Merge per-chunk water surfaces, restore incremental tile finalization, and pin main thread CPU affinity

Water deduplication: merge per-chunk water surfaces into per-tile surfaces
to reduce Vulkan descriptor set usage from ~8900 to ~100-200. Uses hybrid
approach — groups with ≤4 chunks stay per-chunk (preserving shore detail),
larger groups merge into 128×128 tile-wide surfaces.

Re-add incremental tile finalization state machine (reverted in 9b90ab0)
to spread GPU uploads across frames and prevent city stuttering.

Pin main thread to CPU core 0 and exclude worker threads from core 0
to reduce scheduling jitter on the render/game loop.
This commit is contained in:
Kelsi 2026-02-25 03:39:45 -08:00
parent 7ca9caa212
commit 86505ad377
5 changed files with 629 additions and 314 deletions

View file

@ -22,6 +22,11 @@
#include <functional>
#include <unordered_set>
#ifdef __linux__
#include <sched.h>
#include <pthread.h>
#endif
namespace wowee {
namespace rendering {
@ -226,7 +231,9 @@ bool TerrainManager::loadTile(int x, int y) {
return false;
}
finalizeTile(pending);
FinalizingTile ft;
ft.pending = std::move(pending);
while (!advanceFinalization(ft)) {}
return true;
}
@ -648,176 +655,157 @@ void TerrainManager::logMissingAdtOnce(const std::string& adtPath) {
}
}
void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
auto& pending = ft.pending;
int x = pending->coord.x;
int y = pending->coord.y;
TileCoord coord = pending->coord;
LOG_DEBUG("Finalizing tile [", x, ",", y, "] (GPU upload)");
switch (ft.phase) {
// Check if tile was already loaded (race condition guard) or failed
if (loadedTiles.find(coord) != loadedTiles.end()) {
return;
}
if (failedTiles.find(coord) != failedTiles.end()) {
return;
}
// Upload pre-loaded textures to the GL cache so loadTerrain avoids file I/O
if (!pending->preloadedTextures.empty()) {
terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
}
// Upload terrain to GPU
if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
failedTiles[coord] = true;
return;
}
// Load water
if (waterRenderer) {
waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
}
// Register water surface ambient sound emitters
if (ambientSoundManager) {
// Scan ADT water data for water surfaces
int waterEmitterCount = 0;
for (size_t chunkIdx = 0; chunkIdx < pending->terrain.waterData.size(); chunkIdx++) {
const auto& chunkWater = pending->terrain.waterData[chunkIdx];
if (!chunkWater.hasWater()) continue;
// Calculate chunk position in world coordinates
int chunkX = chunkIdx % 16;
int chunkY = chunkIdx / 16;
// WoW coordinates: Each ADT tile is 533.33 units, each chunk is 533.33/16 = 33.333 units
// Tile origin in GL space
float tileOriginX = (32.0f - x) * 533.33333f;
float tileOriginY = (32.0f - y) * 533.33333f;
// Chunk center position
float chunkCenterX = tileOriginX + (chunkX + 0.5f) * 33.333333f;
float chunkCenterY = tileOriginY + (chunkY + 0.5f) * 33.333333f;
// Use first layer for height and type detection
if (!chunkWater.layers.empty()) {
const auto& layer = chunkWater.layers[0];
float waterHeight = layer.minHeight;
// Determine water type and register appropriate emitter
// liquidType: 0=water/lake, 1=ocean, 2=magma, 3=slime
if (layer.liquidType == 0) {
// Lake/river water - add water surface emitter every 32 chunks to avoid spam
if (chunkIdx % 32 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4; // WATER_SURFACE
pending->ambientEmitters.push_back(emitter);
waterEmitterCount++;
}
} else if (layer.liquidType == 1) {
// Ocean - add ocean emitter every 64 chunks (oceans are very large)
if (chunkIdx % 64 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4; // WATER_SURFACE (could add separate OCEAN type later)
pending->ambientEmitters.push_back(emitter);
waterEmitterCount++;
}
}
// Skip magma and slime for now (no ambient sounds for those)
case FinalizationPhase::TERRAIN: {
// Check if tile was already loaded or failed
if (loadedTiles.find(coord) != loadedTiles.end() || failedTiles.find(coord) != failedTiles.end()) {
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
ft.phase = FinalizationPhase::DONE;
return true;
}
if (waterEmitterCount > 0) {
LOG_DEBUG("Finalizing tile [", x, ",", y, "] (incremental)");
// Upload pre-loaded textures
if (!pending->preloadedTextures.empty()) {
terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
}
// Upload terrain mesh to GPU
if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
failedTiles[coord] = true;
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
ft.phase = FinalizationPhase::DONE;
return true;
}
// Load water immediately after terrain (same frame) — water is now
// deduplicated to ~1-2 merged surfaces per tile, so this is fast.
