Noah Petherbridge
434416d3a4
* Made the loadscreen useful again (give it work to do async so the game doesn't simply freeze during): does a first call to LoadUnloadChunks to preload the viewport chunks. * Hide the mouse cursor when movement keys are pressed.
93 lines
2.4 KiB
Go
93 lines
2.4 KiB
Go
package uix
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import (
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"runtime"
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"sync"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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)
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// Memory optimization features of the Canvas.
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/*
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LoadUnloadChunks optimizes memory for (level) canvases by warming up chunk images
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that fall within the LoadingViewport and freeing chunks that are outside of it.
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*/
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func (w *Canvas) LoadUnloadChunks(force ...bool) {
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if !(len(force) > 0 && force[0]) {
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if w.level == nil || shmem.Tick%balance.CanvasLoadUnloadModuloTicks != 0 || !balance.Feature.LoadUnloadChunk || (len(force) > 0 && force[0]) {
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return
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}
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}
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var (
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vp = w.LoadingViewport()
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chunks = make(chan render.Point)
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chunksInside = map[render.Point]interface{}{}
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chunksTeardown = []*level.Chunk{}
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cores = runtime.NumCPU()
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wg sync.WaitGroup
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// Collect metrics for the debug overlay.
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resultInside int
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resultOutside int
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)
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// Collect the chunks that are inside the viewport so we know which ones are not.
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for chunk := range w.level.Chunker.IterViewportChunks(vp) {
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chunksInside[chunk] = nil
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}
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// Spawn background goroutines to process the chunks quickly.
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for i := 0; i < cores; i++ {
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wg.Add(1)
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go func(i int) {
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for coord := range chunks {
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if _, ok := chunksInside[coord]; ok {
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// This chunk is INSIDE our viewport, preload its bitmap.
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if chunk, ok := w.level.Chunker.GetChunk(coord); ok {
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_ = chunk.CachedBitmap(render.Invisible)
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resultInside++
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continue
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}
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}
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// Chunks outside the viewport, we won't load them and
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// the Chunker will flush them out to (zip) file.
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resultOutside++
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}
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wg.Done()
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}(i)
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}
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for chunk := range w.level.Chunker.IterChunks() {
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chunks <- chunk
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}
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close(chunks)
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wg.Wait()
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// Tear down the SDL2 textures of chunks to free.
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for i, chunk := range chunksTeardown {
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if chunk == nil {
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log.Error("LoadUnloadChunks: chunksTeardown#%d was nil??", i)
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continue
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}
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chunk.Teardown()
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}
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// Export the metrics for the debug overlay.
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w.loadUnloadInside = resultInside
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w.loadUnloadOutside = resultOutside
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}
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// LoadUnloadMetrics returns the canvas's stored metrics from the LoadUnloadChunks
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// function, for the debug overlay.
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func (w *Canvas) LoadUnloadMetrics() (inside, outside int) {
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return w.loadUnloadInside, w.loadUnloadOutside
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}
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