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	* Do not fail tile generation if debug mesh writing fails. * Mark some functions as noexcept to better crash than have a deadlock. * Unlock tile and remove job if there on exception while processing it.
		
			
				
	
	
		
			1061 lines
		
	
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1061 lines
		
	
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "asyncnavmeshupdater.hpp"
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#include "dbrefgeometryobject.hpp"
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#include "debug.hpp"
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#include "makenavmesh.hpp"
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#include "navmeshdbutils.hpp"
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#include "serialization.hpp"
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#include "settings.hpp"
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#include "version.hpp"
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#include <components/debug/debuglog.hpp>
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#include <components/loadinglistener/loadinglistener.hpp>
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#include <components/misc/strings/conversion.hpp>
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#include <components/misc/strings/format.hpp>
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#include <components/misc/thread.hpp>
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#include <DetourNavMesh.h>
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#include <osg/io_utils>
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#include <boost/geometry.hpp>
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#include <algorithm>
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#include <optional>
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#include <set>
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#include <tuple>
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#include <type_traits>
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namespace DetourNavigator
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{
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    namespace
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    {
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        int getManhattanDistance(const TilePosition& lhs, const TilePosition& rhs)
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        {
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            return std::abs(lhs.x() - rhs.x()) + std::abs(lhs.y() - rhs.y());
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        }
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        bool isAbsentTileTooClose(const TilePosition& position, int distance,
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            const std::set<std::tuple<AgentBounds, TilePosition>>& pushedTiles,
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            const std::set<std::tuple<AgentBounds, TilePosition>>& presentTiles,
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            const Misc::ScopeGuarded<std::set<std::tuple<AgentBounds, TilePosition>>>& processingTiles)
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        {
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            const auto isAbsentAndCloserThan = [&](const std::tuple<AgentBounds, TilePosition>& v) {
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                return presentTiles.find(v) == presentTiles.end()
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                    && getManhattanDistance(position, std::get<1>(v)) < distance;
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            };
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            if (std::any_of(pushedTiles.begin(), pushedTiles.end(), isAbsentAndCloserThan))
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                return true;
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            if (const auto locked = processingTiles.lockConst();
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                std::any_of(locked->begin(), locked->end(), isAbsentAndCloserThan))
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                return true;
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            return false;
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        }
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        auto getAgentAndTile(const Job& job) noexcept
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        {
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            return std::make_tuple(job.mAgentBounds, job.mChangedTile);
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        }
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        std::unique_ptr<DbWorker> makeDbWorker(
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            AsyncNavMeshUpdater& updater, std::unique_ptr<NavMeshDb>&& db, const Settings& settings)
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        {
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            if (db == nullptr)
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                return nullptr;
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            return std::make_unique<DbWorker>(updater, std::move(db), TileVersion(navMeshFormatVersion),
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                settings.mRecast, settings.mWriteToNavMeshDb);
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        }
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        std::size_t getNextJobId()
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        {
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            static std::atomic_size_t nextJobId{ 1 };
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            return nextJobId.fetch_add(1);
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        }
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        bool isWritingDbJob(const Job& job)
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        {
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            return job.mGeneratedNavMeshData != nullptr;
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        }
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        std::string makeRevision(const Version& version)
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        {
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            return Misc::StringUtils::format(".%zu.%zu", version.mGeneration, version.mRevision);
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        }
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        void writeDebugRecastMesh(
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            const Settings& settings, const TilePosition& tilePosition, const RecastMesh& recastMesh)
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        {
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            if (!settings.mEnableWriteRecastMeshToFile)