if (waterRenderer) {
waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
}
// Ensure M2 renderer has asset manager
if (m2Renderer && assetManager) {
m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
}
ft.phase = FinalizationPhase::M2_MODELS;
return false;
}
std::vector<uint32_t> m2InstanceIds;
std::vector<uint32_t> wmoInstanceIds;
std::vector<uint32_t> tileUniqueIds;
std::vector<uint32_t> tileWmoUniqueIds;
// Upload M2 models to GPU and create instances
if (m2Renderer && assetManager) {
// Always pass the latest asset manager. initialize() is idempotent and updates
// the pointer even when the renderer was initialized earlier without assets.
m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
// Upload M2 models immediately (batching was causing hangs)
// The 5ms time budget in processReadyTiles() limits the spike
std::unordered_set<uint32_t> uploadedModelIds;
for (auto& m2Ready : pending->m2Models) {
case FinalizationPhase::M2_MODELS: {
// Upload ONE M2 model per call
if (m2Renderer && ft.m2ModelIndex < pending->m2Models.size()) {
auto& m2Ready = pending->m2Models[ft.m2ModelIndex];
if (m2Renderer->loadModel(m2Ready.model, m2Ready.modelId)) {
uploadedModelIds.insert(m2Ready.modelId);
ft.uploadedM2ModelIds.insert(m2Ready.modelId);
}
ft.m2ModelIndex++;
// Stay in this phase until all models uploaded
if (ft.m2ModelIndex < pending->m2Models.size()) {
return false;
}
}
if (!uploadedModelIds.empty()) {
LOG_DEBUG(" Uploaded ", uploadedModelIds.size(), " M2 models for tile [", x, ",", y, "]");
if (!ft.uploadedM2ModelIds.empty()) {
LOG_DEBUG(" Uploaded ", ft.uploadedM2ModelIds.size(), " M2 models for tile [", x, ",", y, "]");
}
// Create instances (deduplicate by uniqueId across tile boundaries)
int loadedDoodads = 0;
int skippedDedup = 0;
for (const auto& p : pending->m2Placements) {
// Skip if this doodad was already placed by a neighboring tile
if (p.uniqueId != 0 && placedDoodadIds.count(p.uniqueId)) {
skippedDedup++;
continue;
}
uint32_t instId = m2Renderer->createInstance(p.modelId, p.position, p.rotation, p.scale);
if (instId) {
m2InstanceIds.push_back(instId);
if (p.uniqueId != 0) {
placedDoodadIds.insert(p.uniqueId);
tileUniqueIds.push_back(p.uniqueId);
}
loadedDoodads++;
}
}
LOG_DEBUG(" Loaded doodads for tile [", x, ",", y, "]: ",
loadedDoodads, " instances (", uploadedModelIds.size(), " new models, ",
skippedDedup, " dedup skipped)");
ft.phase = FinalizationPhase::M2_INSTANCES;
return false;
}
// Upload WMO models to GPU and create instances
if (wmoRenderer && assetManager) {
// WMORenderer may be initialized before assets are ready; always re-pass assets.
wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
int loadedWMOs = 0;
int loadedLiquids = 0;
int skippedWmoDedup = 0;
for (auto& wmoReady : pending->wmoModels) {
// Deduplicate by placement uniqueId when available.
// Some ADTs use uniqueId=0, which is not safe for dedup.
