mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
79 lines
1.4 KiB
C#
79 lines
1.4 KiB
C#
using System.Collections.Generic;
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namespace SanAndreasUnity.Utilities
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{
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/// <summary>
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/// Alternative to System.Collections.Concurrent.ConcurrentQueue
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/// (It's only available in .NET 4.0 and greater)
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/// </summary>
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/// <remarks>
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/// It's a bit slow (as it uses locks), and only provides a small subset of the interface
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/// Overall, the implementation is intended to be simple & robust
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/// </remarks>
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public class ConcurrentQueue<T>
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{
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private readonly System.Object _queueLock = new System.Object();
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private readonly Queue<T> _queue = new Queue<T>();
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public void Enqueue(T item)
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{
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lock (_queueLock)
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{
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_queue.Enqueue(item);
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}
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}
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public bool TryDequeue(out T result)
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{
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lock (_queueLock)
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{
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if (_queue.Count == 0)
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{
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result = default(T);
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return false;
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}
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result = _queue.Dequeue();
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return true;
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}
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}
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public T[] DequeueAll()
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{
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lock (_queueLock)
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{
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T[] copy = _queue.ToArray();
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_queue.Clear();
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return copy;
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}
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}
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public int DequeueToQueue(Queue<T> collection, int maxNumItems)
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{
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lock (_queueLock)
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{
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int numAdded = 0;
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while (_queue.Count > 0 && numAdded < maxNumItems)
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{
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collection.Enqueue(_queue.Dequeue());
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numAdded++;
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}
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return numAdded;
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}
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}
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public int Count
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{
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get
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{
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lock (_queueLock)
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{
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return _queue.Count;
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}
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}
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}
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}
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}
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