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                return;
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            std::string revision;
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            if (settings.mEnableRecastMeshFileNameRevision)
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                revision = makeRevision(recastMesh.getVersion());
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            writeToFile(recastMesh,
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                Misc::StringUtils::format(
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                    "%s%d.%d.", settings.mRecastMeshPathPrefix, tilePosition.x(), tilePosition.y()),
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                revision, settings.mRecast);
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        }
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        void writeDebugNavMesh(
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            const Settings& settings, const GuardedNavMeshCacheItem& navMeshCacheItem, const Version& version)
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        {
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            if (!settings.mEnableWriteNavMeshToFile)
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                return;
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            std::string revision;
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            if (settings.mEnableNavMeshFileNameRevision)
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                revision = makeRevision(version);
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            writeToFile(navMeshCacheItem.lockConst()->getImpl(), settings.mNavMeshPathPrefix, revision);
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        }
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    }
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    std::ostream& operator<<(std::ostream& stream, JobStatus value)
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    {
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        switch (value)
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        {
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            case JobStatus::Done:
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                return stream << "JobStatus::Done";
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            case JobStatus::Fail:
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                return stream << "JobStatus::Fail";
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            case JobStatus::MemoryCacheMiss:
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                return stream << "JobStatus::MemoryCacheMiss";
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        }
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        return stream << "JobStatus::" << static_cast<std::underlying_type_t<JobStatus>>(value);
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    }
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    Job::Job(const AgentBounds& agentBounds, std::weak_ptr<GuardedNavMeshCacheItem> navMeshCacheItem,
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        ESM::RefId worldspace, const TilePosition& changedTile, ChangeType changeType,
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        std::chrono::steady_clock::time_point processTime)
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        : mId(getNextJobId())
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        , mAgentBounds(agentBounds)
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        , mNavMeshCacheItem(std::move(navMeshCacheItem))
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        , mWorldspace(worldspace)
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        , mChangedTile(changedTile)
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        , mProcessTime(processTime)
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        , mChangeType(changeType)
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    {
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    }
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    void SpatialJobQueue::clear()
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    {
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        mValues.clear();
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        mIndex.clear();
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        mSize = 0;
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    }
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    void SpatialJobQueue::push(JobIt job)
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    {
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        auto it = mValues.find(job->mChangedTile);
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        if (it == mValues.end())
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        {
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            it = mValues.emplace_hint(it, job->mChangedTile, std::deque<JobIt>());
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            mIndex.insert(IndexValue(IndexPoint(job->mChangedTile.x(), job->mChangedTile.y()), it));
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        }
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        it->second.push_back(job);
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        ++mSize;
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    }
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    std::optional<JobIt> SpatialJobQueue::pop(TilePosition playerTile)
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    {
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        const IndexPoint point(playerTile.x(), playerTile.y());
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        const auto it = mIndex.qbegin(boost::geometry::index::nearest(point, 1));
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        if (it == mIndex.qend())
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            return std::nullopt;
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        const UpdatingMap::iterator mapIt = it->second;
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        std::deque<JobIt>& tileJobs = mapIt->second;
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        JobIt result = tileJobs.front();
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        tileJobs.pop_front();
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        --mSize;
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        if (tileJobs.empty())
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        {
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            mValues.erase(mapIt);
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            mIndex.remove(*it);
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        }
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        return result;
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    }
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    void SpatialJobQueue::update(TilePosition playerTile, int maxTiles, std::vector<JobIt>& removing)
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    {
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        for (auto it = mValues.begin(); it != mValues.end();)
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        {
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            if (shouldAddTile(it->first, playerTile, maxTiles))
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            {
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                ++it;
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                continue;
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            }
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            for (JobIt job : it->second)
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            {
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                job->mChangeType = ChangeType::remove;
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                removing.push_back(job);
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            }
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            mSize -= it->second.size();
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            mIndex.remove(IndexValue(IndexPoint(it->first.x(), it->first.y()), it));
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            it = mValues.erase(it);
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        }
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    }
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    bool JobQueue::hasJob(std::chrono::steady_clock::time_point now) const
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    {
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        return !mRemoving.empty() || mUpdating.size() > 0
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            || (!mDelayed.empty() && mDelayed.front()->mProcessTime <= now);
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    }
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    void JobQueue::clear()
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    {
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        mRemoving.clear();
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        mDelayed.clear();
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        mUpdating.clear();
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    }
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    void JobQueue::push(JobIt job, std::chrono::steady_clock::time_point now)
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    {
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        if (job->mProcessTime > now)
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        {
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            mDelayed.push_back(job);
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            return;
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        }
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        if (job->mChangeType == ChangeType::remove)
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        {
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            mRemoving.push_back(job);
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            return;
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        }
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        mUpdating.push(job);
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    }
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    std::optional<JobIt> JobQueue::pop(TilePosition playerTile, std::chrono::steady_clock::time_point now)
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    {
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        if (!mRemoving.empty())
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        {
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            const JobIt result = mRemoving.back();
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            mRemoving.pop_back();
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            return result;
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        }
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        if (const std::optional<JobIt> result = mUpdating.pop(playerTile))
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            return result;
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        if (mDelayed.empty() || mDelayed.front()->mProcessTime > now)
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            return std::nullopt;
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        const JobIt result = mDelayed.front();
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        mDelayed.pop_front();
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        return result;
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    }
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    void JobQueue::update(TilePosition playerTile, int maxTiles, std::chrono::steady_clock::time_point now)
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    {
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        mUpdating.update(playerTile, maxTiles, mRemoving);
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        while (!mDelayed.empty() && mDelayed.front()->mProcessTime <= now)
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        {
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            const JobIt job = mDelayed.front();
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            mDelayed.pop_front();
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            if (shouldAddTile(job->mChangedTile, playerTile, maxTiles))
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            {
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                mUpdating.push(job);
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            }
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            else
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            {
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                job->mChangeType = ChangeType::remove;
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                mRemoving.push_back(job);
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            }
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        }
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    }
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    AsyncNavMeshUpdater::AsyncNavMeshUpdater(const Settings& settings, TileCachedRecastMeshManager& recastMeshManager,
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        OffMeshConnectionsManager& offMeshConnectionsManager, std::unique_ptr<NavMeshDb>&& db)
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        : mSettings(settings)
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        , mRecastMeshManager(recastMeshManager)
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        , mOffMeshConnectionsManager(offMeshConnectionsManager)
