deltaTime) {
|
|||
charRenderer->setInstanceRotation(instanceId, glm::vec3(0.0f, 0.0f, renderYaw));
|
||||
}
|
||||
}
|
||||
{
|
||||
float csMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - creatureSyncStart).count();
|
||||
if (csMs > 5.0f) {
|
||||
LOG_WARNING("SLOW update stage 'creature render sync': ", csMs, "ms (",
|
||||
creatureInstances_.size(), " creatures)");
|
||||
}
|
||||
}
|
||||
|
||||
// Movement heartbeat is sent from GameHandler::update() to avoid
|
||||
// duplicate packets from multiple update loops.
|
||||
|
|
@ -1447,6 +1483,7 @@ void Application::update(float deltaTime) {
|
|||
// Update renderer (camera, etc.) only when in-game
|
||||
updateCheckpoint = "renderer update";
|
||||
if (renderer && state == AppState::IN_GAME) {
|
||||
auto rendererUpdateStart = std::chrono::steady_clock::now();
|
||||
try {
|
||||
renderer->update(deltaTime);
|
||||
} catch (const std::bad_alloc& e) {
|
||||
|
|
@ -1456,6 +1493,11 @@ void Application::update(float deltaTime) {
|
|||
LOG_ERROR("Exception during Application::update stage 'renderer->update': ", e.what());
|
||||
throw;
|
||||
}
|
||||
float ruMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - rendererUpdateStart).count();
|
||||
if (ruMs > 5.0f) {
|
||||
LOG_WARNING("SLOW update stage 'renderer->update': ", ruMs, "ms");
|
||||
}
|
||||
}
|
||||
// Update UI
|
||||
updateCheckpoint = "ui update";
|
||||
|
|
@ -3537,6 +3579,21 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
}
|
||||
LOG_INFO("Loading online world terrain for map '", mapName, "' (ID ", mapId, ")");
|
||||
|
||||
// Cancel any stale preload (if it was for a different map, the file cache
|
||||
// still retains whatever was loaded — it doesn't hurt).
|
||||
if (worldPreload_) {
|
||||
if (worldPreload_->mapId == mapId) {
|
||||
LOG_INFO("World preload: cache-warm hit for map '", mapName, "'");
|
||||
} else {
|
||||
LOG_INFO("World preload: map mismatch (preloaded ", worldPreload_->mapName,
|
||||
", entering ", mapName, ")");
|
||||
}
|
||||
}
|
||||
cancelWorldPreload();
|
||||
|
||||
// Save this world info for next session's early preload
|
||||
saveLastWorldInfo(mapId, mapName, x, y);
|
||||
|
||||
// Convert server coordinates to canonical WoW coordinates
|
||||
// Server sends: X=West (canonical.Y), Y=North (canonical.X), Z=Up
|
||||
glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
|
||||
|
|
@ -3967,8 +4024,11 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
// Trigger new streaming — enqueue tiles for background workers
|
||||
terrainMgr->update(*camera, 0.016f);
|
||||
|
||||
// Process ONE tile per iteration so loading screen updates after each
|
||||
terrainMgr->processOneReadyTile();
|
||||
// Process ALL available ready tiles per iteration — batches GPU
|
||||
// uploads into a single command buffer + fence wait instead of
|
||||
// one fence per tile. Loading screen still updates between
|
||||
// iterations while workers parse more tiles.
|
||||
terrainMgr->processAllReadyTiles();
|
||||
|
||||
int remaining = terrainMgr->getRemainingTileCount();
|
||||
int loaded = terrainMgr->getLoadedTileCount();
|
||||
|
|
@ -4126,9 +4186,64 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
|
|||
|
||||
if (world) world->update(1.0f / 60.0f);
|
||||
processPlayerSpawnQueue();
|
||||
|
||||
// During load screen warmup: lift per-frame budgets so GPU uploads
|
||||
// happen in bulk while the loading screen is still visible.
|
||||
// Process ALL async creature model uploads (no 3-per-frame cap).
