mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Fix city stuttering with incremental tile finalization and GPU optimizations
Replace monolithic finalizeTile() with a phased state machine that spreads GPU upload work across multiple frames (TERRAIN→M2→WMO→WATER→AMBIENT→DONE). Each advanceFinalization() call does one bounded unit of work within the per-frame time budget, eliminating 50-300ms frame hitches when entering cities. Additional performance improvements: - Pre-allocate bone SSBOs at M2 instance creation instead of lazily during first render frame, preventing hitches when many skinned characters appear - Enable WMO distance culling (800 units) with active-group exemption so the player's current floor/neighbors are never culled - Add 4-tier adaptive M2 render distance (250/400/600/1000 based on count) - Remove dead PendingM2Upload queue code superseded by incremental system Fix tile re-enqueueing bug: keep tiles in pendingTiles until committed to loadedTiles (not when moved to finalizingTiles_) so streamTiles() doesn't re-enqueue tiles mid-finalization. Also handle unloadTile() for tiles in the finalizingTiles_ deque to prevent orphaned water/M2/WMO resources.
This commit is contained in:
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8fe53171eb
commit
d47ae2a110
6 changed files with 411 additions and 268 deletions
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@ -478,6 +478,7 @@ private:
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// Helper to allocate descriptor sets
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VkDescriptorSet allocateMaterialSet();
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VkDescriptorSet allocateBoneSet();
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void preallocateBoneBuffers(M2Instance& instance);
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// Helper to destroy model GPU resources
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void destroyModelGPU(M2ModelGPU& model);
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@ -123,6 +123,41 @@ struct PendingTile {
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std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
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};
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/**
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* Phases for incremental tile finalization (one bounded unit of work per call)
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*/
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enum class FinalizationPhase {
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TERRAIN, // Upload terrain mesh + textures
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M2_MODELS, // Upload ONE M2 model per call
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M2_INSTANCES, // Create all M2 instances (lightweight struct allocation)
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WMO_MODELS, // Upload ONE WMO model per call
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WMO_INSTANCES, // Create all WMO instances + load WMO liquids
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WMO_DOODADS, // Upload ONE WMO doodad M2 per call
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WATER, // Upload water from terrain
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AMBIENT, // Register ambient emitters
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DONE // Commit to loadedTiles
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};
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/**
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* In-progress tile finalization state — tracks progress across frames
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*/
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struct FinalizingTile {
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std::shared_ptr<PendingTile> pending;
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FinalizationPhase phase = FinalizationPhase::TERRAIN;
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// Progress indices within current phase
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size_t m2ModelIndex = 0; // Next M2 model to upload
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size_t wmoModelIndex = 0; // Next WMO model to upload
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size_t wmoDoodadIndex = 0; // Next WMO doodad to upload
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// Accumulated results (built up across phases)
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std::vector<uint32_t> m2InstanceIds;
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std::vector<uint32_t> wmoInstanceIds;
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std::vector<uint32_t> tileUniqueIds;
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std::vector<uint32_t> tileWmoUniqueIds;
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std::unordered_set<uint32_t> uploadedM2ModelIds;
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};
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/**
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* Terrain manager for multi-tile terrain streaming
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*
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@ -219,8 +254,8 @@ public:
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int getLoadedTileCount() const { return static_cast<int>(loadedTiles.size()); }
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int getPendingTileCount() const { return static_cast<int>(pendingTiles.size()); }
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int getReadyQueueCount() const { return static_cast<int>(readyQueue.size()); }
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/** Total unfinished tiles (worker threads + ready queue) */
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int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size()); }
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/** Total unfinished tiles (worker threads + ready queue + finalizing) */
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int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size() + finalizingTiles_.size()); }
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TileCoord getCurrentTile() const { return currentTile; }
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/** Process all ready tiles immediately (use during loading screens) */
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@ -254,9 +289,10 @@ private:
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std::shared_ptr<PendingTile> prepareTile(int x, int y);
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/**
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* Main thread: upload prepared tile data to GPU
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* Advance incremental finalization of a tile (one bounded unit of work).
