SanAndreasUnity/Assets/Scripts/Utilities/LoadingThread.cs
in0finite 32c0be1af2
new world loading system (#110)
* 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
2021-07-18 06:03:43 +02:00

214 lines
5 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using SanAndreasUnity.Utilities;
using System.Threading;
using System.Collections.Concurrent;
using Debug = UnityEngine.Debug;
namespace SanAndreasUnity.Behaviours
{
public class LoadingThread : MonoBehaviour {
// TODO: maybe convert to class, because it takes 36 bytes - it's too much for red-black tree operations
public struct Job<T>
{
public System.Func<T> action ;
public System.Action<T> callbackSuccess ;
public System.Action<System.Exception> callbackError ;
public System.Action<T> callbackFinish;
public float priority;
internal object result ;
internal System.Exception exception ;
internal long id;
}
public class JobComparer : IComparer<Job<object>>
{
public int Compare(Job<object> a, Job<object> b)
{
if (a.id == b.id)
return 0;
if (a.priority != b.priority)
return a.priority <= b.priority ? -1 : 1;
// priorities are the same
// the advantage has the job which was created earlier
return a.id <= b.id ? -1 : 1;
}
}
private class ThreadParameters
{
public readonly BlockingCollection<Job<object>> jobs =
new BlockingCollection<Job<object>> (new System.Collections.Concurrent.ConcurrentQueue<Job<object>>());
public readonly Utilities.ConcurrentQueue<Job<object>> processedJobs = new Utilities.ConcurrentQueue<Job<object>>();
private bool _shouldThreadExit = false;
private readonly object _shouldThreadExitLockObject = new object();
public bool ShouldThreadExit()
{
lock (_shouldThreadExitLockObject)
return _shouldThreadExit;
}
public void TellThreadToExit()
{
lock (_shouldThreadExitLockObject)
_shouldThreadExit = true;
}
}
public static LoadingThread Singleton { get; private set; }
private Thread _thread;
private readonly ThreadParameters _threadParameters = new ThreadParameters();
private readonly Queue<Job<object>> _processedJobsBuffer = new Queue<Job<object>>(256);
private static long s_lastJobId = 1;
private static readonly object s_lastJobIdLockObject = new object();
private readonly Stopwatch _stopwatch = new Stopwatch();
public ushort maxTimePerFrameMs = 0;
private void Awake()
{
Singleton = this;
}
void Start () {
_thread = new Thread (ThreadFunction);
_thread.Start(_threadParameters);
}
void OnDisable ()
{
if (_thread != null)
{
var sw = System.Diagnostics.Stopwatch.StartNew ();
// _thread.Interrupt ();
_threadParameters.TellThreadToExit ();
if (_thread.Join (7000))
Debug.LogFormat ("Stopped loading thread in {0} ms", sw.Elapsed.TotalMilliseconds);
else
Debug.LogError ("Failed to stop loading thread");
}
}
void Update () {
// get all processed jobs
_stopwatch.Restart();
Job<object> job;
while (true)
{
if (this.maxTimePerFrameMs != 0 && _stopwatch.ElapsedMilliseconds >= this.maxTimePerFrameMs)
break;
if (_processedJobsBuffer.Count > 0)
job = _processedJobsBuffer.Dequeue();
else
{
int numCopied = _threadParameters.processedJobs.DequeueToQueue(_processedJobsBuffer, 256);
if (numCopied == 0)
break;
job = _processedJobsBuffer.Dequeue();
}
if (job.exception != null)
{
// error happened
if (job.callbackError != null)
Utilities.F.RunExceptionSafe( () => job.callbackError (job.exception) );
Debug.LogException (job.exception);
}
else
{
// success
if (job.callbackSuccess != null)
Utilities.F.RunExceptionSafe( () => job.callbackSuccess (job.result) );
}
// invoke finish callback
if (job.callbackFinish != null)
F.RunExceptionSafe (() => job.callbackFinish (job.result));
}
}
public static void RegisterJob<T> (Job<T> job)
{
// note: this function can be called from any thread
if (null == job.action)
throw new ArgumentException("Job must have an action");
if (0f == job.priority)
throw new ArgumentException("You forgot to assign job priority");
job.exception = null;
var j = new Job<object> () {
id = GetNextJobId(),
priority = job.priority,
action = () => job.action(),
callbackError = job.callbackError,
};
if(job.callbackSuccess != null)
j.callbackSuccess = (arg) => job.callbackSuccess( (T) arg );
if(job.callbackFinish != null)
j.callbackFinish = (arg) => job.callbackFinish( (T) arg );
Singleton._threadParameters.jobs.Add (j);
}
static long GetNextJobId()
{
lock (s_lastJobIdLockObject)
{
return s_lastJobId++;
}
}
static void ThreadFunction (object objectParameter)
{
ThreadParameters threadParameters = (ThreadParameters) objectParameter;
while (!threadParameters.ShouldThreadExit())
{
Job<object> job;
if (!threadParameters.jobs.TryTake (out job, 200))
continue;
try
{
job.result = job.action();
}
catch(System.Exception ex)
{
job.exception = ex;
}
threadParameters.processedJobs.Enqueue(job);
}
}
}
}