|
||||
{
|
||||
for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
|
||||
if (!it->future.valid() ||
|
||||
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
|
||||
++it;
|
||||
continue;
|
||||
}
|
||||
auto result = it->future.get();
|
||||
it = asyncCreatureLoads_.erase(it);
|
||||
if (result.permanent_failure) {
|
||||
nonRenderableCreatureDisplayIds_.insert(result.displayId);
|
||||
creaturePermanentFailureGuids_.insert(result.guid);
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
continue;
|
||||
}
|
||||
if (!result.valid || !result.model) {
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
continue;
|
||||
}
|
||||
auto* charRenderer = renderer ? renderer->getCharacterRenderer() : nullptr;
|
||||
if (!charRenderer) { pendingCreatureSpawnGuids_.erase(result.guid); continue; }
|
||||
if (!charRenderer->loadModel(*result.model, result.modelId)) {
|
||||
nonRenderableCreatureDisplayIds_.insert(result.displayId);
|
||||
creaturePermanentFailureGuids_.insert(result.guid);
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
continue;
|
||||
}
|
||||
displayIdModelCache_[result.displayId] = result.modelId;
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
if (!creatureInstances_.count(result.guid) &&
|
||||
!creaturePermanentFailureGuids_.count(result.guid)) {
|
||||
PendingCreatureSpawn s{};
|
||||
s.guid = result.guid; s.displayId = result.displayId;
|
||||
s.x = result.x; s.y = result.y; s.z = result.z;
|
||||
s.orientation = result.orientation;
|
||||
pendingCreatureSpawns_.push_back(s);
|
||||
pendingCreatureSpawnGuids_.insert(result.guid);
|
||||
}
|
||||
}
|
||||
}
|
||||
processCreatureSpawnQueue();
|
||||
processDeferredEquipmentQueue();
|
||||
processGameObjectSpawnQueue();
|
||||
|
||||
// Process ALL pending game object spawns (no 1-per-frame cap during load screen).
|
||||
while (!pendingGameObjectSpawns_.empty()) {
|
||||
auto& s = pendingGameObjectSpawns_.front();
|
||||
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
|
||||
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
|
||||
}
|
||||
|
||||
processPendingTransportDoodads();
|
||||
processPendingMount();
|
||||
updateQuestMarkers();
|
||||
|
|
@ -6767,12 +6882,25 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
|
|||
|
||||
void Application::processAsyncCreatureResults() {
|
||||
// Check completed async model loads and finalize on main thread (GPU upload + instance creation).
|
||||
// Limit GPU model uploads per frame to avoid spikes, but always drain cheap bookkeeping.
|
||||
static constexpr int kMaxModelUploadsPerFrame = 3;
|
||||
int modelUploads = 0;
|
||||
|
||||
for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
|
||||
if (!it->future.valid() ||
|
||||
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
|
||||
++it;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Peek: if this result needs a NEW model upload (not cached) and we've hit
|
||||
// the upload budget, defer to next frame without consuming the future.
|
||||
if (modelUploads >= kMaxModelUploadsPerFrame) {
|
||||
// Check if this displayId already has a cached model (cheap spawn, no GPU upload).
|
||||
// We can't peek the displayId without getting the future, so just break.
|
||||
break;
|
||||
}
|
||||
|
||||
auto result = it->future.get();
|
||||
it = asyncCreatureLoads_.erase(it);
|
||||
|
||||
|
|
@ -6805,6 +6933,7 @@ void Application::processAsyncCreatureResults() {
|
|||
continue;
|
||||
}
|
||||
displayIdModelCache_[result.displayId] = result.modelId;
|
||||
modelUploads++;
|
||||
|
||||
pendingCreatureSpawnGuids_.erase(result.guid);
|
||||
creatureSpawnRetryCounts_.erase(result.guid);
|
||||
|
|
@ -6854,7 +6983,7 @@ void Application::processCreatureSpawnQueue() {
|
|||
}
|
||||
|
||||
PendingCreatureSpawn s = pendingCreatureSpawns_.front();
|
||||
pendingCreatureSpawns_.erase(pendingCreatureSpawns_.begin());
|
||||
pendingCreatureSpawns_.pop_front();
|
||||
|
||||
if (nonRenderableCreatureDisplayIds_.count(s.displayId)) {
|
||||
pendingCreatureSpawnGuids_.erase(s.guid);
|
||||
|
|
@ -7035,13 +7164,11 @@ void Application::processDeferredEquipmentQueue() {
|
|||
void Application::processGameObjectSpawnQueue() {
|
||||
if (pendingGameObjectSpawns_.empty()) return;
|
||||
|
||||
int spawned = 0;
|
||||
while (!pendingGameObjectSpawns_.empty() && spawned < MAX_SPAWNS_PER_FRAME) {
|
||||
auto& s = pendingGameObjectSpawns_.front();
|
||||
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
|
||||
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
|
||||
spawned++;
|
||||
}
|
||||
// Only spawn 1 game object per frame — each can involve heavy synchronous
|
||||
// WMO loading (root + groups from disk + GPU upload), easily 100ms+.