if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
skippedWmoDedup++;
continue;
case FinalizationPhase::M2_INSTANCES: {
// Create all M2 instances (lightweight struct allocation, no GPU work)
if (m2Renderer) {
int loadedDoodads = 0;
int skippedDedup = 0;
for (const auto& p : pending->m2Placements) {
if (p.uniqueId != 0 && placedDoodadIds.count(p.uniqueId)) {
skippedDedup++;
continue;
}
uint32_t instId = m2Renderer->createInstance(p.modelId, p.position, p.rotation, p.scale);
if (instId) {
ft.m2InstanceIds.push_back(instId);
if (p.uniqueId != 0) {
placedDoodadIds.insert(p.uniqueId);
ft.tileUniqueIds.push_back(p.uniqueId);
}
loadedDoodads++;
}
}
LOG_DEBUG(" Loaded doodads for tile [", x, ",", y, "]: ",
loadedDoodads, " instances (", ft.uploadedM2ModelIds.size(), " new models, ",
skippedDedup, " dedup skipped)");
}
ft.phase = FinalizationPhase::WMO_MODELS;
return false;
}
case FinalizationPhase::WMO_MODELS: {
// Upload ONE WMO model per call
if (wmoRenderer && assetManager) {
wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
if (ft.wmoModelIndex < pending->wmoModels.size()) {
auto& wmoReady = pending->wmoModels[ft.wmoModelIndex];
// Deduplicate
if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
ft.wmoModelIndex++;
if (ft.wmoModelIndex < pending->wmoModels.size()) return false;
} else {
wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId);
ft.wmoModelIndex++;
if (ft.wmoModelIndex < pending->wmoModels.size()) return false;
}
}
}
ft.phase = FinalizationPhase::WMO_INSTANCES;
return false;
}
case FinalizationPhase::WMO_INSTANCES: {
// Create all WMO instances + load WMO liquids
if (wmoRenderer) {
int loadedWMOs = 0;
int loadedLiquids = 0;
int skippedWmoDedup = 0;
for (auto& wmoReady : pending->wmoModels) {
if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
skippedWmoDedup++;
continue;
}
if (wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId)) {
uint32_t wmoInstId = wmoRenderer->createInstance(wmoReady.modelId, wmoReady.position, wmoReady.rotation);
if (wmoInstId) {
wmoInstanceIds.push_back(wmoInstId);
ft.wmoInstanceIds.push_back(wmoInstId);
if (wmoReady.uniqueId != 0) {
placedWmoIds.insert(wmoReady.uniqueId);
tileWmoUniqueIds.push_back(wmoReady.uniqueId);
ft.tileWmoUniqueIds.push_back(wmoReady.uniqueId);
}
loadedWMOs++;
// Load WMO liquids (canals, pools, etc.)
if (waterRenderer) {
// Compute the same model matrix as WMORenderer uses
glm::mat4 modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, wmoReady.position);
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
// Load liquids from each WMO group
for (const auto& group : wmoReady.model.groups) {
if (group.liquid.hasLiquid()) {
waterRenderer->loadFromWMO(group.liquid, modelMatrix, wmoInstId);
@ -827,60 +815,126 @@ void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
}
}
}
if (loadedWMOs > 0 || skippedWmoDedup > 0) {
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ",
loadedWMOs, " instances, ", skippedWmoDedup, " dedup skipped");
}
if (loadedLiquids > 0) {
LOG_DEBUG(" Loaded WMO liquids for tile [", x, ",", y, "]: ", loadedLiquids);
}
}
if (loadedWMOs > 0 || skippedWmoDedup > 0) {
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ",
loadedWMOs, " instances, ", skippedWmoDedup, " dedup skipped");
}
if (loadedLiquids > 0) {
LOG_DEBUG(" Loaded WMO liquids for tile [", x, ",", y, "]: ", loadedLiquids);
}
ft.phase = FinalizationPhase::WMO_DOODADS;
return false;
}
// Upload WMO doodad M2 models
if (m2Renderer) {
for (auto& doodad : pending->wmoDoodads) {
m2Renderer->loadModel(doodad.model, doodad.modelId);
uint32_t wmoDoodadInstId = m2Renderer->createInstanceWithMatrix(
doodad.modelId, doodad.modelMatrix, doodad.worldPosition);
if (wmoDoodadInstId) m2InstanceIds.push_back(wmoDoodadInstId);
case FinalizationPhase::WMO_DOODADS: {
// Upload ONE WMO doodad M2 per call
if (m2Renderer && ft.wmoDoodadIndex < pending->wmoDoodads.size()) {
auto& doodad = pending->wmoDoodads[ft.wmoDoodadIndex];
m2Renderer->loadModel(doodad.model, doodad.modelId);
uint32_t wmoDoodadInstId = m2Renderer->createInstanceWithMatrix(
doodad.modelId, doodad.modelMatrix, doodad.worldPosition);
if (wmoDoodadInstId) ft.m2InstanceIds.push_back(wmoDoodadInstId);
ft.wmoDoodadIndex++;
if (ft.wmoDoodadIndex < pending->wmoDoodads.size()) return false;
}
ft.phase = FinalizationPhase::WATER;
return false;
}
case FinalizationPhase::WATER: {
// Terrain water was already loaded in TERRAIN phase.
