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https://github.com/Kelsidavis/WoWee.git
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world loading memory pressure detector
Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
This commit is contained in:
parent
4b9b3026f4
commit
312994be83
4 changed files with 42 additions and 1 deletions
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@ -34,10 +34,17 @@ public:
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size_t getRecommendedCacheBudget() const;
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/**
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* Check if system is under memory pressure
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* Check if system is under memory pressure (< 10% RAM available)
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*/
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bool isMemoryPressure() const;
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/**
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* Check if system is under severe memory pressure (< 15% RAM available).
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* At this level, background loading should pause entirely until memory
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* is freed — continuing to allocate risks OOM-killing other applications.
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*/
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bool isSevereMemoryPressure() const;
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private:
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MemoryMonitor() = default;
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size_t totalRAM_ = 0;
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@ -366,6 +366,11 @@ private:
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std::condition_variable queueCV;
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std::deque<TileCoord> loadQueue;
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std::queue<std::shared_ptr<PendingTile>> readyQueue;
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// Maximum number of prepared-but-not-finalized tiles in readyQueue.
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// Each prepared tile can hold 100–500 MB of decoded textures in RAM.
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// Workers sleep when this limit is reached, letting the main thread
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// finalize (GPU-upload + free) before more tiles are prepared.
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static constexpr size_t maxReadyQueueSize_ = 3;
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// In-RAM tile cache (LRU) to avoid re-reading from disk
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struct CachedTile {
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@ -126,5 +126,12 @@ bool MemoryMonitor::isMemoryPressure() const {
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return available < (totalRAM_ * 10 / 100);
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}
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bool MemoryMonitor::isSevereMemoryPressure() const {
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size_t available = getAvailableRAM();
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// Severe pressure if < 15% RAM available — background workers should
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// pause entirely to avoid OOM-killing other applications.
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return available < (totalRAM_ * 15 / 100);
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}
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} // namespace core
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} // namespace wowee
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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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