waiting for previous chunk loading before doing next

This commit is contained in:
Piotrek
2021-05-16 21:00:15 +02:00
parent eecedbf4f4
commit 0487f4acf3
2 changed files with 30 additions and 16 deletions
+13 -7
View File
@@ -83,29 +83,35 @@ impl Game {
if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) { if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z)); renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
// Wait for previous chunks to be loaded before loading new ones
if !self.world.is_busy() {
let prev_chunk_pos = self.prev_chunk_pos.unwrap_or(chunk_pos);
let mut dir = chunk_pos - prev_chunk_pos;
dir.x = dir.x.clamp(-1, 1);
dir.y = dir.y.clamp(-1, 1);
dir.z = dir.z.clamp(-1, 1);
let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -1,1
if dir.x != 0 || dir.y != 0 || dir.z != 0 { if dir.x != 0 || dir.y != 0 || dir.z != 0 {
// Shift world // Shift world
renderer.shift(dir * world::chunk::SIZE as i32); renderer.shift(dir * world::chunk::SIZE as i32);
// Load chunks at the edge // Load chunks at the edge
let center = chunk_pos.clone() + RENDER_DIST*dir; let center = chunk_pos.clone() + RENDER_DIST*dir;
let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()}; let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
println!("Load at {:?}", center);
for a in -RENDER_DIST..RENDER_DIST+1 { for a in -RENDER_DIST..RENDER_DIST+1 {
let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a}; let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
self.world.load_chunk(pos); self.world.load_chunk(pos);
} }
} }
self.prev_chunk_pos = Some(chunk_pos);
self.prev_chunk_pos = Some(prev_chunk_pos+dir);
} }
}
// Receives chunks from workers
self.world.update();
// Send dirty chunks to renderer // Send dirty chunks to renderer
// TODO: Unload chunks above certain radius // TODO: Unload chunks above certain radius
self.world.update();
for (pos, chunk) in self.world.all_chunks() { for (pos, chunk) in self.world.all_chunks() {
if chunk.dirty { if chunk.dirty {
chunk.write_to(renderer, pos * world::chunk::SIZE as i32); chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
+8
View File
@@ -22,6 +22,7 @@ pub struct World {
data: WorldData, data: WorldData,
loader: ChunkLoader, loader: ChunkLoader,
chunks: HashMap<Vector3<i32>, WorldChunk>, chunks: HashMap<Vector3<i32>, WorldChunk>,
busy: u32
} }
impl World { impl World {
@@ -31,18 +32,24 @@ impl World {
data: WorldData { name: name.clone(), ..Default::default() }, data: WorldData { name: name.clone(), ..Default::default() },
loader: ChunkLoader::new(name.clone()), loader: ChunkLoader::new(name.clone()),
chunks: HashMap::new(), chunks: HashMap::new(),
busy: 0,
}; };
instance.load_metadata(); instance.load_metadata();
instance.save_all(); instance.save_all();
instance instance
} }
pub fn is_busy(&self) -> bool {
self.busy > 0
}
/* /*
* Receives loaded chunks from ChunkLoader * Receives loaded chunks from ChunkLoader
*/ */
pub fn update(&mut self) { pub fn update(&mut self) {
for (pos, chunk) in self.loader.receive() { for (pos, chunk) in self.loader.receive() {
self.chunks.insert(pos, chunk); self.chunks.insert(pos, chunk);
self.busy -= 1;
} }
} }
@@ -51,6 +58,7 @@ impl World {
*/ */
pub fn load_chunk(&mut self, pos: Vector3<i32>) { pub fn load_chunk(&mut self, pos: Vector3<i32>) {
self.loader.load(pos); self.loader.load(pos);
self.busy += 1;
} }
/* /*