You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw/components/detournavigator/asyncnavmeshupdater.cpp

921 lines
34 KiB
C++

#include "asyncnavmeshupdater.hpp"
#include "dbrefgeometryobject.hpp"
#include "debug.hpp"
#include "makenavmesh.hpp"
#include "navmeshdbutils.hpp"
#include "serialization.hpp"
#include "settings.hpp"
#include "version.hpp"
#include <components/debug/debuglog.hpp>
#include <components/loadinglistener/loadinglistener.hpp>
#include <components/misc/strings/conversion.hpp>
#include <components/misc/thread.hpp>
#include <DetourNavMesh.h>
#include <osg/io_utils>
#include <algorithm>
#include <numeric>
#include <optional>
#include <set>
#include <tuple>
#include <type_traits>
namespace DetourNavigator
{
namespace
{
int getManhattanDistance(const TilePosition& lhs, const TilePosition& rhs)
{
return std::abs(lhs.x() - rhs.x()) + std::abs(lhs.y() - rhs.y());
}
bool isAbsentTileTooClose(const TilePosition& position, int distance,
const std::set<std::tuple<AgentBounds, TilePosition>>& pushedTiles,
const std::set<std::tuple<AgentBounds, TilePosition>>& presentTiles,
const Misc::ScopeGuarded<std::set<std::tuple<AgentBounds, TilePosition>>>& processingTiles)
{
const auto isAbsentAndCloserThan = [&](const std::tuple<AgentBounds, TilePosition>& v) {
return presentTiles.find(v) == presentTiles.end()
&& getManhattanDistance(position, std::get<1>(v)) < distance;
};
if (std::any_of(pushedTiles.begin(), pushedTiles.end(), isAbsentAndCloserThan))
return true;
if (const auto locked = processingTiles.lockConst();
std::any_of(locked->begin(), locked->end(), isAbsentAndCloserThan))
return true;
return false;
}
auto getPriority(const Job& job) noexcept
{
return std::make_tuple(-static_cast<std::underlying_type_t<JobState>>(job.mState), job.mProcessTime,
job.mChangeType, job.mTryNumber, job.mDistanceToPlayer, job.mDistanceToOrigin);
}
struct LessByJobPriority
{
bool operator()(JobIt lhs, JobIt rhs) const noexcept { return getPriority(*lhs) < getPriority(*rhs); }
};
void insertPrioritizedJob(JobIt job, std::deque<JobIt>& queue)
{
const auto it = std::upper_bound(queue.begin(), queue.end(), job, LessByJobPriority{});
queue.insert(it, job);
}
auto getDbPriority(const Job& job) noexcept
{
return std::make_tuple(static_cast<std::underlying_type_t<JobState>>(job.mState), job.mChangeType,
job.mDistanceToPlayer, job.mDistanceToOrigin);
}
struct LessByJobDbPriority
{
bool operator()(JobIt lhs, JobIt rhs) const noexcept { return getDbPriority(*lhs) < getDbPriority(*rhs); }
};
void insertPrioritizedDbJob(JobIt job, std::deque<JobIt>& queue)
{
const auto it = std::upper_bound(queue.begin(), queue.end(), job, LessByJobDbPriority{});
queue.insert(it, job);
}
auto getAgentAndTile(const Job& job) noexcept
{
return std::make_tuple(job.mAgentBounds, job.mChangedTile);
}
std::unique_ptr<DbWorker> makeDbWorker(
AsyncNavMeshUpdater& updater, std::unique_ptr<NavMeshDb>&& db, const Settings& settings)
{
if (db == nullptr)
return nullptr;
return std::make_unique<DbWorker>(updater, std::move(db), TileVersion(navMeshFormatVersion),
settings.mRecast, settings.mWriteToNavMeshDb);
}
void updateJobs(std::deque<JobIt>& jobs, TilePosition playerTile, int maxTiles)
{
for (JobIt job : jobs)
{
job->mDistanceToPlayer = getManhattanDistance(job->mChangedTile, playerTile);
