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Reorder async navmesh updater jobs when player tile changes
When player tile changes distance to player that is part of jobs priority is invalidated. So jobs are no longer in the right order. This can lead to processing of farests tiles first. Sort queue each time player tile is changed.
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parent
82bd88c818
commit
d0ea9c482a
2 changed files with 33 additions and 12 deletions
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@ -88,13 +88,22 @@ namespace DetourNavigator
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const SharedNavMeshCacheItem& navMeshCacheItem, const TilePosition& playerTile,
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const std::map<TilePosition, ChangeType>& changedTiles)
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{
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*mPlayerTile.lock() = playerTile;
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bool playerTileChanged = false;
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{
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auto locked = mPlayerTile.lock();
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playerTileChanged = *locked != playerTile;
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*locked = playerTile;
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}
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if (changedTiles.empty())
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if (!playerTileChanged && changedTiles.empty())
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return;
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const std::lock_guard<std::mutex> lock(mMutex);
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if (playerTileChanged)
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for (auto& job : mJobs)
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job.mDistanceToPlayer = getManhattanDistance(job.mChangedTile, playerTile);
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for (const auto& changedTile : changedTiles)
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{
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if (mPushed[agentHalfExtents].insert(changedTile.first).second)
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@ -112,10 +121,21 @@ namespace DetourNavigator
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? mLastUpdates[job.mAgentHalfExtents][job.mChangedTile] + mSettings.get().mMinUpdateInterval
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: std::chrono::steady_clock::time_point();
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mJobs.push(std::move(job));
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if (playerTileChanged)
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{
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mJobs.push_back(std::move(job));
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}
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else
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{
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const auto it = std::upper_bound(mJobs.begin(), mJobs.end(), job);
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mJobs.insert(it, std::move(job));
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}
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}
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}
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if (playerTileChanged)
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std::sort(mJobs.begin(), mJobs.end());
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Log(Debug::Debug) << "Posted " << mJobs.size() << " navigator jobs";
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if (!mJobs.empty())
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@ -283,7 +303,7 @@ namespace DetourNavigator
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while (true)
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{
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const auto hasJob = [&] {
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return (!mJobs.empty() && mJobs.top().mProcessTime <= std::chrono::steady_clock::now())
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return (!mJobs.empty() && mJobs.front().mProcessTime <= std::chrono::steady_clock::now())
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|| !threadQueue.mJobs.empty();
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};
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@ -318,11 +338,11 @@ namespace DetourNavigator
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{
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const auto now = std::chrono::steady_clock::now();
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if (jobs.top().mProcessTime > now)
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if (jobs.front().mProcessTime > now)
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return {};
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Job job = jobs.top();
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jobs.pop();
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Job job = jobs.front();
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jobs.pop_front();
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if (changeLastUpdate && job.mChangeType == ChangeType::update)
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mLastUpdates[job.mAgentHalfExtents][job.mChangedTile] = now;
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@ -376,7 +396,7 @@ namespace DetourNavigator
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if (mPushed[job.mAgentHalfExtents].insert(job.mChangedTile).second)
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{
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++job.mTryNumber;
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mJobs.push(std::move(job));
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mJobs.push_back(std::move(job));
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mHasJob.notify_all();
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}
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}
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@ -385,7 +405,7 @@ namespace DetourNavigator
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{
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if (queue.mPushed[job.mAgentHalfExtents].insert(job.mChangedTile).second)
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{
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queue.mJobs.push(std::move(job));
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queue.mJobs.push_back(std::move(job));
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mHasJob.notify_all();
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}
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}
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@ -14,9 +14,10 @@
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#include <condition_variable>
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#include <memory>
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#include <mutex>
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#include <queue>
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#include <deque>
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#include <set>
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#include <thread>
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#include <tuple>
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class dtNavMesh;
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@ -83,11 +84,11 @@ namespace DetourNavigator
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friend inline bool operator <(const Job& lhs, const Job& rhs)
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{
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return lhs.getPriority() > rhs.getPriority();
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return lhs.getPriority() < rhs.getPriority();
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}
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};
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using Jobs = std::priority_queue<Job, std::deque<Job>>;
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using Jobs = std::deque<Job>;
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using Pushed = std::map<osg::Vec3f, std::set<TilePosition>>;
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struct Queue
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