world loading memory pressure detector

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
This commit is contained in:
Pavel Okhlopkov 2026-04-06 21:05:20 +03:00
parent 4b9b3026f4
commit 312994be83
4 changed files with 42 additions and 1 deletions

View file

@ -34,10 +34,17 @@ public:
size_t getRecommendedCacheBudget() const;
/**
* Check if system is under memory pressure
* Check if system is under memory pressure (< 10% RAM available)
*/
bool isMemoryPressure() const;
/**
* Check if system is under severe memory pressure (< 15% RAM available).
* At this level, background loading should pause entirely until memory
* is freed continuing to allocate risks OOM-killing other applications.
*/
bool isSevereMemoryPressure() const;
private:
MemoryMonitor() = default;
size_t totalRAM_ = 0;

View file

@ -366,6 +366,11 @@ private:
std::condition_variable queueCV;
std::deque<TileCoord> loadQueue;
std::queue<std::shared_ptr<PendingTile>> readyQueue;
// Maximum number of prepared-but-not-finalized tiles in readyQueue.
// Each prepared tile can hold 100500 MB of decoded textures in RAM.
// Workers sleep when this limit is reached, letting the main thread
// finalize (GPU-upload + free) before more tiles are prepared.
static constexpr size_t maxReadyQueueSize_ = 3;
// In-RAM tile cache (LRU) to avoid re-reading from disk
struct CachedTile {

View file

@ -126,5 +126,12 @@ bool MemoryMonitor::isMemoryPressure() const {
return available < (totalRAM_ * 10 / 100);
}
bool MemoryMonitor::isSevereMemoryPressure() const {
size_t available = getAvailableRAM();
// Severe pressure if < 15% RAM available — background workers should
// pause entirely to avoid OOM-killing other applications.
return available < (totalRAM_ * 15 / 100);
}
} // namespace core
} // namespace wowee

View file

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