// Generate water ambient emitters here.
if (ambientSoundManager) {
for (size_t chunkIdx = 0; chunkIdx < pending->terrain.waterData.size(); chunkIdx++) {
const auto& chunkWater = pending->terrain.waterData[chunkIdx];
if (!chunkWater.hasWater()) continue;
int chunkX = chunkIdx % 16;
int chunkY = chunkIdx / 16;
float tileOriginX = (32.0f - x) * 533.33333f;
float tileOriginY = (32.0f - y) * 533.33333f;
float chunkCenterX = tileOriginX + (chunkX + 0.5f) * 33.333333f;
float chunkCenterY = tileOriginY + (chunkY + 0.5f) * 33.333333f;
if (!chunkWater.layers.empty()) {
const auto& layer = chunkWater.layers[0];
float waterHeight = layer.minHeight;
if (layer.liquidType == 0 && chunkIdx % 32 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4;
pending->ambientEmitters.push_back(emitter);
} else if (layer.liquidType == 1 && chunkIdx % 64 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4;
pending->ambientEmitters.push_back(emitter);
}
}
}
}
if (loadedWMOs > 0) {
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ", loadedWMOs);
}
ft.phase = FinalizationPhase::AMBIENT;
return false;
}
// Register ambient sound emitters with ambient sound manager
if (ambientSoundManager && !pending->ambientEmitters.empty()) {
for (const auto& emitter : pending->ambientEmitters) {
// Cast uint32_t type to AmbientSoundManager::AmbientType enum
auto type = static_cast<audio::AmbientSoundManager::AmbientType>(emitter.type);
ambientSoundManager->addEmitter(emitter.position, type);
case FinalizationPhase::AMBIENT: {
// Register ambient sound emitters
if (ambientSoundManager && !pending->ambientEmitters.empty()) {
for (const auto& emitter : pending->ambientEmitters) {
auto type = static_cast<audio::AmbientSoundManager::AmbientType>(emitter.type);
ambientSoundManager->addEmitter(emitter.position, type);
}
}
// Commit tile to loadedTiles
auto tile = std::make_unique<TerrainTile>();
tile->coord = coord;
tile->terrain = std::move(pending->terrain);
tile->mesh = std::move(pending->mesh);
tile->loaded = true;
tile->m2InstanceIds = std::move(ft.m2InstanceIds);
tile->wmoInstanceIds = std::move(ft.wmoInstanceIds);
tile->wmoUniqueIds = std::move(ft.tileWmoUniqueIds);
tile->doodadUniqueIds = std::move(ft.tileUniqueIds);
getTileBounds(coord, tile->minX, tile->minY, tile->maxX, tile->maxY);
loadedTiles[coord] = std::move(tile);
putCachedTile(pending);
// Now safe to remove from pendingTiles (tile is in loadedTiles)
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
LOG_DEBUG(" Finalized tile [", x, ",", y, "]");
ft.phase = FinalizationPhase::DONE;
return true;
}
// Create tile entry
auto tile = std::make_unique<TerrainTile>();
tile->coord = coord;
tile->terrain = std::move(pending->terrain);
tile->mesh = std::move(pending->mesh);
tile->loaded = true;
tile->m2InstanceIds = std::move(m2InstanceIds);
tile->wmoInstanceIds = std::move(wmoInstanceIds);
tile->wmoUniqueIds = std::move(tileWmoUniqueIds);
tile->doodadUniqueIds = std::move(tileUniqueIds);
// Calculate world bounds
getTileBounds(coord, tile->minX, tile->minY, tile->maxX, tile->maxY);
loadedTiles[coord] = std::move(tile);
putCachedTile(pending);
LOG_DEBUG(" Finalized tile [", x, ",", y, "]");
case FinalizationPhase::DONE:
return true;
}
return true;
}
void TerrainManager::workerLoop() {
// Keep worker threads off core 0 (reserved for main thread)
#ifdef __linux__
{
int numCores = static_cast<int>(std::thread::hardware_concurrency());
if (numCores >= 2) {
cpu_set_t cpuset;
CPU_ZERO(&cpuset);
for (int i = 1; i < numCores; i++) {
CPU_SET(i, &cpuset);
}
pthread_setaffinity_np(pthread_self(), sizeof(cpu_set_t), &cpuset);
}
}
#endif
LOG_INFO("Terrain worker thread started");
while (workerRunning.load()) {
@ -927,80 +981,60 @@ void TerrainManager::processReadyTiles() {
// Taxi mode gets a slightly larger budget to avoid visible late-pop terrain/models.
const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 5.0f;
auto startTime = std::chrono::high_resolution_clock::now();
int processed = 0;
while (true) {
std::shared_ptr<PendingTile> pending;
{
std::lock_guard<std::mutex> lock(queueMutex);
if (readyQueue.empty()) {
break;
}
pending = readyQueue.front();
// Move newly ready tiles into the finalizing deque.
// Keep them in pendingTiles so streamTiles() won't re-enqueue them.