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* Returns true when the tile is fully finalized (phase == DONE).
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*/
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void finalizeTile(const std::shared_ptr<PendingTile>& pending);
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bool advanceFinalization(FinalizingTile& ft);
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/**
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* Background worker thread loop
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@ -341,16 +377,8 @@ private:
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// Dedup set for WMO placements across tile boundaries (prevents rendering Stormwind 16x)
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std::unordered_set<uint32_t> placedWmoIds;
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// Progressive M2 upload queue (spread heavy uploads across frames)
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struct PendingM2Upload {
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uint32_t modelId;
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pipeline::M2Model model;
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std::string path;
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};
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std::queue<PendingM2Upload> m2UploadQueue_;
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static constexpr int MAX_M2_UPLOADS_PER_FRAME = 5; // Upload up to 5 models per frame
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void processM2UploadQueue();
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// Tiles currently being incrementally finalized across frames
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std::deque<FinalizingTile> finalizingTiles_;
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struct GroundEffectEntry {
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std::array<uint32_t, 4> doodadIds{{0, 0, 0, 0}};
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@ -657,9 +657,9 @@ private:
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bool wireframeMode = false;
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bool frustumCulling = true;
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bool portalCulling = false; // Disabled by default - needs debugging
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bool distanceCulling = false; // Disabled - causes ground to disappear
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float maxGroupDistance = 500.0f;
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float maxGroupDistanceSq = 250000.0f; // maxGroupDistance^2
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bool distanceCulling = true; // Enabled with active-group exemption to prevent floor disappearing
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float maxGroupDistance = 800.0f;
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float maxGroupDistanceSq = 640000.0f; // maxGroupDistance^2
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uint32_t lastDrawCalls = 0;
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mutable uint32_t lastPortalCulledGroups = 0;
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mutable uint32_t lastDistanceCulledGroups = 0;
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@ -767,6 +767,38 @@ VkDescriptorSet M2Renderer::allocateBoneSet() {
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return set;
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}
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void M2Renderer::preallocateBoneBuffers(M2Instance& instance) {
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if (!vkCtx_) return;
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for (int fi = 0; fi < 2; fi++) {
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if (instance.boneBuffer[fi]) continue; // already allocated
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VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
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bci.size = 128 * sizeof(glm::mat4); // max 128 bones
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bci.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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VmaAllocationCreateInfo aci{};
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aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
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aci.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
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VmaAllocationInfo allocInfo{};
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vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci,
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&instance.boneBuffer[fi], &instance.boneAlloc[fi], &allocInfo);
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instance.boneMapped[fi] = allocInfo.pMappedData;
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instance.boneSet[fi] = allocateBoneSet();
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if (instance.boneSet[fi]) {
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VkDescriptorBufferInfo bufInfo{};
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bufInfo.buffer = instance.boneBuffer[fi];
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bufInfo.offset = 0;
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bufInfo.range = bci.size;
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VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
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write.dstSet = instance.boneSet[fi];
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write.dstBinding = 0;
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write.descriptorCount = 1;
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write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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write.pBufferInfo = &bufInfo;
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vkUpdateDescriptorSets(vkCtx_->getDevice(), 1, &write, 0, nullptr);
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}
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}
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}
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// ---------------------------------------------------------------------------
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// M2 collision mesh: build spatial grid + classify triangles
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// ---------------------------------------------------------------------------
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@ -1615,6 +1647,11 @@ uint32_t M2Renderer::createInstance(uint32_t modelId, const glm::vec3& position,
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instance.variationTimer = 3000.0f + static_cast<float>(rand() % 8000);
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}
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// Pre-allocate bone SSBOs so first render frame doesn't hitch
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if (mdlRef.hasAnimation && !mdlRef.disableAnimation) {
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preallocateBoneBuffers(instance);
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}
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instances.push_back(instance);
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size_t idx = instances.size() - 1;
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instanceIndexById[instance.id] = idx;
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@ -1648,6 +1685,8 @@ uint32_t M2Renderer::createInstanceWithMatrix(uint32_t modelId, const glm::mat4&
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}
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}
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const auto& mdlRef = models[modelId];
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M2Instance instance;
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instance.id = nextInstanceId++;
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instance.modelId = modelId;
