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			218 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			218 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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