if (!shouldAddTile(job->mChangedTile, playerTile, maxTiles))
job->mChangeType = ChangeType::remove;
}
}
std::size_t getNextJobId()
{
static std::atomic_size_t nextJobId{ 1 };
return nextJobId.fetch_add(1);
}
bool isWritingDbJob(const Job& job)
{
return job.mGeneratedNavMeshData != nullptr;
}
}
std::ostream& operator<<(std::ostream& stream, JobStatus value)
{
switch (value)
{
case JobStatus::Done:
return stream << "JobStatus::Done";
case JobStatus::Fail:
return stream << "JobStatus::Fail";
case JobStatus::MemoryCacheMiss:
return stream << "JobStatus::MemoryCacheMiss";
}
return stream << "JobStatus::" << static_cast<std::underlying_type_t<JobStatus>>(value);
}
Job::Job(const AgentBounds& agentBounds, std::weak_ptr<GuardedNavMeshCacheItem> navMeshCacheItem,
std::string_view worldspace, const TilePosition& changedTile, ChangeType changeType, int distanceToPlayer,
std::chrono::steady_clock::time_point processTime)
: mId(getNextJobId())
, mAgentBounds(agentBounds)
, mNavMeshCacheItem(std::move(navMeshCacheItem))
, mWorldspace(worldspace)
, mChangedTile(changedTile)
, mProcessTime(processTime)
, mChangeType(changeType)
, mDistanceToPlayer(distanceToPlayer)
, mDistanceToOrigin(getManhattanDistance(changedTile, TilePosition{ 0, 0 }))
{
}
AsyncNavMeshUpdater::AsyncNavMeshUpdater(const Settings& settings, TileCachedRecastMeshManager& recastMeshManager,
OffMeshConnectionsManager& offMeshConnectionsManager, std::unique_ptr<NavMeshDb>&& db)
: mSettings(settings)
, mRecastMeshManager(recastMeshManager)
, mOffMeshConnectionsManager(offMeshConnectionsManager)
, mShouldStop()
, mNavMeshTilesCache(settings.mMaxNavMeshTilesCacheSize)
, mDbWorker(makeDbWorker(*this, std::move(db), mSettings))
{
for (std::size_t i = 0; i < mSettings.get().mAsyncNavMeshUpdaterThreads; ++i)
mThreads.emplace_back([&] { process(); });
}
AsyncNavMeshUpdater::~AsyncNavMeshUpdater()
{
stop();
}
void AsyncNavMeshUpdater::post(const AgentBounds& agentBounds, const SharedNavMeshCacheItem& navMeshCacheItem,
const TilePosition& playerTile, std::string_view worldspace,
const std::map<TilePosition, ChangeType>& changedTiles)
{
bool playerTileChanged = false;
{
auto locked = mPlayerTile.lock();
playerTileChanged = *locked != playerTile;
*locked = playerTile;
}
if (!playerTileChanged && changedTiles.empty())
return;
const dtNavMeshParams params = *navMeshCacheItem->lockConst()->getImpl().getParams();
const int maxTiles = std::min(mSettings.get().mMaxTilesNumber, params.maxTiles);
std::unique_lock lock(mMutex);
if (playerTileChanged)
updateJobs(mWaiting, playerTile, maxTiles);
for (const auto& [changedTile, changeType] : changedTiles)
{
if (mPushed.emplace(agentBounds, changedTile).second)
{
const auto processTime = changeType == ChangeType::update
? mLastUpdates[std::tie(agentBounds, changedTile)] + mSettings.get().mMinUpdateInterval
: std::chrono::steady_clock::time_point();
const JobIt it = mJobs.emplace(mJobs.end(), agentBounds, navMeshCacheItem, worldspace, changedTile,
changeType, getManhattanDistance(changedTile, playerTile), processTime);
Log(Debug::Debug) << "Post job " << it->mId << " for agent=(" << it->mAgentBounds << ")"
<< " changedTile=(" << it->mChangedTile << ") "
<< " changeType=" << it->mChangeType;
if (playerTileChanged)
mWaiting.push_back(it);
else
insertPrioritizedJob(it, mWaiting);
}
}
if (playerTileChanged)
std::sort(mWaiting.begin(), mWaiting.end(), LessByJobPriority{});
Log(Debug::Debug) << "Posted " << mJobs.size() << " navigator jobs";
if (!mWaiting.empty())
mHasJob.notify_all();
lock.unlock();
if (playerTileChanged && mDbWorker != nullptr)
mDbWorker->updateJobs(playerTile, maxTiles);
}
void AsyncNavMeshUpdater::wait(WaitConditionType waitConditionType, Loading::Listener* listener)
{
switch (waitConditionType)
{
case WaitConditionType::requiredTilesPresent:
waitUntilJobsDoneForNotPresentTiles(listener);
break;
case WaitConditionType::allJobsDone:
waitUntilAllJobsDone();
break;
}
}
void AsyncNavMeshUpdater::stop()
{
mShouldStop = true;
if (mDbWorker != nullptr)
mDbWorker->stop();
std::unique_lock<std::mutex> lock(mMutex);
mWaiting.clear();
mHasJob.notify_all();
lock.unlock();
for (auto& thread : mThreads)
if (thread.joinable())
thread.join();
}
void AsyncNavMeshUpdater::waitUntilJobsDoneForNotPresentTiles(Loading::Listener* listener)
{
const int maxDistanceToPlayer = mSettings.get().mWaitUntilMinDistanceToPlayer;
if (maxDistanceToPlayer <= 0)
return;
const std::size_t initialJobsLeft = getTotalJobs();
std::size_t maxProgress = initialJobsLeft;
std::size_t prevJobsLeft = initialJobsLeft;
std::size_t jobsDone = 0;
std::size_t jobsLeft = 0;
const TilePosition playerPosition = *mPlayerTile.lockConst();
const auto isDone = [&] {
jobsLeft = mJobs.size();
if (jobsLeft == 0)
return true;
return !isAbsentTileTooClose(playerPosition, maxDistanceToPlayer, mPushed, mPresentTiles, mProcessingTiles);
};
std::unique_lock<std::mutex> lock(mMutex);
if (!isAbsentTileTooClose(playerPosition, maxDistanceToPlayer, mPushed, mPresentTiles, mProcessingTiles)
|| mJobs.empty())
return;
const Loading::ScopedLoad load(listener);
if (listener != nullptr)
{
listener->setLabel("#{OMWEngine:BuildingNavigationMesh}");
listener->setProgressRange(maxProgress);
}
while (!mDone.wait_for(lock, std::chrono::milliseconds(20), isDone))
{
if (listener == nullptr)
continue;
if (maxProgress < jobsLeft)
{
maxProgress = jobsLeft;
listener->setProgressRange(maxProgress);
listener->setProgress(jobsDone);
}
else if (jobsLeft < prevJobsLeft)
{
const std::size_t newJobsDone = prevJobsLeft - jobsLeft;
jobsDone += newJobsDone;
prevJobsLeft = jobsLeft;
listener->increaseProgress(newJobsDone);
}
}
}
void AsyncNavMeshUpdater::waitUntilAllJobsDone()
{
{
std::unique_lock<std::mutex> lock(mMutex);
mDone.wait(lock, [this] { return mJobs.empty(); });
}
mProcessingTiles.wait(mProcessed, [](const auto& v) { return v.empty(); });
}
AsyncNavMeshUpdaterStats AsyncNavMeshUpdater::getStats() const
{
AsyncNavMeshUpdaterStats result;
{
const std::lock_guard<std::mutex> lock(mMutex);
result.mJobs = mJobs.size();
result.mWaiting = mWaiting.size();
result.mPushed = mPushed.size();
}
result.mProcessing = mProcessingTiles.lockConst()->size();
if (mDbWorker != nullptr)
result.mDb = mDbWorker->getStats();
result.mCache = mNavMeshTilesCache.getStats();
result.mDbGetTileHits = mDbGetTileHits.load(std::memory_order_relaxed);
return result;
}
void AsyncNavMeshUpdater::process() noexcept
{
Log(Debug::Debug) << "Start process navigator jobs by thread=" << std::this_thread::get_id();
Misc::setCurrentThreadIdlePriority();
while (!mShouldStop)
{
try
{
if (JobIt job = getNextJob(); job != mJobs.end())
{
const JobStatus status = processJob(*job);
Log(Debug::Debug) << "Processed job " << job->mId << " with status=" << status;
switch (status)
{
case JobStatus::Done:
unlockTile(job->mId, job->mAgentBounds, job->mChangedTile);
if (job->mGeneratedNavMeshData != nullptr)
mDbWorker->enqueueJob(job);
else
removeJob(job);
break;
case JobStatus::Fail:
repost(job);
break;
case JobStatus::MemoryCacheMiss:
{
mDbWorker->enqueueJob(job);
break;
}
}
}
else
cleanupLastUpdates();
}
catch (const std::exception& e)
{
Log(Debug::Error) << "AsyncNavMeshUpdater::process exception: " << e.what();
}
}
Log(Debug::Debug) << "Stop navigator jobs processing by thread=" << std::this_thread::get_id();
}
JobStatus AsyncNavMeshUpdater::processJob(Job& job)
{
Log(Debug::Debug) << "Processing job " << job.mId << " by thread=" << std::this_thread::get_id();
const auto navMeshCacheItem = job.mNavMeshCacheItem.lock();
if (!navMeshCacheItem)
return JobStatus::Done;
const auto playerTile = *mPlayerTile.lockConst();
const auto params = *navMeshCacheItem->lockConst()->getImpl().getParams();
if (!shouldAddTile(job.mChangedTile, playerTile, std::min(mSettings.get().mMaxTilesNumber, params.maxTiles)))
{
Log(Debug::Debug) << "Ignore add tile by job " << job.mId << ": too far from player";
navMeshCacheItem->lock()->removeTile(job.mChangedTile);
return JobStatus::Done;
}
switch (job.mState)
{
case JobState::Initial:
return processInitialJob(job, *navMeshCacheItem);
case JobState::WithDbResult:
return processJobWithDbResult(job, *navMeshCacheItem);
}
return JobStatus::Done;
}
JobStatus AsyncNavMeshUpdater::processInitialJob(Job& job, GuardedNavMeshCacheItem& navMeshCacheItem)
{
Log(Debug::Debug) << "Processing initial job " << job.mId;
std::shared_ptr<RecastMesh> recastMesh = mRecastMeshManager.get().getMesh(job.mWorldspace, job.mChangedTile);
if (recastMesh == nullptr)
{
Log(Debug::Debug) << "Null recast mesh for job " << job.mId;
navMeshCacheItem.lock()->markAsEmpty(job.mChangedTile);
return JobStatus::Done;
}
if (isEmpty(*recastMesh))
{
Log(Debug::Debug) << "Empty bounds for job " << job.mId;
navMeshCacheItem.lock()->markAsEmpty(job.mChangedTile);
return JobStatus::Done;
}
NavMeshTilesCache::Value cachedNavMeshData
= mNavMeshTilesCache.get(job.mAgentBounds, job.mChangedTile, *recastMesh);
std::unique_ptr<PreparedNavMeshData> preparedNavMeshData;
const PreparedNavMeshData* preparedNavMeshDataPtr = nullptr;
if (cachedNavMeshData)
{
preparedNavMeshDataPtr = &cachedNavMeshData.get();
}
else
{
if (job.mChangeType != ChangeType::update && mDbWorker != nullptr)
{
job.mRecastMesh = std::move(recastMesh);
return JobStatus::MemoryCacheMiss;
}
preparedNavMeshData = prepareNavMeshTileData(
*recastMesh, job.mWorldspace, job.mChangedTile, job.mAgentBounds, mSettings.get().mRecast);
if (preparedNavMeshData == nullptr)
{
Log(Debug::Debug) << "Null navmesh data for job " << job.mId;
navMeshCacheItem.lock()->markAsEmpty(job.mChangedTile);
return JobStatus::Done;
}
if (job.mChangeType == ChangeType::update)
{
preparedNavMeshDataPtr = preparedNavMeshData.get();
}
else
{
cachedNavMeshData = mNavMeshTilesCache.set(
job.mAgentBounds, job.mChangedTile, *recastMesh, std::move(preparedNavMeshData));
preparedNavMeshDataPtr = cachedNavMeshData ? &cachedNavMeshData.get() : preparedNavMeshData.get();
}
}
const auto offMeshConnections = mOffMeshConnectionsManager.get().get(job.mChangedTile);
assert(preparedNavMeshDataPtr != nullptr);
const UpdateNavMeshStatus status
= navMeshCacheItem.lock()->updateTile(job.mChangedTile, std::move(cachedNavMeshData),
makeNavMeshTileData(*preparedNavMeshDataPtr, offMeshConnections, job.mAgentBounds, job.mChangedTile,
mSettings.get().mRecast));
return handleUpdateNavMeshStatus(status, job, navMeshCacheItem, *recastMesh);
}
JobStatus AsyncNavMeshUpdater::processJobWithDbResult(Job& job, GuardedNavMeshCacheItem& navMeshCacheItem)
{
Log(Debug::Debug) << "Processing job with db result " << job.mId;
std::unique_ptr<PreparedNavMeshData> preparedNavMeshData;
bool generatedNavMeshData = false;
if (job.mCachedTileData.has_value() && job.mCachedTileData->mVersion == navMeshFormatVersion)
{
preparedNavMeshData = std::make_unique<PreparedNavMeshData>();
if (deserialize(job.mCachedTileData->mData, *preparedNavMeshData))
++mDbGetTileHits;
else
preparedNavMeshData = nullptr;
}
if (preparedNavMeshData == nullptr)
{
preparedNavMeshData = prepareNavMeshTileData(
*job.mRecastMesh, job.mWorldspace, job.mChangedTile, job.mAgentBounds, mSettings.get().mRecast);
generatedNavMeshData = true;
}
if (preparedNavMeshData == nullptr)
{
Log(Debug::Debug) << "Null navmesh data for job " << job.mId;
navMeshCacheItem.lock()->markAsEmpty(job.mChangedTile);
return JobStatus::Done;
}
auto cachedNavMeshData = mNavMeshTilesCache.set(
job.mAgentBounds, job.mChangedTile, *job.mRecastMesh, std::move(preparedNavMeshData));
const auto offMeshConnections = mOffMeshConnectionsManager.get().get(job.mChangedTile);
const PreparedNavMeshData* preparedNavMeshDataPtr
= cachedNavMeshData ? &cachedNavMeshData.get() : preparedNavMeshData.get();
assert(preparedNavMeshDataPtr != nullptr);
const UpdateNavMeshStatus status
= navMeshCacheItem.lock()->updateTile(job.mChangedTile, std::move(cachedNavMeshData),
makeNavMeshTileData(*preparedNavMeshDataPtr, offMeshConnections, job.mAgentBounds, job.mChangedTile,
mSettings.get().mRecast));
const JobStatus result = handleUpdateNavMeshStatus(status, job, navMeshCacheItem, *job.mRecastMesh);
if (result == JobStatus::Done && job.mChangeType != ChangeType::update && mDbWorker != nullptr
&& mSettings.get().mWriteToNavMeshDb && generatedNavMeshData)
job.mGeneratedNavMeshData = std::make_unique<PreparedNavMeshData>(*preparedNavMeshDataPtr);
return result;
}
JobStatus AsyncNavMeshUpdater::handleUpdateNavMeshStatus(UpdateNavMeshStatus status, const Job& job,
const GuardedNavMeshCacheItem& navMeshCacheItem, const RecastMesh& recastMesh)
{
const Version navMeshVersion = navMeshCacheItem.lockConst()->getVersion();
mRecastMeshManager.get().reportNavMeshChange(job.mChangedTile, recastMesh.getVersion(), navMeshVersion);
if (status == UpdateNavMeshStatus::removed || status == UpdateNavMeshStatus::lost)
{
const std::scoped_lock lock(mMutex);
mPresentTiles.erase(std::make_tuple(job.mAgentBounds, job.mChangedTile));
}
else if (isSuccess(status) && status != UpdateNavMeshStatus::ignored)
{
const std::scoped_lock lock(mMutex);
mPresentTiles.insert(std::make_tuple(job.mAgentBounds, job.mChangedTile));
}
writeDebugFiles(job, &recastMesh);
return isSuccess(status) ? JobStatus::Done : JobStatus::Fail;
}
JobIt AsyncNavMeshUpdater::getNextJob()
{
std::unique_lock<std::mutex> lock(mMutex);
bool shouldStop = false;
const auto hasJob = [&] {
shouldStop = mShouldStop;
return shouldStop
|| (!mWaiting.empty() && mWaiting.front()->mProcessTime <= std::chrono::steady_clock::now());
};
if (!mHasJob.wait_for(lock, std::chrono::milliseconds(10), hasJob))
{
if (mJobs.empty())
mDone.notify_all();
return mJobs.end();
}
if (shouldStop)
return mJobs.end();
const JobIt job = mWaiting.front();
mWaiting.pop_front();
Log(Debug::Debug) << "Pop job " << job->mId << " by thread=" << std::this_thread::get_id();
if (job->mRecastMesh != nullptr)
return job;
if (!lockTile(job->mId, job->mAgentBounds, job->mChangedTile))
{
Log(Debug::Debug) << "Failed to lock tile by job " << job->mId << " try=" << job->mTryNumber;
++job->mTryNumber;
insertPrioritizedJob(job, mWaiting);
return mJobs.end();
}
if (job->mChangeType == ChangeType::update)
mLastUpdates[getAgentAndTile(*job)] = std::chrono::steady_clock::now();
mPushed.erase(getAgentAndTile(*job));
return job;
}
void AsyncNavMeshUpdater::writeDebugFiles(const Job& job, const RecastMesh* recastMesh) const
{
std::string revision;
std::string recastMeshRevision;
std::string navMeshRevision;
if ((mSettings.get().mEnableWriteNavMeshToFile || mSettings.get().mEnableWriteRecastMeshToFile)
&& (mSettings.get().mEnableRecastMeshFileNameRevision || mSettings.get().mEnableNavMeshFileNameRevision))
{
revision = "."
+ std::to_string((std::chrono::steady_clock::now() - std::chrono::steady_clock::time_point()).count());
if (mSettings.get().mEnableRecastMeshFileNameRevision)
recastMeshRevision = revision;
if (mSettings.get().mEnableNavMeshFileNameRevision)
navMeshRevision = revision;
}
if (recastMesh && mSettings.get().mEnableWriteRecastMeshToFile)
writeToFile(*recastMesh,
mSettings.get().mRecastMeshPathPrefix + std::to_string(job.mChangedTile.x()) + "_"
+ std::to_string(job.mChangedTile.y()) + "_",
recastMeshRevision, mSettings.get().mRecast);
if (mSettings.get().mEnableWriteNavMeshToFile)
if (const auto shared = job.mNavMeshCacheItem.lock())
writeToFile(shared->lockConst()->getImpl(), mSettings.get().mNavMeshPathPrefix, navMeshRevision);
}
void AsyncNavMeshUpdater::repost(JobIt job)
{
unlockTile(job->mId, job->mAgentBounds, job->mChangedTile);
if (mShouldStop || job->mTryNumber > 2)
return;
const std::lock_guard<std::mutex> lock(mMutex);
if (mPushed.emplace(job->mAgentBounds, job->mChangedTile).second)
{
++job->mTryNumber;
insertPrioritizedJob(job, mWaiting);
mHasJob.notify_all();
return;
}
mJobs.erase(job);
}
bool AsyncNavMeshUpdater::lockTile(
std::size_t jobId, const AgentBounds& agentBounds, const TilePosition& changedTile)
{
Log(Debug::Debug) << "Locking tile by job " << jobId << " agent=" << agentBounds << " changedTile=("
<< changedTile << ")";
return mProcessingTiles.lock()->emplace(agentBounds, changedTile).second;
}
void AsyncNavMeshUpdater::unlockTile(
std::size_t jobId, const AgentBounds& agentBounds, const TilePosition& changedTile)
{
auto locked = mProcessingTiles.lock();
locked->erase(std::tie(agentBounds, changedTile));
Log(Debug::Debug) << "Unlocked tile by job " << jobId << " agent=" << agentBounds << " changedTile=("
<< changedTile << ")";
if (locked->empty())
mProcessed.notify_all();
}
std::size_t AsyncNavMeshUpdater::getTotalJobs() const
{
const std::scoped_lock lock(mMutex);
return mJobs.size();
}
void AsyncNavMeshUpdater::cleanupLastUpdates()
{
const auto now = std::chrono::steady_clock::now();
const std::lock_guard<std::mutex> lock(mMutex);
for (auto it = mLastUpdates.begin(); it != mLastUpdates.end();)
{
if (now - it->second > mSettings.get().mMinUpdateInterval)
it = mLastUpdates.erase(it);
else
++it;
}
}
void AsyncNavMeshUpdater::enqueueJob(JobIt job)
{
Log(Debug::Debug) << "Enqueueing job " << job->mId << " by thread=" << std::this_thread::get_id();
const std::lock_guard lock(mMutex);
insertPrioritizedJob(job, mWaiting);
mHasJob.notify_all();
}
void AsyncNavMeshUpdater::removeJob(JobIt job)
{
Log(Debug::Debug) << "Removing job " << job->mId << " by thread=" << std::this_thread::get_id();
const std::lock_guard lock(mMutex);
mJobs.erase(job);
}
void DbJobQueue::push(JobIt job)
{
const std::lock_guard lock(mMutex);
insertPrioritizedDbJob(job, mJobs);
if (isWritingDbJob(*job))
++mWritingJobs;
else
++mReadingJobs;
mHasJob.notify_all();
}
std::optional<JobIt> DbJobQueue::pop()
{
std::unique_lock lock(mMutex);
mHasJob.wait(lock, [&] { return mShouldStop || !mJobs.empty(); });
if (mJobs.empty())
return std::nullopt;
const JobIt job = mJobs.front();
mJobs.pop_front();
if (isWritingDbJob(*job))
--mWritingJobs;
else
--mReadingJobs;
return job;
}
void DbJobQueue::update(TilePosition playerTile, int maxTiles)
{
const std::lock_guard lock(mMutex);
updateJobs(mJobs, playerTile, maxTiles);
std::sort(mJobs.begin(), mJobs.end(), LessByJobDbPriority{});
}
void DbJobQueue::stop()
{
const std::lock_guard lock(mMutex);
mJobs.clear();
mShouldStop = true;
mHasJob.notify_all();
}
DbJobQueueStats DbJobQueue::getStats() const
{
const std::lock_guard lock(mMutex);
return DbJobQueueStats{ .mWritingJobs = mWritingJobs, .mReadingJobs = mReadingJobs };
}
DbWorker::DbWorker(AsyncNavMeshUpdater& updater, std::unique_ptr<NavMeshDb>&& db, TileVersion version,
const RecastSettings& recastSettings, bool writeToDb)
: mUpdater(updater)
, mRecastSettings(recastSettings)
, mDb(std::move(db))
, mVersion(version)
, mWriteToDb(writeToDb)
, mNextTileId(mDb->getMaxTileId() + 1)
, mNextShapeId(mDb->getMaxShapeId() + 1)
, mThread([this] { run(); })
{
}
DbWorker::~DbWorker()
{
stop();
}
void DbWorker::enqueueJob(JobIt job)
{
Log(Debug::Debug) << "Enqueueing db job " << job->mId << " by thread=" << std::this_thread::get_id();
mQueue.push(job);
}
DbWorkerStats DbWorker::getStats() const
{
return DbWorkerStats{ .mJobs = mQueue.getStats(),
.mGetTileCount = mGetTileCount.load(std::memory_order_relaxed) };
}
void DbWorker::stop()
{
mShouldStop = true;
mQueue.stop();
if (mThread.joinable())
mThread.join();
}
void DbWorker::run() noexcept
{
while (!mShouldStop)
{
try
{
if (const auto job = mQueue.pop())
processJob(*job);
}
catch (const std::exception& e)
{
Log(Debug::Error) << "DbWorker exception: " << e.what();
}
}
}
void DbWorker::processJob(JobIt job)
{
const auto process = [&](auto f) {
try
{
f(job);
}
catch (const std::exception& e)
{
Log(Debug::Error) << "DbWorker exception while processing job " << job->mId << ": " << e.what();
if (mWriteToDb)
{
const std::string_view message(e.what());
if (message.find("database or disk is full") != std::string_view::npos)
{
mWriteToDb = false;
Log(Debug::Warning)
<< "Writes to navmeshdb are disabled because file size limit is reached or disk is full";
}
else if (message.find("database is locked") != std::string_view::npos)
{
mWriteToDb = false;
Log(Debug::Warning)
<< "Writes to navmeshdb are disabled to avoid concurrent writes from multiple processes";
}
}
}
};
if (isWritingDbJob(*job))
{
process([&](JobIt job) { processWritingJob(job); });
mUpdater.removeJob(job);
return;
}
process([&](JobIt job) { processReadingJob(job); });
job->mState = JobState::WithDbResult;
mUpdater.enqueueJob(job);
}
void DbWorker::processReadingJob(JobIt job)
{
++mGetTileCount;
Log(Debug::Debug) << "Processing db read job " << job->mId;
if (job->mInput.empty())
{
Log(Debug::Debug) << "Serializing input for job " << job->mId;
if (mWriteToDb)
{
const auto objects = makeDbRefGeometryObjects(job->mRecastMesh->getMeshSources(),
[&](const MeshSource& v) { return resolveMeshSource(*mDb, v, mNextShapeId); });
job->mInput = serialize(mRecastSettings, job->mAgentBounds, *job->mRecastMesh, objects);
}
else
{
struct HandleResult
{
const RecastSettings& mRecastSettings;
Job& mJob;
bool operator()(const std::vector<DbRefGeometryObject>& objects) const
{
mJob.mInput = serialize(mRecastSettings, mJob.mAgentBounds, *mJob.mRecastMesh, objects);
return true;
}
bool operator()(const MeshSource& meshSource) const
{
Log(Debug::Debug) << "No object for mesh source (fileName=\"" << meshSource.mShape->mFileName
<< "\", areaType=" << meshSource.mAreaType
<< ", fileHash=" << Misc::StringUtils::toHex(meshSource.mShape->mFileHash)
<< ") for job " << mJob.mId;
return false;
}
};
const auto result = makeDbRefGeometryObjects(job->mRecastMesh->getMeshSources(),
[&](const MeshSource& v) { return resolveMeshSource(*mDb, v); });
if (!std::visit(HandleResult{ mRecastSettings, *job }, result))
return;
}
}
job->mCachedTileData = mDb->getTileData(job->mWorldspace, job->mChangedTile, job->mInput);
}
void DbWorker::processWritingJob(JobIt job)
{
if (!mWriteToDb)
{
Log(Debug::Debug) << "Ignored db write job " << job->mId;
return;
}
Log(Debug::Debug) << "Processing db write job " << job->mId;
if (job->mInput.empty())
{
Log(Debug::Debug) << "Serializing input for job " << job->mId;
const std::vector<DbRefGeometryObject> objects
= makeDbRefGeometryObjects(job->mRecastMesh->getMeshSources(),
[&](const MeshSource& v) { return resolveMeshSource(*mDb, v, mNextShapeId); });
job->mInput = serialize(mRecastSettings, job->mAgentBounds, *job->mRecastMesh, objects);
}
if (const auto& cachedTileData = job->mCachedTileData)
{
Log(Debug::Debug) << "Update db tile by job " << job->mId;
job->mGeneratedNavMeshData->mUserId = cachedTileData->mTileId;
mDb->updateTile(cachedTileData->mTileId, mVersion, serialize(*job->mGeneratedNavMeshData));
return;
}
const auto cached = mDb->findTile(job->mWorldspace, job->mChangedTile, job->mInput);
if (cached.has_value() && cached->mVersion == mVersion)
{
Log(Debug::Debug) << "Ignore existing db tile by job " << job->mId;
return;
}
job->mGeneratedNavMeshData->mUserId = mNextTileId;
Log(Debug::Debug) << "Insert db tile by job " << job->mId;
mDb->insertTile(mNextTileId, job->mWorldspace, job->mChangedTile, mVersion, job->mInput,
serialize(*job->mGeneratedNavMeshData));
++mNextTileId;
}
}