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