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Merge pull request #54 from ldmonster/fix/memory-pressure-and-hardening
[fix] Memory, Threading & Network Hardening
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commit
20e016798f
13 changed files with 333 additions and 25 deletions
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@ -1212,6 +1212,28 @@ void TerrainManager::workerLoop() {
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break;
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}
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// --- Memory-aware throttling ---
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// Back-pressure: if the ready queue is deep (finalization can't
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// keep up), or the system is running low on RAM, sleep instead
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// of pulling more tiles. Each prepared tile can hold hundreds
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// of MB of decoded textures; limiting concurrency here prevents
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// WoWee from consuming all system memory during world load.
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const auto& memMon = core::MemoryMonitor::getInstance();
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if (memMon.isSevereMemoryPressure()) {
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// Severe pressure — don't pull ANY work until main thread
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// finalizes tiles and frees decoded texture data.
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lock.unlock();
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std::this_thread::sleep_for(std::chrono::milliseconds(200));
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continue;
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}
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if (readyQueue.size() >= maxReadyQueueSize_ || memMon.isMemoryPressure()) {
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// Moderate pressure or ready queue is backing up — sleep briefly
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// to let the main thread catch up with finalization.
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lock.unlock();
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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continue;
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}
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if (!loadQueue.empty()) {
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coord = loadQueue.front();
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loadQueue.pop_front();
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