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@ -1657,20 +1696,24 @@ uint32_t M2Renderer::createInstanceWithMatrix(uint32_t modelId, const glm::mat4&
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instance.modelMatrix = modelMatrix;
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instance.invModelMatrix = glm::inverse(modelMatrix);
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glm::vec3 localMin, localMax;
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getTightCollisionBounds(models[modelId], localMin, localMax);
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getTightCollisionBounds(mdlRef, localMin, localMax);
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transformAABB(instance.modelMatrix, localMin, localMax, instance.worldBoundsMin, instance.worldBoundsMax);
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// Initialize animation
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const auto& mdl2 = models[modelId];
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if (mdl2.hasAnimation && !mdl2.disableAnimation && !mdl2.sequences.empty()) {
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if (mdlRef.hasAnimation && !mdlRef.disableAnimation && !mdlRef.sequences.empty()) {
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instance.currentSequenceIndex = 0;
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instance.idleSequenceIndex = 0;
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instance.animDuration = static_cast<float>(mdl2.sequences[0].duration);
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instance.animTime = static_cast<float>(rand() % std::max(1u, mdl2.sequences[0].duration));
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instance.animDuration = static_cast<float>(mdlRef.sequences[0].duration);
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instance.animTime = static_cast<float>(rand() % std::max(1u, mdlRef.sequences[0].duration));
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instance.variationTimer = 3000.0f + static_cast<float>(rand() % 8000);
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} else {
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instance.animTime = static_cast<float>(rand()) / RAND_MAX * 10000.0f;
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}
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// Pre-allocate bone SSBOs so first render frame doesn't hitch
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if (mdlRef.hasAnimation && !mdlRef.disableAnimation) {
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preallocateBoneBuffers(instance);
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}
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instances.push_back(instance);
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size_t idx = instances.size() - 1;
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instanceIndexById[instance.id] = idx;
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@ -1811,7 +1854,11 @@ void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::
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// Cache camera state for frustum-culling bone computation
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cachedCamPos_ = cameraPos;
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const float maxRenderDistance = (instances.size() > 2000) ? 800.0f : 2800.0f;
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const size_t animInstCount = instances.size();
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const float maxRenderDistance = (animInstCount > 3000) ? 600.0f
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: (animInstCount > 2000) ? 800.0f
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: (animInstCount > 1000) ? 1400.0f
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: 2800.0f;
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cachedMaxRenderDistSq_ = maxRenderDistance * maxRenderDistance;
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// Build frustum for culling bones
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lastDrawCallCount = 0;
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// Adaptive render distance: balanced for performance without excessive pop-in
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const float maxRenderDistance = (instances.size() > 2000) ? 350.0f : 1000.0f;
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// Adaptive render distance: tiered for performance without excessive pop-in
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const size_t instCount = instances.size();
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const float maxRenderDistance = (instCount > 3000) ? 250.0f
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: (instCount > 2000) ? 400.0f
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: (instCount > 1000) ? 600.0f
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: 1000.0f;
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const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
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const float fadeStartFraction = 0.75f;
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const glm::vec3 camPos = camera.getPosition();
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@ -226,7 +226,9 @@ bool TerrainManager::loadTile(int x, int y) {
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return false;
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}
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finalizeTile(pending);
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FinalizingTile ft;
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ft.pending = std::move(pending);
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while (!advanceFinalization(ft)) {}
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return true;
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}
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@ -648,176 +650,160 @@ void TerrainManager::logMissingAdtOnce(const std::string& adtPath) {
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}
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}
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void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
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bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
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auto& pending = ft.pending;
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int x = pending->coord.x;
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int y = pending->coord.y;
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TileCoord coord = pending->coord;
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LOG_DEBUG("Finalizing tile [", x, ",", y, "] (GPU upload)");
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switch (ft.phase) {
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// Check if tile was already loaded (race condition guard) or failed
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if (loadedTiles.find(coord) != loadedTiles.end()) {
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return;
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}
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if (failedTiles.find(coord) != failedTiles.end()) {
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return;
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}
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// Upload pre-loaded textures to the GL cache so loadTerrain avoids file I/O
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if (!pending->preloadedTextures.empty()) {
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terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
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}
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// Upload terrain to GPU
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if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
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LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
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failedTiles[coord] = true;