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        , mShouldStop()
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        , mNavMeshTilesCache(settings.mMaxNavMeshTilesCacheSize)
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        , mDbWorker(makeDbWorker(*this, std::move(db), mSettings))
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    {
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        for (std::size_t i = 0; i < mSettings.get().mAsyncNavMeshUpdaterThreads; ++i)
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            mThreads.emplace_back([&] { process(); });
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    }
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    AsyncNavMeshUpdater::~AsyncNavMeshUpdater()
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    {
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        stop();
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    }
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    void AsyncNavMeshUpdater::post(const AgentBounds& agentBounds, const SharedNavMeshCacheItem& navMeshCacheItem,
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        const TilePosition& playerTile, ESM::RefId worldspace, const std::map<TilePosition, ChangeType>& changedTiles)
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    {
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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 (!playerTileChanged && changedTiles.empty())
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            return;
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        std::unique_lock lock(mMutex);
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        if (playerTileChanged)
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        {
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            Log(Debug::Debug) << "Player tile has been changed to " << playerTile;
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            mWaiting.update(playerTile, mSettings.get().mMaxTilesNumber);
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        }
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        for (const auto& [changedTile, changeType] : changedTiles)
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        {
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            if (mPushed.emplace(agentBounds, changedTile).second)
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            {
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                const auto processTime = [&, changedTile = changedTile, changeType = changeType] {
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                    if (changeType != ChangeType::update)
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                        return std::chrono::steady_clock::time_point();
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                    const auto lastUpdate = mLastUpdates.find(std::tie(agentBounds, changedTile));
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                    if (lastUpdate == mLastUpdates.end())
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                        return std::chrono::steady_clock::time_point();
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                    return lastUpdate->second + mSettings.get().mMinUpdateInterval;
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                }();
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                const JobIt it = mJobs.emplace(
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                    mJobs.end(), agentBounds, navMeshCacheItem, worldspace, changedTile, changeType, processTime);
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                Log(Debug::Debug) << "Post job " << it->mId << " for agent=(" << it->mAgentBounds << ")"
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                                  << " changedTile=(" << it->mChangedTile << ")"
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                                  << " changeType=" << it->mChangeType;
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                mWaiting.push(it);
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            }
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        }
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        Log(Debug::Debug) << "Posted " << mJobs.size() << " navigator jobs";
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        if (mWaiting.hasJob())
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            mHasJob.notify_all();
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        lock.unlock();
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        if (playerTileChanged && mDbWorker != nullptr)
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            mDbWorker->update(playerTile);
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    }
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    void AsyncNavMeshUpdater::wait(WaitConditionType waitConditionType, Loading::Listener* listener)
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    {
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        switch (waitConditionType)
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        {
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            case WaitConditionType::requiredTilesPresent:
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                waitUntilJobsDoneForNotPresentTiles(listener);
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                break;
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            case WaitConditionType::allJobsDone:
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                waitUntilAllJobsDone();
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                break;
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        }
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    }
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    void AsyncNavMeshUpdater::stop()
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    {
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        mShouldStop = true;
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        if (mDbWorker != nullptr)
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            mDbWorker->stop();
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        std::unique_lock<std::mutex> lock(mMutex);
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        mWaiting.clear();
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        mHasJob.notify_all();
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        lock.unlock();
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        for (auto& thread : mThreads)
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            if (thread.joinable())
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                thread.join();
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    }
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    void AsyncNavMeshUpdater::waitUntilJobsDoneForNotPresentTiles(Loading::Listener* listener)
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    {
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        const int maxDistanceToPlayer = mSettings.get().mWaitUntilMinDistanceToPlayer;
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        if (maxDistanceToPlayer <= 0)
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            return;
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        const std::size_t initialJobsLeft = getTotalJobs();
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						|
        std::size_t maxProgress = initialJobsLeft;
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        std::size_t prevJobsLeft = initialJobsLeft;
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        std::size_t jobsDone = 0;
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        std::size_t jobsLeft = 0;
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        const TilePosition playerPosition = *mPlayerTile.lockConst();
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        const auto isDone = [&] {
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            jobsLeft = mJobs.size();
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						|
            if (jobsLeft == 0)
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                return true;
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            return !isAbsentTileTooClose(playerPosition, maxDistanceToPlayer, mPushed, mPresentTiles, mProcessingTiles);
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        };
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        std::unique_lock<std::mutex> lock(mMutex);
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        if (!isAbsentTileTooClose(playerPosition, maxDistanceToPlayer, mPushed, mPresentTiles, mProcessingTiles)
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            || mJobs.empty())
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            return;
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        const Loading::ScopedLoad load(listener);
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        if (listener != nullptr)
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						|
        {
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						|
            listener->setLabel("#{OMWEngine:BuildingNavigationMesh}");
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						|
            listener->setProgressRange(maxProgress);
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        }
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        while (!mDone.wait_for(lock, std::chrono::milliseconds(20), isDone))
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        {
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						|
            if (listener == nullptr)
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                continue;
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            if (maxProgress < jobsLeft)
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						|
            {
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                maxProgress = jobsLeft;
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						|
                listener->setProgressRange(maxProgress);
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						|
                listener->setProgress(jobsDone);
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            }
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            else if (jobsLeft < prevJobsLeft)
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            {
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                const std::size_t newJobsDone = prevJobsLeft - jobsLeft;
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                jobsDone += newJobsDone;
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                prevJobsLeft = jobsLeft;
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                listener->increaseProgress(newJobsDone);
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            }
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        }
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    }
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    void AsyncNavMeshUpdater::waitUntilAllJobsDone()
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    {
 | 
						|
        {
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            std::unique_lock<std::mutex> lock(mMutex);
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            mDone.wait(lock, [this] { return mJobs.empty(); });
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        }
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        mProcessingTiles.wait(mProcessed, [](const auto& v) { return v.empty(); });
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    }
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    AsyncNavMeshUpdaterStats AsyncNavMeshUpdater::getStats() const
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    {
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        AsyncNavMeshUpdaterStats result;
 | 
						|
        {
 | 
						|
            const std::lock_guard<std::mutex> lock(mMutex);
 | 
						|
            result.mJobs = mJobs.size();
 | 
						|
            result.mWaiting = mWaiting.getStats();
 | 
						|
            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)
 | 
						|
        {
 | 
						|
            if (JobIt job = getNextJob(); job != mJobs.end())
 | 
						|
            {
 | 
						|
                try
 | 
						|
                {
 | 
						|
                    const JobStatus status = processJob(*job);
 | 
						|
                    Log(Debug::Debug) << "Processed job " << job->mId << " with status=" << status
 | 
						|
                                      << " changeType=" << job->mChangeType;
 | 
						|
                    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:
 | 
						|
                            unlockTile(job->mId, job->mAgentBounds, job->mChangedTile);
 | 
						|
                            removeJob(job);
 | 
						|
                            break;
 | 
						|
                        case JobStatus::MemoryCacheMiss:
 | 
						|
                        {
 | 
						|
                            mDbWorker->enqueueJob(job);
 | 
						|
                            break;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                catch (const std::exception& e)
 | 
						|
                {
 | 
						|
                    Log(Debug::Warning) << "Failed to process navmesh job " << job->mId
 | 
						|
                                        << " for worldspace=" << job->mWorldspace << " agent=" << job->mAgentBounds
 | 
						|
                                        << " changedTile=(" << job->mChangedTile << ")"
 | 
						|
                                        << " changeType=" << job->mChangeType
 | 
						|
                                        << " by thread=" << std::this_thread::get_id() << ": " << e.what();
 | 
						|
                    unlockTile(job->mId, job->mAgentBounds, job->mChangedTile);
 | 
						|
                    removeJob(job);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                cleanupLastUpdates();
 | 
						|
            }
 | 
						|
        }
 | 
						|
        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 << "  for worldspace=" << job.mWorldspace
 | 
						|
                          << " agent=" << job.mAgentBounds << ""
 | 
						|
                          << " changedTile=(" << job.mChangedTile << ")"
 | 
						|
                          << " changeType=" << job.mChangeType << " by thread=" << std::this_thread::get_id();
 | 
						|
 | 
						|
        const auto navMeshCacheItem = job.mNavMeshCacheItem.lock();
 | 
						|
 | 
						|
        if (!navMeshCacheItem)
 | 
						|
            return JobStatus::Done;
 | 
						|
 | 
						|
        const auto playerTile = *mPlayerTile.lockConst();
 | 
						|
 | 
						|
        if (!shouldAddTile(job.mChangedTile, playerTile, mSettings.get().mMaxTilesNumber))
 | 
						|
        {
 | 
						|
            Log(Debug::Debug) << "Ignore add tile by job " << job.mId << ": too far from player";
 | 
						|
            job.mChangeType = ChangeType::remove;
 | 
						|
            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;
 | 
						|
        }
 | 
						|
 | 
						|
        try
 | 
						|
        {
 | 
						|
            writeDebugRecastMesh(mSettings, job.mChangedTile, *recastMesh);
 | 
						|
        }
 | 
						|
        catch (const std::exception& e)
 | 
						|
        {
 | 
						|
            Log(Debug::Warning) << "Failed to write debug recast mesh: " << e.what();
 | 
						|
        }
 | 
						|
 | 
						|
        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));
 | 
						|
        }
 | 
						|
 | 
						|
        try
 | 
						|
        {
 | 
						|
            writeDebugNavMesh(mSettings, navMeshCacheItem, navMeshVersion);
 | 
						|
        }
 | 
						|
        catch (const std::exception& e)
 | 
						|
        {
 | 
						|
            Log(Debug::Warning) << "Failed to write debug navmesh: " << e.what();
 | 
						|
        }
 | 
						|
 | 
						|
        return isSuccess(status) ? JobStatus::Done : JobStatus::Fail;
 | 
						|
    }
 | 
						|
 | 
						|
    JobIt AsyncNavMeshUpdater::getNextJob() noexcept
 | 
						|
    {
 | 
						|
        std::unique_lock<std::mutex> lock(mMutex);
 | 
						|
 | 
						|
        bool shouldStop = false;
 | 
						|
        const auto hasJob = [&] {
 | 
						|
            shouldStop = mShouldStop.load();
 | 
						|
            return shouldStop || mWaiting.hasJob();
 | 
						|
        };
 | 
						|
 | 
						|
        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 TilePosition playerTile = *mPlayerTile.lockConst();
 | 
						|
 | 
						|
        JobIt job = mJobs.end();
 | 
						|
 | 
						|
        if (const std::optional<JobIt> nextJob = mWaiting.pop(playerTile))
 | 
						|
            job = *nextJob;
 | 
						|
 | 
						|
        if (job == mJobs.end())
 | 
						|
            return job;
 | 
						|
 | 
						|
        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;
 | 
						|
            job->mProcessTime = std::chrono::steady_clock::now() + mSettings.get().mMinUpdateInterval;
 | 
						|
            mWaiting.push(job);
 | 
						|
            return mJobs.end();
 | 
						|
        }
 | 
						|
 | 
						|
        if (job->mChangeType == ChangeType::update)
 | 
						|
            mLastUpdates[getAgentAndTile(*job)] = std::chrono::steady_clock::now();
 | 
						|
        mPushed.erase(getAgentAndTile(*job));
 | 
						|
 | 
						|
        return 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() noexcept
 | 
						|
    {
 | 
						|
        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);
 | 
						|
        mWaiting.push(job);
 | 
						|
        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);
 | 
						|
        if (isWritingDbJob(*job))
 | 
						|
            mWriting.push_back(job);
 | 
						|
        else
 | 
						|
            mReading.push(job);
 | 
						|
        mHasJob.notify_all();
 | 
						|
    }
 | 
						|
 | 
						|
    std::optional<JobIt> DbJobQueue::pop()
 | 
						|
    {
 | 
						|
        std::unique_lock lock(mMutex);
 | 
						|
 | 
						|
        const auto hasJob = [&] { return mShouldStop || mReading.size() > 0 || mWriting.size() > 0; };
 | 
						|
 | 
						|
        mHasJob.wait(lock, hasJob);
 | 
						|
 | 
						|
        if (mShouldStop)
 | 
						|
            return std::nullopt;
 | 
						|
 | 
						|
        if (const std::optional<JobIt> job = mReading.pop(mPlayerTile))
 | 
						|
            return job;
 | 
						|
 | 
						|
        if (mWriting.empty())
 | 
						|
            return std::nullopt;
 | 
						|
 | 
						|
        const JobIt job = mWriting.front();
 | 
						|
        mWriting.pop_front();
 | 
						|
 | 
						|
        return job;
 | 
						|
    }
 | 
						|
 | 
						|
    void DbJobQueue::update(TilePosition playerTile)
 | 
						|
    {
 | 
						|
        const std::lock_guard lock(mMutex);
 | 
						|
        mPlayerTile = playerTile;
 | 
						|
    }
 | 
						|
 | 
						|
    void DbJobQueue::stop()
 | 
						|
    {
 | 
						|
        const std::lock_guard lock(mMutex);
 | 
						|
        mReading.clear();
 | 
						|
        mWriting.clear();
 | 
						|
        mShouldStop = true;
 | 
						|
        mHasJob.notify_all();
 | 
						|
    }
 | 
						|
 | 
						|
    DbJobQueueStats DbJobQueue::getStats() const
 | 
						|
    {
 | 
						|
        const std::lock_guard lock(mMutex);
 | 
						|
        return DbJobQueueStats{
 | 
						|
            .mReadingJobs = mReading.size(),
 | 
						|
            .mWritingJobs = mWriting.size(),
 | 
						|
        };
 | 
						|
    }
 | 
						|
 | 
						|
    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";
 | 
						|
                    }
 | 
						|
                    else if (message.find("UNIQUE constraint failed: tiles.tile_id") != std::string_view::npos)
 | 
						|
                    {
 | 
						|
                        Log(Debug::Warning) << "Found duplicate navmeshdb tile_id, please report the "
 | 
						|
                                               "issue to https://gitlab.com/OpenMW/openmw/-/issues, attach openmw.log: "
 | 
						|
                                            << mNextTileId;
 | 
						|
                        try
 | 
						|
                        {
 | 
						|
                            mNextTileId = TileId(mDb->getMaxTileId() + 1);
 | 
						|
                            Log(Debug::Info) << "Updated navmeshdb tile_id to: " << mNextTileId;
 | 
						|
                        }
 | 
						|
                        catch (const std::exception& e)
 | 
						|
                        {
 | 
						|
                            mWriteToDb = false;
 | 
						|
                            Log(Debug::Warning)
 | 
						|
                                << "Failed to update next tile_id, writes to navmeshdb are disabled: " << e.what();
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        };
 | 
						|
 | 
						|
        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;
 | 
						|
    }
 | 
						|
}
 |