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openmw-tes3mp/apps/openmw/mwworld/cellpreloader.cpp
scrawl 0be811c519 Update the resource cache every second instead of every frame
A dry run takes about ~1.5ms. Even though it's all done in the worker thread, the locks used can stall loading operations that are about to happen in other threads, and just in general this CPU load is unnecessary.
2017-02-03 03:44:30 +01:00

294 lines
9.8 KiB
C++

#include "cellpreloader.hpp"
#include <iostream>
#include <components/resource/scenemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/bulletshapemanager.hpp>
#include <components/resource/keyframemanager.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/nifosg/nifloader.hpp>
#include <components/terrain/world.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "cellstore.hpp"
#include "manualref.hpp"
#include "class.hpp"
namespace MWWorld
{
struct ListModelsVisitor
{
ListModelsVisitor(std::vector<std::string>& out)
: mOut(out)
{
}
virtual bool operator()(const MWWorld::Ptr& ptr)
{
ptr.getClass().getModelsToPreload(ptr, mOut);
return true;
}
std::vector<std::string>& mOut;
};
/// Worker thread item: preload models in a cell.
class PreloadItem : public SceneUtil::WorkItem
{
public:
/// Constructor to be called from the main thread.
PreloadItem(MWWorld::CellStore* cell, Resource::SceneManager* sceneManager, Resource::BulletShapeManager* bulletShapeManager, Resource::KeyframeManager* keyframeManager, Terrain::World* terrain, bool preloadInstances)
: mIsExterior(cell->getCell()->isExterior())
, mX(cell->getCell()->getGridX())
, mY(cell->getCell()->getGridY())
, mSceneManager(sceneManager)
, mBulletShapeManager(bulletShapeManager)
, mKeyframeManager(keyframeManager)
, mTerrain(terrain)
, mPreloadInstances(preloadInstances)
{
ListModelsVisitor visitor (mMeshes);
if (cell->getState() == MWWorld::CellStore::State_Loaded)
{
cell->forEach(visitor);
}
else
{
const std::vector<std::string>& objectIds = cell->getPreloadedIds();
// could possibly build the model list in the worker thread if we manage to make the Store thread safe
for (std::vector<std::string>::const_iterator it = objectIds.begin(); it != objectIds.end(); ++it)
{
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), *it);
std::string model = ref.getPtr().getClass().getModel(ref.getPtr());
if (!model.empty())
mMeshes.push_back(model);
}
}
}
/// Preload work to be called from the worker thread.
virtual void doWork()
{
for (MeshList::const_iterator it = mMeshes.begin(); it != mMeshes.end(); ++it)
{
try
{
std::string mesh = *it;
mesh = Misc::ResourceHelpers::correctActorModelPath(mesh, mSceneManager->getVFS());
if (mPreloadInstances)
{
mPreloadedObjects.push_back(mSceneManager->cacheInstance(mesh));
mPreloadedObjects.push_back(mBulletShapeManager->cacheInstance(mesh));
}
else
{
mPreloadedObjects.push_back(mSceneManager->getTemplate(mesh));
mPreloadedObjects.push_back(mBulletShapeManager->getShape(mesh));
}
size_t slashpos = mesh.find_last_of("/\\");
if (slashpos != std::string::npos && slashpos != mesh.size()-1)
{
Misc::StringUtils::lowerCaseInPlace(mesh);
if (mesh[slashpos+1] == 'x')
{
std::string kfname = mesh;
if(kfname.size() > 4 && kfname.compare(kfname.size()-4, 4, ".nif") == 0)
{
kfname.replace(kfname.size()-4, 4, ".kf");
mPreloadedObjects.push_back(mKeyframeManager->get(kfname));
}
}
}
}
catch (std::exception& e)
{
// ignore error for now, would spam the log too much
// error will be shown when visiting the cell
}
}
if (mIsExterior)
{
try
{
mPreloadedObjects.push_back(mTerrain->cacheCell(mX, mY));
}
catch(std::exception& e)
{
}
}
}
private:
typedef std::vector<std::string> MeshList;
bool mIsExterior;
int mX;
int mY;
MeshList mMeshes;
Resource::SceneManager* mSceneManager;
Resource::BulletShapeManager* mBulletShapeManager;
Resource::KeyframeManager* mKeyframeManager;
Terrain::World* mTerrain;
bool mPreloadInstances;
// keep a ref to the loaded objects to make sure it stays loaded as long as this cell is in the preloaded state
std::vector<osg::ref_ptr<const osg::Object> > mPreloadedObjects;
};
/// Worker thread item: update the resource system's cache, effectively deleting unused entries.
class UpdateCacheItem : public SceneUtil::WorkItem
{
public:
UpdateCacheItem(Resource::ResourceSystem* resourceSystem, Terrain::World* terrain, double referenceTime)
: mReferenceTime(referenceTime)
, mResourceSystem(resourceSystem)
, mTerrain(terrain)
{
}
virtual void doWork()
{
mResourceSystem->updateCache(mReferenceTime);
mTerrain->updateCache();
}
private:
double mReferenceTime;
Resource::ResourceSystem* mResourceSystem;
Terrain::World* mTerrain;
};
CellPreloader::CellPreloader(Resource::ResourceSystem* resourceSystem, Resource::BulletShapeManager* bulletShapeManager, Terrain::World* terrain)
: mResourceSystem(resourceSystem)
, mBulletShapeManager(bulletShapeManager)
, mTerrain(terrain)
, mExpiryDelay(0.0)
, mMinCacheSize(0)
, mMaxCacheSize(0)
, mPreloadInstances(true)
, mLastResourceCacheUpdate(0.0)
{
}
CellPreloader::~CellPreloader()
{
for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();++it)
it->second.mWorkItem->waitTillDone();
mPreloadCells.clear();
}
void CellPreloader::preload(CellStore *cell, double timestamp)
{
if (!mWorkQueue)
{
std::cerr << "can't preload, no work queue set " << std::endl;
return;
}
if (cell->getState() == CellStore::State_Unloaded)
{
std::cerr << "can't preload objects for unloaded cell" << std::endl;
return;
}
PreloadMap::iterator found = mPreloadCells.find(cell);
if (found != mPreloadCells.end())
{
// already preloaded, nothing to do other than updating the timestamp
found->second.mTimeStamp = timestamp;
return;
}
while (mPreloadCells.size() >= mMaxCacheSize)
{
// throw out oldest cell to make room
PreloadMap::iterator oldestCell = mPreloadCells.begin();
double oldestTimestamp = DBL_MAX;
double threshold = 1.0; // seconds
for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end(); ++it)
{
if (it->second.mTimeStamp < oldestTimestamp)
{
oldestTimestamp = it->second.mTimeStamp;
oldestCell = it;
}
}
if (oldestTimestamp + threshold < timestamp)
mPreloadCells.erase(oldestCell);
else
return;
}
osg::ref_ptr<PreloadItem> item (new PreloadItem(cell, mResourceSystem->getSceneManager(), mBulletShapeManager, mResourceSystem->getKeyframeManager(), mTerrain, mPreloadInstances));
mWorkQueue->addWorkItem(item);
mPreloadCells[cell] = PreloadEntry(timestamp, item);
}
void CellPreloader::notifyLoaded(CellStore *cell)
{
mPreloadCells.erase(cell);
}
void CellPreloader::updateCache(double timestamp)
{
for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();)
{
if (mPreloadCells.size() >= mMinCacheSize && it->second.mTimeStamp < timestamp - mExpiryDelay)
mPreloadCells.erase(it++);
else
++it;
}
if (timestamp - mLastResourceCacheUpdate > 1.0)
{
// the resource cache is cleared from the worker thread so that we're not holding up the main thread with delete operations
mWorkQueue->addWorkItem(new UpdateCacheItem(mResourceSystem, mTerrain, timestamp), true);
mLastResourceCacheUpdate = timestamp;
}
}
void CellPreloader::setExpiryDelay(double expiryDelay)
{
mExpiryDelay = expiryDelay;
}
void CellPreloader::setMinCacheSize(unsigned int num)
{
mMinCacheSize = num;
}
void CellPreloader::setMaxCacheSize(unsigned int num)
{
mMaxCacheSize = num;
}
void CellPreloader::setPreloadInstances(bool preload)
{
mPreloadInstances = preload;
}
unsigned int CellPreloader::getMaxCacheSize() const
{
return mMaxCacheSize;
}
void CellPreloader::setWorkQueue(osg::ref_ptr<SceneUtil::WorkQueue> workQueue)
{
mWorkQueue = workQueue;
}
}