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return;
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}
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// Load water
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if (waterRenderer) {
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waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
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}
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// Register water surface ambient sound emitters
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if (ambientSoundManager) {
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// Scan ADT water data for water surfaces
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int waterEmitterCount = 0;
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for (size_t chunkIdx = 0; chunkIdx < pending->terrain.waterData.size(); chunkIdx++) {
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const auto& chunkWater = pending->terrain.waterData[chunkIdx];
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if (!chunkWater.hasWater()) continue;
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// Calculate chunk position in world coordinates
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int chunkX = chunkIdx % 16;
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int chunkY = chunkIdx / 16;
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// WoW coordinates: Each ADT tile is 533.33 units, each chunk is 533.33/16 = 33.333 units
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// Tile origin in GL space
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float tileOriginX = (32.0f - x) * 533.33333f;
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float tileOriginY = (32.0f - y) * 533.33333f;
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// Chunk center position
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float chunkCenterX = tileOriginX + (chunkX + 0.5f) * 33.333333f;
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float chunkCenterY = tileOriginY + (chunkY + 0.5f) * 33.333333f;
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// Use first layer for height and type detection
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if (!chunkWater.layers.empty()) {
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const auto& layer = chunkWater.layers[0];
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float waterHeight = layer.minHeight;
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// Determine water type and register appropriate emitter
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// liquidType: 0=water/lake, 1=ocean, 2=magma, 3=slime
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if (layer.liquidType == 0) {
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// Lake/river water - add water surface emitter every 32 chunks to avoid spam
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if (chunkIdx % 32 == 0) {
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PendingTile::AmbientEmitter emitter;
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emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
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emitter.type = 4; // WATER_SURFACE
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pending->ambientEmitters.push_back(emitter);
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waterEmitterCount++;
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}
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} else if (layer.liquidType == 1) {
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// Ocean - add ocean emitter every 64 chunks (oceans are very large)
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if (chunkIdx % 64 == 0) {
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PendingTile::AmbientEmitter emitter;
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emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
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emitter.type = 4; // WATER_SURFACE (could add separate OCEAN type later)
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pending->ambientEmitters.push_back(emitter);
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waterEmitterCount++;
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}
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}
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// Skip magma and slime for now (no ambient sounds for those)
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case FinalizationPhase::TERRAIN: {
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// Check if tile was already loaded or failed
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if (loadedTiles.find(coord) != loadedTiles.end() || failedTiles.find(coord) != failedTiles.end()) {
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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ft.phase = FinalizationPhase::DONE;
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return true;
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}
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if (waterEmitterCount > 0) {
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LOG_DEBUG("Finalizing tile [", x, ",", y, "] (incremental)");
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// Upload pre-loaded textures
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if (!pending->preloadedTextures.empty()) {
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terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
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}
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// Upload terrain mesh to GPU
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if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
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LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
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failedTiles[coord] = true;
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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ft.phase = FinalizationPhase::DONE;
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return true;
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}
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// Load water immediately after terrain (same frame) — water vertex positions
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// depend on terrain chunk data and must be uploaded before the terrain renders
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// without water, otherwise vertices appear at origin.
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if (waterRenderer) {
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waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
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}
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// Ensure M2 renderer has asset manager
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if (m2Renderer && assetManager) {
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m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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}
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ft.phase = FinalizationPhase::M2_MODELS;
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return false;
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}
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std::vector<uint32_t> m2InstanceIds;
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std::vector<uint32_t> wmoInstanceIds;
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std::vector<uint32_t> tileUniqueIds;
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std::vector<uint32_t> tileWmoUniqueIds;
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// Upload M2 models to GPU and create instances
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if (m2Renderer && assetManager) {
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// Always pass the latest asset manager. initialize() is idempotent and updates
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// the pointer even when the renderer was initialized earlier without assets.