|
||||
auto& s = pendingGameObjectSpawns_.front();
|
||||
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
|
||||
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
|
||||
}
|
||||
|
||||
void Application::processPendingTransportDoodads() {
|
||||
|
|
@ -7052,9 +7179,16 @@ void Application::processPendingTransportDoodads() {
|
|||
auto* m2Renderer = renderer->getM2Renderer();
|
||||
if (!wmoRenderer || !m2Renderer) return;
|
||||
|
||||
auto startTime = std::chrono::steady_clock::now();
|
||||
static constexpr float kDoodadBudgetMs = 4.0f;
|
||||
|
||||
size_t budgetLeft = MAX_TRANSPORT_DOODADS_PER_FRAME;
|
||||
for (auto it = pendingTransportDoodadBatches_.begin();
|
||||
it != pendingTransportDoodadBatches_.end() && budgetLeft > 0;) {
|
||||
// Time budget check
|
||||
float elapsedMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - startTime).count();
|
||||
if (elapsedMs >= kDoodadBudgetMs) break;
|
||||
auto goIt = gameObjectInstances_.find(it->guid);
|
||||
if (goIt == gameObjectInstances_.end() || !goIt->second.isWmo ||
|
||||
goIt->second.instanceId != it->instanceId || goIt->second.modelId != it->modelId) {
|
||||
|
|
@ -7070,6 +7204,11 @@ void Application::processPendingTransportDoodads() {
|
|||
|
||||
const size_t maxIndex = std::min(it->doodadBudget, doodadTemplates->size());
|
||||
while (it->nextIndex < maxIndex && budgetLeft > 0) {
|
||||
// Per-doodad time budget (each does synchronous file I/O + parse + GPU upload)
|
||||
float innerMs = std::chrono::duration<float, std::milli>(
|
||||
std::chrono::steady_clock::now() - startTime).count();
|
||||
if (innerMs >= kDoodadBudgetMs) { budgetLeft = 0; break; }
|
||||
|
||||
const auto& doodadTemplate = (*doodadTemplates)[it->nextIndex];
|
||||
it->nextIndex++;
|
||||
budgetLeft--;
|
||||
|
|
@ -7729,5 +7868,121 @@ void Application::setupTestTransport() {
|
|||
LOG_INFO("========================================");
|
||||
}
|
||||
|
||||
// ─── World Preloader ─────────────────────────────────────────────────────────
|
||||
// Pre-warms AssetManager file cache with ADT files (and their _obj0 variants)
|
||||
// for tiles around the expected spawn position. Runs in background so that
|
||||
// when loadOnlineWorldTerrain eventually asks TerrainManager workers to parse
|
||||
// the same files, every readFile() is an instant cache hit instead of disk I/O.
|
||||
|
||||
void Application::startWorldPreload(uint32_t mapId, const std::string& mapName,
|
||||
float serverX, float serverY) {
|
||||
cancelWorldPreload();
|
||||
if (!assetManager || !assetManager->isInitialized() || mapName.empty()) return;
|
||||
|
||||
glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(serverX, serverY, 0.0f));
|
||||
auto [tileX, tileY] = core::coords::canonicalToTile(canonical.x, canonical.y);
|
||||
|
||||
worldPreload_ = std::make_unique<WorldPreload>();
|
||||
worldPreload_->mapId = mapId;
|
||||
worldPreload_->mapName = mapName;
|
||||
worldPreload_->centerTileX = tileX;
|
||||
worldPreload_->centerTileY = tileY;
|
||||
|
||||
LOG_INFO("World preload: starting for map '", mapName, "' tile [", tileX, ",", tileY, "]");
|
||||
|
||||
// Build list of tiles to preload (radius 1 = 3x3 = 9 tiles, matching load screen)
|
||||
struct TileJob { int x, y; };
|
||||
auto jobs = std::make_shared<std::vector<TileJob>>();
|
||||
// Center tile first (most important)
|
||||
jobs->push_back({tileX, tileY});
|
||||
for (int dx = -1; dx <= 1; dx++) {
|
||||
for (int dy = -1; dy <= 1; dy++) {
|
||||
if (dx == 0 && dy == 0) continue;
