multithreading good
parent
d026feb525
commit
8d5a3efbdf
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@ -136,7 +136,8 @@ public class World implements BlockAccess, WorldGenConstants
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if (chunk == null) return false;
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// Otherwise save the chunk
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AtomicBoolean result = new AtomicBoolean(false);
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CompletableFuture.runAsync(() -> {
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CompletableFuture.runAsync(() ->
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{
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result.set(this.save.saveChunk(chunk));
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this.chunks.remove(posHash);
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});
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@ -187,13 +188,16 @@ public class World implements BlockAccess, WorldGenConstants
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public void unloadAllChunks()
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{
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LongList chunkPositions = new LongArrayList();
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if (this.chunks != null)
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this.chunks.forEach((pos, chunk) ->
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{ // for every chunk in memory
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chunkPositions.add((long) pos); // add pos to chunk positions list for removal later
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this.save.saveChunk(chunk); // save chunk
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});
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chunkPositions.forEach((LongConsumer) (pos -> this.chunks.remove(pos))); // remove all chunks
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CompletableFuture.runAsync(() ->
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{
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if (this.chunks != null)
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this.chunks.forEach((pos, chunk) ->
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{ // for every chunk in memory
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chunkPositions.add((long) pos); // add pos to chunk positions list for removal later
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this.save.saveChunk(chunk); // save chunk
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});
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chunkPositions.forEach((LongConsumer) (pos -> this.chunks.remove(pos))); // remove all chunks
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});
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}
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public long getSeed()
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@ -203,43 +207,38 @@ public class World implements BlockAccess, WorldGenConstants
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public void updateLoadedChunks(int chunkX, int chunkY, int chunkZ)
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{
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//AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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//Ginger.getInstance().threading.registerChunkThreadToWaitlist(new DynamicChunkLoader(chunkX, chunkY, chunkZ, this));
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Long2ObjectMap<Chunk> chunksList = this.chunks;
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//FIXME completable futures
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List<Chunk> toKeep = new ArrayList<>();
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// loop over rendered area, adding chunks that are needed
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for (int x = chunkX - this.renderBound; x < chunkX + this.renderBound; x++)
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for (int z = chunkZ - this.renderBound; z < chunkZ + this.renderBound; z++)
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for (int y = chunkY - this.renderBound; y < chunkY + this.renderBound; y++)
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toKeep.add(this.getChunkToLoad(x, y, z));
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LongList toRemove = new LongArrayList();
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// check which loaded chunks are not neccesary
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chunksList.forEach((pos, chunk) ->
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CompletableFuture.runAsync(() ->
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{
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if (!toKeep.contains(chunk))
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toRemove.add((long) pos);
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});
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// unload unneccesary chunks from chunk array
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toRemove.forEach((LongConsumer) this::unloadChunk);
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List<Chunk> toKeep = new ArrayList<>();
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// loop over rendered area, adding chunks that are needed
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for (int x = chunkX - this.renderBound; x < chunkX + this.renderBound; x++)
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for (int z = chunkZ - this.renderBound; z < chunkZ + this.renderBound; z++)
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for (int y = chunkY - this.renderBound; y < chunkY + this.renderBound; y++)
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toKeep.add(this.getChunkToLoad(x, y, z));
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toKeep.forEach(chunk -> {
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if (!chunk.isFullyGenerated())
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LongList toRemove = new LongArrayList();
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// check which loaded chunks are not neccesary
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chunks.forEach((pos, chunk) ->
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{
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this.populateChunk(chunk);
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chunk.setFullyGenerated(true);
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}
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boolean alreadyRendering = chunk.doRender(); // if it's already rendering then it's most likely in the map
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chunk.setRender(true);
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if (!alreadyRendering)
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chunksList.put(this.posHash(chunk.chunkX, chunk.chunkY, chunk.chunkZ), chunk);
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});
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this.chunks = chunksList;
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if (!toKeep.contains(chunk))
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toRemove.add((long) pos);
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});
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// unload unneccesary chunks from chunk array
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toRemove.forEach((LongConsumer) this::unloadChunk);
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toKeep.forEach(chunk ->
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{
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if (!chunk.isFullyGenerated())
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{
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this.populateChunk(chunk);
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chunk.setFullyGenerated(true);
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}
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boolean alreadyRendering = chunk.doRender(); // if it's already rendering then it's most likely in the map
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chunk.setRender(true);
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if (!alreadyRendering)
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chunks.put(this.posHash(chunk.chunkX, chunk.chunkY, chunk.chunkZ), chunk);
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});
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});
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}
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private static final class GenerationWorld implements BlockAccess, WorldGenConstants
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@ -11,7 +11,7 @@ public class CavesModifier implements WorldModifier, WorldGenConstants
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{
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private OctaveSimplexNoise caveNoise;
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private static final double THRESHOLD = 0.1;
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//
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@Override
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public void initialize(long seed)
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{
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