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m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
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// Upload M2 models immediately (batching was causing hangs)
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// The 5ms time budget in processReadyTiles() limits the spike
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std::unordered_set<uint32_t> uploadedModelIds;
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for (auto& m2Ready : pending->m2Models) {
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case FinalizationPhase::M2_MODELS: {
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// Upload ONE M2 model per call
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if (m2Renderer && ft.m2ModelIndex < pending->m2Models.size()) {
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auto& m2Ready = pending->m2Models[ft.m2ModelIndex];
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if (m2Renderer->loadModel(m2Ready.model, m2Ready.modelId)) {
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uploadedModelIds.insert(m2Ready.modelId);
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ft.uploadedM2ModelIds.insert(m2Ready.modelId);
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}
|
||||
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)) {
|
||||
// Skip this one, advance
|
||||
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.wmoModelIndex = 0; // Reset for WMO_INSTANCES phase iteration
|
||||
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);
|
||||
|
|
@ -827,57 +813,109 @@ 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() {
|
||||
|
|
@ -927,80 +965,60 @@ 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 +1117,31 @@ 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 +1210,7 @@ void TerrainManager::unloadAll() {
|
|||
while (!readyQueue.empty()) readyQueue.pop();
|
||||
}
|
||||
pendingTiles.clear();
|
||||
finalizingTiles_.clear();
|
||||
placedDoodadIds.clear();
|
||||
|
||||
LOG_INFO("Unloading all terrain tiles");
|
||||
|
|
|
|||
|
|
@ -1319,6 +1319,9 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
bool doFrustumCull = false; // Temporarily disabled: can over-cull world WMOs
|
||||
bool doDistanceCull = distanceCulling;
|
||||
|
||||
// Cache active group info for distance-cull exemption (player's current WMO group)
|
||||
const auto activeGroupCopy = activeGroup_;
|
||||
|
||||
auto cullInstance = [&](size_t instIdx) -> InstanceDrawList {
|
||||
if (instIdx >= instances.size()) return InstanceDrawList{};
|
||||
const auto& instance = instances[instIdx];
|
||||
|
|
@ -1329,6 +1332,9 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
InstanceDrawList result;
|
||||
result.instanceIndex = instIdx;
|
||||
|
||||
// Check if this instance is the one the player is standing in
|
||||
bool isActiveInstance = activeGroupCopy.isValid() && activeGroupCopy.instanceIdx == instIdx;
|
||||
|
||||
// Portal-based visibility
|
||||
std::unordered_set<uint32_t> portalVisibleGroups;
|
||||
bool usePortalCulling = doPortalCull && !model.portals.empty() && !model.portalRefs.empty();
|
||||
|
|
@ -1349,11 +1355,24 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
|
|||
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
|
||||
|
||||
if (doDistanceCull) {
|
||||
glm::vec3 closestPoint = glm::clamp(camPos, gMin, gMax);
|
||||
float distSq = glm::dot(closestPoint - camPos, closestPoint - camPos);
|
||||
if (distSq > 250000.0f) {
|
||||
result.distanceCulled++;
|
||||
continue;
|
||||
// Never cull the group the player is standing in or its portal neighbors
|
||||
bool isExempt = false;
|
||||
if (isActiveInstance) {
|
||||
if (static_cast<int32_t>(gi) == activeGroupCopy.groupIdx) {
|
||||
isExempt = true;
|
||||
} else {
|
||||
for (uint32_t ng : activeGroupCopy.neighborGroups) {
|
||||
if (ng == static_cast<uint32_t>(gi)) { isExempt = true; break; }
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!isExempt) {
|
||||
glm::vec3 closestPoint = glm::clamp(camPos, gMin, gMax);
|
||||
float distSq = glm::dot(closestPoint - camPos, closestPoint - camPos);
|
||||
if (distSq > maxGroupDistanceSq) {
|
||||
result.distanceCulled++;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue