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openmw/apps/openmw/mwworld/cellpreloader.cpp

473 lines
15 KiB
C++

#include "cellpreloader.hpp"
#include <atomic>
#include <limits>
#include <components/debug/debuglog.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/bulletshapemanager.hpp>
#include <components/resource/keyframemanager.hpp>
#include <components/vfs/manager.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/misc/stringops.hpp>
#include <components/terrain/world.hpp>
#include <components/esm/loadcell.hpp>
#include <components/loadinglistener/reporter.hpp>
#include "../mwrender/landmanager.hpp"
#include "cellstore.hpp"
#include "class.hpp"
namespace
{
template <class Contained>
bool contains(const std::vector<MWWorld::CellPreloader::PositionCellGrid>& container,
const Contained& contained, float tolerance)
{
for (const auto& pos : contained)
{
bool found = false;
for (const auto& pos2 : container)
{
if ((pos.first-pos2.first).length2() < tolerance*tolerance && pos.second == pos2.second)
{
found = true;
break;
}
}
if (!found) return false;
}
return true;
}
}
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;
}
virtual ~ListModelsVisitor() = default;
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, MWRender::LandManager* landManager, bool preloadInstances)
: mIsExterior(cell->getCell()->isExterior())
, mX(cell->getCell()->getGridX())
, mY(cell->getCell()->getGridY())
, mSceneManager(sceneManager)
, mBulletShapeManager(bulletShapeManager)
, mKeyframeManager(keyframeManager)
, mTerrain(terrain)
, mLandManager(landManager)
, mPreloadInstances(preloadInstances)
, mAbort(false)
{
mTerrainView = mTerrain->createView();
ListModelsVisitor visitor (mMeshes);
cell->forEach(visitor);
}
void abort() override
{
mAbort = true;
}
/// Preload work to be called from the worker thread.
void doWork() override
{
if (mIsExterior)
{
try
{
mTerrain->cacheCell(mTerrainView.get(), mX, mY);
mPreloadedObjects.insert(mLandManager->getLand(mX, mY));
}
catch(std::exception&)
{
}
}
for (std::string& mesh: mMeshes)
{
if (mAbort)
break;
try
{
mesh = Misc::ResourceHelpers::correctActorModelPath(mesh, mSceneManager->getVFS());
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");
if (mSceneManager->getVFS()->exists(kfname))
mPreloadedObjects.insert(mKeyframeManager->get(kfname));
}
}
}
mPreloadedObjects.insert(mSceneManager->getTemplate(mesh));
if (mPreloadInstances)
mPreloadedObjects.insert(mBulletShapeManager->cacheInstance(mesh));
else
mPreloadedObjects.insert(mBulletShapeManager->getShape(mesh));
}
catch (std::exception&)
{
// ignore error for now, would spam the log too much
// error will be shown when visiting the cell
}
}
}
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;
MWRender::LandManager* mLandManager;
bool mPreloadInstances;
std::atomic<bool> mAbort;
osg::ref_ptr<Terrain::View> mTerrainView;
// keep a ref to the loaded objects to make sure it stays loaded as long as this cell is in the preloaded state
std::set<osg::ref_ptr<const osg::Object> > mPreloadedObjects;
};
class TerrainPreloadItem : public SceneUtil::WorkItem
{
public:
TerrainPreloadItem(const std::vector<osg::ref_ptr<Terrain::View> >& views, Terrain::World* world, const std::vector<CellPreloader::PositionCellGrid>& preloadPositions)
: mAbort(false)
, mTerrainViews(views)
, mWorld(world)
, mPreloadPositions(preloadPositions)
{
}
void doWork() override
{
for (unsigned int i=0; i<mTerrainViews.size() && i<mPreloadPositions.size() && !mAbort; ++i)
{
mTerrainViews[i]->reset();
mWorld->preload(mTerrainViews[i], mPreloadPositions[i].first, mPreloadPositions[i].second, mAbort, mLoadingReporter);
}
mLoadingReporter.complete();
}
void abort() override
{
mAbort = true;
}
void wait(Loading::Listener& listener) const
{
mLoadingReporter.wait(listener);
}
private:
std::atomic<bool> mAbort;
std::vector<osg::ref_ptr<Terrain::View> > mTerrainViews;
Terrain::World* mWorld;
std::vector<CellPreloader::PositionCellGrid> mPreloadPositions;
Loading::Reporter mLoadingReporter;
};
/// Worker thread item: update the resource system's cache, effectively deleting unused entries.
class UpdateCacheItem : public SceneUtil::WorkItem
{
public:
UpdateCacheItem(Resource::ResourceSystem* resourceSystem, double referenceTime)
: mReferenceTime(referenceTime)
, mResourceSystem(resourceSystem)
{
}
void doWork() override
{
mResourceSystem->updateCache(mReferenceTime);
}
private:
double mReferenceTime;
Resource::ResourceSystem* mResourceSystem;
};
CellPreloader::CellPreloader(Resource::ResourceSystem* resourceSystem, Resource::BulletShapeManager* bulletShapeManager, Terrain::World* terrain, MWRender::LandManager* landManager)
: mResourceSystem(resourceSystem)
, mBulletShapeManager(bulletShapeManager)
, mTerrain(terrain)
, mLandManager(landManager)
, mExpiryDelay(0.0)
, mMinCacheSize(0)
, mMaxCacheSize(0)
, mPreloadInstances(true)
, mLastResourceCacheUpdate(0.0)
, mLoadedTerrainTimestamp(0.0)
{
}
CellPreloader::~CellPreloader()
{
if (mTerrainPreloadItem)
{
mTerrainPreloadItem->abort();
mTerrainPreloadItem->waitTillDone();
mTerrainPreloadItem = nullptr;
}
if (mUpdateCacheItem)
{
mUpdateCacheItem->waitTillDone();
mUpdateCacheItem = nullptr;
}
for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();++it)
it->second.mWorkItem->abort();
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)
{
Log(Debug::Error) << "Error: can't preload, no work queue set";
return;
}
if (cell->getState() == CellStore::State_Unloaded)
{
Log(Debug::Error) << "Error: can't preload objects for unloaded cell";
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 = std::numeric_limits<double>::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)
{
oldestCell->second.mWorkItem->abort();
mPreloadCells.erase(oldestCell);
}
else
return;
}
osg::ref_ptr<PreloadItem> item (new PreloadItem(cell, mResourceSystem->getSceneManager(), mBulletShapeManager, mResourceSystem->getKeyframeManager(), mTerrain, mLandManager, mPreloadInstances));
mWorkQueue->addWorkItem(item);
mPreloadCells[cell] = PreloadEntry(timestamp, item);
}
void CellPreloader::notifyLoaded(CellStore *cell)
{
PreloadMap::iterator found = mPreloadCells.find(cell);
if (found != mPreloadCells.end())
{
if (found->second.mWorkItem)
{
found->second.mWorkItem->abort();
found->second.mWorkItem = nullptr;
}
mPreloadCells.erase(found);
}
}
void CellPreloader::clear()
{
for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();)
{
if (it->second.mWorkItem)
{
it->second.mWorkItem->abort();
it->second.mWorkItem = nullptr;
}
mPreloadCells.erase(it++);
}
}
void CellPreloader::updateCache(double timestamp)
{
for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();)
{
if (mPreloadCells.size() >= mMinCacheSize && it->second.mTimeStamp < timestamp - mExpiryDelay)
{
if (it->second.mWorkItem)
{
it->second.mWorkItem->abort();
it->second.mWorkItem = nullptr;
}
mPreloadCells.erase(it++);
}
else
++it;
}
if (timestamp - mLastResourceCacheUpdate > 1.0 && (!mUpdateCacheItem || mUpdateCacheItem->isDone()))
{
// the resource cache is cleared from the worker thread so that we're not holding up the main thread with delete operations
mUpdateCacheItem = new UpdateCacheItem(mResourceSystem, timestamp);
mWorkQueue->addWorkItem(mUpdateCacheItem, true);
mLastResourceCacheUpdate = timestamp;
}
if (mTerrainPreloadItem && mTerrainPreloadItem->isDone())
{
mLoadedTerrainPositions = mTerrainPreloadPositions;
mLoadedTerrainTimestamp = 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;
}
bool CellPreloader::syncTerrainLoad(const std::vector<CellPreloader::PositionCellGrid> &positions, double timestamp, Loading::Listener& listener)
{
if (!mTerrainPreloadItem)
return true;
else if (mTerrainPreloadItem->isDone())
{
return true;
}
else
{
mTerrainPreloadItem->wait(listener);
return true;
}
}
void CellPreloader::abortTerrainPreloadExcept(const CellPreloader::PositionCellGrid *exceptPos)
{
if (exceptPos && contains(mTerrainPreloadPositions, std::array {*exceptPos}, ESM::Land::REAL_SIZE))
return;
if (mTerrainPreloadItem && !mTerrainPreloadItem->isDone())
{
mTerrainPreloadItem->abort();
mTerrainPreloadItem->waitTillDone();
}
setTerrainPreloadPositions(std::vector<CellPreloader::PositionCellGrid>());
}
void CellPreloader::setTerrainPreloadPositions(const std::vector<CellPreloader::PositionCellGrid> &positions)
{
if (positions.empty())
{
mTerrainPreloadPositions.clear();
mLoadedTerrainPositions.clear();
}
else if (contains(mTerrainPreloadPositions, positions, 128.f))
return;
if (mTerrainPreloadItem && !mTerrainPreloadItem->isDone())
return;
else
{
if (mTerrainViews.size() > positions.size())
mTerrainViews.resize(positions.size());
else if (mTerrainViews.size() < positions.size())
{
for (unsigned int i=mTerrainViews.size(); i<positions.size(); ++i)
mTerrainViews.emplace_back(mTerrain->createView());
}
mTerrainPreloadPositions = positions;
if (!positions.empty())
{
mTerrainPreloadItem = new TerrainPreloadItem(mTerrainViews, mTerrain, positions);
mWorkQueue->addWorkItem(mTerrainPreloadItem);
}
}
}
bool CellPreloader::isTerrainLoaded(const CellPreloader::PositionCellGrid &position, double referenceTime) const
{
return mLoadedTerrainTimestamp + mResourceSystem->getSceneManager()->getExpiryDelay() > referenceTime && contains(mLoadedTerrainPositions, std::array {position}, ESM::Land::REAL_SIZE);
}
}