Noah Petherbridge
93623e4e8a
Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
91 lines
2.3 KiB
Go
91 lines
2.3 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() {
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if w.level == nil || shmem.Tick%balance.CanvasLoadUnloadModuloTicks != 0 || !balance.Feature.LoadUnloadChunk {
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return
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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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