|
||||
int tx = tileX + dx, ty = tileY + dy;
|
||||
if (tx < 0 || tx > 63 || ty < 0 || ty > 63) continue;
|
||||
jobs->push_back({tx, ty});
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn worker threads (one per tile for maximum parallelism)
|
||||
auto cancelFlag = &worldPreload_->cancel;
|
||||
auto* am = assetManager.get();
|
||||
std::string mn = mapName;
|
||||
|
||||
int numWorkers = std::min(static_cast<int>(jobs->size()), 4);
|
||||
auto nextJob = std::make_shared<std::atomic<int>>(0);
|
||||
|
||||
for (int w = 0; w < numWorkers; w++) {
|
||||
worldPreload_->workers.emplace_back([am, mn, jobs, nextJob, cancelFlag]() {
|
||||
while (!cancelFlag->load(std::memory_order_relaxed)) {
|
||||
int idx = nextJob->fetch_add(1, std::memory_order_relaxed);
|
||||
if (idx >= static_cast<int>(jobs->size())) break;
|
||||
|
||||
int tx = (*jobs)[idx].x;
|
||||
int ty = (*jobs)[idx].y;
|
||||
|
||||
// Read ADT file (warms file cache)
|
||||
std::string adtPath = "World\\Maps\\" + mn + "\\" + mn + "_" +
|
||||
std::to_string(tx) + "_" + std::to_string(ty) + ".adt";
|
||||
am->readFile(adtPath);
|
||||
if (cancelFlag->load(std::memory_order_relaxed)) break;
|
||||
|
||||
// Read obj0 variant
|
||||
std::string objPath = "World\\Maps\\" + mn + "\\" + mn + "_" +
|
||||
std::to_string(tx) + "_" + std::to_string(ty) + "_obj0.adt";
|
||||
am->readFile(objPath);
|
||||
}
|
||||
LOG_DEBUG("World preload worker finished");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void Application::cancelWorldPreload() {
|
||||
if (!worldPreload_) return;
|
||||
worldPreload_->cancel.store(true, std::memory_order_relaxed);
|
||||
for (auto& t : worldPreload_->workers) {
|
||||
if (t.joinable()) t.join();
|
||||
}
|
||||
LOG_INFO("World preload: cancelled (map=", worldPreload_->mapName,
|
||||
" tile=[", worldPreload_->centerTileX, ",", worldPreload_->centerTileY, "])");
|
||||
worldPreload_.reset();
|
||||
}
|
||||
|
||||
void Application::saveLastWorldInfo(uint32_t mapId, const std::string& mapName,
|
||||
float serverX, float serverY) {
|
||||
#ifdef _WIN32
|
||||
const char* base = std::getenv("APPDATA");
|
||||
std::string dir = base ? std::string(base) + "\\wowee" : ".";
|
||||
#else
|
||||
const char* home = std::getenv("HOME");
|
||||
std::string dir = home ? std::string(home) + "/.wowee" : ".";
|
||||
#endif
|
||||
std::filesystem::create_directories(dir);
|
||||
std::ofstream f(dir + "/last_world.cfg");
|
||||
if (f) {
|
||||
f << mapId << "\n" << mapName << "\n" << serverX << "\n" << serverY << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
Application::LastWorldInfo Application::loadLastWorldInfo() const {
|
||||
#ifdef _WIN32
|
||||
const char* base = std::getenv("APPDATA");
|
||||
std::string dir = base ? std::string(base) + "\\wowee" : ".";
|
||||
#else
|
||||
const char* home = std::getenv("HOME");
|
||||
std::string dir = home ? std::string(home) + "/.wowee" : ".";
|
||||
#endif
|
||||
LastWorldInfo info;
|
||||
std::ifstream f(dir + "/last_world.cfg");
|
||||
if (!f) return info;
|
||||
std::string line;
|
||||
if (std::getline(f, line)) info.mapId = static_cast<uint32_t>(std::stoul(line));
|
||||
if (std::getline(f, line)) info.mapName = line;
|
||||
if (std::getline(f, line)) info.x = std::stof(line);
|
||||
if (std::getline(f, line)) info.y = std::stof(line);
|
||||
info.valid = !info.mapName.empty();
|
||||
return info;
|
||||
}
|
||||
|
||||
} // namespace core
|
||||
} // namespace wowee
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue