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openmw/components/detournavigator/asyncnavmeshupdater.hpp

219 lines
6.4 KiB
C++

#ifndef OPENMW_COMPONENTS_DETOURNAVIGATOR_ASYNCNAVMESHUPDATER_H
#define OPENMW_COMPONENTS_DETOURNAVIGATOR_ASYNCNAVMESHUPDATER_H
#include "agentbounds.hpp"
#include "changetype.hpp"
#include "guardednavmeshcacheitem.hpp"
#include "navmeshcacheitem.hpp"
#include "navmeshdb.hpp"
#include "navmeshtilescache.hpp"
#include "offmeshconnectionsmanager.hpp"
#include "sharednavmeshcacheitem.hpp"
#include "stats.hpp"
#include "tilecachedrecastmeshmanager.hpp"
#include "tileposition.hpp"
#include "waitconditiontype.hpp"
#include <osg/Vec3f>
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <deque>
#include <iosfwd>
#include <list>
#include <memory>
#include <mutex>
#include <optional>
#include <set>
#include <thread>
#include <tuple>
class dtNavMesh;
namespace Loading
{
class Listener;
}
namespace DetourNavigator
{
enum class JobState
{
Initial,
WithDbResult,
};
struct Job
{
const std::size_t mId;
const AgentBounds mAgentBounds;
const std::weak_ptr<GuardedNavMeshCacheItem> mNavMeshCacheItem;
const std::string mWorldspace;
const TilePosition mChangedTile;
const std::chrono::steady_clock::time_point mProcessTime;
unsigned mTryNumber = 0;
ChangeType mChangeType;
int mDistanceToPlayer;
const int mDistanceToOrigin;
JobState mState = JobState::Initial;
std::vector<std::byte> mInput;
std::shared_ptr<RecastMesh> mRecastMesh;
std::optional<TileData> mCachedTileData;
std::unique_ptr<PreparedNavMeshData> mGeneratedNavMeshData;
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);
};
using JobIt = std::list<Job>::iterator;
enum class JobStatus
{
Done,
Fail,
MemoryCacheMiss,
};
std::ostream& operator<<(std::ostream& stream, JobStatus value);
class DbJobQueue
{
public:
void push(JobIt job);
std::optional<JobIt> pop();
void update(TilePosition playerTile, int maxTiles);
void stop();
DbJobQueueStats getStats() const;
private:
mutable std::mutex mMutex;
std::condition_variable mHasJob;
std::deque<JobIt> mJobs;
bool mShouldStop = false;
std::size_t mWritingJobs = 0;
std::size_t mReadingJobs = 0;
};
class AsyncNavMeshUpdater;
class DbWorker
{
public:
DbWorker(AsyncNavMeshUpdater& updater, std::unique_ptr<NavMeshDb>&& db, TileVersion version,
const RecastSettings& recastSettings, bool writeToDb);
~DbWorker();
DbWorkerStats getStats() const;
void enqueueJob(JobIt job);
void updateJobs(TilePosition playerTile, int maxTiles) { mQueue.update(playerTile, maxTiles); }
void stop();
private:
AsyncNavMeshUpdater& mUpdater;
const RecastSettings& mRecastSettings;
const std::unique_ptr<NavMeshDb> mDb;
const TileVersion mVersion;
bool mWriteToDb;
TileId mNextTileId;
ShapeId mNextShapeId;
DbJobQueue mQueue;
std::atomic_bool mShouldStop{ false };
std::atomic_size_t mGetTileCount{ 0 };
std::thread mThread;
inline void run() noexcept;
inline void processJob(JobIt job);
inline void processReadingJob(JobIt job);
inline void processWritingJob(JobIt job);
};
class AsyncNavMeshUpdater
{
public:
AsyncNavMeshUpdater(const Settings& settings, TileCachedRecastMeshManager& recastMeshManager,
OffMeshConnectionsManager& offMeshConnectionsManager, std::unique_ptr<NavMeshDb>&& db);
~AsyncNavMeshUpdater();
void post(const AgentBounds& agentBounds, const SharedNavMeshCacheItem& navMeshCacheItem,
const TilePosition& playerTile, std::string_view worldspace,
const std::map<TilePosition, ChangeType>& changedTiles);
void wait(WaitConditionType waitConditionType, Loading::Listener* listener);
void stop();
AsyncNavMeshUpdaterStats getStats() const;
void enqueueJob(JobIt job);
void removeJob(JobIt job);
private:
std::reference_wrapper<const Settings> mSettings;
std::reference_wrapper<TileCachedRecastMeshManager> mRecastMeshManager;
std::reference_wrapper<OffMeshConnectionsManager> mOffMeshConnectionsManager;
std::atomic_bool mShouldStop;
mutable std::mutex mMutex;
std::condition_variable mHasJob;
std::condition_variable mDone;
std::condition_variable mProcessed;
std::list<Job> mJobs;
std::deque<JobIt> mWaiting;
std::set<std::tuple<AgentBounds, TilePosition>> mPushed;
Misc::ScopeGuarded<TilePosition> mPlayerTile;
NavMeshTilesCache mNavMeshTilesCache;
Misc::ScopeGuarded<std::set<std::tuple<AgentBounds, TilePosition>>> mProcessingTiles;
std::map<std::tuple<AgentBounds, TilePosition>, std::chrono::steady_clock::time_point> mLastUpdates;
std::set<std::tuple<AgentBounds, TilePosition>> mPresentTiles;
std::vector<std::thread> mThreads;
std::unique_ptr<DbWorker> mDbWorker;
std::atomic_size_t mDbGetTileHits{ 0 };
void process() noexcept;
JobStatus processJob(Job& job);
inline JobStatus processInitialJob(Job& job, GuardedNavMeshCacheItem& navMeshCacheItem);
inline JobStatus processJobWithDbResult(Job& job, GuardedNavMeshCacheItem& navMeshCacheItem);
inline JobStatus handleUpdateNavMeshStatus(UpdateNavMeshStatus status, const Job& job,
const GuardedNavMeshCacheItem& navMeshCacheItem, const RecastMesh& recastMesh);
JobIt getNextJob();
void postThreadJob(JobIt job, std::deque<JobIt>& queue);
void writeDebugFiles(const Job& job, const RecastMesh* recastMesh) const;
void repost(JobIt job);
bool lockTile(const AgentBounds& agentBounds, const TilePosition& changedTile);
void unlockTile(const AgentBounds& agentBounds, const TilePosition& changedTile);
inline std::size_t getTotalJobs() const;
void cleanupLastUpdates();
inline void waitUntilJobsDoneForNotPresentTiles(Loading::Listener* listener);
inline void waitUntilAllJobsDone();
};
}
#endif