{
std::lock_guard<std::mutex> lock(queueMutex);
while (!readyQueue.empty()) {
auto pending = readyQueue.front();
readyQueue.pop();
}
if (pending) {
TileCoord coord = pending->coord;
finalizeTile(pending);
auto now = std::chrono::high_resolution_clock::now();
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
processed++;
// Check if we've exceeded time budget
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
if (elapsedMs >= timeBudgetMs) {
if (processed > 1) {
LOG_DEBUG("Processed ", processed, " tiles in ", elapsedMs, "ms (budget: ", timeBudgetMs, "ms)");
}
break;
if (pending) {
FinalizingTile ft;
ft.pending = std::move(pending);
finalizingTiles_.push_back(std::move(ft));
}
}
}
}
void TerrainManager::processM2UploadQueue() {
// Upload up to MAX_M2_UPLOADS_PER_FRAME models per frame
int uploaded = 0;
while (!m2UploadQueue_.empty() && uploaded < MAX_M2_UPLOADS_PER_FRAME) {
auto& upload = m2UploadQueue_.front();
if (m2Renderer) {
m2Renderer->loadModel(upload.model, upload.modelId);
// Drive incremental finalization within time budget
while (!finalizingTiles_.empty()) {
auto& ft = finalizingTiles_.front();
bool done = advanceFinalization(ft);
if (done) {
finalizingTiles_.pop_front();
}
m2UploadQueue_.pop();
uploaded++;
}
if (uploaded > 0) {
LOG_DEBUG("Uploaded ", uploaded, " M2 models (", m2UploadQueue_.size(), " remaining in queue)");
auto now = std::chrono::high_resolution_clock::now();
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
if (elapsedMs >= timeBudgetMs) {
break;
}
}
}
void TerrainManager::processAllReadyTiles() {
while (true) {
std::shared_ptr<PendingTile> pending;
{
std::lock_guard<std::mutex> lock(queueMutex);
if (readyQueue.empty()) break;
pending = readyQueue.front();
// Move all ready tiles into finalizing deque
// Keep in pendingTiles until committed (same as processReadyTiles)
{
std::lock_guard<std::mutex> lock(queueMutex);
while (!readyQueue.empty()) {
auto pending = readyQueue.front();
readyQueue.pop();
}
if (pending) {
TileCoord coord = pending->coord;
finalizeTile(pending);
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
if (pending) {
FinalizingTile ft;
ft.pending = std::move(pending);
finalizingTiles_.push_back(std::move(ft));
}
}
}
// Finalize all tiles completely (no time budget — used for loading screens)
while (!finalizingTiles_.empty()) {
auto& ft = finalizingTiles_.front();
while (!advanceFinalization(ft)) {}
finalizingTiles_.pop_front();
}
}
std::shared_ptr<PendingTile> TerrainManager::getCachedTile(const TileCoord& coord) {
@ -1099,6 +1133,31 @@ void TerrainManager::unloadTile(int x, int y) {
pendingTiles.erase(coord);
}
// Remove from finalizingTiles_ if it's being incrementally finalized.
// Water may have already been loaded in TERRAIN phase, so clean it up.
for (auto fit = finalizingTiles_.begin(); fit != finalizingTiles_.end(); ++fit) {
if (fit->pending && fit->pending->coord == coord) {
// If past TERRAIN phase, water was already loaded — remove it
if (fit->phase != FinalizationPhase::TERRAIN && waterRenderer) {
waterRenderer->removeTile(x, y);
}
// Clean up any M2/WMO instances that were already created
if (m2Renderer && !fit->m2InstanceIds.empty()) {
m2Renderer->removeInstances(fit->m2InstanceIds);
}
if (wmoRenderer && !fit->wmoInstanceIds.empty()) {
for (uint32_t id : fit->wmoInstanceIds) {
if (waterRenderer) waterRenderer->removeWMO(id);
}
wmoRenderer->removeInstances(fit->wmoInstanceIds);
}
for (uint32_t uid : fit->tileUniqueIds) placedDoodadIds.erase(uid);
for (uint32_t uid : fit->tileWmoUniqueIds) placedWmoIds.erase(uid);
finalizingTiles_.erase(fit);
return;
}
}
auto it = loadedTiles.find(coord);
if (it == loadedTiles.end()) {
return;
@ -1167,6 +1226,7 @@ void TerrainManager::unloadAll() {
while (!readyQueue.empty()) readyQueue.pop();
}
pendingTiles.clear();
finalizingTiles_.clear();
placedDoodadIds.clear();
LOG_INFO("Unloading all terrain tiles");